ResourcePool.h 2.4 KB

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  1. // zlib open source license
  2. //
  3. // Copyright (c) 2017 to 2025 David Forsgren Piuva
  4. //
  5. // This software is provided 'as-is', without any express or implied
  6. // warranty. In no event will the authors be held liable for any damages
  7. // arising from the use of this software.
  8. //
  9. // Permission is granted to anyone to use this software for any purpose,
  10. // including commercial applications, and to alter it and redistribute it
  11. // freely, subject to the following restrictions:
  12. //
  13. // 1. The origin of this software must not be misrepresented; you must not
  14. // claim that you wrote the original software. If you use this software
  15. // in a product, an acknowledgment in the product documentation would be
  16. // appreciated but is not required.
  17. //
  18. // 2. Altered source versions must be plainly marked as such, and must not be
  19. // misrepresented as being the original software.
  20. //
  21. // 3. This notice may not be removed or altered from any source
  22. // distribution.
  23. #ifndef DFPSR_RENDER_RESOURCE_POOL
  24. #define DFPSR_RENDER_RESOURCE_POOL
  25. #include "../image/Texture.h"
  26. #include "../collection/List.h"
  27. #include "../api/stringAPI.h"
  28. namespace dsr {
  29. // A resource pool is responsible for storing things that might be reused in order to avoid loading the same file multiple times
  30. class ResourcePool {
  31. public:
  32. virtual const ImageRgbaU8 fetchImageRgba(const ReadableString& name) = 0;
  33. virtual const TextureRgbaU8 fetchTextureRgba(const ReadableString& name, int32_t resolutions = 4) = 0;
  34. };
  35. // TODO: Keep track of reference count to resources and have a clean-up method for removing unused resources.
  36. template <typename T>
  37. struct namedEntry {
  38. String name;
  39. const T resource;
  40. namedEntry(const String& name, const T& resource) : name(name), resource(resource) {}
  41. };
  42. class BasicResourcePool : public ResourcePool {
  43. private:
  44. List<namedEntry<ImageRgbaU8>> imageRgbaList;
  45. List<namedEntry<TextureRgbaU8>> textureRgbaList;
  46. int findImageRgba(const ReadableString& name) const;
  47. int findTextureRgba(const ReadableString& name) const;
  48. public:
  49. String path;
  50. explicit BasicResourcePool(const ReadableString& path) : path(path) {}
  51. const ImageRgbaU8 fetchImageRgba(const ReadableString& name) override;
  52. // The resolutions argument can be used to limit the number of mip levels for a specific rendering engine.
  53. const TextureRgbaU8 fetchTextureRgba(const ReadableString& name, int32_t resolutions) override;
  54. };
  55. }
  56. #endif