/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd 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 _TextureManager_H__ #define _TextureManager_H__ #include "CmPrerequisites.h" #include "CmTexture.h" #include "CmModule.h" namespace CamelotFramework { /** \addtogroup Core * @{ */ /** \addtogroup Resources * @{ */ /** Class for loading & managing textures. @remarks Note that this class is abstract - the particular RenderSystem that is in use at the time will create a concrete subclass of this. Note that the concrete class will be available via the abstract singleton obtained from TextureManager::getSingleton(), but you should not assume that it is available until you have a) initialised Ogre (after selecting a RenderSystem and calling initialise from the Root object), and b) created at least one window - this may be done at the same time as part a if you allow Ogre to autocreate one. */ class CM_EXPORT TextureManager : public Module { public: TextureManager(); virtual ~TextureManager(); /** Create a manual texture with specified width, height and depth (not loaded from a file). @param name The name to give the resulting texture @param group The name of the resource group to assign the texture to @param texType The type of texture to load/create, defaults to normal 2D textures @param width, height, depth The dimensions of the texture @param numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible level, 1x1x1. @param format The internal format you wish to request; the manager reserves the right to create a different format if the one you select is not available in this context. @param usage The kind of usage this texture is intended for. It is a combination of TU_STATIC, TU_DYNAMIC, TU_WRITE_ONLY, TU_AUTOMIPMAP and TU_RENDERTARGET (see TextureUsage enum). You are strongly advised to use HBU_STATIC_WRITE_ONLY wherever possible, if you need to update regularly, consider HBU_DYNAMIC_WRITE_ONLY. @param loader If you intend the contents of the manual texture to be regularly updated, to the extent that you don't need to recover the contents if the texture content is lost somehow, you can leave this parameter as 0. However, if you intend to populate the texture only once, then you should implement ManualResourceLoader and pass a pointer to it in this parameter; this means that if the manual texture ever needs to be reloaded, the ManualResourceLoader will be called to do it. @param hwGammaCorrection Pass 'true' to enable hardware gamma correction (sRGB) on this texture. The hardware will convert from gamma space to linear space when reading from this texture. Only applicable for 8-bits per channel textures, will be ignored for other types. Has the advantage over pre-applied gamma that the texture precision is maintained. @param fsaa The level of multisampling to use if this is a render target. Ignored if usage does not include TU_RENDERTARGET or if the device does not support it. */ TexturePtr createTexture(TextureType texType, UINT32 width, UINT32 height, UINT32 depth, int num_mips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false, UINT32 fsaa = 0, const String& fsaaHint = StringUtil::BLANK); /** Create a manual texture with a depth of 1 (not loaded from a file). @param name The name to give the resulting texture @param group The name of the resource group to assign the texture to @param texType The type of texture to load/create, defaults to normal 2D textures @param width, height The dimensions of the texture @param numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()). If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible level, 1x1x1. @param format The internal format you wish to request; the manager reserves the right to create a different format if the one you select is not available in this context. @param usage The kind of usage this texture is intended for. It is a combination of TU_STATIC, TU_DYNAMIC, TU_WRITE_ONLY, TU_AUTOMIPMAP and TU_RENDERTARGET (see TextureUsage enum). You are strongly advised to use HBU_STATIC_WRITE_ONLY wherever possible, if you need to update regularly, consider HBU_DYNAMIC_WRITE_ONLY. @param loader If you intend the contents of the manual texture to be regularly updated, to the extent that you don't need to recover the contents if the texture content is lost somehow, you can leave this parameter as 0. However, if you intend to populate the texture only once, then you should implement ManualResourceLoader and pass a pointer to it in this parameter; this means that if the manual texture ever needs to be reloaded, the ManualResourceLoader will be called to do it. @param hwGammaCorrection Pass 'true' to enable hardware gamma correction (sRGB) on this texture. The hardware will convert from gamma space to linear space when reading from this texture. Only applicable for 8-bits per channel textures, will be ignored for other types. Has the advantage over pre-applied gamma that the texture precision is maintained. @param fsaa The level of multisampling to use if this is a render target. Ignored if usage does not include TU_RENDERTARGET or if the device does not support it. */ TexturePtr createTexture(TextureType texType, UINT32 width, UINT32 height, int num_mips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false, UINT32 fsaa = 0, const String& fsaaHint = StringUtil::BLANK) { return createTexture(texType, width, height, 1, num_mips, format, usage, hwGammaCorrection, fsaa, fsaaHint); } /** * @brief Creates a completely empty and uninitialized Texture. * Should only be used for VERY specific purposes, like deserialization, * as it requires additional manual initialization that is not required normally. */ TexturePtr createEmpty(); /** * @brief Creates a new RenderTexture and automatically generates a color surface * and (optionally) a depth/stencil surface */ virtual RenderTexturePtr createRenderTexture(TextureType textureType, UINT32 width, UINT32 height, PixelFormat format = PF_R8G8B8A8, bool hwGamma = false, UINT32 fsaa = 0, const String& fsaaHint = "", bool createDepth = true, PixelFormat depthStencilFormat = PF_D24S8); /** * @brief Creates a RenderTexture using the description struct. */ virtual RenderTexturePtr createRenderTexture(const RENDER_TEXTURE_DESC& desc); /** * @brief Creates a new multi render texture. You may use this type of texture * to render to multiple output textures at once. */ virtual MultiRenderTexturePtr createEmptyMultiRenderTexture(); /** Returns whether this render system can natively support the precise texture format requested with the given usage options. @remarks You can still create textures with this format even if this method returns false; the texture format will just be altered to one which the device does support. @note Sometimes the device may just slightly change the format, such as reordering the channels or packing the channels differently, without it making and qualitative differences to the texture. If you want to just detect whether the quality of a given texture will be reduced, use isEquivalentFormatSupport instead. @param format The pixel format requested @param usage The kind of usage this texture is intended for, a combination of the TextureUsage flags. @returns true if the format is natively supported, false if a fallback would be used. */ virtual bool isFormatSupported(TextureType ttype, PixelFormat format, int usage); /** Returns whether this render system can support the texture format requested with the given usage options, or another format with no quality reduction. */ virtual bool isEquivalentFormatSupported(TextureType ttype, PixelFormat format, int usage); /** Gets the format which will be natively used for a requested format given the constraints of the current device. */ virtual PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage) = 0; HTexture getDummyTexture() const { return mDummyTexture; } protected: HTexture mDummyTexture; virtual TexturePtr createTextureImpl() = 0; virtual RenderTexturePtr createRenderTextureImpl() = 0; virtual MultiRenderTexturePtr createMultiRenderTextureImpl() = 0; virtual void onStartUp(); }; /** @} */ /** @} */ }// Namespace #endif