コード例 #1
0
ファイル: TextureCube.cpp プロジェクト: stoneStyle/Unreal4
	/**
	 * Writes the data for a single mip-level into a destination buffer.
	 * @param FaceIndex		The index of the face of the mip-level to read.
	 * @param MipIndex		The index of the mip-level to read.
	 * @param Dest			The address of the destination buffer to receive the mip-level's data.
	 * @param DestPitch		Number of bytes per row
	 */
	void GetData( int32 FaceIndex, int32 MipIndex, void* Dest, uint32 DestPitch )
	{
		check( MipData[FaceIndex][MipIndex] );

		// for platforms that returned 0 pitch from Lock, we need to just use the bulk data directly, never do 
		// runtime block size checking, conversion, or the like
		if (DestPitch == 0)
		{
			FMemory::Memcpy(Dest, MipData[FaceIndex][MipIndex], Owner->PlatformData->Mips[MipIndex].BulkData.GetBulkDataSize() / 6);
		}
		else
		{
			EPixelFormat PixelFormat = Owner->GetPixelFormat();
			uint32 NumRows = 0;
			uint32 SrcPitch = 0;
			uint32 BlockSizeX = GPixelFormats[PixelFormat].BlockSizeX;	// Block width in pixels
			uint32 BlockSizeY = GPixelFormats[PixelFormat].BlockSizeY;	// Block height in pixels
			uint32 BlockBytes = GPixelFormats[PixelFormat].BlockBytes;

			FIntPoint MipExtent = CalcMipMapExtent(Owner->GetSizeX(), Owner->GetSizeY(), PixelFormat, MipIndex);

			uint32 NumColumns = (MipExtent.X + BlockSizeX - 1) / BlockSizeX;	// Num-of columns in the source data (in blocks)
			NumRows    = (MipExtent.Y + BlockSizeY - 1) / BlockSizeY;	// Num-of rows in the source data (in blocks)
			SrcPitch   = NumColumns * BlockBytes;		// Num-of bytes per row in the source data
				
			SIZE_T MipSizeInBytes = CalcTextureMipMapSize(MipExtent.X, MipExtent.Y, PixelFormat, 0);

			if (SrcPitch == DestPitch)
			{

				// Copy data, not taking into account stride!
				FMemory::Memcpy(Dest, MipData[FaceIndex][MipIndex], MipSizeInBytes);
			}
			else
			{
				// Copy data, taking the stride into account!
				uint8 *Src = (uint8*) MipData[FaceIndex][MipIndex];
				uint8 *Dst = (uint8*) Dest;
				for ( uint32 Row=0; Row < NumRows; ++Row )
				{
					FMemory::Memcpy( Dst, Src, SrcPitch );
					Src += SrcPitch;
					Dst += DestPitch;
				}
				check( (PTRINT(Src) - PTRINT(MipData[FaceIndex][MipIndex])) == PTRINT(MipSizeInBytes) );
			}
		}

		FMemory::Free( MipData[FaceIndex][MipIndex] );
		MipData[FaceIndex][MipIndex] = NULL;
	}
コード例 #2
0
	/**
	* Iterate through all textures used by the material and return the maximum texture resolution used
	* (ideally this could be made dependent of the material property)
	*
	* @param MaterialInterface The material to scan for texture size
	*
	* @return Size (width and height)
	*/
	FIntPoint FindMaxTextureSize(UMaterialInterface* InMaterialInterface, FIntPoint MinimumSize = FIntPoint(1, 1)) const
	{
		// static lod settings so that we only initialize them once
		UTextureLODSettings* GameTextureLODSettings = UDeviceProfileManager::Get().GetActiveProfile()->GetTextureLODSettings();

		TArray<UTexture*> MaterialTextures;

		InMaterialInterface->GetUsedTextures(MaterialTextures, EMaterialQualityLevel::Num, false, GMaxRHIFeatureLevel, false);

		// find the largest texture in the list (applying it's LOD bias)
		FIntPoint MaxSize = MinimumSize;
		for (int32 TexIndex = 0; TexIndex < MaterialTextures.Num(); TexIndex++)
		{
			UTexture* Texture = MaterialTextures[TexIndex];

			if (Texture == NULL)
			{
				continue;
			}

			// get the max size of the texture
			FIntPoint LocalSize(0, 0);
			if (Texture->IsA(UTexture2D::StaticClass()))
			{
				UTexture2D* Tex2D = (UTexture2D*)Texture;
				LocalSize = FIntPoint(Tex2D->GetSizeX(), Tex2D->GetSizeY());
			}
			else if (Texture->IsA(UTextureCube::StaticClass()))
			{
				UTextureCube* TexCube = (UTextureCube*)Texture;
				LocalSize = FIntPoint(TexCube->GetSizeX(), TexCube->GetSizeY());
			}

			int32 LocalBias = GameTextureLODSettings->CalculateLODBias(Texture);

			// bias the texture size based on LOD group
			FIntPoint BiasedLocalSize(LocalSize.X >> LocalBias, LocalSize.Y >> LocalBias);

			MaxSize.X = FMath::Max(BiasedLocalSize.X, MaxSize.X);
			MaxSize.Y = FMath::Max(BiasedLocalSize.Y, MaxSize.Y);
		}

		return MaxSize;
	}