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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #ifndef TEXTURELOADER_H
- #define TEXTURELOADER_H
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #include "always.h"
- #include "texture.h"
- class StringClass;
- struct IDirect3DTexture8;
- class TextureLoadTaskClass;
- class TextureLoader
- {
- static void Init_Load_Task(TextureClass* tc);
- static bool Load_Uncompressed_Mipmap_Levels_From_TGA(TextureLoadTaskClass* texture);
- public:
- static void Init();
- static void Deinit();
- // Modify given texture size to nearest valid size on current hardware.
- static void Validate_Texture_Size(unsigned& width, unsigned& height);
- // Adds a loading task to the system. The task if processed in a separate
- // thread as soon as possible. The task will appear in finished tasks list
- // when it's been completed. The texture will be refreshed on the next
- // update call after appearing to the finished tasks list.
- static void Add_Load_Task(TextureClass* tc);
- static IDirect3DTexture8* Load_Thumbnail(
- const StringClass& filename,
- WW3DFormat texture_format); // Pass WW3D_FORMAT_UNKNOWN if you don't care
- static void Load_Mipmap_Levels(TextureLoadTaskClass* texture);
- static IDirect3DSurface8* Load_Surface_Immediate(
- const StringClass& filename,
- WW3DFormat surface_format, // Pass WW3D_FORMAT_UNKNOWN if you don't care
- bool allow_compression);
- // Textures can only be created and locked by the main thread so this function sends a request to the texture
- // handling system to load the texture immediatelly next time it enters the main thread. If this function
- // is called from the main thread the texture is loaded immediatelly.
- static void Request_High_Priority_Loading(
- TextureClass* texture,
- TextureClass::MipCountType mip_level_count);
- static void Request_Thumbnail(TextureClass* tc);
- static void Update();
- static void Flush_Pending_Load_Tasks();
- static IDirect3DTexture8* Generate_Bumpmap(TextureClass* texture);
- };
- // ----------------------------------------------------------------------------
- //
- // Texture loader task handler
- //
- // ----------------------------------------------------------------------------
- class TextureLoadTaskClass : public W3DMPO
- {
- W3DMPO_GLUE(TextureLoadTaskClass)
- static TextureLoadTaskClass* FreeTaskListHead;
- TextureClass* Texture;
- IDirect3DTexture8 *D3DTexture;
- unsigned Width;
- unsigned Height;
- WW3DFormat Format;
- unsigned char* LockedSurfacePtr[TextureClass::MIP_LEVELS_MAX];
- unsigned LockedSurfacePitch[TextureClass::MIP_LEVELS_MAX];
- unsigned MipLevelCount;
- unsigned Reduction;
- TextureLoadTaskClass* Succ;
- bool IsLoading;
- bool HasFailed;
- bool HighPriorityRequested;
- ~TextureLoadTaskClass();
- TextureLoadTaskClass();
- public:
- static TextureLoadTaskClass* Get_Instance(TextureClass* tc, bool high_priority);
- static void Release_Instance(TextureLoadTaskClass* task);
- static void shutdown(void) {TextureLoadTaskClass *pT; while (FreeTaskListHead) {pT = FreeTaskListHead; FreeTaskListHead = pT->Peek_Succ(); pT->Set_Succ(NULL); delete pT;} };
- void Init(TextureClass* tc,bool high_priority);
- void Deinit();
- unsigned Get_Mip_Level_Count() const { return MipLevelCount; }
- unsigned Get_Width() const { return Width; }
- unsigned Get_Height() const { return Height; }
- WW3DFormat Get_Format() const { return Format; }
- unsigned Get_Reduction() const { return Reduction; }
- unsigned char* Get_Locked_Surface_Ptr(unsigned level);
- unsigned Get_Locked_Surface_Pitch(unsigned level) const;
- bool Has_Failed() const { return HasFailed; }
- void Set_Fail(bool b) { HasFailed=b; }
- // Init the task or put it to a deferred init list if called from outside the main thread
- void Begin_Texture_Load();
- void Begin_Thumbnail_Load();
- void End_Load(); // Deinit must be called before Applying()
- void Apply(bool initialize);
- TextureLoadTaskClass* Peek_Succ() { return Succ; }
- void Set_Succ(TextureLoadTaskClass* succ);
- TextureClass* Peek_Texture() { return Texture; }
- IDirect3DTexture8* Peek_D3D_Texture() { return D3DTexture; }
- void Set_D3D_Texture(IDirect3DTexture8* texture);
- };
- #endif
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