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forked from 0ad/0ad
0ad/source/graphics/TextureManager.h
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

263 lines
8.4 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_TEXTUREMANAGER
#define INCLUDED_TEXTUREMANAGER
#include "Texture.h"
#include "lib/ogl.h"
#include "lib/file/vfs/vfs.h"
#include "lib/res/handle.h"
#include <boost/weak_ptr.hpp>
class CTextureProperties;
class CTextureManagerImpl;
/**
* Texture manager with asynchronous loading and automatic DDS conversion/compression.
*
* Input textures can be any format. They will be converted to DDS using settings defined
* in files named "texture.xml", in the same directory as the texture and in its parent
* directories. See CTextureConverter for the XML syntax. The DDS file will be cached
* for faster loading in the future.
*
* Typically the graphics code will initialise many textures at the start of the game,
* mostly for off-screen objects, by calling CreateTexture().
* Loading texture data may be very slow (especially if it needs to be converted
* to DDS), and we don't want the game to become unresponsive.
* CreateTexture therefore returns an object immediately, without loading the
* texture. If the object is never used then the data will never be loaded.
*
* Typically, the renderer will call CTexture::Bind() when it wants to use the
* texture. This will trigger the loading of the texture data. If it can be loaded
* quickly (i.e. there is already a cached DDS version), then it will be loaded before
* the function returns, and the texture can be rendered as normal.
*
* If loading will take a long time, then Bind() binds a default placeholder texture
* and starts loading the texture in the background. It will use the correct texture
* when the renderer next calls Bind() after the load has finished.
*
* It is also possible to prefetch textures which are not being rendered yet, but
* are expected to be rendered soon (e.g. for off-screen terrain tiles).
* These will be loaded in the background, when there are no higher-priority textures
* to load.
*
* The same texture file can be safely loaded multiple times with different GL parameters
* (but this should be avoided whenever possible, as it wastes VRAM).
*
* For release packages, DDS files can be precached by appending ".dds" to their name,
* which will be used instead of doing runtime conversion. This means most players should
* never experience the slow asynchronous conversion behaviour.
* These cache files will typically be packed into an archive for faster loading;
* if no archive cache is available then the source file will be converted and stored
* as a loose cache file on the user's disk.
*/
class CTextureManager
{
public:
/**
* Construct texture manager. vfs must be the VFS instance used for all textures
* loaded from this object.
* disableGL is intended for tests, and will disable all GL uploads.
*/
CTextureManager(PIVFS vfs, bool disableGL = false);
~CTextureManager();
/**
* Create a texture with the given GL properties.
* The texture data will not be loaded immediately.
*/
CTexturePtr CreateTexture(const CTextureProperties& props);
/**
* Returns a magenta texture. Use this for highlighting errors
* (e.g. missing terrain textures).
*/
CTexturePtr GetErrorTexture();
/**
* Work on asynchronous texture loading operations, if any.
* Returns true if it did any work.
* The caller should typically loop this per frame until it returns
* false or exceeds the allocated time for this frame.
*/
bool MakeProgress();
private:
CTextureManagerImpl* m;
};
/**
* Represents the filename and GL parameters of a texture,
* for passing to CTextureManager::CreateTexture.
*/
class CTextureProperties
{
friend class CTextureManagerImpl;
friend struct TextureCacheCmp;
public:
/**
* Use the given texture name, and default GL parameters.
*/
explicit CTextureProperties(const VfsPath& path) :
m_Path(path), m_Filter(GL_LINEAR_MIPMAP_LINEAR), m_Wrap(GL_REPEAT), m_Aniso(1.0f)
{
}
/**
* Set min/mag filter mode (typically GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, etc).
*/
void SetFilter(GLint filter) { m_Filter = filter; }
/**
* Set wrapping mode (typically GL_REPEAT, GL_CLAMP_TO_EDGE, etc).
*/
void SetWrap(GLint wrap) { m_Wrap = wrap; }
/**
* Set maximum anisotropy value. Must be >= 1.0. Should be a power of 2.
*/
void SetMaxAnisotropy(float aniso) { m_Aniso = aniso; }
// TODO: rather than this static definition of texture properties
// (especially anisotropy), maybe we want something that can be more
// easily tweaked in an Options menu? e.g. the caller just specifies
// "terrain texture mode" and we combine it with the user's options.
// That'd let us dynamically change texture properties easily.
//
// enum EQualityMode
// {
// NONE,
// TERRAIN,
// MODEL,
// GUI
// }
// void SetQuality(EQualityMode mode, float anisotropy, float lodbias, int reducemipmaps, ...);
//
// or something a bit like that.
private:
VfsPath m_Path;
GLint m_Filter;
GLint m_Wrap;
float m_Aniso;
};
/**
* Represents a texture object.
* The texture data may or may not have been loaded yet.
* Before it has been loaded, all operations will act on a default
* 1x1-pixel grey texture instead.
*/
class CTexture
{
friend class CTextureManagerImpl;
friend struct TextureCacheCmp;
// Only the texture manager can create these
explicit CTexture(Handle handle, const CTextureProperties& props, CTextureManagerImpl* textureManager);
NONCOPYABLE(CTexture);
public:
~CTexture();
/**
* Returns the width (in pixels) of the current texture.
*/
size_t GetWidth() const;
/**
* Returns the height (in pixels) of the current texture.
*/
size_t GetHeight() const;
/**
* Returns whether the current texture has an alpha channel.
*/
bool HasAlpha() const;
/**
* Returns the ARGB value of the lowest mipmap level (i.e. the
* average of the whole texture).
* Returns 0 if the texture has no mipmaps.
*/
u32 GetBaseColour() const;
/**
* Bind the texture to the given GL texture unit.
* If the texture data hasn't been loaded yet, this may wait a short while to
* load it. If loading takes too long then it will return sooner and the data will
* be loaded in a background thread, so this does not guarantee the texture really
* will be loaded.
*/
void Bind(size_t unit = 0);
/**
* Attempt to load the texture data quickly, as with Bind().
* Returns whether the texture data is currently loaded.
*/
bool TryLoad();
/**
* Returns whether the texture data is currently loaded.
*/
bool IsLoaded();
/**
* Activate the prefetching optimisation for this texture.
* Use this if it is likely the texture will be needed in the near future.
* It will be loaded in the background so that it is likely to be ready when
* it is used by Bind().
*/
void Prefetch();
private:
/**
* Replace the Handle stored by this object.
* If takeOwnership is true, it will not increment the Handle's reference count.
*/
void SetHandle(Handle handle, bool takeOwnership = false);
const CTextureProperties m_Properties;
Handle m_Handle;
u32 m_BaseColour;
enum {
UNLOADED, // loading has not started
PREFETCH_NEEDS_LOADING, // was prefetched; currently waiting to try loading from cache
PREFETCH_NEEDS_CONVERTING, // was prefetched; currently waiting to be sent to the texture converter
PREFETCH_IS_CONVERTING, // was prefetched; currently being processed by the texture converter
HIGH_NEEDS_CONVERTING, // high-priority; currently waiting to be sent to the texture converter
HIGH_IS_CONVERTING, // high-priority; currently being processed by the texture converter
LOADED // loading has completed (successfully or not)
} m_State;
CTextureManagerImpl* m_TextureManager;
// Self-reference to let us recover the CTexturePtr for this object.
// (weak pointer to avoid cycles)
boost::weak_ptr<CTexture> m_Self;
};
#endif // INCLUDED_TEXTUREMANAGER