Files
Patoke-4JLibs/Windows_Libs/Dev/Render/RendererTexture.cpp

359 lines
9.0 KiB
C++

#pragma once
#include "Renderer.h"
#include "libpng/png.h"
#include <cstdint>
#include <cstring>
#include <limits>
#include <new>
DXGI_FORMAT Renderer::textureFormats[C4JRender::MAX_TEXTURE_FORMATS] = {
DXGI_FORMAT_B8G8R8A8_UNORM,
};
int Renderer::TextureCreate()
{
for (int i = 0; i < 512; ++i)
{
Texture &texture = m_textures[i];
if (!texture.allocated)
{
texture.texture = nullptr;
texture.allocated = true;
texture.mipLevels = 1;
texture.samplerParams = 0;
return i;
}
}
return -1;
}
void Renderer::TextureSetTextureLevels(int levels)
{
const int boundTextureIndex = this->getContext().boundTextureIndex;
m_textures[boundTextureIndex].mipLevels = levels;
}
int Renderer::TextureGetTextureLevels()
{
const int boundTextureIndex = this->getContext().boundTextureIndex;
return m_textures[boundTextureIndex].mipLevels;
}
void Renderer::TextureSetParam(int param, int value)
{
Texture &texture = m_textures[this->getContext().boundTextureIndex];
switch (param)
{
case GL_TEXTURE_MIN_FILTER:
texture.samplerParams &= ~4u;
if (value == 1)
{
texture.samplerParams |= 4u;
}
break;
case GL_TEXTURE_MAG_FILTER:
texture.samplerParams &= ~8u;
if (value == 1)
{
texture.samplerParams |= 8u;
}
break;
case GL_TEXTURE_WRAP_S:
texture.samplerParams &= ~1u;
if (value == 0)
{
texture.samplerParams |= 1u;
}
break;
case GL_TEXTURE_WRAP_T:
case 5:
texture.samplerParams &= ~2u;
if (value == 0)
{
texture.samplerParams |= 2u;
}
break;
default:
break;
}
}
void Renderer::TextureDynamicUpdateStart() {}
void Renderer::TextureDynamicUpdateEnd() {}
void Renderer::TextureData(int width, int height, void *data, int level, C4JRender::eTextureFormat format)
{
Renderer::Context &context = this->getContext();
Texture &texture = m_textures[context.boundTextureIndex];
texture.textureFormat = format;
if (level == 0)
{
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = width;
desc.Height = height;
desc.MipLevels = texture.mipLevels;
desc.ArraySize = 1;
desc.Format = textureFormats[format];
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
m_pDevice->CreateTexture2D(&desc, nullptr, &texture.texture);
m_pDevice->CreateShaderResourceView(texture.texture, nullptr, &texture.view);
}
const UINT rowPitch = width * 4u;
const UINT depthPitch = width * height * 4u;
context.m_pDeviceContext->UpdateSubresource(texture.texture, level, nullptr, data, rowPitch, depthPitch);
}
void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void *data, int level)
{
Renderer::Context &context = this->getContext();
Texture &texture = m_textures[context.boundTextureIndex];
D3D11_BOX box = {};
box.left = xoffset;
box.right = xoffset + width;
box.top = yoffset;
box.bottom = yoffset + height;
box.front = 0;
box.back = 1;
D3D11_TEXTURE2D_DESC desc = {};
texture.texture->GetDesc(&desc);
const UINT rowPitch = width * 4u;
const UINT depthPitch = width * height * 4u;
context.m_pDeviceContext->UpdateSubresource(texture.texture, level, &box, data, rowPitch, depthPitch);
}
void Renderer::TextureFree(int idx)
{
Texture &texture = m_textures[idx];
texture.texture->Release();
texture.view->Release();
texture.view = nullptr;
texture.allocated = false;
texture.texture = nullptr;
}
void Renderer::TextureGetStats() {}
ID3D11ShaderResourceView *Renderer::TextureGetTexture(int idx)
{
if (idx < 0 || idx > 0x1FF)
{
return nullptr;
}
const Texture &texture = m_textures[idx];
if (!texture.allocated)
{
return nullptr;
}
return texture.view;
}
void Renderer::TextureBind(int idx)
{
int textureIndex = idx;
if (textureIndex == -1)
{
textureIndex = defaultTextureIndex;
}
Renderer::Context &context = this->getContext();
if (context.commandBuffer && context.commandBuffer->isActive)
{
context.commandBuffer->BindTexture(textureIndex);
}
context.boundTextureIndex = textureIndex;
ID3D11ShaderResourceView *const view = m_textures[textureIndex].view;
context.m_pDeviceContext->PSSetShaderResources(0, 1, &view);
this->UpdateTextureState(false);
}
void Renderer::TextureBindVertex(int idx)
{
int textureIndex = idx;
if (textureIndex == -1)
{
textureIndex = defaultTextureIndex;
}
Renderer::Context &context = this->getContext();
context.boundTextureIndex = textureIndex;
ID3D11ShaderResourceView *const view = m_textures[textureIndex].view;
context.m_pDeviceContext->VSSetShaderResources(0, 1, &view);
this->UpdateTextureState(true);
}
void Renderer::UpdateTextureState(bool vertexSampler)
{
Renderer::Context &context = this->getContext();
ID3D11SamplerState *sampler = this->GetManagedSamplerState();
if (vertexSampler)
{
context.m_pDeviceContext->VSSetSamplers(0, 1, &sampler);
}
else
{
context.m_pDeviceContext->PSSetSamplers(0, 1, &sampler);
}
}
HRESULT Renderer::LoadTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut)
{
if (!szFilename || !pSrcInfo || !ppDataOut)
{
return -1;
}
*ppDataOut = nullptr;
png_image image;
std::memset(&image, 0, sizeof(image));
image.version = PNG_IMAGE_VERSION;
if (!png_image_begin_read_from_file(&image, szFilename))
{
return -1;
}
if (image.width == 0 || image.height == 0)
{
png_image_free(&image);
return -1;
}
image.format = PNG_FORMAT_RGBA;
const png_alloc_size_t pixelCount = png_alloc_size_t(image.width) * png_alloc_size_t(image.height);
if (pixelCount == 0 || pixelCount > (std::numeric_limits<size_t>::max)() / sizeof(int))
{
png_image_free(&image);
return -1;
}
int *output = new (std::nothrow) int[size_t(pixelCount)];
if (!output)
{
png_image_free(&image);
return -1;
}
if (!png_image_finish_read(&image, nullptr, output, 0, nullptr))
{
delete[] output;
png_image_free(&image);
return -1;
}
*ppDataOut = output;
pSrcInfo->Width = image.width;
pSrcInfo->Height = image.height;
png_image_free(&image);
return 0;
}
HRESULT Renderer::LoadTextureData(BYTE *pbData, DWORD dwBytes, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut)
{
if (!pbData || dwBytes == 0 || !pSrcInfo || !ppDataOut)
{
return -1;
}
*ppDataOut = nullptr;
png_image image;
std::memset(&image, 0, sizeof(image));
image.version = PNG_IMAGE_VERSION;
if (!png_image_begin_read_from_memory(&image, pbData, dwBytes))
{
return -1;
}
if (image.width == 0 || image.height == 0)
{
png_image_free(&image);
return -1;
}
image.format = PNG_FORMAT_RGBA;
const png_alloc_size_t pixelCount = png_alloc_size_t(image.width) * png_alloc_size_t(image.height);
if (pixelCount == 0 || pixelCount > (std::numeric_limits<size_t>::max)() / sizeof(int))
{
png_image_free(&image);
return -1;
}
int *output = new (std::nothrow) int[size_t(pixelCount)];
if (!output)
{
png_image_free(&image);
return -1;
}
if (!png_image_finish_read(&image, nullptr, output, 0, nullptr))
{
delete[] output;
png_image_free(&image);
return -1;
}
*ppDataOut = output;
pSrcInfo->Width = image.width;
pSrcInfo->Height = image.height;
png_image_free(&image);
return 0;
}
HRESULT Renderer::SaveTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int *ppDataOut)
{
png_image image = {};
image.version = PNG_IMAGE_VERSION;
image.width = pSrcInfo->Width;
image.height = pSrcInfo->Height;
image.format = PNG_FORMAT_RGBA;
png_image_write_to_file(&image, szFilename, 0, ppDataOut, 0, nullptr);
return 0;
}
HRESULT Renderer::SaveTextureDataToMemory(void *pOutput, int outputCapacity, int *outputLength, int width, int height, int *ppDataIn)
{
if (!pOutput || outputCapacity <= 0 || !outputLength || width <= 0 || height <= 0 || !ppDataIn)
{
return -1;
}
png_image image;
std::memset(&image, 0, sizeof(image));
image.version = PNG_IMAGE_VERSION;
image.width = width;
image.height = height;
image.format = PNG_FORMAT_RGBA;
png_alloc_size_t memoryBytes = static_cast<png_alloc_size_t>(outputCapacity);
if (!png_image_write_to_memory(&image, pOutput, &memoryBytes, 0, ppDataIn, 0, nullptr))
{
*outputLength = 0;
png_image_free(&image);
return -1;
}
*outputLength = static_cast<int>(memoryBytes);
png_image_free(&image);
return 0;
}