open_toontown_panda3d/panda/src/gobj/texture.I

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// Filename: texture.I
// Created by: drose (05Feb99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: Texture::setup_1d_texture
// Access: Published
// Description: Sets the texture as an empty 1-d texture with no
// dimensions. Follow up with read() or load() to fill
// the texture properties and image data.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
setup_1d_texture() {
setup_1d_texture(0, T_unsigned_byte, F_rgb);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::setup_1d_texture
// Access: Published
// Description: Sets the texture as an empty 1-d texture with the
// specified dimensions and properties. Follow up with
// set_ram_image() or modify_ram_image() to fill the
// image data.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
setup_1d_texture(int x_size, ComponentType component_type, Format format) {
setup_texture(TT_1d_texture, x_size, 1, 1, component_type, format);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::setup_2d_texture
// Access: Published
// Description: Sets the texture as an empty 2-d texture with no
// dimensions. Follow up with read() or load() to fill
// the texture properties and image data.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
setup_2d_texture() {
setup_2d_texture(0, 1, T_unsigned_byte, F_rgb);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::setup_2d_texture
// Access: Published
// Description: Sets the texture as an empty 2-d texture with the
// specified dimensions and properties. Follow up with
// set_ram_image() or modify_ram_image() to fill the
// image data.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
setup_2d_texture(int x_size, int y_size, ComponentType component_type,
Format format) {
setup_texture(TT_2d_texture, x_size, y_size, 1, component_type, format);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::setup_3d_texture
// Access: Published
// Description: Sets the texture as an empty 3-d texture with no
// dimensions (though if you know the depth ahead
// of time, it saves a bit of reallocation later).
// Follow up with read() or load() to fill the texture
// properties and image data.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
setup_3d_texture(int z_size) {
setup_3d_texture(0, 1, z_size, T_unsigned_byte, F_rgb);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::setup_3d_texture
// Access: Published
// Description: Sets the texture as an empty 3-d texture with the
// specified dimensions and properties. Follow up with
// set_ram_image() or modify_ram_image() to fill the
// image data.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
setup_3d_texture(int x_size, int y_size, int z_size,
ComponentType component_type, Format format) {
setup_texture(TT_3d_texture, x_size, y_size, z_size, component_type, format);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::setup_cube_map
// Access: Published
// Description: Sets the texture as an empty cube map texture with no
// dimensions. Follow up with read() or load() to fill
// the texture properties and image data.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
setup_cube_map() {
setup_cube_map(0, T_unsigned_byte, F_rgb);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::setup_cube_map
// Access: Published
// Description: Sets the texture as an empty cube map texture with
// the specified dimensions and properties. Follow up
// with set_ram_image() or modify_ram_image() to fill
// the image data.
//
// Note that a cube map should always consist of six
// square images, so x_size and y_size will be the same,
// and z_size is always 6.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
setup_cube_map(int size, ComponentType component_type,
Format format) {
setup_texture(TT_cube_map, size, size, 6, component_type, format);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::read
// Access: Published
// Description: Reads the named filename into the texture.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
read(const Filename &fullpath) {
clear();
return do_read(fullpath, Filename(), 0, 0, 0, 0, false, false,
!preload_textures, NULL);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::read
// Access: Published
// Description: Combine a 3-component image with a grayscale image
// to get a 4-component image.
//
// See the description of the full-parameter read()
// method for the meaning of the
// primary_file_num_channels and alpha_file_channel
// parameters.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
read(const Filename &fullpath, const Filename &alpha_fullpath,
int primary_file_num_channels, int alpha_file_channel) {
clear();
return do_read(fullpath, alpha_fullpath, primary_file_num_channels,
alpha_file_channel, 0, 0, false, false, !preload_textures,
NULL);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::read
// Access: Published
// Description: Reads a single file into a single page or mipmap
// level, or automatically reads a series of files into
// a series of pages and/or mipmap levels.
//
// See the description of the full-parameter read()
// method for the meaning of the various parameters.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
read(const Filename &fullpath, int z, int n,
bool read_pages, bool read_mipmaps) {
++_properties_modified;
++_image_modified;
return do_read(fullpath, Filename(), 0, 0, z, n, read_pages, read_mipmaps,
!preload_textures, NULL);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::read
// Access: Published
// Description: Reads the texture from the indicated filename. If
// primary_file_num_channels is not 0, it specifies the
// number of components to downgrade the image to if it
// is greater than this number.
//
// If the filename has the extension .txo, this
// implicitly reads a texture object instead of a
// filename (which replaces all of the texture
// properties). In this case, all the rest of the
// parameters are ignored, and the filename should not
// contain any hash marks; just the one named file will
// be read, since a single .txo file can contain all
// pages and mipmaps necessary to define a texture.
//
// If alpha_fullpath is not empty, it specifies the name
// of a file from which to retrieve the alpha. In this
// case, alpha_file_channel represents the numeric
// channel of this image file to use as the resulting
// texture's alpha channel; usually, this is 0 to
// indicate the grayscale combination of r, g, b; or it
// may be a one-based channel number, e.g. 1 for the red
// channel, 2 for the green channel, and so on.
//
// If read pages is false, then z indicates the page
// number into which this image will be assigned.
// Normally this is 0 for the first (or only) page of
// the texture. 3-D textures have one page for each
// level of depth, and cube map textures always have six
// pages.
//
// If read_pages is true, multiple images will be read
// at once, one for each page of a cube map or a 3-D
// texture. In this case, the filename should contain a
// sequence of one or more hash marks ("#") which will
// be filled in with the z value of each page,
// zero-based. In this case, the z parameter indicates
// the maximum z value that will be loaded, or 0 to load
// all filenames that exist.
//
// If read_mipmaps is false, then n indicates the mipmap
// level to which this image will be assigned. Normally
// this is 0 for the base texture image, but it is
// possible to load custom mipmap levels into the later
// images. After the base texture image is loaded (thus
// defining the size of the texture), you can call
// get_expected_num_mipmap_levels() to determine the
// maximum sensible value for n.
//
// If read_mipmaps is true, multiple images will be read
// as above, but this time the images represent the
// different mipmap levels of the texture image. In
// this case, the n parameter indicates the maximum n
// value that will be loaded, or 0 to load all filenames
// that exist (up to the expected number of mipmap
// levels).
//
// If both read_pages and read_mipmaps is true, then
// both sequences will be read; the filename should
// contain two sequences of hash marks, separated by
// some character such as a hyphen, underscore, or dot.
// The first hash mark sequence will be filled in with
// the mipmap level, while the second hash mark sequence
// will be the page index.
//
// This method implicitly sets keep_ram_image to false.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
read(const Filename &fullpath, const Filename &alpha_fullpath,
int primary_file_num_channels, int alpha_file_channel,
int z, int n, bool read_pages, bool read_mipmaps,
BamCacheRecord *record) {
++_properties_modified;
++_image_modified;
return do_read(fullpath, alpha_fullpath, primary_file_num_channels,
alpha_file_channel, z, n, read_pages, read_mipmaps,
!preload_textures, record);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::write
// Access: Published
// Description: Writes the texture to the named filename.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
write(const Filename &fullpath) {
return do_write(fullpath, 0, 0, false, false);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::write
// Access: Published
// Description: Writes a single page or mipmap level to a single
// file, or automatically writes a series of pages
// and/or mipmap levels to a numbered series of files.
//
// If the filename ends in the extension .txo, this
// implicitly writes a Panda texture object (.txo)
// instead of an image file. In this case, the
// remaining parameters are ignored, and only one file
// is written, which will contain all of the pages and
// resident mipmap levels in the texture.
//
// If write_pages is false, then z indicates the page
// number to write. 3-D textures have one page number
// for each level of depth; cube maps have six pages
// number 0 through 5. Other kinds of textures have
// only one page, numbered 0.
//
// If write_pages is true, then all pages of the texture
// will be written. In this case z is ignored, and the
// filename should contain a sequence of hash marks
// ("#") which will be filled in with the page index
// number.
//
// If write_mipmaps is false, then n indicates the
// mipmap level number to write. Normally, this is 0,
// for the base texture image. Normally, the mipmap
// levels of a texture are not available in RAM (they
// are generated automatically by the graphics card).
// However, if you have the mipmap levels available, for
// instance because you called
// generate_ram_mipmap_images() to generate them
// internally, or you called
// GraphicsEngine::extract_texture_data() to retrieve
// them from the graphics card, then you may write out
// each mipmap level with this parameter.
//
// If write_mipmaps is true, then all mipmap levels of
// the texture will be written. In this case n is
// ignored, and the filename should contain a sequence
// of hash marks ("#") which will be filled in with the
// mipmap level number.
//
// If both write_pages and write_mipmaps is true, then
// all pages and all mipmap levels will be written. In
// this case, the filename should contain two different
// sequences of hash marks, separated by a character
// such as a hyphen, underscore, or dot. The first hash
// mark sequence will be filled in with the mipmap
// level, while the second hash mark sequence will be
// the page index.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
write(const Filename &fullpath, int z, int n,
bool write_pages, bool write_mipmaps) {
return do_write(fullpath, z, n, write_pages, write_mipmaps);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::load
// Access: Published
// Description: Replaces the texture with the indicated image.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
load(const PNMImage &pnmimage) {
clear();
return do_load_one(pnmimage, get_name(), 0, 0);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::load
// Access: Published
// Description: Stores the indicated image in the given page and
// mipmap level. See read().
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
load(const PNMImage &pnmimage, int z, int n) {
++_properties_modified;
++_image_modified;
return do_load_one(pnmimage, get_name(), z, n);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::store
// Access: Published
// Description: Saves the texture to the indicated PNMImage, but does
// not write it to disk.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
store(PNMImage &pnmimage) const {
return do_store_one(pnmimage, 0, 0);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::store
// Access: Published
// Description: Saves the indicated page and mipmap level of the
// texture to the PNMImage.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
store(PNMImage &pnmimage, int z, int n) const {
return do_store_one(pnmimage, z, n);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::has_filename
// Access: Published
// Description: Returns true if the filename has been set and
// is available. See set_filename().
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
has_filename() const {
return !_filename.empty();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_filename
// Access: Published
// Description: Returns the filename that has been set. This is the
// name of the file as it was requested. Also see
// get_fullpath().
////////////////////////////////////////////////////////////////////
INLINE const Filename &Texture::
get_filename() const {
return _filename;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::has_alpha_filename
// Access: Published
// Description: Returns true if the alpha_filename has been set and
// is available. See set_alpha_filename().
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
has_alpha_filename() const {
return !_alpha_filename.empty();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_alpha_filename
// Access: Published
// Description: Returns the alpha_filename that has been set. If
// this is set, it represents the name of the alpha
// component, which is stored in a separate file. See
// also get_filename(), and get_alpha_fullpath().
////////////////////////////////////////////////////////////////////
INLINE const Filename &Texture::
get_alpha_filename() const {
return _alpha_filename;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::has_fullpath
// Access: Published
// Description: Returns true if the fullpath has been set and
// is available. See set_fullpath().
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
has_fullpath() const {
return !_fullpath.empty();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_fullpath
// Access: Published
// Description: Returns the fullpath that has been set. This is the
// full path to the file as it was found along the
// texture search path.
////////////////////////////////////////////////////////////////////
INLINE const Filename &Texture::
get_fullpath() const {
return _fullpath;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::has_alpha_fullpath
// Access: Published
// Description: Returns true if the alpha_fullpath has been set and
// is available. See set_alpha_fullpath().
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
has_alpha_fullpath() const {
return !_alpha_fullpath.empty();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_alpha_fullpath
// Access: Published
// Description:
// Returns the alpha_fullpath that has been set. This
// is the full path to the alpha part of the image file
// as it was found along the texture search path.
////////////////////////////////////////////////////////////////////
INLINE const Filename &Texture::
get_alpha_fullpath() const {
return _alpha_fullpath;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_x_size
// Access: Published
// Description: Returns the width of the texture image in texels.
////////////////////////////////////////////////////////////////////
INLINE int Texture::
get_x_size() const {
return _x_size;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_y_size
// Access: Published
// Description: Returns the height of the texture image in texels.
// For a 1-d texture, this will be 1.
////////////////////////////////////////////////////////////////////
INLINE int Texture::
get_y_size() const {
return _y_size;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_z_size
// Access: Published
// Description: Returns the depth of the texture image in texels.
// For a 1-d texture or 2-d texture, this will be 1.
// For a cube map texture, this will be 6.
////////////////////////////////////////////////////////////////////
INLINE int Texture::
get_z_size() const {
return _z_size;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_num_components
// Access: Published
// Description: Returns the number of color components for each texel
// of the texture image. This is 3 for an rgb texture
// or 4 for an rgba texture; it may also be 1 or 2 for a
// grayscale texture.
////////////////////////////////////////////////////////////////////
INLINE int Texture::
get_num_components() const {
return _num_components;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_component_width
// Access: Published
// Description: Returns the number of bytes stored for each color
// component of a texel. Typically this is 1, but it
// may be 2 for 16-bit texels.
////////////////////////////////////////////////////////////////////
INLINE int Texture::
get_component_width() const {
return _component_width;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_texture_type
// Access: Published
// Description: Returns the overall interpretation of the texture.
////////////////////////////////////////////////////////////////////
INLINE Texture::TextureType Texture::
get_texture_type() const {
return _texture_type;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_format
// Access: Published
// Description: Returns the format of the texture, which represents
// both the semantic meaning of the texels and, to some
// extent, their storage information.
////////////////////////////////////////////////////////////////////
INLINE Texture::Format Texture::
get_format() const {
return _format;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_component_type
// Access: Published
// Description: Returns the numeric interpretation of each component
// of the texture.
////////////////////////////////////////////////////////////////////
INLINE Texture::ComponentType Texture::
get_component_type() const {
return _component_type;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_wrap_u
// Access: Published
// Description: Returns the wrap mode of the texture in the U
// direction.
////////////////////////////////////////////////////////////////////
INLINE Texture::WrapMode Texture::
get_wrap_u() const {
return _wrap_u;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_wrap_v
// Access: Published
// Description: Returns the wrap mode of the texture in the V
// direction.
////////////////////////////////////////////////////////////////////
INLINE Texture::WrapMode Texture::
get_wrap_v() const {
return _wrap_v;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_wrap_w
// Access: Published
// Description: Returns the wrap mode of the texture in the W
// direction. This is the depth direction of 3-d
// textures.
////////////////////////////////////////////////////////////////////
INLINE Texture::WrapMode Texture::
get_wrap_w() const {
return _wrap_w;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_minfilter
// Access: Published
// Description: Returns the filter mode of the texture for
// minification. If this is one of the mipmap
// constants, then the texture requires mipmaps.
////////////////////////////////////////////////////////////////////
INLINE Texture::FilterType Texture::
get_minfilter() const {
return _minfilter;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_magfilter
// Access: Published
// Description: Returns the filter mode of the texture for
// magnification. The mipmap constants are invalid
// here.
////////////////////////////////////////////////////////////////////
INLINE Texture::FilterType Texture::
get_magfilter() const {
return _magfilter;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_anisotropic_degree
// Access: Published
// Description: Returns the degree of anisotropic filtering that
// should be applied to the texture. Normally, this is
// 1, to indicate that anisotropic filtering should be
// disabled. If this is a number higher than 1,
// anisotropic filtering should be enabled (if the
// rendering backend supports it).
////////////////////////////////////////////////////////////////////
INLINE int Texture::
get_anisotropic_degree() const {
return _anisotropic_degree;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_border_color
// Access: Published
// Description: Returns the solid color of the texture's border.
// Some OpenGL implementations use a border for tiling
// textures; in Panda, it is only used for specifying
// the clamp color.
////////////////////////////////////////////////////////////////////
INLINE Colorf Texture::
get_border_color() const {
return _border_color;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_compression
// Access: Published
// Description: Returns the compression mode requested for this
// particular texture, or CM_off if the texture is not
// to be compressed.
//
// If a value other than CM_off is returned, this is
// not a guarantee that the texture is actually
// successfully compressed on the GSG. It may be that
// the GSG does not support the requested compression
// mode, in which case the texture may actually be
// stored uncompressed in texture memory.
////////////////////////////////////////////////////////////////////
INLINE Texture::CompressionMode Texture::
get_compression() const {
return _compression;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_render_to_texture
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
get_render_to_texture() const {
return _render_to_texture;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::uses_mipmaps
// Access: Public
// Description: Returns true if the minfilter settings on this
// texture indicate the use of mipmapping, false
// otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
uses_mipmaps() const {
return is_mipmap(get_minfilter());
}
////////////////////////////////////////////////////////////////////
// Function: Texture::might_have_ram_image
// Access: Published
// Description: Returns true if the texture's image contents are
// currently available in main RAM, or there is reason
// to believe it can be loaded on demand. That is, this
// function returns a "best guess" as to whether
// get_ram_image() will succeed without actually calling
// it first.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
might_have_ram_image() const {
return (has_ram_image() || has_filename());
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_ram_image_size
// Access: Published
// Description: Returns the number of bytes used by the in-memory
// image, or 0 if there is no in-memory image.
////////////////////////////////////////////////////////////////////
INLINE size_t Texture::
get_ram_image_size() const {
if (_ram_images.empty()) {
return 0;
}
return _ram_images[0]._image.size();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_ram_page_size
// Access: Published
// Description: Returns the number of bytes used by the in-memory
// image per page, or 0 if there is no in-memory image.
//
// For a non-compressed texture, this is the same as
// get_expected_ram_page_size(). For a compressed
// texture, this may be a smaller value. (We do assume
// that all pages will be the same size on a compressed
// texture).
////////////////////////////////////////////////////////////////////
INLINE size_t Texture::
get_ram_page_size() const {
if (_ram_image_compression == CM_off || _ram_images.empty()) {
return get_expected_ram_page_size();
} else {
return _ram_images[0]._page_size;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_expected_ram_image_size
// Access: Published
// Description: Returns the number of bytes that *ought* to be used
// by the in-memory image, based on the texture
// parameters.
////////////////////////////////////////////////////////////////////
INLINE size_t Texture::
get_expected_ram_image_size() const {
return get_expected_ram_page_size() * (size_t)_z_size;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_expected_ram_page_size
// Access: Published
// Description: Returns the number of bytes that should be used per
// each Z page of the 3-d texture. For a 2-d or 1-d
// texture, this is the same as
// get_expected_ram_image_size().
////////////////////////////////////////////////////////////////////
INLINE size_t Texture::
get_expected_ram_page_size() const {
return (size_t)(_x_size * _y_size * _num_components * _component_width);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_ram_image_compression
// Access: Published
// Description: Returns the compression mode in which the ram image
// is already stored pre-compressed. If this is other
// than CM_off, you cannot rely on the contents of the
// ram image to be anything predicatable (it will not be
// an array of x by y pixels, and it probably won't have
// the same length as get_expected_ram_image_size()).
////////////////////////////////////////////////////////////////////
INLINE Texture::CompressionMode Texture::
get_ram_image_compression() const {
return _ram_image_compression;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::modify_ram_image
// Access: Published
// Description: Returns a modifiable pointer to the system-RAM image.
// This assumes the RAM image should be uncompressed.
// If the RAM image has been dumped, or is stored
// compressed, creates a new one.
//
// This does *not* affect keep_ram_image.
////////////////////////////////////////////////////////////////////
INLINE PTA_uchar Texture::
modify_ram_image() {
do_modify_ram_image();
++_image_modified;
return _ram_images[0]._image;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::make_ram_image
// Access: Published
// Description: Discards the current system-RAM image for the
// texture, if any, and allocates a new buffer of the
// appropriate size. Returns the new buffer.
//
// This does *not* affect keep_ram_image.
////////////////////////////////////////////////////////////////////
INLINE PTA_uchar Texture::
make_ram_image() {
++_image_modified;
do_make_ram_image();
return _ram_images[0]._image;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_keep_ram_image
// Access: Published
// Description: Sets the flag that indicates whether this Texture is
// eligible to have its main RAM copy of the texture
// memory dumped when the texture is prepared for
// rendering.
//
// This will be true for most textures, which can reload
// their images if needed by rereading the input file.
// However, textures that were generated dynamically and
// cannot be easily reloaded will want to set this flag
// to true, so that the texture will always keep its
// image copy around.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_keep_ram_image(bool keep_ram_image) {
_keep_ram_image = keep_ram_image;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_num_ram_mipmap_images
// Access: Published
// Description: Returns the maximum number of mipmap level images
// available in system memory. The actual number may be
// less than this; use has_ram_mipmap_image() to verify
// each level.
////////////////////////////////////////////////////////////////////
INLINE int Texture::
get_num_ram_mipmap_images() const {
return _ram_images.size();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::has_ram_mipmap_image
// Access: Published
// Description: Returns true if the Texture has the nth mipmap level
// available in system memory, false otherwise. If the
// texture's minfilter mode requires mipmapping (see
// uses_mipmaps()), and all the texture's mipmap levels
// are not available when the texture is rendered, they
// will be generated automatically.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
has_ram_mipmap_image(int n) const {
return (n >= 0 && n < (int)_ram_images.size() && !_ram_images[n]._image.empty());
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_ram_mipmap_image_size
// Access: Published
// Description: Returns the number of bytes used by the in-memory
// image for mipmap level n, or 0 if there is no
// in-memory image for this mipmap level.
////////////////////////////////////////////////////////////////////
INLINE size_t Texture::
get_ram_mipmap_image_size(int n) const {
if (n >= 0 && n < (int)_ram_images.size()) {
return _ram_images[n]._image.size();
}
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_ram_mipmap_page_size
// Access: Published
// Description: Returns the number of bytes used by the in-memory
// image per page for mipmap level n, or 0 if there is
// no in-memory image for this mipmap level.
//
// For a non-compressed texture, this is the same as
// get_expected_ram_mipmap_page_size(). For a compressed
// texture, this may be a smaller value. (We do assume
// that all pages will be the same size on a compressed
// texture).
////////////////////////////////////////////////////////////////////
INLINE size_t Texture::
get_ram_mipmap_page_size(int n) const {
if (_ram_image_compression != CM_off) {
if (n >= 0 && n < (int)_ram_images.size()) {
return _ram_images[n]._page_size;
}
return 0;
} else {
return get_expected_ram_mipmap_page_size(n);
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_expected_ram_mipmap_image_size
// Access: Published
// Description: Returns the number of bytes that *ought* to be used
// by the in-memory image for mipmap level n, based on
// the texture parameters.
////////////////////////////////////////////////////////////////////
INLINE size_t Texture::
get_expected_ram_mipmap_image_size(int n) const {
return get_expected_ram_mipmap_page_size(n) * (size_t)get_expected_mipmap_z_size(n);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_expected_ram_mipmap_page_size
// Access: Published
// Description: Returns the number of bytes that should be used per
// each Z page of the 3-d texture, for mipmap level n.
// For a 2-d or 1-d texture, this is the same as
// get_expected_ram_mipmap_image_size(n).
////////////////////////////////////////////////////////////////////
INLINE size_t Texture::
get_expected_ram_mipmap_page_size(int n) const {
return (size_t)(get_expected_mipmap_x_size(n) * get_expected_mipmap_y_size(n) * _num_components * _component_width);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::modify_ram_mipmap_image
// Access: Published
// Description: Returns a modifiable pointer to the system-RAM image
// for the nth mipmap level. This assumes the RAM image
// is uncompressed; if this is not the case, raises an
// assertion.
//
// This does *not* affect keep_ram_image.
////////////////////////////////////////////////////////////////////
INLINE PTA_uchar Texture::
modify_ram_mipmap_image(int n) {
do_modify_ram_mipmap_image(n);
++_image_modified;
return _ram_images[n]._image;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_properties_modified
// Access: Published
// Description: Returns a sequence number which is guaranteed to
// change at least every time the texture properties
// (unrelated to the image) are modified.
////////////////////////////////////////////////////////////////////
INLINE UpdateSeq Texture::
get_properties_modified() const {
return _properties_modified;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_image_modified
// Access: Published
// Description: Returns a sequence number which is guaranteed to
// change at least every time the texture image data
// (including mipmap levels) are modified.
////////////////////////////////////////////////////////////////////
INLINE UpdateSeq Texture::
get_image_modified() const {
return _image_modified;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_filename
// Access: Published
// Description: Sets the name of the file that contains the image's
// contents. Normally, this is set automatically when
// the image is loaded, for instance via
// Texture::read().
//
// The Texture's get_name() function used to return
// the filename, but now returns just the basename
// (without the extension), which is a more useful name
// for identifying an image in show code.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_filename(const Filename &filename) {
_filename = filename;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::clear_filename
// Access: Published
// Description: Removes the alpha filename, if it was previously set.
// See set_filename().
////////////////////////////////////////////////////////////////////
INLINE void Texture::
clear_filename() {
_filename = Filename();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_alpha_filename
// Access: Published
// Description: Sets the name of the file that contains the image's
// alpha channel contents. Normally, this is set
// automatically when the image is loaded, for instance
// via Texture::read().
//
// The Texture's get_filename() function returns the
// name of the image file that was loaded into the
// buffer. In the case where a texture specified two
// separate files to load, a 1- or 3-channel color image
// and a 1-channel alpha image, this Filename is update
// to contain the name of the image file that was loaded
// into the buffer's alpha channel.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_alpha_filename(const Filename &alpha_filename) {
_alpha_filename = alpha_filename;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::clear_alpha_filename
// Access: Published
// Description: Removes the alpha filename, if it was previously set.
// See set_alpha_filename().
////////////////////////////////////////////////////////////////////
INLINE void Texture::
clear_alpha_filename() {
_alpha_filename = Filename();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_fullpath
// Access: Published
// Description: Sets the full pathname to the file that contains the
// image's contents, as found along the search path.
// Normally, this is set automatically when the image is
// loaded, for instance via Texture::read().
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_fullpath(const Filename &fullpath) {
_fullpath = fullpath;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::clear_fullpath
// Access: Published
// Description: Removes the alpha fullpath, if it was previously set.
// See set_fullpath().
////////////////////////////////////////////////////////////////////
INLINE void Texture::
clear_fullpath() {
_fullpath = Filename();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_alpha_fullpath
// Access: Published
// Description: Sets the full pathname to the file that contains the
// image's alpha channel contents, as found along the
// search path. Normally, this is set automatically
// when the image is loaded, for instance via
// Texture::read().
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_alpha_fullpath(const Filename &alpha_fullpath) {
_alpha_fullpath = alpha_fullpath;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::clear_alpha_fullpath
// Access: Published
// Description: Removes the alpha fullpath, if it was previously set.
// See set_alpha_fullpath().
////////////////////////////////////////////////////////////////////
INLINE void Texture::
clear_alpha_fullpath() {
_alpha_fullpath = Filename();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_x_size
// Access: Published
// Description: Changes the x size indicated for the texture. This
// also implicitly unloads the texture if it has already
// been loaded.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_x_size(int x_size) {
if (_x_size != x_size) {
_x_size = x_size;
++_image_modified;
clear_ram_image();
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_y_size
// Access: Published
// Description: Changes the y size indicated for the texture. This
// also implicitly unloads the texture if it has already
// been loaded.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_y_size(int y_size) {
if (_y_size != y_size) {
nassertv(_texture_type != Texture::TT_1d_texture || y_size == 1);
_y_size = y_size;
++_image_modified;
clear_ram_image();
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_z_size
// Access: Published
// Description: Changes the z size indicated for the texture. This
// also implicitly unloads the texture if it has already
// been loaded.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_z_size(int z_size) {
if (_z_size != z_size) {
nassertv(_texture_type == Texture::TT_3d_texture ||
(_texture_type == Texture::TT_cube_map && z_size == 6) ||
(z_size == 1));
_z_size = z_size;
++_image_modified;
clear_ram_image();
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_loaded_from_image
// Access: Published
// Description: Sets the flag that indicates the texture has been
// loaded from a disk file or PNMImage. You should also
// ensure the filename has been set correctly. When
// this flag is true, the texture may be automatically
// reloaded when its ram image needs to be replaced.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_loaded_from_image() {
_loaded_from_image = true;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_loaded_from_image
// Access: Published
// Description: Returns the flag that indicates the texture has been
// loaded from a disk file or PNMImage. See
// set_loaded_from_image().
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
get_loaded_from_image() const {
return _loaded_from_image;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_loaded_from_txo
// Access: Published
// Description: Sets the flag that indicates the texture has been
// loaded from a txo file. You probably shouldn't be
// setting this directly; it is set automatically when a
// Texture is loaded.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_loaded_from_txo() {
_loaded_from_txo = true;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_loaded_from_txo
// Access: Published
// Description: Returns the flag that indicates the texture has been
// loaded from a txo file.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
get_loaded_from_txo() const {
return _loaded_from_txo;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_match_framebuffer_format
// Access: Public
// Description: Returns true if the special flag was set that
// indicates to the GSG that the Texture's format should
// be chosen to exactly match the framebuffer's format,
// presumably because the application intends to copy
// image data from the framebuffer into the Texture (or
// vice-versa).
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
get_match_framebuffer_format() const {
return _match_framebuffer_format;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_match_framebuffer_format
// Access: Public
// Description: Sets the special flag that, if true, indicates to the
// GSG that the Texture's format should be chosen to
// exactly match the framebuffer's format, presumably
// because the application intends to copy image data
// from the framebuffer into the Texture (or
// vice-versa).
//
// This sets only the graphics card's idea of the
// texture format; it is not related to the
// system-memory format.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
set_match_framebuffer_format(bool flag) {
_match_framebuffer_format = flag;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::store_unscaled_byte
// Access: Private, Static
// Description: This is used by load() to store the next consecutive
// component value into the indicated element of the
// array, which is taken to be an array of unsigned
// bytes. The value is assumed to be in the range
// 0-255.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
store_unscaled_byte(unsigned char *&p, int value) {
(*p++) = (uchar)value;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::store_unscaled_short
// Access: Private, Static
// Description: This is used by load() to store the next consecutive
// component value into the indicated element of the
// array, which is taken to be an array of unsigned
// shorts. The value is assumed to be in the range
// 0-65535.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
store_unscaled_short(unsigned char *&p, int value) {
union {
ushort us;
uchar uc[2];
} v;
v.us = (ushort)value;
(*p++) = v.uc[0];
(*p++) = v.uc[1];
}
////////////////////////////////////////////////////////////////////
// Function: Texture::store_scaled_byte
// Access: Private, Static
// Description: This is used by load() to store the next consecutive
// component value into the indicated element of the
// array, which is taken to be an array of unsigned
// bytes. The value will be scaled by the indicated
// factor before storing it.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
store_scaled_byte(unsigned char *&p, int value, double scale) {
store_unscaled_byte(p, (int)(value * scale));
}
////////////////////////////////////////////////////////////////////
// Function: Texture::store_scaled_short
// Access: Private, Static
// Description: This is used by load() to store the next consecutive
// component value into the indicated element of the
// array, which is taken to be an array of unsigned
// shorts. The value will be scaled by the indicated
// factor before storing it.
////////////////////////////////////////////////////////////////////
INLINE void Texture::
store_scaled_short(unsigned char *&p, int value, double scale) {
store_unscaled_short(p, (int)(value * scale));
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_unsigned_byte
// Access: Private, Static
// Description: This is used by store() to retrieve the next
// consecutive component value from the indicated
// element of the array, which is taken to be an array
// of unsigned bytes.
////////////////////////////////////////////////////////////////////
INLINE double Texture::
get_unsigned_byte(const unsigned char *&p) {
return (double)(*p++) / 255.0;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_unsigned_short
// Access: Private, Static
// Description: This is used by store() to retrieve the next
// consecutive component value from the indicated
// element of the array, which is taken to be an array
// of unsigned shorts.
////////////////////////////////////////////////////////////////////
INLINE double Texture::
get_unsigned_short(const unsigned char *&p) {
union {
ushort us;
uchar uc[2];
} v;
v.uc[0] = (*p++);
v.uc[1] = (*p++);
return (double)v.us / 65535.0;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::is_txo_filename
// Access: Private, Static
// Description: Returns true if the indicated filename ends in .txo
// or .txo.pz, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
is_txo_filename(const Filename &fullpath) {
string extension = fullpath.get_extension();
#ifdef HAVE_ZLIB
if (extension == "pz") {
extension = Filename(fullpath.get_basename_wo_extension()).get_extension();
}
#endif // HAVE_ZLIB
return (extension == "txo");
}