1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef _TextureManager_H__ |
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30 | #define _TextureManager_H__ |
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31 | |
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32 | |
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33 | #include "OgrePrerequisites.h" |
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34 | |
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35 | #include "OgreResourceManager.h" |
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36 | #include "OgreTexture.h" |
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37 | #include "OgreSingleton.h" |
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38 | |
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39 | |
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40 | namespace Ogre { |
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41 | |
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42 | /** Class for loading & managing textures. |
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43 | @remarks |
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44 | Note that this class is abstract - the particular |
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45 | RenderSystem that is in use at the time will create |
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46 | a concrete subclass of this. Note that the concrete |
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47 | class will be available via the abstract singleton |
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48 | obtained from TextureManager::getSingleton(), but |
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49 | you should not assume that it is available until you |
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50 | have a) initialised Ogre (after selecting a RenderSystem |
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51 | and calling initialise from the Root object), and b) |
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52 | created at least one window - this may be done at the |
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53 | same time as part a if you allow Ogre to autocreate one. |
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54 | */ |
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55 | class _OgreExport TextureManager : public ResourceManager, public Singleton<TextureManager> |
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56 | { |
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57 | public: |
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58 | |
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59 | TextureManager(void); |
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60 | virtual ~TextureManager(); |
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61 | |
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62 | /** Loads a texture from a file. |
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63 | @param |
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64 | name The file to load, or a String identifier in some cases |
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65 | @param |
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66 | group The name of the resource group to assign the texture to |
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67 | @param |
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68 | texType The type of texture to load/create, defaults to normal 2D textures |
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69 | @param |
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70 | numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then |
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71 | the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) |
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72 | If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible |
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73 | level, 1x1x1. |
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74 | @param |
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75 | gamma The gamma adjustment factor to apply to this texture (brightening/darkening) |
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76 | @param |
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77 | isAlpha Only applicable to greyscale images. If true, specifies that |
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78 | the image should be loaded into an alpha texture rather than a |
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79 | single channel colour texture - useful for fixed-function systems. |
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80 | @param |
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81 | desiredFormat The format you would like to have used instead of |
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82 | the format being based on the contents of the texture |
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83 | */ |
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84 | virtual TexturePtr load( |
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85 | const String& name, const String& group, |
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86 | TextureType texType = TEX_TYPE_2D, int numMipmaps = MIP_DEFAULT, |
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87 | Real gamma = 1.0f, bool isAlpha = false, |
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88 | PixelFormat desiredFormat = PF_UNKNOWN); |
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89 | |
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90 | /** Loads a texture from an Image object. |
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91 | @note |
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92 | The texture will create as manual texture without loader. |
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93 | @param |
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94 | name The name to give the resulting texture |
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95 | @param |
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96 | group The name of the resource group to assign the texture to |
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97 | @param |
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98 | img The Image object which contains the data to load |
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99 | @param |
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100 | texType The type of texture to load/create, defaults to normal 2D textures |
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101 | @param |
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102 | numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then |
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103 | the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) |
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104 | If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible |
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105 | level, 1x1x1. |
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106 | @param |
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107 | gamma The gamma adjustment factor to apply to this texture (brightening/darkening) |
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108 | @param |
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109 | isAlpha Only applicable to greyscale images. If true, specifies that |
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110 | the image should be loaded into an alpha texture rather than a |
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111 | single channel colour texture - useful for fixed-function systems. |
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112 | @param |
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113 | desiredFormat The format you would like to have used instead of |
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114 | the format being based on the contents of the texture |
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115 | */ |
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116 | virtual TexturePtr loadImage( |
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117 | const String &name, const String& group, const Image &img, |
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118 | TextureType texType = TEX_TYPE_2D, |
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119 | int iNumMipmaps = MIP_DEFAULT, Real gamma = 1.0f, bool isAlpha = false, |
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120 | PixelFormat desiredFormat = PF_UNKNOWN); |
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121 | |
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122 | /** Loads a texture from a raw data stream. |
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123 | @note |
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124 | The texture will create as manual texture without loader. |
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125 | @param |
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126 | name The name to give the resulting texture |
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127 | @param |
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128 | group The name of the resource group to assign the texture to |
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129 | @param |
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130 | stream Incoming data stream |
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131 | @param |
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132 | width, height The dimensions of the texture |
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133 | @param |
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134 | format The format of the data being passed in; the manager reserves |
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135 | the right to create a different format for the texture if the |
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136 | original format is not available in this context. |
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137 | @param |
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138 | texType The type of texture to load/create, defaults to normal 2D textures |
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139 | @param |
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140 | numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then |
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141 | the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) |
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142 | If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible |
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143 | level, 1x1x1. |
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144 | @param |
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145 | gamma The gamma adjustment factor to apply to this texture (brightening/darkening) |
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146 | */ |
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147 | virtual TexturePtr loadRawData(const String &name, const String& group, |
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148 | DataStreamPtr& stream, ushort uWidth, ushort uHeight, |
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149 | PixelFormat format, TextureType texType = TEX_TYPE_2D, |
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150 | int iNumMipmaps = MIP_DEFAULT, Real gamma = 1.0f); |
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151 | |
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152 | /** Create a manual texture with specified width, height and depth (not loaded from a file). |
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153 | @param |
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154 | name The name to give the resulting texture |
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155 | @param |
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156 | group The name of the resource group to assign the texture to |
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157 | @param |
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158 | texType The type of texture to load/create, defaults to normal 2D textures |
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159 | @param |
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160 | width, height, depth The dimensions of the texture |
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161 | @param |
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162 | numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then |
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163 | the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) |
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164 | If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible |
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165 | level, 1x1x1. |
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166 | @param |
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167 | format The internal format you wish to request; the manager reserves |
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168 | the right to create a different format if the one you select is |
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169 | not available in this context. |
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170 | @param |
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171 | usage The kind of usage this texture is intended for. It |
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172 | is a combination of TU_STATIC, TU_DYNAMIC, TU_WRITE_ONLY, |
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173 | TU_AUTOMIPMAP and TU_RENDERTARGET (see TextureUsage enum). You are |
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174 | strongly advised to use HBU_STATIC_WRITE_ONLY wherever possible, if you need to |
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175 | update regularly, consider HBU_DYNAMIC_WRITE_ONLY. |
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176 | @param |
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177 | loader If you intend the contents of the manual texture to be |
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178 | regularly updated, to the extent that you don't need to recover |
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179 | the contents if the texture content is lost somehow, you can leave |
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180 | this parameter as 0. However, if you intend to populate the |
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181 | texture only once, then you should implement ManualResourceLoader |
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182 | and pass a pointer to it in this parameter; this means that if the |
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183 | manual texture ever needs to be reloaded, the ManualResourceLoader |
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184 | will be called to do it. |
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185 | */ |
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186 | virtual TexturePtr createManual(const String & name, const String& group, |
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187 | TextureType texType, uint width, uint height, uint depth, |
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188 | int num_mips, PixelFormat format, int usage = TU_DEFAULT, ManualResourceLoader* loader = 0 ); |
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189 | |
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190 | /** Create a manual texture with a depth of 1 (not loaded from a file). |
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191 | @param |
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192 | name The name to give the resulting texture |
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193 | @param |
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194 | group The name of the resource group to assign the texture to |
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195 | @param |
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196 | texType The type of texture to load/create, defaults to normal 2D textures |
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197 | @param |
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198 | width, height The dimensions of the texture |
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199 | @param |
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200 | numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then |
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201 | the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()). |
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202 | If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible |
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203 | level, 1x1x1. |
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204 | @param |
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205 | format The internal format you wish to request; the manager reserves |
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206 | the right to create a different format if the one you select is |
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207 | not available in this context. |
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208 | @param |
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209 | usage The kind of usage this texture is intended for. It |
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210 | is a combination of TU_STATIC, TU_DYNAMIC, TU_WRITE_ONLY, |
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211 | TU_AUTOMIPMAP and TU_RENDERTARGET (see TextureUsage enum). You are |
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212 | strongly advised to use HBU_STATIC_WRITE_ONLY wherever possible, if you need to |
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213 | update regularly, consider HBU_DYNAMIC_WRITE_ONLY. |
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214 | @param |
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215 | loader If you intend the contents of the manual texture to be |
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216 | regularly updated, to the extent that you don't need to recover |
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217 | the contents if the texture content is lost somehow, you can leave |
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218 | this parameter as 0. However, if you intend to populate the |
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219 | texture only once, then you should implement ManualResourceLoader |
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220 | and pass a pointer to it in this parameter; this means that if the |
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221 | manual texture ever needs to be reloaded, the ManualResourceLoader |
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222 | will be called to do it. |
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223 | */ |
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224 | TexturePtr createManual(const String & name, const String& group, |
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225 | TextureType texType, uint width, uint height, int num_mips, |
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226 | PixelFormat format, int usage = TU_DEFAULT, ManualResourceLoader* loader = 0 ) |
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227 | { |
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228 | return createManual(name, group, texType, width, height, 1, |
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229 | num_mips, format, usage, loader); |
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230 | } |
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231 | |
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232 | /** Sets preferred bit depth for integer pixel format textures. |
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233 | @param |
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234 | bits Number of bits. Available values: 0, 16 and 32, where 0 (the default) means keep |
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235 | original format as it is. This value is number of bits for the pixel. |
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236 | @param |
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237 | reloadTextures If true (the default), will reloading all reloadable textures. |
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238 | */ |
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239 | virtual void setPreferredIntegerBitDepth(ushort bits, bool reloadTextures = true); |
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240 | |
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241 | /** gets preferred bit depth for integer pixel format textures. |
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242 | */ |
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243 | virtual ushort getPreferredIntegerBitDepth(void) const; |
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244 | |
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245 | /** Sets preferred bit depth for float pixel format textures. |
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246 | @param |
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247 | bits Number of bits. Available values: 0, 16 and 32, where 0 (the default) means keep |
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248 | original format as it is. This value is number of bits for a channel of the pixel. |
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249 | @param |
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250 | reloadTextures If true (the default), will reloading all reloadable textures. |
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251 | */ |
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252 | virtual void setPreferredFloatBitDepth(ushort bits, bool reloadTextures = true); |
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253 | |
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254 | /** gets preferred bit depth for float pixel format textures. |
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255 | */ |
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256 | virtual ushort getPreferredFloatBitDepth(void) const; |
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257 | |
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258 | /** Sets preferred bit depth for integer and float pixel format. |
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259 | @param |
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260 | integerBits Number of bits. Available values: 0, 16 and 32, where 0 (the default) means keep |
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261 | original format as it is. This value is number of bits for the pixel. |
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262 | @param |
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263 | floatBits Number of bits. Available values: 0, 16 and 32, where 0 (the default) means keep |
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264 | original format as it is. This value is number of bits for a channel of the pixel. |
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265 | @param |
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266 | reloadTextures If true (the default), will reloading all reloadable textures. |
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267 | */ |
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268 | virtual void setPreferredBitDepths(ushort integerBits, ushort floatBits, bool reloadTextures = true); |
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269 | |
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270 | /** Returns whether this render system can natively support the precise texture |
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271 | format requested with the given usage options. |
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272 | @remarks |
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273 | You can still create textures with this format even if this method returns |
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274 | false; the texture format will just be altered to one which the device does |
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275 | support. |
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276 | @note |
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277 | Sometimes the device may just slightly change the format, such as reordering the |
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278 | channels or packing the channels differently, without it making and qualitative |
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279 | differences to the texture. If you want to just detect whether the quality of a |
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280 | given texture will be reduced, use isEquivalentFormatSupport instead. |
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281 | @param format The pixel format requested |
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282 | @param usage The kind of usage this texture is intended for, a combination of |
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283 | the TextureUsage flags. |
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284 | @returns true if the format is natively supported, false if a fallback would be used. |
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285 | */ |
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286 | virtual bool isFormatSupported(TextureType ttype, PixelFormat format, int usage); |
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287 | |
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288 | /** Returns whether this render system can support the texture format requested |
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289 | with the given usage options, or another format with no quality reduction. |
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290 | */ |
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291 | virtual bool isEquivalentFormatSupported(TextureType ttype, PixelFormat format, int usage); |
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292 | |
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293 | /** Gets the format which will be natively used for a requested format given the |
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294 | contraints of the current device. |
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295 | */ |
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296 | virtual PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage) = 0; |
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297 | |
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298 | /** Returns whether this render system has hardware filtering supported for the |
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299 | texture format requested with the given usage options. |
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300 | @remarks |
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301 | Not all texture format are supports filtering by the hardware, i.e. some |
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302 | cards support floating point format, but it doesn't supports filtering on |
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303 | the floating point texture at all, or only a subset floating point formats |
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304 | have flitering supported. |
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305 | @par |
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306 | In the case you want to write shader to work with floating point texture, and |
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307 | you want to produce better visual quality, it's necessary to flitering the |
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308 | texture manually in shader (potential requires four or more texture fetch |
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309 | instructions, plus several arithmetic instructions) if filtering doesn't |
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310 | supported by hardware. But in case on the hardware that supports floating |
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311 | point filtering natively, it had better to adopt this capability for |
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312 | performance (because only one texture fetch instruction are required) and |
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313 | doesn't loss visual quality. |
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314 | @par |
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315 | This method allow you queries hardware texture filtering capability to deciding |
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316 | which verion of the shader to be used. Note it's up to you to write multi-version |
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317 | shaders for support various hardware, internal engine can't do that for you |
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318 | automatically. |
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319 | @note |
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320 | Under GL, texture filtering are always supported by driver, but if it's not |
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321 | supported by hardware natively, software simulation will be used, and you |
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322 | will end up with very slow speed (less than 0.1 fps for example). To slove |
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323 | this performance problem, you must disable filtering manually (by use |
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324 | <b>filtering none</b> in the material script's texture_unit section, or |
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325 | call TextureUnitState::setTextureFiltering with TFO_NONE if populate |
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326 | material in code). |
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327 | @param ttype The texture type requested |
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328 | @param format The pixel format requested |
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329 | @param usage The kind of usage this texture is intended for, a combination of |
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330 | the TextureUsage flags. |
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331 | @param preciseFormatOnly Whether precise or fallback format mode is used to detecting. |
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332 | In case the pixel format doesn't supported by device, false will be returned |
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333 | if in precise mode, and natively used pixel format will be actually use to |
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334 | check if in fallback mode. |
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335 | @returns true if the texture filtering is supported. |
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336 | */ |
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337 | virtual bool isHardwareFilteringSupported(TextureType ttype, PixelFormat format, int usage, |
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338 | bool preciseFormatOnly = false) = 0; |
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339 | |
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340 | /** Sets the default number of mipmaps to be used for loaded textures, for when textures are |
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341 | loaded automatically (e.g. by Material class) or when 'load' is called with the default |
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342 | parameters by the application. |
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343 | If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible |
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344 | level, 1x1x1. |
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345 | @note |
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346 | The default value is 0. |
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347 | */ |
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348 | virtual void setDefaultNumMipmaps(size_t num); |
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349 | |
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350 | /** Gets the default number of mipmaps to be used for loaded textures. |
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351 | */ |
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352 | virtual size_t getDefaultNumMipmaps() |
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353 | { |
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354 | return mDefaultNumMipmaps; |
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355 | } |
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356 | |
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357 | /** Override standard Singleton retrieval. |
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358 | @remarks |
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359 | Why do we do this? Well, it's because the Singleton |
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360 | implementation is in a .h file, which means it gets compiled |
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361 | into anybody who includes it. This is needed for the |
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362 | Singleton template to work, but we actually only want it |
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363 | compiled into the implementation of the class based on the |
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364 | Singleton, not all of them. If we don't change this, we get |
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365 | link errors when trying to use the Singleton-based class from |
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366 | an outside dll. |
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367 | @par |
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368 | This method just delegates to the template version anyway, |
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369 | but the implementation stays in this single compilation unit, |
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370 | preventing link errors. |
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371 | */ |
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372 | static TextureManager& getSingleton(void); |
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373 | /** Override standard Singleton retrieval. |
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374 | @remarks |
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375 | Why do we do this? Well, it's because the Singleton |
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376 | implementation is in a .h file, which means it gets compiled |
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377 | into anybody who includes it. This is needed for the |
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378 | Singleton template to work, but we actually only want it |
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379 | compiled into the implementation of the class based on the |
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380 | Singleton, not all of them. If we don't change this, we get |
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381 | link errors when trying to use the Singleton-based class from |
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382 | an outside dll. |
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383 | @par |
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384 | This method just delegates to the template version anyway, |
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385 | but the implementation stays in this single compilation unit, |
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386 | preventing link errors. |
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387 | */ |
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388 | static TextureManager* getSingletonPtr(void); |
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389 | |
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390 | protected: |
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391 | |
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392 | ushort mPreferredIntegerBitDepth; |
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393 | ushort mPreferredFloatBitDepth; |
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394 | size_t mDefaultNumMipmaps; |
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395 | }; |
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396 | }// Namespace |
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397 | |
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398 | #endif |
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