143 lines
4.8 KiB
C++
143 lines
4.8 KiB
C++
/************************************************************************
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* Copyright (c) 2005-2006 tok@openlinux.org.uk *
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* *
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* This software is provided as-is, without any express or implied *
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* warranty. In no event will the authors be held liable for any *
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* damages arising from the use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute *
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* it freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must *
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* not claim that you wrote the original software. If you use this *
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* software in a product, an acknowledgment in the product documentation *
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* would be appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must *
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* not be misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source *
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* distribution. *
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************************************************************************/
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#ifndef TEXTURECACHE_H
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#define TEXTURECACHE_H
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#include <map>
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#include <string>
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#include <SDL_opengl.h>
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namespace OpenGL {
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/** Helper for the render code.
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*
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* This class handles the storage of GLuint texture ids and
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* provides a mapping from the internal ids used by the map files.
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*/
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template <typename key_type> class TextureCache {
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public:
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/** Simple constructor.
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*
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* Name will be set to TextureCache_N, where N is the current instance count.
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*/
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TextureCache();
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/** Constructor with a name.
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*
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* Set a name for this instance; to clarify status output with multiple caches.
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*/
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TextureCache(const char * with_name);
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/** Just a simple destructor, nothing see here... move along.
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*
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* As a sidenote: this calls 'glDeleteTextures' on the images
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* stored inside.
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*/
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~TextureCache();
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/** Check if texture is already cached.
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*
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* @param id key from map/block info
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* @return true if texture is found
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* @return false otherwise
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*/
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bool hasTexture(key_type id);
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/** Maps internal id to GLuint texture id.
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*
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* @param id from map/block info
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* @return texture id
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*/
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GLuint getTextureWithId(key_type id);
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/** Adds a texture to the cache and maps to internal id.
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*
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* @param id requested internal id from map/block info
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* @param texId texture id that contains the image
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*/
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void addTexture(key_type id, GLuint texId);
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/** Set specified texture to hasAlpha.
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*
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* This doesn't do anything; you can just check for hasAlpha later on.
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*/
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void setToAlpha(key_type id);
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/** probably stupid idea/going to go away
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*/
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void setToAnimated(key_type id);
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/** Dumps some status info to stdout.
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*/
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void status();
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/** Iterate over stored textures and modify refCount.
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*
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* This is optional functionality; you may skip this. If you don't,
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* call this *before* each rendering pass.
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*/
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void sink();
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/** Remove unused textures from cache and video memory.
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*
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* Call this *after* a rendering pass, but not every frame!
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*
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* Handle with care, this code is experimental.
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*/
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void clear();
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void clearAll();
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void clearStats();
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void printStats();
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void setClearMagic(uint32_t removeLesser);
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void setMinClearElements(uint32_t minElements);
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protected:
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unsigned int clearMagic;
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unsigned int minClearElements;
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typedef struct texTuple {
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GLuint texId;
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uint32_t refCount;
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bool hasAlpha;
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bool isAnimated;
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} texTuple;
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typedef std::map<key_type, texTuple*> CacheMapType;
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CacheMapType cached;
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std::string m_name;
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static unsigned int instance_count;
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unsigned int instance_id;
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const static uint32_t _max_4;
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const static uint32_t _max_2;
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bool has_cached_query;
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key_type last_query_id;
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texTuple* last_query_result;
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bool matchingCachedQuery(key_type id);
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void cacheQuery(key_type id, texTuple *pos);
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};
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}
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#endif
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