com.badlogic.gdx.graphics.Texture Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import com.badlogic.gdx.Application;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.assets.AssetLoaderParameters.LoadedCallback;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.AssetLoader;
import com.badlogic.gdx.assets.loaders.TextureLoader.TextureParameter;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Pixmap.Blending;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.TextureData.TextureDataType;
import com.badlogic.gdx.graphics.glutils.ETC1TextureData;
import com.badlogic.gdx.graphics.glutils.FileTextureData;
import com.badlogic.gdx.graphics.glutils.MipMapGenerator;
import com.badlogic.gdx.graphics.glutils.PixmapTextureData;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.utils.BufferUtils;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.GdxRuntimeException;
/**
* A Texture wraps a standard OpenGL ES texture.
*
*
*
* A Texture can be managed. If the OpenGL context is lost all managed textures get invalidated. This happens when a user switches
* to another application or receives an incoming call. Managed textures get reloaded automatically.
*
*
*
* A Texture has to be bound via the {@link Texture#bind()} method in order for it to be applied to geometry. The texture will be
* bound to the currently active texture unit specified via {@link GLCommon#glActiveTexture(int)}.
*
*
*
* You can draw {@link Pixmap}s to a texture at any time. The changes will be automatically uploaded to texture memory. This is of
* course not extremely fast so use it with care. It also only works with unmanaged textures.
*
*
*
* A Texture must be disposed when it is no longer used
*
*
* @author [email protected] */
public class Texture implements Disposable {
static private boolean enforcePotImages = true;
static private boolean useHWMipMap = true;
private static AssetManager assetManager;
final static Map> managedTextures = new HashMap>();
public enum TextureFilter {
Nearest(GL10.GL_NEAREST), Linear(GL10.GL_LINEAR), MipMap(GL10.GL_LINEAR_MIPMAP_LINEAR), MipMapNearestNearest(
GL10.GL_NEAREST_MIPMAP_NEAREST), MipMapLinearNearest(GL10.GL_LINEAR_MIPMAP_NEAREST), MipMapNearestLinear(
GL10.GL_NEAREST_MIPMAP_LINEAR), MipMapLinearLinear(GL10.GL_LINEAR_MIPMAP_LINEAR);
final int glEnum;
TextureFilter (int glEnum) {
this.glEnum = glEnum;
}
public boolean isMipMap () {
return glEnum != GL10.GL_NEAREST && glEnum != GL10.GL_LINEAR;
}
public int getGLEnum () {
return glEnum;
}
}
public enum TextureWrap {
ClampToEdge(GL10.GL_CLAMP_TO_EDGE), Repeat(GL10.GL_REPEAT);
final int glEnum;
TextureWrap (int glEnum) {
this.glEnum = glEnum;
}
public int getGLEnum () {
return glEnum;
}
}
private static final IntBuffer buffer = BufferUtils.newIntBuffer(1);
TextureFilter minFilter = TextureFilter.Nearest;
TextureFilter magFilter = TextureFilter.Nearest;
TextureWrap uWrap = TextureWrap.ClampToEdge;
TextureWrap vWrap = TextureWrap.ClampToEdge;
int glHandle;
TextureData data;
public Texture (String internalPath) {
this(Gdx.files.internal(internalPath));
}
public Texture (FileHandle file) {
this(file, null, false);
}
public Texture (FileHandle file, boolean useMipMaps) {
this(file, null, useMipMaps);
}
public Texture (FileHandle file, Format format, boolean useMipMaps) {
if (file.name().contains(".etc1")) {
create(new ETC1TextureData(file, useMipMaps));
} else {
create(new FileTextureData(file, null, format, useMipMaps));
}
}
public Texture (Pixmap pixmap) {
this(new PixmapTextureData(pixmap, null, false, false));
}
public Texture (Pixmap pixmap, boolean useMipMaps) {
this(new PixmapTextureData(pixmap, null, useMipMaps, false));
}
public Texture (Pixmap pixmap, Format format, boolean useMipMaps) {
this(new PixmapTextureData(pixmap, format, useMipMaps, false));
}
public Texture (int width, int height, Format format) {
this(new PixmapTextureData(new Pixmap(width, height, format), null, false, true));
}
public Texture (TextureData data) {
create(data);
}
private void create (TextureData data) {
glHandle = createGLHandle();
load(data);
if (data.isManaged()) addManagedTexture(Gdx.app, this);
}
public static int createGLHandle () {
buffer.position(0);
buffer.limit(buffer.capacity());
Gdx.gl.glGenTextures(1, buffer);
return buffer.get(0);
}
public void load (TextureData data) {
if (this.data != null && data.isManaged() != this.data.isManaged())
throw new GdxRuntimeException("New data must have the same managed status as the old data");
this.data = data;
if (!data.isPrepared()) data.prepare();
if (data.getType() == TextureDataType.Pixmap) {
Pixmap pixmap = data.consumePixmap();
uploadImageData(pixmap);
if (data.disposePixmap()) pixmap.dispose();
setFilter(minFilter, magFilter);
setWrap(uWrap, vWrap);
}
if (data.getType() == TextureDataType.Compressed) {
Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, glHandle);
data.consumeCompressedData();
setFilter(minFilter, magFilter);
setWrap(uWrap, vWrap);
}
Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
}
private void uploadImageData (Pixmap pixmap) {
if (enforcePotImages && Gdx.gl20 == null
&& (!MathUtils.isPowerOfTwo(data.getWidth()) || !MathUtils.isPowerOfTwo(data.getHeight()))) {
throw new GdxRuntimeException("Texture width and height must be powers of two: " + data.getWidth() + "x"
+ data.getHeight());
}
boolean disposePixmap = false;
if (data.getFormat() != pixmap.getFormat()) {
Pixmap tmp = new Pixmap(pixmap.getWidth(), pixmap.getHeight(), data.getFormat());
Blending blend = Pixmap.getBlending();
Pixmap.setBlending(Blending.None);
tmp.drawPixmap(pixmap, 0, 0, 0, 0, pixmap.getWidth(), pixmap.getHeight());
Pixmap.setBlending(blend);
pixmap = tmp;
disposePixmap = true;
}
Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, glHandle);
Gdx.gl.glPixelStorei(GL10.GL_UNPACK_ALIGNMENT, 1);
if (data.useMipMaps()) {
MipMapGenerator.generateMipMap(pixmap, pixmap.getWidth(), pixmap.getHeight(), disposePixmap);
} else {
Gdx.gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, pixmap.getGLInternalFormat(), pixmap.getWidth(), pixmap.getHeight(), 0,
pixmap.getGLFormat(), pixmap.getGLType(), pixmap.getPixels());
if (disposePixmap) {
pixmap.dispose();
}
}
}
/** Used internally to reload after context loss. Creates a new GL handle then calls {@link #load(TextureData)}. Use this only if you know what you do! */
private void reload () {
if (!data.isManaged()) throw new GdxRuntimeException("Tried to reload unmanaged Texture");
glHandle = createGLHandle();
load(data);
}
/** Binds this texture. The texture will be bound to the currently active texture unit specified via
* {@link GLCommon#glActiveTexture(int)}. */
public void bind () {
Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, glHandle);
}
/** Binds the texture to the given texture unit. Sets the currently active texture unit via
* {@link GLCommon#glActiveTexture(int)}.
* @param unit the unit (0 to MAX_TEXTURE_UNITS). */
public void bind (int unit) {
Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0 + unit);
Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, glHandle);
}
/** Draws the given {@link Pixmap} to the texture at position x, y. No clipping is performed so you have to make sure that you
* draw only inside the texture region. Note that this will only draw to mipmap level 0!
*
* @param pixmap The Pixmap
* @param x The x coordinate in pixels
* @param y The y coordinate in pixels */
public void draw (Pixmap pixmap, int x, int y) {
if (data.isManaged()) throw new GdxRuntimeException("can't draw to a managed texture");
Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, glHandle);
Gdx.gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, x, y, pixmap.getWidth(), pixmap.getHeight(), pixmap.getGLFormat(),
pixmap.getGLType(), pixmap.getPixels());
}
/** @return the width of the texture in pixels */
public int getWidth () {
return data.getWidth();
}
/** @return the height of the texture in pixels */
public int getHeight () {
return data.getHeight();
}
public TextureFilter getMinFilter () {
return minFilter;
}
public TextureFilter getMagFilter () {
return magFilter;
}
public TextureWrap getUWrap () {
return uWrap;
}
public TextureWrap getVWrap () {
return vWrap;
}
public TextureData getTextureData () {
return data;
}
/** @return whether this texture is managed or not. */
public boolean isManaged () {
return data.isManaged();
}
public int getTextureObjectHandle () {
return glHandle;
}
/** Sets the {@link TextureWrap} for this texture on the u and v axis. This will bind this texture!
*
* @param u the u wrap
* @param v the v wrap */
public void setWrap (TextureWrap u, TextureWrap v) {
this.uWrap = u;
this.vWrap = v;
bind();
Gdx.gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, u.getGLEnum());
Gdx.gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, v.getGLEnum());
}
public void setFilter (TextureFilter minFilter, TextureFilter magFilter) {
this.minFilter = minFilter;
this.magFilter = magFilter;
bind();
Gdx.gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, minFilter.getGLEnum());
Gdx.gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, magFilter.getGLEnum());
}
/** Disposes all resources associated with the texture */
public void dispose () {
// this is a hack. reason: we have to set the glHandle to 0 for textures that are
// reloaded through the asset manager as we first remove (and thus dispose) the texture
// and then reload it. the glHandle is set to 0 in invalidateAllTextures prior to
// removal from the asset manager.
if (glHandle == 0) return;
buffer.put(0, glHandle);
Gdx.gl.glDeleteTextures(1, buffer);
if (data.isManaged()) {
if (managedTextures.get(Gdx.app) != null) managedTextures.get(Gdx.app).remove(this);
}
glHandle = 0;
}
/** @param enforcePotImages whether to enforce power of two images in OpenGL ES 1.0 or not. */
static public void setEnforcePotImages (boolean enforcePotImages) {
Texture.enforcePotImages = enforcePotImages;
}
private static void addManagedTexture (Application app, Texture texture) {
List managedTexureList = managedTextures.get(app);
if (managedTexureList == null) managedTexureList = new ArrayList();
managedTexureList.add(texture);
managedTextures.put(app, managedTexureList);
}
/** Clears all managed textures. This is an internal method. Do not use it! */
public static void clearAllTextures (Application app) {
managedTextures.remove(app);
}
/** Invalidate all managed textures. This is an internal method. Do not use it! */
public static void invalidateAllTextures (Application app) {
List managedTexureList = managedTextures.get(app);
if (managedTexureList == null) return;
if (assetManager == null) {
for (int i = 0; i < managedTexureList.size(); i++) {
Texture texture = managedTexureList.get(i);
texture.reload();
}
} else {
// first we have to make sure the AssetManager isn't loading anything anymore,
// otherwise the ref counting trick below wouldn't work (when a texture is
// currently on the task stack of the manager.)
assetManager.finishLoading();
// next we go through each texture and reload either directly or via the
// asset manager.
List textures = new ArrayList(managedTexureList);
for (Texture texture : textures) {
String fileName = assetManager.getAssetFileName(texture);
if (fileName == null) {
texture.reload();
} else {
// get the ref count of the texture, then set it to 0 so we
// can actually remove it from the assetmanager. Also set the
// handle to zero, otherwise we might accidentially dispose
// already reloaded textures.
final int refCount = assetManager.getReferenceCount(fileName);
assetManager.setReferenceCount(fileName, 0);
texture.glHandle = 0;
// create the parameters, passing the reference to the texture as
// well as a callback that sets the ref count.
TextureParameter params = new TextureParameter();
params.textureData = texture.getTextureData();
params.minFilter = texture.getMinFilter();
params.magFilter = texture.getMagFilter();
params.wrapU = texture.getUWrap();
params.wrapV = texture.getVWrap();
params.genMipMaps = texture.data.useMipMaps(); //not sure about this?
params.texture = texture; // special parameter which will ensure that the references stay the same.
params.loadedCallback = new LoadedCallback() {
@Override
public void finishedLoading (AssetManager assetManager, String fileName, Class type) {
assetManager.setReferenceCount(fileName, refCount);
}
};
// unload the texture, create a new gl handle then reload it.
assetManager.unload(fileName);
texture.glHandle = Texture.createGLHandle();
assetManager.load(fileName, Texture.class, params);
}
}
managedTexureList.clear();
managedTexureList.addAll(textures);
}
}
/** Sets the {@link AssetManager}. When the context is lost, textures managed by the asset manager are reloaded by the manager
* on a separate thread (provided that a suitable {@link AssetLoader} is registered with the manager). Textures not managed by
* the AssetManager are reloaded via the usual means on the rendering thread.
* @param manager the asset manager. */
public static void setAssetManager (AssetManager manager) {
Texture.assetManager = manager;
}
public static String getManagedStatus () {
StringBuilder builder = new StringBuilder();
builder.append("Managed textures/app: { ");
for (Application app : managedTextures.keySet()) {
builder.append(managedTextures.get(app).size());
builder.append(" ");
}
builder.append("}");
return builder.toString();
}
/**
* @return the number of managed textures currently loaded
*/
public static int getNumManagedTextures() {
return managedTextures.get(Gdx.app).size();
}
}