/******************************************************************************* * 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.util.HashMap; 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.Format; import com.badlogic.gdx.graphics.glutils.PixmapTextureData; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.GdxRuntimeException; /** A Texture wraps a standard OpenGL ES texture. * <p> * 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. * <p> * 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 GL20#glActiveTexture(int)}. * <p> * 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. * <p> * A Texture must be disposed when it is no longer used * @author badlogicgames@gmail.com */ public class Texture extends GLTexture { private static AssetManager assetManager; final static Map<Application, Array<Texture>> managedTextures = new HashMap<Application, Array<Texture>>(); public enum TextureFilter { Nearest(GL20.GL_NEAREST), Linear(GL20.GL_LINEAR), MipMap(GL20.GL_LINEAR_MIPMAP_LINEAR), MipMapNearestNearest( GL20.GL_NEAREST_MIPMAP_NEAREST), MipMapLinearNearest(GL20.GL_LINEAR_MIPMAP_NEAREST), MipMapNearestLinear( GL20.GL_NEAREST_MIPMAP_LINEAR), MipMapLinearLinear(GL20.GL_LINEAR_MIPMAP_LINEAR); final int glEnum; TextureFilter (int glEnum) { this.glEnum = glEnum; } public boolean isMipMap () { return glEnum != GL20.GL_NEAREST && glEnum != GL20.GL_LINEAR; } public int getGLEnum () { return glEnum; } } public enum TextureWrap { MirroredRepeat(GL20.GL_MIRRORED_REPEAT), ClampToEdge(GL20.GL_CLAMP_TO_EDGE), Repeat(GL20.GL_REPEAT); final int glEnum; TextureWrap (int glEnum) { this.glEnum = glEnum; } public int getGLEnum () { return glEnum; } } 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) { this(TextureData.Factory.loadFromFile(file, 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) { this(GL20.GL_TEXTURE_2D, Gdx.gl.glGenTexture(), data); } protected Texture (int glTarget, int glHandle, TextureData data) { super(glTarget, glHandle); load(data); if (data.isManaged()) addManagedTexture(Gdx.app, this); } 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(); bind(); uploadImageData(GL20.GL_TEXTURE_2D, data); unsafeSetFilter(minFilter, magFilter, true); unsafeSetWrap(uWrap, vWrap, true); Gdx.gl.glBindTexture(glTarget, 0); } /** 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! */ @Override protected void reload () { if (!isManaged()) throw new GdxRuntimeException("Tried to reload unmanaged Texture"); glHandle = Gdx.gl.glGenTexture(); load(data); } /** 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"); bind(); Gdx.gl.glTexSubImage2D(glTarget, 0, x, y, pixmap.getWidth(), pixmap.getHeight(), pixmap.getGLFormat(), pixmap.getGLType(), pixmap.getPixels()); } @Override public int getWidth () { return data.getWidth(); } @Override public int getHeight () { return data.getHeight(); } @Override public int getDepth () { return 0; } public TextureData getTextureData () { return data; } /** @return whether this texture is managed or not. */ public boolean isManaged () { return data.isManaged(); } /** 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; delete(); if (data.isManaged()) if (managedTextures.get(Gdx.app) != null) managedTextures.get(Gdx.app).removeValue(this, true); } private static void addManagedTexture (Application app, Texture texture) { Array<Texture> managedTextureArray = managedTextures.get(app); if (managedTextureArray == null) managedTextureArray = new Array<Texture>(); managedTextureArray.add(texture); managedTextures.put(app, managedTextureArray); } /** 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) { Array<Texture> managedTextureArray = managedTextures.get(app); if (managedTextureArray == null) return; if (assetManager == null) { for (int i = 0; i < managedTextureArray.size; i++) { Texture texture = managedTextureArray.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. Array<Texture> textures = new Array<Texture>(managedTextureArray); 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 = Gdx.gl.glGenTexture(); assetManager.load(fileName, Texture.class, params); } } managedTextureArray.clear(); managedTextureArray.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; } }