khanat-opennel-code/code/nel/include/nel/3d/texture.h

515 lines
15 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_TEXTURE_H
#define NL_TEXTURE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/stream.h"
#include "nel/misc/rect.h"
#include "nel/misc/bitmap.h"
#include "nel/misc/bitmap.h"
#include "nel/misc/object_arena_allocator.h"
#include <string>
#include <list>
#include <map>
namespace NL3D
{
using NLMISC::CBitmap;
class IDriver;
// ****************************************************************************
// List typedef.
class ITextureDrvInfos;
class CTextureDrvShare;
class TTexDrvInfoPtrMap : public std::map< std::string, ITextureDrvInfos*> {};
typedef std::list<CTextureDrvShare*> TTexDrvSharePtrList;
typedef TTexDrvInfoPtrMap::iterator ItTexDrvInfoPtrMap;
typedef TTexDrvSharePtrList::iterator ItTexDrvSharePtrList;
// Class for interaction of textures with Driver.
// ITextureDrvInfos represent the real data of the texture, stored into the driver (eg: just a GLint for opengl).
class ITextureDrvInfos : public NLMISC::CRefCount
{
private:
// _Driver==NULL if ITexture::supportSharing()==false
IDriver *_Driver;
ItTexDrvInfoPtrMap _DriverIterator;
public:
ITextureDrvInfos(IDriver *drv, ItTexDrvInfoPtrMap it) {_Driver= drv; _DriverIterator= it;}
ITextureDrvInfos(class IDriver& driver);
virtual ~ITextureDrvInfos(void);
// For Debug info. return the memory cost of this texture
virtual uint getTextureMemoryUsed() const =0;
};
// Many ITexture may point to the same ITextureDrvInfos, through CTextureDrvShare.
class CTextureDrvShare : public NLMISC::CRefCount
{
private:
IDriver *_Driver;
ItTexDrvSharePtrList _DriverIterator;
// The ITexture associated (for debug purpose)
class ITexture *_OwnerTexture;
public:
NLMISC::CSmartPtr<ITextureDrvInfos> DrvTexture;
public:
CTextureDrvShare(IDriver *drv, ItTexDrvSharePtrList it, ITexture *owner) {_Driver= drv; _DriverIterator= it; _OwnerTexture= owner;}
~CTextureDrvShare();
// get the ITexture that owns this DrvShare. for Dbg purpose
class ITexture *getOwnerTexture() const {return _OwnerTexture;}
};
// ****************************************************************************
/**
* Interface for textures
*
* Sharing System note: The deriver may implement sharing system by implement supportSharing() and getShareName().
* Such a texture may return a Unique Name for sharing. If the driver already has this texture, it will reuse it.
* As a direct impact, you cannot invalidate part of the textures with shared texture. This is logic, since the Unique
* sharname of the texture must represent all of it.
*
*/
/* *** IMPORTANT ********************
* *** IF YOU MODIFY THE STRUCTURE OF THIS CLASS, PLEASE INCREMENT IDriver::InterfaceVersion TO INVALIDATE OLD DRIVER DLL
* **********************************
*/
class ITexture : public CBitmap, public NLMISC::CRefCount, public NLMISC::IStreamable
{
public:
NL_USES_DEFAULT_ARENA_OBJECT_ALLOCATOR // for fast alloc
// Those enums MUST be the same than in UTexture!!
enum TWrapMode
{
Repeat= 0,
Clamp,
WrapModeCount
};
enum TUploadFormat
{
Auto= 0,
RGBA8888,
RGBA4444,
RGBA5551,
RGB888,
RGB565,
DXTC1,
DXTC1Alpha,
DXTC3,
DXTC5,
Luminance,
Alpha,
AlphaLuminance,
DsDt,
UploadFormatCount
};
/** Magnification mode.
* Same behavior as OpenGL.
*/
enum TMagFilter
{
Nearest=0,
Linear,
MagFilterCount
};
/** Minifying mode.
* Same behavior as OpenGL. If the bitmap has no mipmap, and mipmap is required, then mipmaps are computed.
*/
enum TMinFilter
{
NearestMipMapOff=0,
NearestMipMapNearest,
NearestMipMapLinear,
LinearMipMapOff,
LinearMipMapNearest,
LinearMipMapLinear,
MinFilterCount
};
/** Category String
*/
class CTextureCategory : public NLMISC::CRefCount
{
public:
std::string Name;
CTextureCategory() {}
CTextureCategory(const std::string &name) : Name(name) {}
};
public:
/// Object.
// @{
/// By default, a texture is releasable.
ITexture();
/// see operator=.
ITexture(const ITexture &tex) : CBitmap(), CRefCount(), IStreamable() {operator=(tex);}
/// Need a virtual dtor.
virtual ~ITexture();
/// The operator= do not copy drv info, and set touched=true. _Releasable, WrapMode and UploadFormat are copied.
ITexture &operator=(const ITexture &tex);
// @}
/// \name Texture parameters.
/** By default, parameters are:
- WrapS==Repeat
- WrapT==Repeat
- UploadFormat== Auto
- MagFilter== Linear.
- MinFilter= LinearMipMapLinear.
NB: if multiple ITexture acces the same data via the sharing system (such as a CTextureFile), then:
- WrapS/WrapT is LOCAL for each ITexture (ie each ITexture will have his own Wrap mode) => no duplication
is made.
- UploadFormat may duplicate the texture in video memory. There is one texture per different UploadFormat.
- MinFilter may duplicate the texture in video memory in the same way, whether the texture has mipmap or not.
*/
// @{
void setWrapS(TWrapMode mode);
void setWrapT(TWrapMode mode);
TWrapMode getWrapS() const {return _WrapS;}
TWrapMode getWrapT() const {return _WrapT;}
/** Replace the uploaded format of the texture.
* If "Auto", the driver use CBitmap::getPixelFormat() to find the best associated pixelFormat.
* When no alpha is wanted (RGB, Luminance....), texture default output is 1.0.
* For "Alpha" mode, RGB output is (0,0,0).
*/
void setUploadFormat(TUploadFormat pf);
TUploadFormat getUploadFormat() const {return _UploadFormat;}
virtual void setFilterMode(TMagFilter magf, TMinFilter minf);
TMagFilter getMagFilter() const {return _MagFilter;}
TMinFilter getMinFilter() const {return _MinFilter;}
bool mipMapOff() const {return _MinFilter==NearestMipMapOff || _MinFilter==LinearMipMapOff;}
bool mipMapOn() const {return !mipMapOff();}
// @}
/**
* This method invalidates all the texture surface. When the driver calls generate, the
* texture will rebuild all the texture and the driver will update it.
*
* \see isAllInvalidated(), generate(), touchRect(), touched(), _ListInvalidRect
*/
void touch()
{
_ListInvalidRect.clear ();
_Touched=true;
_GoodGenerate= false;
}
/**
* This method invalidates a rectangle of the texture surface. When the driver calls generate, the
* texture could rebuild only this part of texture and the driver will update only those rectangles.
*
* This method is incompatible with textures which support sharing (see class description).
* This method is incompatible with compressed textures.
* This method is incompatible with cube textures.
*
* \see isAllInvalidated(), generate(), touch(), touched(), _ListInvalidRect
*/
void touchRect(const NLMISC::CRect& rect)
{
// The texture must not support sharing....
nlassert(!supportSharing());
nlassert(!isTextureCube());
// Don't invalidate the rectangle if the full texture is already invalidated.
if (!isAllInvalidated ())
{
// Add the region to invalidate list
_ListInvalidRect.push_back (rect);
// Touch flag
_Touched=true;
}
_GoodGenerate= false;
}
/**
* Return whether texture can be released. If it returns true, the driver will release the texture
* after generate it and upload it into the videomemory by calling release(). If it returns false,
* the driver won't release the texture.
*
* \return true if texture can be released, false else
* \see setReleasable(), generate()
*/
bool getReleasable() const { return _Releasable; }
/**
* Set if texture can be released
* If it is true, the driver will release the texture after generating it and upload it into the
* videomemory by calling release(). If it is false, the driver won't release the texture.
*
* \see getReleasable(), generate()
* \param true if texture can be released, false else
*/
void setReleasable(bool r) { _Releasable = r; }
/**
* Generate the texture pixels.
*
* This method is called by the driver when it needs to generate pixels of the texture. If the
* texture is used for the first time or if it is touched, the driver will call this method.
* For exemple, a texture file will load the bitmap in this method.
*
* If the invalidate rect list is empty, generate() rebuild all the texture.
* If the invalidate rect list is not empty, generate() rebuilds only the invalidate rectangles
* in the list.
*
* Don't clear the touch flag or the invalid rectangle list until updating the texture in generate().
* It's the generate()'s caller jobs.
*
* After generation, if the texture is releasable, the driver will release the texture by calling
* release().
*
* NB: a flag is maintained to see if the generated bitmap is coherent with texture description (see touch*()).
* So if you do {generate(); generate();}, you only get 1 real bitmap generation...
*
* If, after the doGenerate, the bitmap format is compressed (DXTC) and no mipmaps have been generated, the
* mipmap are disabled beacause the user probably don't want the driver to unpacks the texture, generates the mipmaps
* and repacks the dxtc texture (that takes a lot of CPU time).
*
* \param async tells the texture if the call is made asynchronously or not.
*
* \see isAllInvalidated(), touch(), touched(), touchRect(), clearTouched(), _ListInvalidRect
* \see getReleasable(), setReleasable()
*/
void generate(bool async = false)
{
if(!_GoodGenerate)
{
doGenerate(async);
_GoodGenerate=true;
}
}
/** Advanced. erase the _GoodGenerate=true. Special if you want to setup directly the bitmap without
* using generate().
* USE IT WITH CARE!! (used by the CAsyncTextureManager)
*/
void validateGenerateFlag() {_GoodGenerate=true;}
/**
* Release the texure (free memory)
*/
virtual void release() { reset(); _GoodGenerate= false; }
/**
* Does this texture support sharing system.
*/
virtual bool supportSharing() const {return false;}
/**
* Return the Unique ident/name of the texture, used for Driver sharing caps.
* Deriver should add a prefix for their texture type. eg "file::pipoland", "noise::4-4-2" etc....
*/
virtual std::string getShareName() const {return std::string();}
/**
* Tells if the texture has been setuped by the driver.
*/
bool setupedIntoDriver() const
{
return TextureDrvShare!=NULL;
}
/// Release the Driver info for this texture (if any). Call it with care.
void releaseDriverSetup();
/// Does this texture allow the driver to degrade
virtual bool allowDegradation() const { return false; }
/// serial ITexture basic infos (clamp ...).
virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
/** Select a texture among several other (if this texture is a set of texture such as CTextureMultiFile)
* The default does nothing
*/
virtual void selectTexture(uint /* index */) {}
/// Test whether this texture is selectable
virtual bool isSelectable() const { return false; }
/** If this texture is selectable, build a non selectable version of this texture that is setupped with the given slot.
* NB : If this texture is selectable, you are ensured that the return pointer is not 'this'
*/
virtual ITexture *buildNonSelectableVersion(uint /* index */) { return this; }
/// Cubic textures.
// @{
/// Does this texture is a cube texture
virtual bool isTextureCube() const { return false; }
// @}
// is this texture a bumpmap ?
virtual bool isBumpMap() const { return false; }
// is this texture a bloom texture ?
virtual bool isBloomTexture() const { return false; }
// For Texture profiling. The smartPtr is kept (NULL default)
void setTextureCategory(NLMISC::CSmartPtr<CTextureCategory> &textCat) {_TextureCategory= textCat;}
/** Render target texture
* Active / disable render target abilities for this texture.
*/
void setRenderTarget (bool enable);
/** Render target texture
* Get render target abilities for this texture.
*/
bool getRenderTarget () const { return _RenderTarget; }
// get the texture category
CTextureCategory *getTextureCategory() const {return _TextureCategory;}
// ****************************
// Private part.
protected:
// Derived texture should set it to true when they are updated.
bool _Touched : 1;
bool _FilterOrWrapModeTouched : 1;
/**
* Generate the texture pixels.
*
* If the invalidate rect list is empty, generate() must rebuild all the texture.
* If the invalidate rect list is not empty, generate() rebuilds only the invalidate rectangles
* in the list.
*
* \see isAllInvalidated(), touch(), touched(), touchRect(), clearTouched(), _ListInvalidRect, generate()
* \see getReleasable(), setReleasable()
*/
virtual void doGenerate(bool async = false) = 0;
private:
bool _GoodGenerate;
bool _Releasable;
bool _RenderTarget;
TUploadFormat _UploadFormat;
TWrapMode _WrapS;
TWrapMode _WrapT;
TMinFilter _MinFilter;
TMagFilter _MagFilter;
NLMISC::CSmartPtr<CTextureCategory> _TextureCategory;
public:
// Private Part!!!. For Driver Only.
//==================================
NLMISC::CRefPtr<CTextureDrvShare> TextureDrvShare;
/**
* List of invalided rectangle. If the list is empty, generate() will rebuild all the texture.
*
* \see isAllInvalidated(), generate(), touch(), touchRect(), touched()
*/
std::list<NLMISC::CRect> _ListInvalidRect;
/**
* Return true if ALL the texture is invalidate, else return false.
*/
bool isAllInvalidated () const
{
return _Touched&&(_ListInvalidRect.begin()==_ListInvalidRect.end());
}
/**
* This method return the touched flag. If it is true, the driver will call generate to rebuild the texture.
*
* \see isAllInvalidated(), generate(), touch(), touchRect(), _ListInvalidRect
*/
bool touched (void)
{
return _Touched;
}
/** See if filter mode or wrap mode have been touched.
* If this is the case, the driver should resetup them for that texture (If driver stores filter & wrap mode
* per texture (OpenGL) rather than globally (D3D))
*/
bool filterOrWrapModeTouched() const { return _FilterOrWrapModeTouched; }
/*
* Clear the touched flag and the invalid rectangle list
*
* \see isAllInvalidated(), generate(), touch(), touched(), touchRect(), _ListInvalidRect
*/
void clearTouched(void)
{
_Touched=false;
_ListInvalidRect.clear();
}
void clearFilterOrWrapModeTouched()
{
_FilterOrWrapModeTouched = false;
}
};
// inlines
inline void ITexture::setWrapS(TWrapMode mode)
{
if (_WrapS == mode) return;
_WrapS = mode;
_FilterOrWrapModeTouched = true;
}
inline void ITexture::setWrapT(TWrapMode mode)
{
if (_WrapT == mode) return;
_WrapT = mode;
_FilterOrWrapModeTouched = true;
}
} // NL3D
#endif // NL_TEXTURE_H
/* End of texture.h */