// zlib open source license // // Copyright (c) 2017 to 2025 David Forsgren Piuva // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. #ifndef DFPSR_RENDER_RESOURCE_POOL #define DFPSR_RENDER_RESOURCE_POOL #include "../image/Texture.h" #include "../collection/List.h" #include "../api/stringAPI.h" namespace dsr { // A resource pool is responsible for storing things that might be reused in order to avoid loading the same file multiple times class ResourcePool { public: virtual const ImageRgbaU8 fetchImageRgba(const ReadableString& name) = 0; virtual const TextureRgbaU8 fetchTextureRgba(const ReadableString& name, int32_t resolutions = 4) = 0; }; // TODO: Keep track of reference count to resources and have a clean-up method for removing unused resources. template struct namedEntry { String name; const T resource; namedEntry(const String& name, const T& resource) : name(name), resource(resource) {} }; class BasicResourcePool : public ResourcePool { private: List> imageRgbaList; List> textureRgbaList; int findImageRgba(const ReadableString& name) const; int findTextureRgba(const ReadableString& name) const; public: String path; explicit BasicResourcePool(const ReadableString& path) : path(path) {} const ImageRgbaU8 fetchImageRgba(const ReadableString& name) override; // The resolutions argument can be used to limit the number of mip levels for a specific rendering engine. const TextureRgbaU8 fetchTextureRgba(const ReadableString& name, int32_t resolutions) override; }; } #endif