Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

901 lines
23 KiB
C++

#include "stdafx.h"
#include "..\Minecraft.World\ByteBuffer.h"
#include "Rect2i.h"
#include "TextureManager.h"
#include "Texture.h"
#ifdef __PS3__
#include "PS3\SPU_Tasks\Texture_blit\Texture_blit.h"
#include "C4JSpursJob.h"
static const int sc_maxTextureBlits = 256;
static Texture_blit_DataIn g_textureBlitDataIn[sc_maxTextureBlits] __attribute__((__aligned__(16)));
static int g_currentTexBlit = 0;
C4JSpursJobQueue::Port* g_texBlitJobQueuePort;
// #define DISABLE_SPU_CODE
#endif //__PS3__
#define MAX_MIP_LEVELS 5
Texture::Texture(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, bool mipMap)
{
_init(name, mode, width, height, depth, wrapMode, format, minFilter, magFilter, mipMap);
}
void Texture::_init(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, bool mipMap)
{
#ifdef __PS3__
if(g_texBlitJobQueuePort == NULL)
g_texBlitJobQueuePort = new C4JSpursJobQueue::Port("C4JSpursJob_Texture_blit");
#endif
this->name = name;
this->mode = mode;
this->width = width;
this->height = height;
this->depth = depth;
this->format = format;
this->minFilter = minFilter;
this->magFilter = magFilter;
this->wrapMode = wrapMode;
immediateUpdate = false;
m_bInitialised = false;
for( int i = 0 ; i < 10; i++ )
{
data[i] = NULL;
}
rect = new Rect2i(0, 0, width, height);
// 4J Removed 1D and 3D
//if (height == 1 && depth == 1)
//{
// type = GL_TEXTURE_1D;
//}
//else if(depth == 1)
//{
type = GL_TEXTURE_2D;
//}
//else
//{
// type = GL_TEXTURE_3D;
//}
mipmapped = mipMap || (minFilter != GL_NEAREST && minFilter != GL_LINEAR) ||
(magFilter != GL_NEAREST && magFilter != GL_LINEAR);
m_iMipLevels=1;
if(mipmapped)
{
// 4J-PB - In the new XDK, the CreateTexture will fail if the number of mipmaps is higher than the width & height passed in will allow!
int iWidthMips=1;
int iHeightMips=1;
while((8<<iWidthMips)<width) iWidthMips++;
while((8<<iHeightMips)<height) iHeightMips++;
m_iMipLevels=(iWidthMips<iHeightMips)?iWidthMips:iHeightMips;
// TODO - The render libs currently limit max mip map levels to 5
if(m_iMipLevels > MAX_MIP_LEVELS) m_iMipLevels = MAX_MIP_LEVELS;
}
#ifdef __PSVITA__
// vita doesn't have a mipmap conditional shader because it's too slow so make sure this texture don't look awful at the lower mips
if( name == L"terrain" )
{
m_iMipLevels = 3;
}
#endif
if (mode != TM_CONTAINER)
{
glId = glGenTextures();
glBindTexture(type, glId);
glTexParameteri(type, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(type, GL_TEXTURE_MAG_FILTER, magFilter);
glTexParameteri(type, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(type, GL_TEXTURE_WRAP_T, wrapMode);
}
else
{
glId = -1;
}
managerId = TextureManager::getInstance()->createTextureID();
}
void Texture::_init(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap)
{
_init(name, mode, width, height, depth, wrapMode, format, minFilter, magFilter, mipMap);
if (image == NULL)
{
if (width == -1 || height == -1)
{
valid = false;
}
else
{
byteArray tempBytes = byteArray(width * height * depth * 4);
for (int index = 0; index < tempBytes.length; index++)
{
tempBytes[index] = 0;
}
#ifdef __PS3__
data[0] = new ByteBuffer_IO(tempBytes.length);
#else
data[0] = ByteBuffer::allocateDirect(tempBytes.length);
#endif // __{S3__
data[0]->clear();
data[0]->put(tempBytes);
data[0]->position(0)->limit(tempBytes.length);
delete [] tempBytes.data;
if(mipmapped)
{
for(unsigned int level = 1; level < m_iMipLevels; ++level)
{
int ww = width >> level;
int hh = height >> height;
byteArray tempBytes = byteArray(ww * hh * depth * 4);
for (int index = 0; index < tempBytes.length; index++)
{
tempBytes[index] = 0;
}
#ifdef __PS3__
data[level] = new ByteBuffer_IO(tempBytes.length);
#else
data[level] = ByteBuffer::allocateDirect(tempBytes.length);
#endif // __PS3__
data[level]->clear();
data[level]->put(tempBytes);
data[level]->position(0)->limit(tempBytes.length);
delete [] tempBytes.data;
}
}
if (immediateUpdate)
{
updateOnGPU();
}
else
{
updated = false;
}
}
}
else
{
valid = true;
transferFromImage(image);
if (mode != TM_CONTAINER)
{
updateOnGPU();
immediateUpdate = false;
}
}
}
Texture::Texture(const wstring &name, int mode, int width, int height, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap)
{
_init(name, mode, width, height, 1, wrapMode, format, minFilter, magFilter, image, mipMap);
}
Texture::Texture(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap)
{
_init(name, mode, width, height, depth, wrapMode, format, minFilter, magFilter, image, mipMap);
}
Texture::~Texture()
{
delete rect;
for(int i = 0; i < 10; i++ )
{
if(data[i] != NULL) delete data[i];
}
if(glId >= 0)
{
glDeleteTextures(glId);
}
}
const Rect2i *Texture::getRect()
{
return rect;
}
void Texture::fill(const Rect2i *rect, int color)
{
// 4J Remove 3D
//if (type == GL_TEXTURE_3D)
//{
// return;
//}
Rect2i *myRect = new Rect2i(0, 0, width, height);
myRect->intersect(rect);
data[0]->position(0);
for (int y = myRect->getY(); y < (myRect->getY() + myRect->getHeight()); y++)
{
int line = y * width * 4;
for (int x = myRect->getX(); x < (myRect->getX() + myRect->getWidth()); x++)
{
data[0]->put(line + x * 4 + 0, (BYTE)((color >> 24) & 0x000000ff));
data[0]->put(line + x * 4 + 1, (BYTE)((color >> 16) & 0x000000ff));
data[0]->put(line + x * 4 + 2, (BYTE)((color >> 8) & 0x000000ff));
data[0]->put(line + x * 4 + 3, (BYTE)((color >> 0) & 0x000000ff));
}
}
delete myRect;
if (immediateUpdate)
{
updateOnGPU();
}
else
{
updated = false;
}
}
void Texture::writeAsBMP(const wstring &name)
{
// 4J Don't need
#if 0
if (type == GL_TEXTURE_3D)
{
return;
}
File *outFile = new File(name);
if (outFile.exists())
{
outFile.delete();
}
DataOutputStream *outStream = NULL;
//try {
outStream = new DataOutputStream(new FileOutputStream(outFile));
//} catch (IOException e) {
// Unable to open file for writing for some reason
// return;
//}
//try {
// Write the header
outStream->writeShort((short)0x424d); // 0x0000: ID - 'BM'
int byteSize = width * height * 4 + 54;
outStream->writeByte((byte)(byteSize >> 0)); // 0x0002: Raw file size
outStream->writeByte((byte)(byteSize >> 8));
outStream->writeByte((byte)(byteSize >> 16));
outStream->writeByte((byte)(byteSize >> 24));
outStream->writeInt(0); // 0x0006: Reserved
outStream->writeByte(54); // 0x000A: Start of pixel data
outStream->writeByte(0);
outStream->writeByte(0);
outStream->writeByte(0);
outStream->writeByte(40); // 0x000E: Size of secondary header
outStream->writeByte(0);
outStream->writeByte(0);
outStream->writeByte(0);
outStream->writeByte((byte)(width >> 0)); // 0x0012: Image width, in pixels
outStream->writeByte((byte)(width >> 8));
outStream->writeByte((byte)(width >> 16));
outStream->writeByte((byte)(width >> 24));
outStream->writeByte((byte)(height >> 0)); // 0x0016: Image height, in pixels
outStream->writeByte((byte)(height >> 8));
outStream->writeByte((byte)(height >> 16));
outStream->writeByte((byte)(height >> 24));
outStream->writeByte(1); // 0x001A: Number of color planes, must be 1
outStream->writeByte(0);
outStream->writeByte(32); // 0x001C: Bit depth (32bpp)
outStream->writeByte(0);
outStream->writeInt(0); // 0x001E: Compression mode (BI_RGB, uncompressed)
int bufSize = width * height * 4;
outStream->writeInt((byte)(bufSize >> 0)); // 0x0022: Raw size of bitmap data
outStream->writeInt((byte)(bufSize >> 8));
outStream->writeInt((byte)(bufSize >> 16));
outStream->writeInt((byte)(bufSize >> 24));
outStream->writeInt(0); // 0x0026: Horizontal resolution in ppm
outStream->writeInt(0); // 0x002A: Vertical resolution in ppm
outStream->writeInt(0); // 0x002E: Palette size (0 to match bit depth)
outStream->writeInt(0); // 0x0032: Number of important colors, 0 for all
// Pixels follow in inverted Y order
byte[] bytes = new byte[width * height * 4];
data.position(0);
data.get(bytes);
for (int y = height - 1; y >= 0; y--)
{
int line = y * width * 4;
for (int x = 0; x < width; x++)
{
outStream->writeByte(bytes[line + x * 4 + 2]);
outStream->writeByte(bytes[line + x * 4 + 1]);
outStream->writeByte(bytes[line + x * 4 + 0]);
outStream->writeByte(bytes[line + x * 4 + 3]);
}
}
outStream->close();
//} catch (IOException e) {
// Unable to write to the file for some reason
// return;
//}
#endif
}
void Texture::writeAsPNG(const wstring &filename)
{
// 4J Don't need
#if 0
BufferedImage *image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
ByteBuffer *buffer = this->getData();
byte[] bytes = new byte[width * height * 4];
buffer.position(0);
buffer.get(bytes);
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
int pos = (y * width * 4) + x * 4;
int col = 0;
col |= (bytes[pos + 2] & 0xFF) << 0;
col |= (bytes[pos + 1] & 0xFF) << 8;
col |= (bytes[pos + 0] & 0xFF) << 16;
col |= (bytes[pos + 3] & 0xFF) << 24;
image.setRGB(x, y, col);
}
}
data.position(width * height * 4);
//try {
ImageIO::write(image, L"png", new File(Minecraft.getWorkingDirectory(), filename));
//} catch (IOException e) {
// e.printStackTrace();
//}
#endif
}
void Texture::blit(int x, int y, Texture *source)
{
blit(x, y, source, false);
}
void Texture::blit(int x, int y, Texture *source, bool rotated)
{
// 4J Remove 3D
//if (type == GL_TEXTURE_3D)
//{
// return;
//}
for(unsigned int level = 0; level < m_iMipLevels; ++level)
{
ByteBuffer *srcBuffer = source->getData(level);
if(srcBuffer == NULL) break;
int yy = y >> level;
int xx = x >> level;
int hh = height >> level;
int ww = width >> level;
int shh = source->getHeight() >> level;
int sww = source->getWidth() >> level;
data[level]->position(0);
srcBuffer->position(0);
#if defined __PS3__ && !defined DISABLE_SPU_CODE
if(g_texBlitJobQueuePort->hasCompleted())
{
// all outstanding blits have completed, so reset to the start of the blit list
g_currentTexBlit = 0;
}
Texture_blit_DataIn& dataIn = g_textureBlitDataIn[g_currentTexBlit];
g_currentTexBlit++;
if(g_currentTexBlit >= sc_maxTextureBlits)
{
app.DebugPrintf("ran out of tex blit slots, stalling for completion\n");
g_texBlitJobQueuePort->waitForCompletion();
g_currentTexBlit = 0;
}
dataIn.pSrcData = srcBuffer->getBuffer();
dataIn.pDstData = data[level]->getBuffer();
dataIn.yy = yy;
dataIn.xx = xx;
dataIn.hh = hh;
dataIn.ww = ww;
dataIn.shh = shh;
dataIn.sww = sww;
dataIn.rotated = rotated;
C4JSpursJob_Texture_blit blitJob(&dataIn);
g_texBlitJobQueuePort->submitJob(&blitJob);
// p.waitForCompletion();
#elif __PSVITA__
unsigned int *src = (unsigned int *) srcBuffer->getBuffer();
unsigned int *dst = (unsigned int *) data[level]->getBuffer();
for (int srcY = 0; srcY < shh; srcY++)
{
int dstY = yy + srcY;
int srcLine = srcY * sww;
int dstLine = dstY * ww;
if (rotated)
{
dstY = yy + (shh - srcY);
}
if (!rotated)
{
memcpy(dst + dstLine + xx, src + srcLine, sww * 4);
}
else
{
for (int srcX = 0; srcX < sww; srcX++)
{
int dstPos = dstLine + (srcX + xx);
int srcPos = srcLine + srcX;
if (rotated)
{
dstPos = (xx + srcX * ww) + dstY;
}
dst[dstPos] = src[srcPos];
}
}
}
#else
for (int srcY = 0; srcY < shh; srcY++)
{
int dstY = yy + srcY;
int srcLine = srcY * sww * 4;
int dstLine = dstY * ww * 4;
if (rotated)
{
dstY = yy + (shh - srcY);
}
for (int srcX = 0; srcX < sww; srcX++)
{
int dstPos = dstLine + (srcX + xx) * 4;
int srcPos = srcLine + srcX * 4;
if (rotated)
{
dstPos = (xx + srcX * ww * 4) + dstY * 4;
}
data[level]->put(dstPos + 0, srcBuffer->get(srcPos + 0));
data[level]->put(dstPos + 1, srcBuffer->get(srcPos + 1));
data[level]->put(dstPos + 2, srcBuffer->get(srcPos + 2));
data[level]->put(dstPos + 3, srcBuffer->get(srcPos + 3));
}
}
// Don't delete this, as it belongs to the source texture
//delete srcBuffer;
#endif
data[level]->position(ww * hh * 4);
}
if (immediateUpdate)
{
updateOnGPU();
}
else
{
updated = false;
}
}
void Texture::transferFromBuffer(intArray buffer)
{
if (depth == 1)
{
return;
}
// #ifdef __PS3__
// int byteRemapRGBA[] = { 3, 0, 1, 2 };
// int byteRemapBGRA[] = { 3, 2, 1, 0 };
// #else
int byteRemapRGBA[] = { 0, 1, 2, 3 };
int byteRemapBGRA[] = { 2, 1, 0, 3 };
// #endif
int *byteRemap = ((format == TFMT_BGRA) ? byteRemapBGRA : byteRemapRGBA);
for (int z = 0; z < depth; z++)
{
int plane = z * height * width * 4;
for (int y = 0; y < height; y++)
{
int column = plane + y * width * 4;
for (int x = 0; x < width; x++)
{
int texel = column + x * 4;
data[0]->position(0);
data[0]->put(texel + byteRemap[0], (byte)((buffer[texel >> 2] >> 24) & 0xff));
data[0]->put(texel + byteRemap[1], (byte)((buffer[texel >> 2] >> 16) & 0xff));
data[0]->put(texel + byteRemap[2], (byte)((buffer[texel >> 2] >> 8) & 0xff));
data[0]->put(texel + byteRemap[3], (byte)((buffer[texel >> 2] >> 0) & 0xff));
}
}
}
data[0]->position(width * height * depth * 4);
updateOnGPU();
}
void Texture::transferFromImage(BufferedImage *image)
{
// 4J Remove 3D
//if (type == GL_TEXTURE_3D)
//{
// return;
//}
int imgWidth = image->getWidth();
int imgHeight = image->getHeight();
if (imgWidth > width || imgHeight > height)
{
//Minecraft::GetInstance().getLogger().warning("transferFromImage called with a BufferedImage with dimensions (" +
// imgWidth + ", " + imgHeight + ") larger than the Texture dimensions (" + width +
// ", " + height + "). Ignoring.");
app.DebugPrintf("transferFromImage called with a BufferedImage with dimensions (%d, %d) larger than the Texture dimensions (%d, %d). Ignoring.\n", imgWidth, imgHeight, width, height);
return;
}
// #ifdef __PS3__
// int byteRemapRGBA[] = { 0, 1, 2, 3 };
// int byteRemapBGRA[] = { 2, 1, 0, 3 };
// #else
#ifdef _XBOX
int byteRemapRGBA[] = { 0, 1, 2, 3 };
#else
int byteRemapRGBA[] = { 3, 0, 1, 2 };
#endif
int byteRemapBGRA[] = { 3, 2, 1, 0 };
// #endif
int *byteRemap = ((format == TFMT_BGRA) ? byteRemapBGRA : byteRemapRGBA);
intArray tempPixels = intArray(width * height);
int transparency = image->getTransparency();
image->getRGB(0, 0, width, height, tempPixels, 0, imgWidth);
byteArray tempBytes = byteArray(width * height * 4);
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int intIndex = y * width + x;
int byteIndex = intIndex * 4;
// Pull ARGB bytes into either RGBA or BGRA depending on format
tempBytes[byteIndex + byteRemap[0]] = (byte)((tempPixels[intIndex] >> 24) & 0xff);
tempBytes[byteIndex + byteRemap[1]] = (byte)((tempPixels[intIndex] >> 16) & 0xff);
tempBytes[byteIndex + byteRemap[2]] = (byte)((tempPixels[intIndex] >> 8) & 0xff);
tempBytes[byteIndex + byteRemap[3]] = (byte)((tempPixels[intIndex] >> 0) & 0xff);
}
}
for(int i = 0; i < 10; i++ )
{
if(data[i] != NULL)
{
delete data[i];
data[i] = NULL;
}
}
MemSect(51);
#ifdef __PS3__
data[0] = new ByteBuffer_IO(tempBytes.length);
#else
data[0] = ByteBuffer::allocateDirect(tempBytes.length);
#endif // __{S3__
MemSect(0);
data[0]->clear();
data[0]->put(tempBytes);
data[0]->limit(tempBytes.length);
delete [] tempBytes.data;
if(mipmapped || image->getData(1) != NULL)
{
mipmapped = true;
for(unsigned int level = 1; level < MAX_MIP_LEVELS; ++level)
{
int ww = width >> level;
int hh = height >> level;
byteArray tempBytes = byteArray(ww * hh * 4);
unsigned int *tempData = new unsigned int[ww * hh];
if( image->getData( level ) )
{
memcpy( tempData, image->getData( level ), ww * hh * 4);
for (int y = 0; y < hh; y++)
{
for (int x = 0; x < ww; x++)
{
int intIndex = y * ww + x;
int byteIndex = intIndex * 4;
// Pull ARGB bytes into either RGBA or BGRA depending on format
tempBytes[byteIndex + byteRemap[0]] = (byte)((tempData[intIndex] >> 24) & 0xff);
tempBytes[byteIndex + byteRemap[1]] = (byte)((tempData[intIndex] >> 16) & 0xff);
tempBytes[byteIndex + byteRemap[2]] = (byte)((tempData[intIndex] >> 8) & 0xff);
tempBytes[byteIndex + byteRemap[3]] = (byte)((tempData[intIndex] >> 0) & 0xff);
}
}
}
else
{
int ow = width >> (level - 1);
for (int x = 0; x < ww; x++)
for (int y = 0; y < hh; y++)
{
int c0 = data[level - 1]->getInt(((x * 2 + 0) + (y * 2 + 0) * ow) * 4);
int c1 = data[level - 1]->getInt(((x * 2 + 1) + (y * 2 + 0) * ow) * 4);
int c2 = data[level - 1]->getInt(((x * 2 + 1) + (y * 2 + 1) * ow) * 4);
int c3 = data[level - 1]->getInt(((x * 2 + 0) + (y * 2 + 1) * ow) * 4);
#ifndef _XBOX
// 4J - convert our RGBA texels to ARGB that crispBlend is expecting
c0 = ( ( c0 >> 8 ) & 0x00ffffff ) | ( c0 << 24 );
c1 = ( ( c1 >> 8 ) & 0x00ffffff ) | ( c1 << 24 );
c2 = ( ( c2 >> 8 ) & 0x00ffffff ) | ( c2 << 24 );
c3 = ( ( c3 >> 8 ) & 0x00ffffff ) | ( c3 << 24 );
#endif
int col = crispBlend(crispBlend(c0, c1), crispBlend(c2, c3));
// 4J - and back from ARGB -> RGBA
//col = ( col << 8 ) | (( col >> 24 ) & 0xff);
//tempData[x + y * ww] = col;
int intIndex = y * ww + x;
int byteIndex = intIndex * 4;
// Pull ARGB bytes into either RGBA or BGRA depending on format
tempBytes[byteIndex + byteRemap[0]] = (byte)((col >> 24) & 0xff);
tempBytes[byteIndex + byteRemap[1]] = (byte)((col >> 16) & 0xff);
tempBytes[byteIndex + byteRemap[2]] = (byte)((col >> 8) & 0xff);
tempBytes[byteIndex + byteRemap[3]] = (byte)((col >> 0) & 0xff);
}
}
MemSect(51);
#ifdef __PS3__
data[level] = new ByteBuffer_IO(tempBytes.length);
#else
data[level] = ByteBuffer::allocateDirect(tempBytes.length);
#endif // __{S3__
MemSect(0);
data[level]->clear();
data[level]->put(tempBytes);
data[level]->limit(tempBytes.length);
delete [] tempBytes.data;
delete [] tempData;
}
}
delete [] tempPixels.data;
if (immediateUpdate)
{
updateOnGPU();
}
else
{
updated = false;
}
}
// 4J Kept from older versions for where we create mip-maps for levels that do not have pre-made graphics
int Texture::crispBlend(int c0, int c1)
{
int a0 = (int) (((c0 & 0xff000000) >> 24)) & 0xff;
int a1 = (int) (((c1 & 0xff000000) >> 24)) & 0xff;
int a = 255;
if (a0 + a1 < 255)
{
a = 0;
a0 = 1;
a1 = 1;
}
else if (a0 > a1)
{
a0 = 255;
a1 = 1;
}
else
{
a0 = 1;
a1 = 255;
}
int r0 = ((c0 >> 16) & 0xff) * a0;
int g0 = ((c0 >> 8) & 0xff) * a0;
int b0 = ((c0) & 0xff) * a0;
int r1 = ((c1 >> 16) & 0xff) * a1;
int g1 = ((c1 >> 8) & 0xff) * a1;
int b1 = ((c1) & 0xff) * a1;
int r = (r0 + r1) / (a0 + a1);
int g = (g0 + g1) / (a0 + a1);
int b = (b0 + b1) / (a0 + a1);
return (a << 24) | (r << 16) | (g << 8) | b;
}
int Texture::getManagerId()
{
return managerId;
}
int Texture::getGlId()
{
return glId;
}
int Texture::getWidth()
{
return width;
}
int Texture::getHeight()
{
return height;
}
wstring Texture::getName()
{
return name;
}
void Texture::setImmediateUpdate(bool immediateUpdate)
{
this->immediateUpdate = immediateUpdate;
}
void Texture::bind(int mipMapIndex)
{
// 4J Removed 3D
//if (depth == 1)
//{
glEnable(GL_TEXTURE_2D);
//}
//else
//{
// glEnable(GL_TEXTURE_3D);
//}
glActiveTexture(GL_TEXTURE0 + mipMapIndex);
glBindTexture(type, glId);
if (!updated)
{
updateOnGPU();
}
}
void Texture::updateOnGPU()
{
data[0]->flip();
if(mipmapped)
{
for (int level = 1; level < m_iMipLevels; level++)
{
if(data[level] == NULL) break;
data[level]->flip();
}
}
// 4J remove 3D and 1D
//if (height != 1 && depth != 1)
//{
// glTexImage3D(type, 0, format, width, height, depth, 0, format, GL_UNSIGNED_BYTE, data);
//}
//else if(height != 1)
//{
// 4J Added check so we can differentiate between which RenderManager function to call
if(!m_bInitialised)
{
RenderManager.TextureSetTextureLevels(m_iMipLevels); // 4J added
#ifdef __PSVITA__
// AP - replace the dynamic ram buffer to one that points to a newly allocated video ram texture buffer. This means we don't have to memcpy
// the ram based buffer to it any more inside RenderManager.TextureDataUpdate
unsigned char *newData = RenderManager.TextureData(width,height,data[0]->getBuffer(),0,C4JRender::TEXTURE_FORMAT_RxGyBzAw);
ByteBuffer *oldBuffer = data[0];
data[0] = new ByteBuffer(data[0]->getSize(), (byte*) newData);
delete oldBuffer;
newData += width * height * 4;
#else
RenderManager.TextureData(width,height,data[0]->getBuffer(),0,C4JRender::TEXTURE_FORMAT_RxGyBzAw);
#endif
if(mipmapped)
{
for (int level = 1; level < m_iMipLevels; level++)
{
int levelWidth = width >> level;
int levelHeight = height >> level;
#ifdef __PSVITA__
// AP - replace the dynamic ram buffer to one that points to a newly allocated video ram texture buffer. This means we don't have to memcpy
// the ram based buffer to it any more inside RenderManager.TextureDataUpdate
RenderManager.TextureDataUpdate(0, 0,levelWidth,levelHeight,data[level]->getBuffer(),level);
ByteBuffer *oldBuffer = data[level];
data[level] = new ByteBuffer(data[level]->getSize(), (byte*) newData);
delete oldBuffer;
newData += levelWidth * levelHeight * 4;
#else
RenderManager.TextureData(levelWidth,levelHeight,data[level]->getBuffer(),level,C4JRender::TEXTURE_FORMAT_RxGyBzAw);
#endif
}
}
m_bInitialised = true;
}
else
{
#ifdef _XBOX
RenderManager.TextureDataUpdate(data[0]->getBuffer(),0);
#else
RenderManager.TextureDataUpdate(0, 0,width,height,data[0]->getBuffer(),0);
#endif
if(mipmapped)
{
if (RenderManager.TextureGetTextureLevels() > 1)
{
for (int level = 1; level < m_iMipLevels; level++)
{
int levelWidth = width >> level;
int levelHeight = height >> level;
#ifdef _XBOX
RenderManager.TextureDataUpdate(data[level]->getBuffer(),level);
#else
RenderManager.TextureDataUpdate(0, 0,levelWidth,levelHeight,data[level]->getBuffer(),level);
#endif
}
}
}
}
//glTexImage2D(type, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
//}
//else
//{
// glTexImage1D(type, 0, format, width, 0, format, GL_UNSIGNED_BYTE, data);
//}
updated = true;
}
ByteBuffer *Texture::getData(unsigned int level)
{
return data[level];
}