| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484 |
- /*
- ** Command & Conquer Generals Zero Hour(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/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/texture.h $*
- * *
- * $Org Author:: Jani_p $*
- * *
- * Author : Kenny Mitchell *
- * *
- * $Modtime:: 08/05/02 1:27p $*
- * *
- * $Revision:: 46 $*
- * *
- * 05/16/02 KM Base texture class to abstract major texture types, e.g. 3d, z, cube, etc.
- * 06/27/02 KM Texture class abstraction *
- * 08/05/02 KM Texture class redesign (revisited)
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef TEXTURE_H
- #define TEXTURE_H
- #include "always.h"
- #include "refcount.h"
- #include "chunkio.h"
- #include "surfaceclass.h"
- #include "ww3dformat.h"
- #include "wwstring.h"
- #include "vector3.h"
- #include "texturefilter.h"
- struct IDirect3DBaseTexture8;
- struct IDirect3DTexture8;
- struct IDirect3DCubeTexture8;
- struct IDirect3DVolumeTexture8;
- class DX8Wrapper;
- class TextureLoader;
- class LoaderThreadClass;
- class TextureLoadTaskClass;
- class CubeTextureClass;
- class VolumeTextureClass;
- class TextureBaseClass : public RefCountClass
- {
- friend class TextureLoader;
- friend class LoaderThreadClass;
- friend class DX8TextureTrackerClass; //(gth) so it can call Poke_Texture,
- friend class DX8ZTextureTrackerClass;
- public:
- enum PoolType
- {
- POOL_DEFAULT=0,
- POOL_MANAGED,
- POOL_SYSTEMMEM
- };
- enum TexAssetType
- {
- TEX_REGULAR,
- TEX_CUBEMAP,
- TEX_VOLUME
- };
- // base constructor for derived classes
- TextureBaseClass
- (
- unsigned width,
- unsigned height,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- PoolType pool=POOL_MANAGED,
- bool rendertarget=false,
- bool reducible=true
- );
- virtual ~TextureBaseClass();
- virtual TexAssetType Get_Asset_Type() const=0;
- // Names
- void Set_Texture_Name(const char * name);
- void Set_Full_Path(const char * path) { FullPath = path; }
- const StringClass& Get_Texture_Name(void) const { return Name; }
- const StringClass& Get_Full_Path(void) const { if (FullPath.Is_Empty ()) return Name; return FullPath; }
- unsigned Get_ID() const { return texture_id; } // Each textrure has a unique id
- // The number of Mip levels in the texture
- unsigned int Get_Mip_Level_Count(void) const
- {
- return MipLevelCount;
- }
- // Note! Width and Height may be zero and may change if texture uses mipmaps
- int Get_Width() const
- {
- return Width;
- }
- int Get_Height() const
- {
- return Height;
- }
- // Time, after which the texture is invalidated if not used. Set to zero to indicate infinite.
- // Time is in milliseconds.
- void Set_Inactivation_Time(unsigned time) { InactivationTime=time; }
- int Get_Inactivation_Time() const { return InactivationTime; }
- // Texture priority affects texture management and caching.
- unsigned int Get_Priority(void);
- unsigned int Set_Priority(unsigned int priority); // Returns previous priority
- // Debug utility functions for returning the texture memory usage
- virtual unsigned Get_Texture_Memory_Usage() const=0;
- bool Is_Initialized() const { return Initialized; }
- bool Is_Lightmap() const { return IsLightmap; }
- bool Is_Procedural() const { return IsProcedural; }
- bool Is_Reducible() const { return IsReducible; } //can texture be reduced in resolution for LOD purposes?
- static int _Get_Total_Locked_Surface_Size();
- static int _Get_Total_Texture_Size();
- static int _Get_Total_Lightmap_Texture_Size();
- static int _Get_Total_Procedural_Texture_Size();
- static int _Get_Total_Locked_Surface_Count();
- static int _Get_Total_Texture_Count();
- static int _Get_Total_Lightmap_Texture_Count();
- static int _Get_Total_Procedural_Texture_Count();
- virtual void Init()=0;
- // This utility function processes the texture reduction (used during rendering)
- void Invalidate();
- // texture accessors (dx8)
- IDirect3DBaseTexture8 *Peek_D3D_Base_Texture() const;
- void Set_D3D_Base_Texture(IDirect3DBaseTexture8* tex);
- PoolType Get_Pool() const { return Pool; }
- bool Is_Missing_Texture();
- // Support for self managed textures
- bool Is_Dirty() { WWASSERT(Pool==POOL_DEFAULT); return Dirty; };
- void Set_Dirty() { WWASSERT(Pool==POOL_DEFAULT); Dirty=true; }
- void Clean() { Dirty=false; };
- void Set_HSV_Shift(const Vector3 &hsv_shift);
- const Vector3& Get_HSV_Shift() { return HSVShift; }
- bool Is_Compression_Allowed() const { return IsCompressionAllowed; }
- unsigned Get_Reduction() const;
- // Background texture loader will call this when texture has been loaded
- virtual void Apply_New_Surface(IDirect3DBaseTexture8* tex, bool initialized, bool disable_auto_invalidation = false)=0; // If the parameter is true, the texture will be flagged as initialised
- MipCountType MipLevelCount;
- // Inactivate textures that haven't been used in a while. Pass zero to use textures'
- // own inactive times (default). In urgent need to free up texture memory, try
- // calling with relatively small (just few seconds) time override to free up everything
- // but the currently used textures.
- static void Invalidate_Old_Unused_Textures(unsigned inactive_time_override);
- // Apply this texture's settings into D3D
- virtual void Apply(unsigned int stage)=0;
- // Apply a Null texture's settings into D3D
- static void Apply_Null(unsigned int stage);
- virtual TextureClass* As_TextureClass() { return NULL; }
- virtual CubeTextureClass* As_CubeTextureClass() { return NULL; }
- virtual VolumeTextureClass* As_VolumeTextureClass() { return NULL; }
- IDirect3DTexture8* Peek_D3D_Texture() const { return (IDirect3DTexture8*)Peek_D3D_Base_Texture(); }
- IDirect3DVolumeTexture8* Peek_D3D_VolumeTexture() const { return (IDirect3DVolumeTexture8*)Peek_D3D_Base_Texture(); }
- IDirect3DCubeTexture8* Peek_D3D_CubeTexture() const { return (IDirect3DCubeTexture8*)Peek_D3D_Base_Texture(); }
- protected:
- void Load_Locked_Surface();
- void Poke_Texture(IDirect3DBaseTexture8* tex) { D3DTexture = tex; }
- bool Initialized;
- // For debug purposes the texture sets this true if it is a lightmap texture
- bool IsLightmap;
- bool IsCompressionAllowed;
- bool IsProcedural;
- bool IsReducible;
- unsigned InactivationTime; // In milliseconds
- unsigned ExtendedInactivationTime; // This is set by the engine, if needed
- unsigned LastInactivationSyncTime;
- mutable unsigned LastAccessed;
- // If this is non-zero, the texture will have a hue shift done at the next init (this
- // value should only be changed by Set_HSV_Shift() function, which also invalidates the
- // texture).
- Vector3 HSVShift;
- int Width;
- int Height;
- private:
- // Direct3D texture object
- IDirect3DBaseTexture8 *D3DTexture;
- // Name
- StringClass Name;
- StringClass FullPath;
- // Unique id
- unsigned texture_id;
- // Support for self-managed textures
- PoolType Pool;
- bool Dirty;
- friend class TextureLoadTaskClass;
- friend class CubeTextureLoadTaskClass;
- friend class VolumeTextureLoadTaskClass;
- TextureLoadTaskClass* TextureLoadTask;
- TextureLoadTaskClass* ThumbnailLoadTask;
- };
- /*************************************************************************
- ** TextureClass
- **
- ** This is our regular texture class. For legacy reasons it contains some
- ** information beyond the D3D texture itself, such as texture addressing
- ** modes.
- **
- *************************************************************************/
- class TextureClass : public TextureBaseClass
- {
- W3DMPO_GLUE(TextureClass)
- // friend DX8Wrapper;
- public:
- // Create texture with desired height, width and format.
- TextureClass
- (
- unsigned width,
- unsigned height,
- WW3DFormat format,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- PoolType pool=POOL_MANAGED,
- bool rendertarget=false,
- bool allow_reduction=true
- );
- // Create texture from a file. If format is specified the texture is converted to that format.
- // Note that the format must be supported by the current device and that a texture can't exist
- // in the system with the same name in multiple formats.
- TextureClass
- (
- const char *name,
- const char *full_path=NULL,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN,
- bool allow_compression=true,
- bool allow_reduction=true
- );
- // Create texture from a surface.
- TextureClass
- (
- SurfaceClass *surface,
- MipCountType mip_level_count=MIP_LEVELS_ALL
- );
- TextureClass(IDirect3DBaseTexture8* d3d_texture);
- // defualt constructors for derived classes (cube & vol)
- TextureClass
- (
- unsigned width,
- unsigned height,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- PoolType pool=POOL_MANAGED,
- bool rendertarget=false,
- WW3DFormat format=WW3D_FORMAT_UNKNOWN,
- bool allow_reduction=true
- )
- : TextureBaseClass(width,height,mip_level_count,pool,rendertarget,allow_reduction), TextureFormat(format), Filter(mip_level_count) { }
- virtual TexAssetType Get_Asset_Type() const { return TEX_REGULAR; }
- virtual void Init();
- // Background texture loader will call this when texture has been loaded
- virtual void Apply_New_Surface(IDirect3DBaseTexture8* tex, bool initialized, bool disable_auto_invalidation = false); // If the parameter is true, the texture will be flagged as initialised
- // Get the surface of one of the mipmap levels (defaults to highest-resolution one)
- SurfaceClass *Get_Surface_Level(unsigned int level = 0);
- IDirect3DSurface8 *Get_D3D_Surface_Level(unsigned int level = 0);
- void Get_Level_Description( SurfaceClass::SurfaceDescription & desc, unsigned int level = 0 );
-
- TextureFilterClass& Get_Filter() { return Filter; }
- WW3DFormat Get_Texture_Format() const { return TextureFormat; }
- virtual void Apply(unsigned int stage);
- virtual unsigned Get_Texture_Memory_Usage() const;
- virtual TextureClass* As_TextureClass() { return this; }
- protected:
- WW3DFormat TextureFormat;
- // legacy
- TextureFilterClass Filter;
- };
- class ZTextureClass : public TextureBaseClass
- {
- public:
- // Create a z texture with desired height, width and format
- ZTextureClass
- (
- unsigned width,
- unsigned height,
- WW3DZFormat zformat,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- PoolType pool=POOL_MANAGED
- );
- WW3DZFormat Get_Texture_Format() const { return DepthStencilTextureFormat; }
- virtual TexAssetType Get_Asset_Type() const { return TEX_REGULAR; }
- virtual void Init() {}
- // Background texture loader will call this when texture has been loaded
- virtual void Apply_New_Surface(IDirect3DBaseTexture8* tex, bool initialized, bool disable_auto_invalidation = false); // If the parameter is true, the texture will be flagged as initialised
- virtual void Apply(unsigned int stage);
- IDirect3DSurface8 *Get_D3D_Surface_Level(unsigned int level = 0);
- virtual unsigned Get_Texture_Memory_Usage() const;
- private:
- WW3DZFormat DepthStencilTextureFormat;
- };
- class CubeTextureClass : public TextureClass
- {
- public:
- // Create texture with desired height, width and format.
- CubeTextureClass
- (
- unsigned width,
- unsigned height,
- WW3DFormat format,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- PoolType pool=POOL_MANAGED,
- bool rendertarget=false,
- bool allow_reduction=true
- );
- // Create texture from a file. If format is specified the texture is converted to that format.
- // Note that the format must be supported by the current device and that a texture can't exist
- // in the system with the same name in multiple formats.
- CubeTextureClass
- (
- const char *name,
- const char *full_path=NULL,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN,
- bool allow_compression=true,
- bool allow_reduction=true
- );
- // Create texture from a surface.
- CubeTextureClass
- (
- SurfaceClass *surface,
- MipCountType mip_level_count=MIP_LEVELS_ALL
- );
- CubeTextureClass(IDirect3DBaseTexture8* d3d_texture);
- virtual void Apply_New_Surface(IDirect3DBaseTexture8* tex, bool initialized, bool disable_auto_invalidation = false); // If the parameter is true, the texture will be flagged as initialised
- virtual TexAssetType Get_Asset_Type() const { return TEX_CUBEMAP; }
- virtual CubeTextureClass* As_CubeTextureClass() { return this; }
- };
- class VolumeTextureClass : public TextureClass
- {
- public:
- // Create texture with desired height, width and format.
- VolumeTextureClass
- (
- unsigned width,
- unsigned height,
- unsigned depth,
- WW3DFormat format,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- PoolType pool=POOL_MANAGED,
- bool rendertarget=false,
- bool allow_reduction=true
- );
- // Create texture from a file. If format is specified the texture is converted to that format.
- // Note that the format must be supported by the current device and that a texture can't exist
- // in the system with the same name in multiple formats.
- VolumeTextureClass
- (
- const char *name,
- const char *full_path=NULL,
- MipCountType mip_level_count=MIP_LEVELS_ALL,
- WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN,
- bool allow_compression=true,
- bool allow_reduction=true
- );
- // Create texture from a surface.
- VolumeTextureClass
- (
- SurfaceClass *surface,
- MipCountType mip_level_count=MIP_LEVELS_ALL
- );
- VolumeTextureClass(IDirect3DBaseTexture8* d3d_texture);
- virtual void Apply_New_Surface(IDirect3DBaseTexture8* tex, bool initialized, bool disable_auto_invalidation = false); // If the parameter is true, the texture will be flagged as initialised
- virtual TexAssetType Get_Asset_Type() const { return TEX_VOLUME; }
- virtual VolumeTextureClass* As_VolumeTextureClass() { return this; }
- protected:
- int Depth;
- };
- // Utility functions for loading and saving texture descriptions from/to W3D files
- TextureClass *Load_Texture(ChunkLoadClass & cload);
- void Save_Texture(TextureClass * texture, ChunkSaveClass & csave);
- #endif //TEXTURE_H
|