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- /*
- ** Command & Conquer Renegade(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 $*
- * *
- * $Author:: Jani_p $*
- * *
- * $Modtime:: 11/09/01 5:16p $*
- * *
- * $Revision:: 44 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * 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"
- class DX8Wrapper;
- struct IDirect3DTexture8;
- class TextureLoader;
- class LoaderThreadClass;
- class DX8TextureManagerClass;
- class TextureLoadTaskClass;
- /*************************************************************************
- ** TextureClass
- **
- ** This is our texture class. For legacy reasons it contains some
- ** information beyond the D3D texture itself, such as texture addressing
- ** modes.
- **
- *************************************************************************/
- class TextureClass : public RefCountClass
- {
- friend DX8Wrapper;
- friend TextureLoader;
- friend LoaderThreadClass;
- friend DX8TextureManagerClass;
- public:
- enum PoolType {
- POOL_DEFAULT=0,
- POOL_MANAGED,
- POOL_SYSTEMMEM
- };
- enum FilterType {
- FILTER_TYPE_NONE,
- FILTER_TYPE_FAST,
- FILTER_TYPE_BEST,
- FILTER_TYPE_DEFAULT,
- FILTER_TYPE_COUNT
- };
- enum TextureFilterMode {
- TEXTURE_FILTER_BILINEAR,
- TEXTURE_FILTER_TRILINEAR,
- TEXTURE_FILTER_ANISOTROPIC
- };
- enum TxtAddrMode {
- TEXTURE_ADDRESS_REPEAT=0,
- TEXTURE_ADDRESS_CLAMP
- };
- enum MipCountType {
- MIP_LEVELS_ALL=0, // generate all mipmap levels down to 1x1 size
- MIP_LEVELS_1, // no mipmapping at all (just one mip level)
- MIP_LEVELS_2,
- MIP_LEVELS_3,
- MIP_LEVELS_4,
- MIP_LEVELS_5,
- MIP_LEVELS_6,
- MIP_LEVELS_7,
- MIP_LEVELS_8,
- MIP_LEVELS_10,
- MIP_LEVELS_11,
- MIP_LEVELS_12,
- MIP_LEVELS_MAX // This isn't to be used (use MIP_LEVELS_ALL instead), it is just an enum for creating static tables etc.
- };
- // 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);
- // 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);
- // Create texture from a surface.
- TextureClass(
- SurfaceClass *surface,
- MipCountType mip_level_count=MIP_LEVELS_ALL);
- TextureClass(IDirect3DTexture8* d3d_texture);
- virtual ~TextureClass(void);
- // 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);
- // Note! Width and Height may be zero and may change if texture uses mipmaps
- int Get_Width()
- {
- return Width;
- }
- int Get_Height()
- {
- return Height;
- }
- void Init();
- // 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; }
- // 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);
- // Texture priority affects texture management and caching.
- unsigned int Get_Priority(void);
- unsigned int Set_Priority(unsigned int priority); // Returns previous priority
- // Filter and MIPmap settings:
- FilterType Get_Min_Filter(void) const { return TextureMinFilter; }
- FilterType Get_Mag_Filter(void) const { return TextureMagFilter; }
- FilterType Get_Mip_Mapping(void) const { return MipMapFilter; }
- void Set_Min_Filter(FilterType filter) { TextureMinFilter=filter; }
- void Set_Mag_Filter(FilterType filter) { TextureMagFilter=filter; }
- void Set_Mip_Mapping(FilterType mipmap);
- // Texture address mode
- TxtAddrMode Get_U_Addr_Mode(void) const { return UAddressMode; }
- TxtAddrMode Get_V_Addr_Mode(void) const { return VAddressMode; }
- void Set_U_Addr_Mode(TxtAddrMode mode) { UAddressMode=mode; }
- void Set_V_Addr_Mode(TxtAddrMode mode) { VAddressMode=mode; }
- // Debug utility functions for returning the texture memory usage
- unsigned Get_Texture_Memory_Usage() const;
- bool Is_Initialized() const { return Initialized; }
- bool Is_Lightmap() const { return IsLightmap; }
- bool Is_Procedural() const { return IsProcedural; }
- 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();
- // This needs to be called after device has been created
- static void _Init_Filters(TextureFilterMode texture_filter);
- static void _Set_Default_Min_Filter(FilterType filter);
- static void _Set_Default_Mag_Filter(FilterType filter);
- static void _Set_Default_Mip_Filter(FilterType filter);
- // This utility function processes the texture reduction (used during rendering)
- void Invalidate();
- IDirect3DTexture8 *Peek_DX8_Texture()
- {
- return D3DTexture;
- }
- bool Is_Missing_Texture();
- // Support for self managed textures
- bool Is_Dirty() { WWASSERT(Pool==POOL_DEFAULT); return Dirty; };
- void Clean() { Dirty=false; };
- unsigned Get_Reduction() const;
- WW3DFormat Get_Texture_Format() const { return TextureFormat; }
- bool Is_Compression_Allowed() const { return IsCompressionAllowed; }
- // 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);
- private:
- // Apply this texture's settings into D3D
- void Apply(unsigned int stage);
- void Load_Locked_Surface();
- // Apply a Null texture's settings into D3D
- static void Apply_Null(unsigned int stage);
- // State not contained in the Direct3D texture object:
- FilterType TextureMinFilter;
- FilterType TextureMagFilter;
- FilterType MipMapFilter;
- TxtAddrMode UAddressMode;
- TxtAddrMode VAddressMode;
- // Direct3D texture object
- IDirect3DTexture8 *D3DTexture;
- bool Initialized;
- // Name
- StringClass Name;
- StringClass FullPath;
- // Unique id
- unsigned texture_id;
- // NOTE: Since "texture wrapping" (NOT TEXTURE WRAP MODE - THIS IS
- // SOMETHING ELSE) is a global state that affects all texture stages,
- // and this class only affects its own stage, we will not worry about
- // it for now. Later (probably when we implement world-oriented
- // environment maps) we will consider where to put it.
- // For debug purposes the texture sets this true if it is a lightmap texture
- bool IsLightmap;
- bool IsProcedural;
- bool IsCompressionAllowed;
- unsigned InactivationTime; // In milliseconds
- unsigned ExtendedInactivationTime; // This is set by the engine, if needed
- unsigned LastInactivationSyncTime;
- unsigned LastAccessed;
- WW3DFormat TextureFormat;
- int Width;
- int Height;
- // Support for self-managed textures
- PoolType Pool;
- bool Dirty;
- public:
- MipCountType MipLevelCount;
- private:
- friend class TextureLoadTaskClass;
- TextureLoadTaskClass* TextureLoadTask;
- // kind of a crazy merge point not sure if the public should have
- // been above the ThumbnailLoadTask or not.
- TextureLoadTaskClass* ThumbnailLoadTask;
- public:
- // Background texture loader will call this when texture has been loaded
- void Apply_New_Surface(IDirect3DTexture8* tex, bool initialized); // If the parameter is true, the texture will be flagged as initialised
- };
- // 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
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