if(RefPtr<IO::Seekable> io = open_from_sources(name))
{
Graphics::Image image;
- image.load_io(*io);
+ if(!resource_manager)
+ image.load_io(*io);
- RefPtr<GL::Texture2D> tex = new GL::Texture2D;
+ RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
if(default_tex_filter==NEAREST_MIPMAP_NEAREST || default_tex_filter==NEAREST_MIPMAP_LINEAR ||
default_tex_filter==LINEAR_MIPMAP_NEAREST || default_tex_filter==LINEAR_MIPMAP_LINEAR)
tex->set_mag_filter(default_tex_filter);
tex->set_min_filter(default_tex_filter);
- tex->image(image, srgb_conversion);
+ // TODO Somehow pass the srgb flag if a resource manager is in use
+ if(resource_manager)
+ resource_manager->set_resource_location(*tex, *this, name);
+ else
+ tex->image(image, srgb_conversion);
return tex.release();
}
#include <msp/gl/extensions/sgis_generate_mipmap.h>
#include <msp/strings/format.h>
#include "error.h"
+#include "resourcemanager.h"
#include "resources.h"
#include "texture.h"
#include "texunit.h"
}
-Texture::Texture(GLenum t):
+Texture::Texture(GLenum t, ResourceManager *m):
+ id(0),
target(t),
min_filter(NEAREST_MIPMAP_LINEAR),
mag_filter(LINEAR),
cmp_func(LEQUAL),
dirty_params(0)
{
- glGenTextures(1, &id);
+ if(m)
+ set_manager(m);
+ else
+ glGenTextures(1, &id);
}
Texture::~Texture()
{
- glDeleteTextures(1, &id);
+ if(id)
+ glDeleteTextures(1, &id);
}
void Texture::update_parameter(int mask) const
void Texture::bind_to(unsigned i) const
{
+ if(!id)
+ manager->load_resource(*this);
+
TexUnit &unit = TexUnit::get_unit(i);
const Texture *cur = unit.get_texture();
if(unit.set_texture(this))
#include <msp/datafile/objectloader.h>
#include "gl.h"
#include "predicate.h"
+#include "resource.h"
namespace Msp {
namespace GL {
-class Resources;
-
enum TextureFilter
{
/// No filtering
If texture coordinates fall outside of the principal range of the texture,
wrapping is applied. The default for all directions is REPEAT.
*/
-class Texture
+class Texture: public Resource
{
protected:
class Loader: public DataFile::CollectionObjectLoader<Texture>
Predicate cmp_func;
mutable int dirty_params;
- Texture(GLenum);
+ Texture(GLenum, ResourceManager * = 0);
Texture(const Texture &);
Texture &operator=(const Texture &);
public:
private:
unsigned get_level_size(unsigned);
+
+public:
+ virtual AsyncLoader *load(IO::Seekable &) { return 0; }
+ virtual void unload() { }
};
} // namespace GL
#include <msp/io/memory.h>
#include "bindable.h"
+#include "buffer.h"
#include "error.h"
#include "pixelstore.h"
#include "resources.h"
namespace Msp {
namespace GL {
-Texture2D::Texture2D():
- Texture(GL_TEXTURE_2D),
+class Texture2D::AsyncLoader: public Resource::AsyncLoader
+{
+private:
+ Texture2D &texture;
+ IO::Seekable &io;
+ Buffer pixel_buffer;
+ char *mapped_address;
+ Graphics::Image image;
+ unsigned n_bytes;
+ int phase;
+
+public:
+ AsyncLoader(Texture2D &, IO::Seekable &);
+
+ virtual bool needs_sync() const;
+ virtual bool process();
+};
+
+
+Texture2D::Texture2D(ResourceManager *m):
+ Texture(GL_TEXTURE_2D, m),
width(0),
height(0),
allocated(0)
}
void Texture2D::image(const Graphics::Image &img, bool srgb)
+{
+ image(img, srgb, false);
+}
+
+void Texture2D::image(const Graphics::Image &img, bool srgb, bool from_buffer)
{
unsigned w = img.get_width();
unsigned h = img.get_height();
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)
+{
+ return new AsyncLoader(*this, io);
+}
+
+void Texture2D::unload()
+{
+ glDeleteTextures(1, &id);
+ id = 0;
+}
+
Texture2D::Loader::Loader(Texture2D &t):
DataFile::DerivedObjectLoader<Texture2D, Texture::Loader>(t)
storage(fmt, w, h);
}
+
+Texture2D::AsyncLoader::AsyncLoader(Texture2D &t, IO::Seekable &i):
+ texture(t),
+ io(i),
+ pixel_buffer(PIXEL_UNPACK_BUFFER),
+ mapped_address(0),
+ phase(0)
+{
+ if(!texture.id)
+ glGenTextures(1, &texture.id);
+}
+
+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;
+ }
+
+ texture.image(image, false, true);
+ }
+
+ ++phase;
+ return phase>3;
+}
+
} // namespace GL
} // namespace Msp
#include <msp/graphics/image.h>
#include "datatype.h"
#include "pixelformat.h"
+#include "resource.h"
#include "texture.h"
namespace Msp {
};
private:
+ class AsyncLoader;
+
PixelFormat ifmt;
unsigned width;
unsigned height;
unsigned allocated;
public:
- Texture2D();
+ Texture2D(ResourceManager * = 0);
/** Defines storage structure for the texture. Must be called before an
image can be uploaded. Once storage is defined, it can't be changed. */
format will be used. */
void image(const Graphics::Image &, bool srgb = false);
+private:
+ void image(const Graphics::Image &, bool, bool);
+
+public:
unsigned get_width() const { return width; }
unsigned get_height() const { return height; }
private:
void get_level_size(unsigned, unsigned &, unsigned &);
+
+public:
+ virtual Resource::AsyncLoader *load(IO::Seekable &);
+ virtual void unload();
};
} // namespace GL
unsigned get_depth() const { return depth; }
private:
void get_level_size(unsigned, unsigned &, unsigned &, unsigned &);
+
+public:
+ virtual AsyncLoader *load(IO::Seekable &) { return 0; }
+ virtual void unload() { }
};
} // namespace GL
/** Returns a vector pointing to the center a texel. */
Vector3 get_texel_direction(TextureCubeFace, unsigned, unsigned);
+
+ virtual AsyncLoader *load(IO::Seekable &) { return 0; }
+ virtual void unload() { }
};
void operator>>(const LexicalConverter &, TextureCubeFace &);