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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _GFXTEXTUREMANAGER_H_
- #define _GFXTEXTUREMANAGER_H_
- #ifndef _GFXTEXTUREOBJECT_H_
- #include "gfx/gfxTextureObject.h"
- #endif
- #ifndef _GBITMAP_H_
- #include "gfx/bitmap/gBitmap.h"
- #endif
- #ifndef _DDSFILE_H_
- #include "gfx/bitmap/ddsFile.h"
- #endif
- #ifndef _RESOURCEMANAGER_H_
- #include "core/resourceManager.h"
- #endif
- #ifndef _TDICTIONARY_H_
- #include "core/util/tDictionary.h"
- #endif
- #ifndef _TSIGNAL_H_
- #include "core/util/tSignal.h"
- #endif
- #include "gfxTextureHandle.h"
- namespace Torque
- {
- class Path;
- }
- class GFXCubemap;
- class GFXTextureManager
- {
- public:
- enum
- {
- AA_MATCH_BACKBUFFER = -1
- };
- GFXTextureManager();
- virtual ~GFXTextureManager();
- /// Set up some global script interface stuff.
- static void init();
- /// Provide the path to the texture to use when the requested one is missing
- static const String& getMissingTexturePath() { return smMissingTexturePath; }
- /// Provide the path to the texture to use when the requested one is unavailable.
- static const String& getUnavailableTexturePath() { return smUnavailableTexturePath; }
- /// Provide the path to the texture used to warn the developer
- static const String& getWarningTexturePath() { return smWarningTexturePath; }
- static const String& getBRDFTexturePath() { return smBRDFTexturePath; }
- static const String& getWetnessTexturePath() { return smWetnessTexturePath; }
- /// Update width and height based on available resources.
- ///
- /// We provide a simple interface for managing texture memory usage. Specifically,
- /// if the total video memory is below a certain threshold, we scale all texture
- /// resolutions down by a specific factor (you can specify different scale factors
- /// for different types of textures).
- ///
- /// @note The base GFXTextureManager class provides all the logic to do this scaling.
- /// Subclasses need only implement getTotalVideoMemory().
- ///
- /// @param type Type of the requested texture. This is used to determine scaling factors.
- /// @param width Requested width - is changed to the actual width that should be used.
- /// @param height Requested height - is changed to the actual height that should be used.
- /// @return True if the texture request should be granted, false otherwise.
- virtual bool validateTextureQuality(GFXTextureProfile *profile, U32 &width, U32 &height);
- ///
- static U32 getTextureDownscalePower( GFXTextureProfile *profile );
- virtual GFXTextureObject *createTexture( GBitmap *bmp,
- const String &resourceName,
- GFXTextureProfile *profile,
- bool deleteBmp);
- virtual GFXTextureObject *createTexture( DDSFile *dds,
- GFXTextureProfile *profile,
- bool deleteDDS);
- virtual GFXTextureObject *createTexture( const Torque::Path &path,
- GFXTextureProfile *profile );
- virtual GFXTextureObject *createTexture( U32 width,
- U32 height,
- void *pixels,
- GFXFormat format,
- GFXTextureProfile *profile);
- virtual GFXTextureObject *createTexture( U32 width,
- U32 height,
- U32 depth,
- GFXFormat format,
- GFXTextureProfile *profile,
- U32 numMipLevels = 1);
- virtual GFXTextureObject *createTexture( U32 width,
- U32 height,
- GFXFormat format,
- GFXTextureProfile *profile,
- U32 numMipLevels,
- S32 antialiasLevel);
- Torque::Path validatePath(const Torque::Path &path);
- GBitmap *loadUncompressedTexture(const Torque::Path& path, GFXTextureProfile* profile, U32 width, U32 height, bool genMips = false);
- GBitmap *loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile);
- virtual GFXTextureObject *createCompositeTexture(const Torque::Path &pathR, const Torque::Path &pathG, const Torque::Path &pathB, const Torque::Path &pathA, U32 inputKey[4],
- GFXTextureProfile *profile);
- void saveCompositeTexture(const Torque::Path &pathR, const Torque::Path &pathG, const Torque::Path &pathB, const Torque::Path &pathA, U32 inputKey[4],
- const Torque::Path &saveAs,GFXTextureProfile *profile);
- virtual GFXTextureObject *createCompositeTexture(GBitmap*bmp[4], U32 inputKey[4],
- const String &resourceName,
- GFXTextureProfile *profile,
- bool deleteBmp);
- void deleteTexture( GFXTextureObject *texture );
- void reloadTexture( GFXTextureObject *texture );
- /// Request that the texture be deleted which will
- /// either occur immediately or delayed if its cached.
- void requestDeleteTexture( GFXTextureObject *texture );
- /// @name Texture Necromancy
- ///
- /// Texture necromancy in three easy steps:
- /// - If you want to destroy the texture manager, call kill().
- /// - If you want to switch resolutions, or otherwise reset the device, call zombify().
- /// - When you want to bring the manager back from zombie state, call resurrect().
- /// @{
- ///
- void kill();
- void zombify();
- void resurrect();
- /// This releases any pooled textures which are
- /// currently unused freeing up video memory.
- void cleanupPool();
- ///
- void reloadTextures();
- /// This releases cached textures that have not
- /// been referenced for a period of time.
- void cleanupCache( U32 secondsToLive = 0 );
- /// Registers a callback for texture zombify and resurrect events.
- /// @see GFXTexCallbackCode
- /// @see removeEventDelegate
- template <class T,class U>
- static void addEventDelegate( T obj, U func );
- /// Unregisteres a texture event callback.
- /// @see addEventDelegate
- template <class T,class U>
- static void removeEventDelegate( T obj, U func ) { smEventSignal.remove( obj, func ); }
- /// @}
- /// Load a cubemap from a texture file.
- GFXCubemap* createCubemap( const Torque::Path &path );
- /// Used to remove a cubemap from the cache.
- void releaseCubemap( GFXCubemap *cubemap );
- public:
- /// The amount of texture mipmaps to skip when loading a
- /// texture that allows downscaling.
- ///
- /// Exposed to script via $pref::Video::textureReductionLevel.
- ///
- /// @see GFXTextureProfile::PreserveSize
- ///
- static S32 smTextureReductionLevel;
- protected:
- /// File path to the missing texture
- static String smMissingTexturePath;
- /// File path to the unavailable texture. Often used by GUI controls
- /// when the requested image is not available.
- static String smUnavailableTexturePath;
- /// File path to the warning texture
- static String smWarningTexturePath;
- static String smBRDFTexturePath;
- static String smWetnessTexturePath;
-
- GFXTextureObject *mListHead;
- GFXTextureObject *mListTail;
- // We have a hash table for fast texture lookups
- GFXTextureObject **mHashTable;
- U32 mHashCount;
- GFXTextureObject *hashFind( const String &name );
- void hashInsert(GFXTextureObject *object);
- void hashRemove(GFXTextureObject *object);
- // The cache of loaded cubemap textures.
- typedef HashTable<String,GFXCubemap*> CubemapTable;
- CubemapTable mCubemapTable;
- /// The textures waiting to be deleted.
- Vector<GFXTextureObject*> mToDelete;
- enum TextureManagerState
- {
- Living,
- Zombie,
- Dead
- } mTextureManagerState;
- /// The texture pool collection type.
- typedef HashTable<GFXTextureProfile*,StrongRefPtr<GFXTextureObject> > TexturePoolMap;
- /// All the allocated texture pool textures.
- TexturePoolMap mTexturePool;
- //-----------------------------------------------------------------------
- // Protected methods
- //-----------------------------------------------------------------------
- /// Returns a free texture of the requested attributes from
- /// from the shared texture pool. It returns NULL if no match
- /// is found.
- GFXTextureObject* _findPooledTexure( U32 width,
- U32 height,
- GFXFormat format,
- GFXTextureProfile *profile,
- U32 numMipLevels,
- S32 antialiasLevel );
- GFXTextureObject *_createTexture( GBitmap *bmp,
- const String &resourceName,
- GFXTextureProfile *profile,
- bool deleteBmp,
- GFXTextureObject *inObj );
- GFXTextureObject *_createTexture( DDSFile *dds,
- GFXTextureProfile *profile,
- bool deleteDDS,
- GFXTextureObject *inObj );
- /// Frees the API handles to the texture, for D3D this is a release call
- ///
- /// @note freeTexture MUST NOT DELETE THE TEXTURE OBJECT
- virtual void freeTexture( GFXTextureObject *texture, bool zombify = false );
- virtual void refreshTexture( GFXTextureObject *texture );
- /// @group Internal Texture Manager Interface
- ///
- /// These pure virtual functions are overloaded by each API-specific
- /// subclass.
- ///
- /// The order of calls is:
- /// @code
- /// _createTexture()
- /// _loadTexture
- /// _refreshTexture()
- /// _refreshTexture()
- /// _refreshTexture()
- /// ...
- /// _freeTexture()
- /// @endcode
- ///
- /// @{
- /// Allocate a texture with the internal API.
- ///
- /// @param height Height of the texture.
- /// @param width Width of the texture.
- /// @param depth Depth of the texture. (Will normally be 1 unless
- /// we are doing a cubemap or volumetexture.)
- /// @param format Pixel format of the texture.
- /// @param profile Profile for the texture.
- /// @param numMipLevels If not-NULL, then use that many mips.
- /// If NULL create the full mip chain
- /// @param antialiasLevel, Use GFXTextureManager::AA_MATCH_BACKBUFFER to match the backbuffer settings (for render targets that want to share
- /// the backbuffer z buffer. 0 for no antialiasing, > 0 for levels that match the GFXVideoMode struct.
- virtual GFXTextureObject *_createTextureObject( U32 height,
- U32 width,
- U32 depth,
- GFXFormat format,
- GFXTextureProfile *profile,
- U32 numMipLevels,
- bool forceMips = false,
- S32 antialiasLevel = 0,
- GFXTextureObject *inTex = NULL ) = 0;
- /// Load a texture from a proper DDSFile instance.
- virtual bool _loadTexture(GFXTextureObject *texture, DDSFile *dds)=0;
- /// Load data into a texture from a GBitmap using the internal API.
- virtual bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp)=0;
- /// Load data into a texture from a raw buffer using the internal API.
- ///
- /// Note that the size of the buffer is assumed from the parameters used
- /// for this GFXTextureObject's _createTexture call.
- virtual bool _loadTexture(GFXTextureObject *texture, void *raw)=0;
- /// Refresh a texture using the internal API.
- virtual bool _refreshTexture(GFXTextureObject *texture)=0;
- /// Free a texture (but do not delete the GFXTextureObject) using the internal
- /// API.
- ///
- /// This is only called during zombification for textures which need it, so you
- /// don't need to do any internal safety checks.
- virtual bool _freeTexture(GFXTextureObject *texture, bool zombify=false)=0;
- /// @}
- /// Store texture into the hash table cache and linked list.
- void _linkTexture( GFXTextureObject *obj );
- /// Validate the parameters for creating a texture.
- void _validateTexParams( const U32 width, const U32 height, const GFXTextureProfile *profile,
- U32 &inOutNumMips, GFXFormat &inOutFormat );
- // New texture manager methods for the cleanup work:
- GFXTextureObject *_lookupTexture( const char *filename, const GFXTextureProfile *profile );
- GFXTextureObject *_lookupTexture( const DDSFile *ddsFile, const GFXTextureProfile *profile );
- void _onFileChanged( const Torque::Path &path );
- /// The texture event signal type.
- typedef Signal<void(GFXTexCallbackCode code)> EventSignal;
- /// The texture event signal.
- static EventSignal smEventSignal;
- };
- template <class T,class U>
- inline void GFXTextureManager::addEventDelegate( T obj, U func )
- {
- EventSignal::DelegateSig d( obj, func );
-
- AssertFatal( !smEventSignal.contains( d ),
- "GFXTextureManager::addEventDelegate() - This is already registered!" );
- smEventSignal.notify( d );
- }
- inline void GFXTextureManager::reloadTexture( GFXTextureObject *texture )
- {
- refreshTexture( texture );
- }
- /// Returns the GFXTextureManager singleton. Should only be
- /// called after the GFX device has been initialized.
- #define TEXMGR GFXDevice::get()->getTextureManager()
- #endif // _GFXTEXTUREMANAGER_H_
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