OGLTexture.cpp 12 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "FileSystem.h"
  25. #include "Graphics.h"
  26. #include "GraphicsImpl.h"
  27. #include "Log.h"
  28. #include "Material.h"
  29. #include "Profiler.h"
  30. #include "ResourceCache.h"
  31. #include "StringUtils.h"
  32. #include "Texture.h"
  33. #include "XMLFile.h"
  34. #include "DebugNew.h"
  35. GLenum glWrapModes[] =
  36. {
  37. GL_REPEAT,
  38. GL_MIRRORED_REPEAT,
  39. GL_CLAMP_TO_EDGE,
  40. #ifndef GL_ES_VERSION_2_0
  41. GL_CLAMP
  42. #else
  43. GL_CLAMP_TO_EDGE
  44. #endif
  45. };
  46. static const String addressModeNames[] =
  47. {
  48. "wrap",
  49. "mirror",
  50. "clamp",
  51. "border",
  52. ""
  53. };
  54. static const String filterModeNames[] =
  55. {
  56. "nearest",
  57. "bilinear",
  58. "trilinear",
  59. "anisotropic",
  60. "default",
  61. ""
  62. };
  63. Texture::Texture(Context* context) :
  64. Resource(context),
  65. GPUObject(GetSubsystem<Graphics>()),
  66. levels_(0),
  67. requestedLevels_(0),
  68. depthBits_(0),
  69. width_(0),
  70. height_(0),
  71. dynamic_(false),
  72. shadowCompare_(false),
  73. parametersDirty_(true),
  74. dataLost_(false),
  75. filterMode_(FILTER_DEFAULT)
  76. {
  77. for (int i = 0; i < MAX_COORDS; ++i)
  78. addressMode_[i] = ADDRESS_WRAP;
  79. for (int i = 0; i < MAX_TEXTURE_QUALITY_LEVELS; ++i)
  80. mipsToSkip_[i] = MAX_TEXTURE_QUALITY_LEVELS - 1 - i;
  81. }
  82. Texture::~Texture()
  83. {
  84. }
  85. void Texture::SetNumLevels(unsigned levels)
  86. {
  87. requestedLevels_ = levels;
  88. }
  89. void Texture::SetFilterMode(TextureFilterMode mode)
  90. {
  91. filterMode_ = mode;
  92. parametersDirty_ = true;
  93. }
  94. void Texture::SetAddressMode(TextureCoordinate coord, TextureAddressMode mode)
  95. {
  96. addressMode_[coord] = mode;
  97. parametersDirty_ = true;
  98. }
  99. void Texture::SetShadowCompare(bool enable)
  100. {
  101. shadowCompare_ = enable;
  102. parametersDirty_ = true;
  103. }
  104. void Texture::SetBorderColor(const Color& color)
  105. {
  106. borderColor_ = color;
  107. parametersDirty_ = true;
  108. }
  109. void Texture::SetBackupTexture(Texture* texture)
  110. {
  111. backupTexture_ = texture;
  112. }
  113. void Texture::SetParametersDirty()
  114. {
  115. parametersDirty_ = true;
  116. }
  117. void Texture::ClearDataLost()
  118. {
  119. }
  120. void Texture::UpdateParameters()
  121. {
  122. if (!object_ || !graphics_)
  123. return;
  124. // Wrapping
  125. glTexParameteri(target_, GL_TEXTURE_WRAP_S, glWrapModes[addressMode_[0]]);
  126. glTexParameteri(target_, GL_TEXTURE_WRAP_T, glWrapModes[addressMode_[1]]);
  127. #ifndef GL_ES_VERSION_2_0
  128. glTexParameteri(target_, GL_TEXTURE_WRAP_R, glWrapModes[addressMode_[2]]);
  129. #endif
  130. TextureFilterMode filterMode = filterMode_;
  131. if (filterMode == FILTER_DEFAULT)
  132. filterMode = graphics_->GetDefaultTextureFilterMode();
  133. // Filtering
  134. switch (filterMode)
  135. {
  136. case FILTER_NEAREST:
  137. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  138. glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  139. break;
  140. case FILTER_BILINEAR:
  141. if (levels_ < 2)
  142. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  143. else
  144. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  145. glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  146. break;
  147. case FILTER_ANISOTROPIC:
  148. case FILTER_TRILINEAR:
  149. if (levels_ < 2)
  150. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  151. else
  152. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  153. glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  154. break;
  155. }
  156. #ifndef GL_ES_VERSION_2_0
  157. // Anisotropy
  158. glTexParameterf(target_, GL_TEXTURE_MAX_ANISOTROPY_EXT, filterMode_ == FILTER_ANISOTROPIC ?
  159. (float)graphics_->GetTextureAnisotropy() : 1.0f);
  160. // Shadow compare
  161. if (shadowCompare_)
  162. {
  163. glTexParameteri(target_, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
  164. glTexParameteri(target_, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
  165. }
  166. else
  167. glTexParameteri(target_, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  168. glTexParameterfv(target_, GL_TEXTURE_BORDER_COLOR, borderColor_.Data());
  169. #endif
  170. parametersDirty_ = false;
  171. }
  172. bool Texture::IsCompressed() const
  173. {
  174. #ifndef GL_ES_VERSION_2_0
  175. return format_ == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format_ == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ||
  176. format_ == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  177. #else
  178. return format_ == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  179. #endif
  180. }
  181. int Texture::GetLevelWidth(unsigned level) const
  182. {
  183. if (level > levels_)
  184. return 0;
  185. return Max(width_ >> level, 1);
  186. }
  187. int Texture::GetLevelHeight(unsigned level) const
  188. {
  189. if (level > levels_)
  190. return 0;
  191. return Max(height_ >> level, 1);
  192. }
  193. TextureUsage Texture::GetUsage() const
  194. {
  195. /// \todo Check for rendertarget / depth-stencil mode
  196. if (dynamic_)
  197. return TEXTURE_DYNAMIC;
  198. return TEXTURE_STATIC;
  199. }
  200. unsigned Texture::GetDataSize(int width, int height) const
  201. {
  202. if (IsCompressed())
  203. return GetRowDataSize(width) * ((height + 3) >> 2);
  204. else
  205. return GetRowDataSize(width) * height;
  206. }
  207. unsigned Texture::GetRowDataSize(int width) const
  208. {
  209. switch (format_)
  210. {
  211. case GL_ALPHA:
  212. case GL_LUMINANCE:
  213. return width;
  214. case GL_LUMINANCE_ALPHA:
  215. return width * 2;
  216. case GL_RGB:
  217. return width * 3;
  218. case GL_RGBA:
  219. #ifndef GL_ES_VERSION_2_0
  220. case GL_LUMINANCE32F_ARB:
  221. case GL_DEPTH24_STENCIL8_EXT:
  222. #endif
  223. return width * 4;
  224. case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
  225. return ((width + 3) >> 2) * 8;
  226. #ifndef GL_ES_VERSION_2_0
  227. case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
  228. case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
  229. return ((width + 3) >> 2) * 16;
  230. #endif
  231. default:
  232. return 0;
  233. }
  234. }
  235. unsigned Texture::GetDXTFormat(CompressedFormat format)
  236. {
  237. switch (format)
  238. {
  239. case CF_DXT1:
  240. return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  241. #ifndef GL_ES_VERSION_2_0
  242. case CF_DXT3:
  243. return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  244. case CF_DXT5:
  245. return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  246. #endif
  247. }
  248. return 0;
  249. }
  250. unsigned Texture::GetExternalFormat(unsigned format)
  251. {
  252. #ifndef GL_ES_VERSION_2_0
  253. // For DEPTH_COMPONENTxx textures DEPTH_COMPONENT needs to be returned
  254. if (format == GL_DEPTH_COMPONENT16 || format == GL_DEPTH_COMPONENT24 || format == GL_DEPTH_COMPONENT32)
  255. return GL_DEPTH_COMPONENT;
  256. else if (format == GL_DEPTH24_STENCIL8_EXT)
  257. return GL_DEPTH_STENCIL_EXT;
  258. else if (format == GL_LUMINANCE32F_ARB)
  259. return GL_LUMINANCE;
  260. else
  261. return format;
  262. #else
  263. if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_COMPONENT24_OES || format == GL_DEPTH_COMPONENT32_OES)
  264. return GL_DEPTH_COMPONENT;
  265. else
  266. return format;
  267. #endif
  268. }
  269. unsigned Texture::GetDataType(unsigned format)
  270. {
  271. #ifndef GL_ES_VERSION_2_0
  272. if (format == GL_DEPTH24_STENCIL8_EXT)
  273. return GL_UNSIGNED_INT_24_8_EXT;
  274. else
  275. return GL_UNSIGNED_BYTE;
  276. #else
  277. if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_COMPONENT24_OES || format == GL_DEPTH_COMPONENT32_OES)
  278. return GL_UNSIGNED_INT;
  279. else if (format == GL_DEPTH_COMPONENT16)
  280. return GL_UNSIGNED_SHORT;
  281. else
  282. return GL_UNSIGNED_BYTE;
  283. #endif
  284. }
  285. void Texture::LoadParameters()
  286. {
  287. ResourceCache* cache = GetSubsystem<ResourceCache>();
  288. String texPath, texName, texExt;
  289. SplitPath(GetName(), texPath, texName, texExt);
  290. String xmlName = texPath + texName + ".xml";
  291. if (cache->Exists(xmlName))
  292. {
  293. XMLFile* file = cache->GetResource<XMLFile>(xmlName);
  294. LoadParameters(file);
  295. }
  296. }
  297. void Texture::LoadParameters(XMLFile* file)
  298. {
  299. if (!file)
  300. return;
  301. XMLElement rootElem = file->GetRoot();
  302. LoadParameters(rootElem);
  303. }
  304. void Texture::LoadParameters(const XMLElement& elem)
  305. {
  306. XMLElement paramElem = elem.GetChild();
  307. while (paramElem)
  308. {
  309. String name = paramElem.GetName();
  310. if (name == "address")
  311. {
  312. String coord = paramElem.GetAttributeLower("coord");
  313. if (coord.Length() >= 1)
  314. {
  315. TextureCoordinate coordIndex = (TextureCoordinate)(coord[0] - 'u');
  316. String mode = paramElem.GetAttributeLower("mode");
  317. SetAddressMode(coordIndex, (TextureAddressMode)GetStringListIndex(mode, addressModeNames, ADDRESS_WRAP));
  318. }
  319. }
  320. if (name == "border")
  321. SetBorderColor(paramElem.GetColor("color"));
  322. if (name == "filter")
  323. {
  324. String mode = paramElem.GetAttributeLower("mode");
  325. SetFilterMode((TextureFilterMode)GetStringListIndex(mode, filterModeNames, FILTER_DEFAULT));
  326. }
  327. if (name == "mipmap")
  328. SetNumLevels(paramElem.GetBool("enable") ? 0 : 1);
  329. if (name == "quality")
  330. {
  331. if (paramElem.HasAttribute("low"))
  332. mipsToSkip_[QUALITY_LOW] = Max(paramElem.GetInt("low"), 0);
  333. if (paramElem.HasAttribute("med"))
  334. mipsToSkip_[QUALITY_MEDIUM] = Max(paramElem.GetInt("med"), 0);
  335. if (paramElem.HasAttribute("medium"))
  336. mipsToSkip_[QUALITY_MEDIUM] = Max(paramElem.GetInt("medium"), 0);
  337. if (paramElem.HasAttribute("high"))
  338. mipsToSkip_[QUALITY_HIGH] = Max(paramElem.GetInt("high"), 0);
  339. // Make sure a higher quality level does not actually skip more mips
  340. for (int i = 1; i < MAX_TEXTURE_QUALITY_LEVELS; ++i)
  341. {
  342. if (mipsToSkip_[i] > mipsToSkip_[i - 1])
  343. mipsToSkip_[i] = mipsToSkip_[i - 1];
  344. }
  345. }
  346. paramElem = paramElem.GetNext();
  347. }
  348. }
  349. void Texture::CheckTextureBudget(ShortStringHash type)
  350. {
  351. ResourceCache* cache = GetSubsystem<ResourceCache>();
  352. unsigned textureBudget = cache->GetMemoryBudget(type);
  353. unsigned textureUse = cache->GetMemoryUse(type);
  354. if (!textureBudget)
  355. return;
  356. // If textures are over the budget, they likely can not be freed directly as materials still refer to them.
  357. // Therefore free unused materials first
  358. if (textureUse > textureBudget)
  359. cache->ReleaseResources(Material::GetTypeStatic());
  360. }