/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "foundation/Qt3DSAllocator.h" #include "foundation/Qt3DSFoundation.h" #include "foundation/Qt3DSBroadcastingAllocator.h" #include "foundation/Qt3DSAtomic.h" #include "EASTL/vector.h" #include "render/Qt3DSRenderContext.h" #include "render/Qt3DSRenderSampler.h" #include "render/Qt3DSRenderTextureBase.h" #include "foundation/Qt3DSDataRef.h" namespace qt3ds { namespace render { NVRenderTextureBase::NVRenderTextureBase(NVRenderContextImpl &context, NVFoundationBase &fnd, NVRenderTextureTargetType::Enum texTarget) : m_Context(context) , m_Foundation(fnd) , mRefCount(0) , m_Backend(context.GetBackend()) , m_TextureHandle(NULL) , m_TextureUnit(QT3DS_MAX_U32) , m_SamplerParamsDirty(true) , m_TexStateDirty(false) , m_SampleCount(1) , m_Format(NVRenderTextureFormats::Unknown) , m_TexTarget(texTarget) , m_BaseLevel(0) , m_MaxLevel(1000) , m_MaxMipLevel(0) , m_Immutable(false) { m_TextureHandle = m_Backend->CreateTexture(); m_Sampler = QT3DS_NEW(m_Context.GetFoundation().getAllocator(), NVRenderTextureSampler)(context, context.GetFoundation()); } NVRenderTextureBase::~NVRenderTextureBase() { if (m_Sampler) QT3DS_FREE(m_Context.GetFoundation().getAllocator(), m_Sampler); if (m_TextureHandle) m_Backend->ReleaseTexture(m_TextureHandle); } void NVRenderTextureBase::SetBaseLevel(QT3DSI32 value) { if (m_BaseLevel != value) { m_BaseLevel = value; m_TexStateDirty = true; } } void NVRenderTextureBase::SetMaxLevel(QT3DSI32 value) { if (m_MaxLevel != value) { m_MaxLevel = value; m_TexStateDirty = true; } } void NVRenderTextureBase::SetMinFilter(NVRenderTextureMinifyingOp::Enum value) { if (m_Sampler->m_MinFilter != value) { m_Sampler->m_MinFilter = value; m_SamplerParamsDirty = true; } } void NVRenderTextureBase::SetMagFilter(NVRenderTextureMagnifyingOp::Enum value) { if (m_Sampler->m_MagFilter != value) { m_Sampler->m_MagFilter = value; m_SamplerParamsDirty = true; } } void NVRenderTextureBase::SetTextureWrapS(NVRenderTextureCoordOp::Enum value) { if (m_Sampler->m_WrapS != value) { m_Sampler->m_WrapS = value; m_SamplerParamsDirty = true; } } void NVRenderTextureBase::SetTextureWrapT(NVRenderTextureCoordOp::Enum value) { if (m_Sampler->m_WrapT != value) { m_Sampler->m_WrapT = value; m_SamplerParamsDirty = true; } } void NVRenderTextureBase::SetTextureCompareMode(NVRenderTextureCompareMode::Enum value) { if (m_Sampler->m_CompareMode != value) { m_Sampler->m_CompareMode = value; m_SamplerParamsDirty = true; } } void NVRenderTextureBase::SetTextureCompareFunc(NVRenderTextureCompareOp::Enum value) { if (m_Sampler->m_CompareOp != value) { m_Sampler->m_CompareOp = value; m_SamplerParamsDirty = true; } } static GLfloat getMaxAnisotropy() { static GLfloat val = (GLfloat)qEnvironmentVariableIntValue("QT3DS_ANISOTROPIC_VALUE"); return val > 0 ? val : 1.0f; } void NVRenderTextureBase::applyTexParams() { if (m_SamplerParamsDirty) { m_Backend->UpdateSampler(m_Sampler->GetSamplerHandle(), m_TexTarget, m_Sampler->m_MinFilter, m_Sampler->m_MagFilter, m_Sampler->m_WrapS, m_Sampler->m_WrapT, m_Sampler->m_WrapR, m_Sampler->m_MinLod, m_Sampler->m_MaxLod, m_Sampler->m_LodBias, m_Sampler->m_CompareMode, m_Sampler->m_CompareOp, getMaxAnisotropy()); m_SamplerParamsDirty = false; } if (m_TexStateDirty) { m_Backend->UpdateTextureObject(m_TextureHandle, m_TexTarget, m_BaseLevel, m_MaxLevel); m_TexStateDirty = false; } } void NVRenderTextureBase::applyTexSwizzle() { NVRenderTextureSwizzleMode::Enum theSwizzleMode = m_Backend->GetTextureSwizzleMode(m_Format); if (theSwizzleMode != m_Sampler->m_SwizzleMode) { m_Sampler->m_SwizzleMode = theSwizzleMode; m_Backend->UpdateTextureSwizzle(m_TextureHandle, m_TexTarget, theSwizzleMode); } } } }