#include <msp/io/memory.h>
#include "bindable.h"
+#include "buffer.h"
#include "error.h"
#include "pixelstore.h"
+#include "resources.h"
#include "texture2d.h"
using namespace std;
namespace Msp {
namespace GL {
-Texture2D::Texture2D():
- Texture(GL_TEXTURE_2D),
+class Texture2D::AsyncLoader: public Resource::AsyncLoader
+{
+private:
+ Texture2D &texture;
+ IO::Seekable &io;
+ bool srgb_conversion;
+ Buffer pixel_buffer;
+ char *mapped_address;
+ Graphics::Image image;
+ unsigned n_bytes;
+ int phase;
+
+public:
+ AsyncLoader(Texture2D &, IO::Seekable &);
+
+ void set_srgb_conversion(bool);
+ virtual bool needs_sync() const;
+ virtual bool process();
+};
+
+
+Texture2D::Texture2D(ResourceManager *m):
+ Texture(GL_TEXTURE_2D, m),
+ ifmt(RGB),
width(0),
height(0),
allocated(0)
{ }
+Texture2D::~Texture2D()
+{
+ set_manager(0);
+}
+
void Texture2D::storage(PixelFormat fmt, unsigned wd, unsigned ht)
{
if(width>0)
if(allocated&(1<<level))
return;
- image(level, get_base_pixelformat(ifmt), UNSIGNED_BYTE, 0);
+ PixelFormat base_fmt = get_base_pixelformat(ifmt);
+ image(level, base_fmt, get_alloc_type(base_fmt), 0);
}
void Texture2D::image(unsigned level, PixelFormat fmt, DataType type, const void *data)
allocated |= 1<<level;
if(gen_mipmap && level==0)
{
+ auto_generate_mipmap();
for(; (w || h); w>>=1, h>>=1, ++level) ;
allocated |= (1<<level)-1;
}
glTexSubImage2D(target, level, x, y, wd, ht, fmt, type, data);
}
-void Texture2D::load_image(const string &fn)
+void Texture2D::load_image(const string &fn, bool srgb)
{
Graphics::Image img;
img.load_file(fn);
- image(img);
+ image(img, srgb);
+}
+
+void Texture2D::image(const Graphics::Image &img, bool srgb)
+{
+ image(img, srgb, false);
}
-void Texture2D::image(const Graphics::Image &img)
+void Texture2D::image(const Graphics::Image &img, bool srgb, bool from_buffer)
{
unsigned w = img.get_width();
unsigned h = img.get_height();
PixelFormat fmt = pixelformat_from_graphics(img.get_format());
if(width==0)
- storage(storage_pixelformat_from_graphics(img.get_format()), w, h);
+ {
+ PixelFormat f = storage_pixelformat_from_graphics(img.get_format());
+ if(srgb)
+ f = get_srgb_pixelformat(f);
+ storage(f, w, h);
+ }
else if(w!=width || h!=height)
throw incompatible_data("Texture2D::image");
PixelStore pstore = PixelStore::from_image(img);
BindRestore _bind_ps(pstore);
- image(0, fmt, UNSIGNED_BYTE, img.get_data());
+ image(0, fmt, UNSIGNED_BYTE, from_buffer ? 0 : img.get_data());
}
void Texture2D::get_level_size(unsigned level, unsigned &w, unsigned &h)
h = 1;
}
+Resource::AsyncLoader *Texture2D::load(IO::Seekable &io, const Resources *res)
+{
+ AsyncLoader *ldr = new AsyncLoader(*this, io);
+ if(res)
+ ldr->set_srgb_conversion(res->get_srgb_conversion());
+ return ldr;
+}
+
+UInt64 Texture2D::get_data_size() const
+{
+ return id ? width*height*get_component_count(ifmt) : 0;
+}
+
+void Texture2D::unload()
+{
+ glDeleteTextures(1, &id);
+ id = 0;
+ // TODO check which params actually need refreshing
+ dirty_params = -1;
+}
+
Texture2D::Loader::Loader(Texture2D &t):
DataFile::DerivedObjectLoader<Texture2D, Texture::Loader>(t)
+{
+ init();
+}
+
+Texture2D::Loader::Loader(Texture2D &t, Collection &c):
+ DataFile::DerivedObjectLoader<Texture2D, Texture::Loader>(t, c)
+{
+ init();
+}
+
+void Texture2D::Loader::init()
{
add("image_data", &Loader::image_data);
add("raw_data", &Loader::raw_data);
IO::Memory mem(data.data(), data.size());
img.load_io(mem);
- obj.image(img);
+ obj.image(img, srgb);
}
void Texture2D::Loader::raw_data(const string &data)
{
- obj.image(0, obj.ifmt, UNSIGNED_BYTE, data.data());
+ obj.image(0, get_base_pixelformat(obj.ifmt), UNSIGNED_BYTE, data.data());
}
void Texture2D::Loader::storage(PixelFormat fmt, unsigned w, unsigned h)
{
+ if(srgb)
+ fmt = get_srgb_pixelformat(fmt);
obj.storage(fmt, w, h);
}
storage(fmt, w, h);
}
+
+Texture2D::AsyncLoader::AsyncLoader(Texture2D &t, IO::Seekable &i):
+ texture(t),
+ io(i),
+ srgb_conversion(false),
+ pixel_buffer(PIXEL_UNPACK_BUFFER),
+ mapped_address(0),
+ phase(0)
+{ }
+
+void Texture2D::AsyncLoader::set_srgb_conversion(bool c)
+{
+ srgb_conversion = c;
+}
+
+bool Texture2D::AsyncLoader::needs_sync() const
+{
+ return phase%2;
+}
+
+bool Texture2D::AsyncLoader::process()
+{
+ if(phase==0)
+ {
+ /* TODO Enhance the ImageLoader system so that the image can be loaded
+ directly to the buffer */
+ image.load_io(io);
+ n_bytes = image.get_stride()*image.get_height();
+ }
+ else if(phase==1)
+ {
+ pixel_buffer.data(n_bytes, 0);
+ mapped_address = reinterpret_cast<char *>(pixel_buffer.map(WRITE_ONLY));
+ }
+ else if(phase==2)
+ {
+ const char *data = reinterpret_cast<const char *>(image.get_data());
+ copy(data, data+n_bytes, mapped_address);
+ }
+ else if(phase==3)
+ {
+ Bind _bind_buf(pixel_buffer, PIXEL_UNPACK_BUFFER);
+ if(!pixel_buffer.unmap())
+ {
+ phase = 1;
+ return false;
+ }
+
+ if(!texture.id)
+ glGenTextures(1, &texture.id);
+ texture.image(image, srgb_conversion, true);
+ }
+
+ ++phase;
+ return phase>3;
+}
+
} // namespace GL
} // namespace Msp