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Files
maszyna/model/Texture.cpp

1559 lines
52 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
/*
MaSzyna EU07 locomotive simulator
Copyright (C) 2001-2004 Marcin Wozniak and others
*/
#include "stdafx.h"
#include "model/Texture.h"
#include "application/application.h"
#include "utilities/dictionary.h"
#include "utilities/Globals.h"
#include "utilities/Logs.h"
#include "utilities/utilities.h"
#include "scene/sn_utils.h"
#include "rendering/flip-s3tc.h"
#include "stb/stb_image.h"
//#include <png.h>
#include "dds-ktx/dds-ktx.h"
#include "winheaders.h"
#define EU07_DEFERRED_TEXTURE_UPLOAD
// texture data read by a worker thread. the texture itself is only touched by the main thread,
// which takes the data over when the texture is created on the gl side
struct texture_request {
std::string file;
std::size_t offset { 0 }; // start of the texture data in the file
std::size_t size { 0 }; // size of the texture data
// dds data with top-left origin is flipped by the worker
bool flip { false };
std::uint32_t fourcc { 0 };
int width { 0 };
int height { 0 };
int mapcount { 0 };
int blocksize { 0 };
// results, written by the thread reading the data
std::vector<unsigned char> data;
bool failed { false };
bool done { false }; // guarded by the mutex of the loader
};
namespace {
// worker threads reading texture data from disk
class texture_loader {
public:
static texture_loader &instance() {
static texture_loader loader;
return loader; }
void submit( std::shared_ptr<texture_request> Request ) {
{
std::lock_guard<std::mutex> lock( m_mutex );
if( m_workers.empty() ) {
// reading the data is mostly waiting for the disk, a few threads are enough
auto const count { std::clamp<unsigned int>( std::thread::hardware_concurrency(), 2, 5 ) - 1 };
for( unsigned int idx = 0; idx < count; ++idx ) {
m_workers.emplace_back( [ this ]() { work(); } );
}
}
m_queue.emplace_back( std::move( Request ) );
}
m_queued.notify_one(); }
// waits until data of the specified request is read. a request no worker has taken yet is carried out right away
void wait( std::shared_ptr<texture_request> const &Request ) {
std::unique_lock<std::mutex> lock( m_mutex );
if( Request->done ) {
return;
}
auto const lookup { std::find( std::begin( m_queue ), std::end( m_queue ), Request ) };
if( lookup != std::end( m_queue ) ) {
m_queue.erase( lookup );
lock.unlock();
read( *Request );
lock.lock();
Request->done = true;
return;
}
m_read.wait( lock, [ &Request ]() { return Request->done; } ); }
~texture_loader() {
{
std::lock_guard<std::mutex> lock( m_mutex );
m_stop = true;
}
m_queued.notify_all();
for( auto &worker : m_workers ) {
worker.join();
} }
private:
void work() {
std::unique_lock<std::mutex> lock( m_mutex );
while( true ) {
m_queued.wait( lock, [ this ]() { return m_stop || ( false == m_queue.empty() ); } );
if( m_stop ) {
return;
}
auto request { m_queue.front() };
m_queue.pop_front();
lock.unlock();
read( *request );
lock.lock();
request->done = true;
m_read.notify_all();
} }
// same as the reading part of opengl_texture::load_DDS()
static void read( texture_request &Request ) {
std::ifstream file( Request.file, std::ios::binary );
if( false == file.is_open() ) {
Request.failed = true;
return;
}
file.seekg( Request.offset );
Request.data.resize( Request.size );
file.read( reinterpret_cast<char *>( Request.data.data() ), Request.size );
if( Request.flip ) {
char *mipmap = (char *)&Request.data[ 0 ];
int mapcount = Request.mapcount,
width = Request.width,
height = Request.height;
while( mapcount ) {
if( Request.fourcc == FOURCC_DXT1 )
flip_s3tc::flip_dxt1_image( mipmap, width, height );
else if( Request.fourcc == FOURCC_DXT3 )
flip_s3tc::flip_dxt23_image( mipmap, width, height );
else if( Request.fourcc == FOURCC_DXT5 )
flip_s3tc::flip_dxt45_image( mipmap, width, height );
mipmap += ( width + 3 ) / 4 * ( ( height + 3 ) / 4 ) * Request.blocksize;
width = std::max( width / 2, 4 );
height = std::max( height / 2, 4 );
--mapcount;
}
} }
std::mutex m_mutex;
std::condition_variable m_queued; // wakes workers when requests are added
std::condition_variable m_read; // wakes the main thread waiting for a request
std::deque<std::shared_ptr<texture_request>> m_queue;
std::vector<std::thread> m_workers;
bool m_stop { false };
};
} // namespace
std::array<GLuint, gl::MAX_TEXTURES + gl::HELPER_TEXTURES> opengl_texture::units = { 0 };
GLint opengl_texture::m_activeunit = -1;
std::unordered_map<GLint, int> opengl_texture::precompressed_formats =
{
{ GL_COMPRESSED_RGBA8_ETC2_EAC, 16 },
{ GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, 16 },
{ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 8 },
{ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 16 },
{ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 16 },
{ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8 },
{ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 16 },
{ GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16 },
};
std::unordered_map<GLint, GLint> opengl_texture::drivercompressed_formats =
{
{ GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA },
{ GL_SRGB8, GL_COMPRESSED_SRGB },
{ GL_RGBA8, GL_COMPRESSED_RGBA },
{ GL_RGB8, GL_COMPRESSED_RGB },
{ GL_RG8, GL_COMPRESSED_RG },
{ GL_R8, GL_COMPRESSED_RED },
};
std::unordered_map<GLint, std::unordered_map<GLint, GLint>> opengl_texture::mapping =
{
// image have, material wants, gl internalformat
{ GL_COMPRESSED_RGBA8_ETC2_EAC , { { GL_SRGB_ALPHA, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC },
{ GL_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC },
{ GL_RGBA, GL_COMPRESSED_RGBA8_ETC2_EAC },
{ GL_RGB, GL_COMPRESSED_RGBA8_ETC2_EAC },
{ GL_RG, GL_COMPRESSED_RGBA8_ETC2_EAC },
{ GL_RED, GL_COMPRESSED_RGBA8_ETC2_EAC } } },
{ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, { { GL_SRGB_ALPHA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT },
{ GL_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT },
{ GL_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT },
{ GL_RGB, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT },
{ GL_RG, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT },
{ GL_RED, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT } } },
{ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, { { GL_SRGB_ALPHA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT },
{ GL_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT },
{ GL_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT },
{ GL_RGB, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT },
{ GL_RG, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT },
{ GL_RED, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT } } },
{ GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, { { GL_SRGB_ALPHA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT },
{ GL_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT },
{ GL_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT },
{ GL_RGB, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT },
{ GL_RG, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT },
{ GL_RED, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT } } },
{ GL_RGBA, { { GL_SRGB_ALPHA, GL_SRGB8_ALPHA8 },
{ GL_SRGB, GL_SRGB8 },
{ GL_RGBA, GL_RGBA8 },
{ GL_RGB, GL_RGB8 },
{ GL_RG, GL_RG8 },
{ GL_RED, GL_R8 } } },
{ GL_RGB, { { GL_SRGB_ALPHA, GL_SRGB8 }, // bad
{ GL_SRGB, GL_SRGB8 },
{ GL_RGBA, GL_RGB8 }, // bad
{ GL_RGB, GL_RGB8 },
{ GL_RG, GL_RG8 },
{ GL_RED, GL_R8 } } },
{ GL_RG, { { GL_SRGB_ALPHA, GL_SRGB8 }, // bad
{ GL_SRGB, GL_SRGB8 }, // bad
{ GL_RGBA, GL_RG8 }, // bad
{ GL_RGB, GL_RG8 }, // bad
{ GL_RG, GL_RG8 },
{ GL_RED, GL_R8 } } },
{ GL_RED, { { GL_SRGB_ALPHA, GL_SRGB8 }, // bad
{ GL_SRGB, GL_SRGB8 }, // bad
{ GL_RGBA, GL_R8 }, // bad
{ GL_RGB, GL_R8 }, // bad
{ GL_RG, GL_R8 }, // bad
{ GL_RED, GL_R8 } } },
};
texture_manager::texture_manager() {
// since index 0 is used to indicate no texture, we put a blank entry in the first texture slot
m_textures.emplace_back( new opengl_texture(), std::chrono::steady_clock::time_point() );
}
// loads texture data from specified file
// TODO: wrap it in a workitem class, for the job system deferred loading
void
opengl_texture::load() {
if (data_state == resource_state::good)
return;
if( type == "make:" || type == "internalsrc:" ) {
// for generated texture we delay data creation until texture is bound
// this ensures the script will receive all simulation data it might potentially want
// as any binding will happen after simulation is loaded, initialized and running
// until then we supply data for a tiny 2x2 grey stub
make_stub();
}
else {
WriteLog( "Loading texture data from \"" + name + "\"", logtype::texture );
data_state = resource_state::loading;
if( type == ".dds" ) { load_DDS(); }
else if( type == ".tga" ) { load_TGA(); }
else if( type == ".png" ) { load_STBI(); }
else if( type == ".ktx" ) { load_KTX(); }
else if( type == ".bmp" ) { load_STBI(); }
else if( type == ".jpg" ) { load_STBI(); }
else if( type == ".tex" ) { load_TEX(); }
else { goto fail; }
}
// data state will be set by called loader, so we're all done here
// (a streamed texture has its description ready while the data is still being read)
if( ( data_state == resource_state::good )
|| ( ( data_state == resource_state::loading ) && ( request != nullptr ) ) ) {
// verify texture size
if( clamp_power_of_two(data_width) != data_width || clamp_power_of_two(data_height) != data_height ) {
if( name != "logo" ) {
WriteLog( "Warning: dimensions of texture \"" + name + "\" aren't powers of 2", logtype::texture );
}
}
if( quantize(data_width, 4u) != data_width || quantize(data_height, 4u) != data_height ) {
WriteLog( "Warning: dimensions of texture \"" + name + "\" aren't multiples of 4", logtype::texture );
}
has_alpha = data_components == GL_RGBA ? true : false;
size = data.size() / 1024;
return;
}
fail:
data_state = resource_state::failed;
ErrorLog( "Bad texture: failed to load texture \"" + name + "\"" );
// NOTE: temporary workaround for texture assignment errors
id = 0;
return;
}
void opengl_texture::load_PNG()
{
//png_image png;
//memset(&png, 0, sizeof(png_image));
//png.version = PNG_IMAGE_VERSION;
//
//png_image_begin_read_from_file(&png, (name + type).c_str());
//if (png.warning_or_error)
//{
// data_state = resource_state::failed;
// ErrorLog(name + " error: " + std::string(png.message));
// return;
//}
//
//if (png.format & PNG_FORMAT_FLAG_ALPHA)
//{
// data_format = GL_RGBA;
// data_components = GL_RGBA;
// png.format = PNG_FORMAT_RGBA;
//}
//else
//{
// data_format = GL_RGB;
// data_components = GL_RGB;
// png.format = PNG_FORMAT_RGB;
//}
//data_width = png.width;
//data_height = png.height;
//
//data.resize(PNG_IMAGE_SIZE(png));
//
//png_image_finish_read(&png, nullptr,
// (void*)&data[0], -data_width * PNG_IMAGE_PIXEL_SIZE(png.format), nullptr);
//// we're storing texture data internally with bottom-left origin
//// so use negative stride
//
//if (png.warning_or_error)
//{
// data_state = resource_state::failed;
// ErrorLog(name + " error: " + std::string(png.message));
// return;
//}
//
//data_mapcount = 1;
//data_state = resource_state::good;
}
void opengl_texture::load_STBI()
{
int x, y, n;
stbi_set_flip_vertically_on_load(1);
uint8_t *image = stbi_load((name + type).c_str(), &x, &y, &n, 4);
if (!image) {
data_state = resource_state::failed;
ErrorLog(std::string(stbi_failure_reason()));
return;
}
data.resize(x * y * 4);
memcpy(&data[0], image, data.size());
free(image);
data_format = GL_RGBA;
data_components = n == 4 ? GL_RGBA : GL_RGB;
data_width = x;
data_height = y;
data_mapcount = 1;
data_state = resource_state::good;
}
void
opengl_texture::make_stub()
{
data_width = 2;
data_height = 2;
data.resize( data_width * data_height * 3 );
std::fill( std::begin( data ), std::end( data ), static_cast<char>( 0xc0 ) );
data_mapcount = 1;
data_format = GL_RGB;
data_components = GL_RGB;
data_state = resource_state::good;
is_texstub = true;
}
void
opengl_texture::make_from_memory(size_t width, size_t height, const uint8_t *raw)
{
release();
data_width = width;
data_height = height;
data.resize(data_width * data_height * 4);
memcpy(data.data(), raw, data.size());
data_format = GL_RGBA;
data_components = GL_RGBA;
data_mapcount = 1;
data_state = resource_state::good;
is_texstub = false;
}
void opengl_texture::update_from_memory(size_t width, size_t height, const uint8_t *raw)
{
if (id != invalid_id && (width != data_width || height != data_height || GL_SRGB8_ALPHA8 != data_format || GL_RGBA != data_components))
{
glDeleteTextures(1, &id);
id = invalid_id;
}
if (id == invalid_id) // NOSONAR
{
data_width = width;
data_height = height;
data_format = GL_SRGB8_ALPHA8;
data_components = GL_RGBA;
glGenTextures(1, &id);
glBindTexture(target, id);
set_filtering();
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s);
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t);
}
else
{
glBindTexture(target, id);
}
glTexImage2D(target, 0, data_format, data_width, data_height, 0, data_components, GL_UNSIGNED_BYTE, raw);
if (glGenerateMipmap)
glGenerateMipmap(target);
glFlush();
}
void
opengl_texture::make_request() {
auto const components { Split( name, '?' ) };
auto dictionary = std::make_shared<dictionary_source>( components.back() );
auto rt = std::make_shared<python_rt>();
rt->shared_tex = this;
Application.request( { ToLower( components.front() ), dictionary, rt } );
}
DDCOLORKEY opengl_texture::deserialize_ddck(std::istream &s)
{
DDCOLORKEY ddck;
ddck.dwColorSpaceLowValue = sn_utils::ld_uint32(s);
ddck.dwColorSpaceHighValue = sn_utils::ld_uint32(s);
return ddck;
}
DDPIXELFORMAT opengl_texture::deserialize_ddpf(std::istream &s)
{
DDPIXELFORMAT ddpf;
ddpf.dwSize = sn_utils::ld_uint32(s);
ddpf.dwFlags = sn_utils::ld_uint32(s);
ddpf.dwFourCC = sn_utils::ld_uint32(s);
ddpf.dwRGBBitCount = sn_utils::ld_uint32(s);
ddpf.dwRBitMask = sn_utils::ld_uint32(s);
ddpf.dwGBitMask = sn_utils::ld_uint32(s);
ddpf.dwBBitMask = sn_utils::ld_uint32(s);
ddpf.dwRGBAlphaBitMask = sn_utils::ld_uint32(s);
return ddpf;
}
DDSCAPS2 opengl_texture::deserialize_ddscaps(std::istream &s)
{
DDSCAPS2 ddsc;
ddsc.dwCaps = sn_utils::ld_uint32(s);
ddsc.dwCaps2 = sn_utils::ld_uint32(s);
ddsc.dwCaps3 = sn_utils::ld_uint32(s);
ddsc.dwCaps4 = sn_utils::ld_uint32(s);
return ddsc;
}
DDSURFACEDESC2 opengl_texture::deserialize_ddsd(std::istream &s)
{
DDSURFACEDESC2 ddsd;
ddsd.dwSize = sn_utils::ld_uint32(s);
ddsd.dwFlags = sn_utils::ld_uint32(s);
ddsd.dwHeight = sn_utils::ld_uint32(s);
ddsd.dwWidth = sn_utils::ld_uint32(s);
ddsd.lPitch = sn_utils::ld_uint32(s);
ddsd.dwBackBufferCount = sn_utils::ld_uint32(s);
ddsd.dwMipMapCount = sn_utils::ld_uint32(s);
ddsd.dwAlphaBitDepth = sn_utils::ld_uint32(s);
ddsd.dwReserved = sn_utils::ld_uint32(s);
sn_utils::ld_uint32(s);
ddsd.lpSurface = nullptr;
ddsd.ddckCKDestOverlay = deserialize_ddck(s);
ddsd.ddckCKDestBlt = deserialize_ddck(s);
ddsd.ddckCKSrcOverlay = deserialize_ddck(s);
ddsd.ddckCKSrcBlt = deserialize_ddck(s);
ddsd.ddpfPixelFormat = deserialize_ddpf(s);
ddsd.ddsCaps = deserialize_ddscaps(s);
ddsd.dwTextureStage = sn_utils::ld_uint32(s);
return ddsd;
}
void
opengl_texture::load_DDS() {
std::ifstream file( name + type, std::ios::binary | std::ios::ate ); file.unsetf( std::ios::skipws );
std::size_t filesize = static_cast<size_t>(file.tellg()); // ios::ate already positioned us at the end of the file
file.seekg( 0, std::ios::beg ); // rewind the caret afterwards
char filecode[5];
file.read(filecode, 4);
filesize -= 4;
filecode[4] = 0;
if( filecode != std::string( "DDS " ) )
{
data_state = resource_state::failed;
return;
}
DDSURFACEDESC2 ddsd = deserialize_ddsd(file);
filesize -= 124;
//
// This .dds loader supports the loading of compressed formats DXT1, DXT3
// and DXT5.
//
switch (ddsd.ddpfPixelFormat.dwFourCC)
{
case FOURCC_DXT1:
// DXT1's compression ratio is 8:1
data_format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case FOURCC_DXT3:
// DXT3's compression ratio is 4:1
data_format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case FOURCC_DXT5:
// DXT5's compression ratio is 4:1
data_format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
default:
data_state = resource_state::failed;
return;
}
data_width = ddsd.dwWidth;
data_height = ddsd.dwHeight;
data_mapcount = ddsd.dwMipMapCount;
int blockSize = data_format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ? 8 : 16;
int offset = 0;
while( data_width > Global.CurrentMaxTextureSize || data_height > Global.CurrentMaxTextureSize ) {
// pomijanie zbyt dużych mipmap, jeśli wymagane jest ograniczenie rozmiaru
offset += (data_width + 3) / 4 * ( ( data_height + 3 ) / 4 ) * blockSize;
data_width /= 2;
data_height /= 2;
--data_mapcount;
WriteLog( "Texture pixelcount exceeds specified limits, skipping mipmap level" );
};
if( data_mapcount <= 0 ) {
// there's a chance we've discarded the provided mipmap(s) as too large
WriteLog( "Texture \"" + name + "\" has no mipmaps which can fit currently set texture pixelcount limits." );
data_state = resource_state::failed;
return;
}
size_t datasize = filesize - offset;
if( datasize == 0 ) {
// catch malformed .dds files
WriteLog( "Bad texture: file \"" + name + "\" is malformed and holds no texture data.", logtype::texture );
data_state = resource_state::failed;
return;
}
if( true == Global.gfx_texture_streaming ) {
// the data is read by a worker thread, everything else about the texture is known already
request = std::make_shared<texture_request>();
request->file = name + type;
request->offset = static_cast<std::size_t>( file.tellg() ) + offset;
request->size = datasize;
request->flip = Global.dds_upper_origin;
request->fourcc = ddsd.ddpfPixelFormat.dwFourCC;
request->width = data_width;
request->height = data_height;
request->mapcount = data_mapcount;
request->blocksize = blockSize;
texture_loader::instance().submit( request );
data_components =
ddsd.ddpfPixelFormat.dwFourCC == FOURCC_DXT1 ? GL_RGB : GL_RGBA;
data_state = resource_state::loading;
return;
}
// reserve space and load texture data
data.resize( datasize );
if( offset != 0 ) {
// skip data for mipmaps we don't need
file.seekg( offset, std::ios_base::cur );
filesize -= offset;
}
file.read((char *)&data[0], datasize);
filesize -= datasize;
// we're storing texture data internally with bottom-left origin,
// while DDS stores it with top-left origin. we need to flip it.
if (Global.dds_upper_origin)
{
char *mipmap = (char*)&data[0];
int mapcount = data_mapcount,
width = data_width,
height = data_height;
while (mapcount)
{
if (ddsd.ddpfPixelFormat.dwFourCC == FOURCC_DXT1)
flip_s3tc::flip_dxt1_image(mipmap, width, height);
else if (ddsd.ddpfPixelFormat.dwFourCC == FOURCC_DXT3)
flip_s3tc::flip_dxt23_image(mipmap, width, height);
else if (ddsd.ddpfPixelFormat.dwFourCC == FOURCC_DXT5)
flip_s3tc::flip_dxt45_image(mipmap, width, height);
mipmap += (width + 3) / 4 * ( ( height + 3 ) / 4 ) * blockSize;
width = std::max( width / 2, 4 );
height = std::max( height / 2, 4 );
--mapcount;
}
}
data_components =
ddsd.ddpfPixelFormat.dwFourCC == FOURCC_DXT1 ? GL_RGB : GL_RGBA;
data_state = resource_state::good;
return;
}
void
opengl_texture::load_KTX() {
std::ifstream file( name + type, std::ios::binary | std::ios::ate ); file.unsetf( std::ios::skipws );
std::size_t filesize = static_cast<size_t>(file.tellg()); // ios::ate already positioned us at the end of the file
file.seekg( 0, std::ios::beg ); // rewind the caret afterwards
std::vector<char> filecontent;
filecontent.resize(filesize);
file.read(filecontent.data(), filecontent.size());
ddsktx_texture_info info;
if (!ddsktx_parse(&info, filecontent.data(), filecontent.size(), nullptr)) {
ErrorLog("Bad texture: KTX parsing failed", logtype::texture);
data_state = resource_state::failed;
return;
}
if (info.format != DDSKTX_FORMAT_ETC2A) {
ErrorLog("Bad texture: currently unsupported KTX type", logtype::texture);
data_state = resource_state::failed;
return;
}
data_format = GL_COMPRESSED_RGBA8_ETC2_EAC;
data_components = GL_RGBA;
data_mapcount = info.num_mips;
bool started = false;
for (int level = 0; level < info.num_mips; level++) {
ddsktx_sub_data sub_data;
ddsktx_get_sub(&info, &sub_data, filecontent.data(), filecontent.size(), 0, 0, level);
if (!started) {
data_width = sub_data.width;
data_height = sub_data.height;
if( data_width > Global.CurrentMaxTextureSize || data_height > Global.CurrentMaxTextureSize ) {
data_mapcount--;
continue;
}
started = true;
}
size_t data_offset = data.size();
data.resize(data.size() + sub_data.size_bytes);
memcpy(data.data() + data_offset, sub_data.buff, sub_data.size_bytes);
}
if (!data_mapcount) {
// there's a chance we've discarded the provided mipmap(s) as too large
WriteLog( "Texture \"" + name + "\" has no mipmaps which can fit currently set texture pixelcount limits." );
data_state = resource_state::failed;
return;
}
data_state = resource_state::good;
}
void
opengl_texture::load_TEX() {
std::ifstream file( name + type, std::ios::binary ); file.unsetf( std::ios::skipws );
char head[ 5 ];
file.read( head, 4 );
head[ 4 ] = 0;
bool hasalpha;
if( std::string( "RGB " ) == head ) {
hasalpha = false;
}
else if( std::string( "RGBA" ) == head ) {
hasalpha = true;
}
else {
ErrorLog( "Bad texture: unrecognized TEX texture sub-format: " + std::string(head), logtype::texture );
data_state = resource_state::failed;
return;
};
file.read( (char *)&data_width, sizeof( int ) );
file.read( (char *)&data_height, sizeof( int ) );
std::size_t datasize = data_width * data_height * ( hasalpha ? 4 : 3 );
data.resize( datasize );
file.read( reinterpret_cast<char *>( &data[0] ), datasize );
// fill remaining data info
if( true == hasalpha ) {
data_format = GL_RGBA;
data_components = GL_RGBA;
}
else {
data_format = GL_RGB;
data_components = GL_RGB;
}
data_mapcount = 1;
data_state = resource_state::good;
return;
}
void
opengl_texture::load_TGA() {
std::ifstream file( name + type, std::ios::binary ); file.unsetf( std::ios::skipws );
// Read the header of the TGA, compare it with the known headers for compressed and uncompressed TGAs
unsigned char tgaheader[ 18 ];
file.read( (char *)tgaheader, sizeof( unsigned char ) * 18 );
while( tgaheader[ 0 ] > 0 ) {
--tgaheader[ 0 ];
unsigned char temp;
file.read( (char *)&temp, sizeof( unsigned char ) );
}
data_width = tgaheader[ 13 ] * 256 + tgaheader[ 12 ];
data_height = tgaheader[ 15 ] * 256 + tgaheader[ 14 ];
int const bytesperpixel = tgaheader[ 16 ] / 8;
// check whether width, height an BitsPerPixel are valid
if( data_width <= 0
|| data_height <= 0
|| ( bytesperpixel != 1 && bytesperpixel != 3 && bytesperpixel != 4 ) ) {
data_state = resource_state::failed;
return;
}
// allocate the data buffer
int const datasize = data_width * data_height * 4;
data.resize(datasize);
// call the appropriate loader-routine
if( tgaheader[ 2 ] == 2 ) {
// uncompressed TGA
if( bytesperpixel == 4 ) {
// read the data directly
file.read( reinterpret_cast<char*>( &data[0] ), datasize );
}
else {
// rgb or greyscale image, expand to bgra
unsigned char buffer[ 4 ] = { 255, 255, 255, 255 }; // alpha channel will be white
unsigned int *datapointer = (unsigned int*)&data[0];
unsigned int *bufferpointer = (unsigned int*)&buffer[ 0 ];
int const pixelcount = data_width * data_height;
for( int i = 0; i < pixelcount; ++i ) {
file.read( (char *)&buffer[ 0 ], sizeof( unsigned char ) * bytesperpixel );
if( bytesperpixel == 1 ) {
// expand greyscale data
buffer[ 1 ] = buffer[ 0 ];
buffer[ 2 ] = buffer[ 0 ];
}
// copy all four values in one operation
*datapointer = *bufferpointer;
++datapointer;
}
}
}
else if( tgaheader[ 2 ] == 10 ) {
// compressed TGA
int currentpixel = 0;
unsigned char buffer[ 4 ] = { 255, 255, 255, 255 };
const int pixelcount = data_width * data_height;
unsigned int *datapointer = (unsigned int *)&data[0];
unsigned int *bufferpointer = (unsigned int *)&buffer[ 0 ];
do {
unsigned char chunkheader = 0;
file.read( (char *)&chunkheader, sizeof( unsigned char ) );
if( (chunkheader & 0x80 ) == 0 ) {
// if the high bit is not set, it means it is the number of RAW color packets, plus 1
for( int i = 0; i <= chunkheader; ++i ) {
file.read( (char *)&buffer[ 0 ], bytesperpixel );
if( bytesperpixel == 1 ) {
// expand greyscale data
buffer[ 1 ] = buffer[ 0 ];
buffer[ 2 ] = buffer[ 0 ];
}
// copy all four values in one operation
*datapointer = *bufferpointer;
++datapointer;
++currentpixel;
}
}
else {
// rle chunk, the color supplied afterwards is reapeated header + 1 times (not including the highest bit)
chunkheader &= ~0x80;
// read the current color
file.read( (char *)&buffer[ 0 ], bytesperpixel );
if( bytesperpixel == 1 ) {
// expand greyscale data
buffer[ 1 ] = buffer[ 0 ];
buffer[ 2 ] = buffer[ 0 ];
}
// copy the color into the image data as many times as dictated
for( int i = 0; i <= chunkheader; ++i ) {
*datapointer = *bufferpointer;
++datapointer;
++currentpixel;
}
}
} while( currentpixel < pixelcount );
}
else {
// unrecognized TGA sub-type
data_state = resource_state::failed;
return;
}
if( ( tgaheader[ 17 ] & 0x20 ) != 0 ) {
// normally origin is bottom-left
// if byte 17 bit 5 is set, it is top-left and needs flip
flip_vertical();
}
downsize( GL_BGRA );
if( data_width > Global.CurrentMaxTextureSize || data_height > Global.CurrentMaxTextureSize ) {
// for non-square textures there's currently possibility the scaling routine will have to abort
// before it gets all work done
data_state = resource_state::failed;
return;
}
// TODO: add horizontal/vertical data flip, based on the descriptor (18th) header byte
// fill remaining data info
data_mapcount = 1;
data_format = GL_BGRA;
data_components =
bytesperpixel == 4 ? GL_RGBA : GL_RGB;
data_state = resource_state::good;
return;
}
bool
opengl_texture::bind(size_t unit) {
if( false == is_ready
&& false == create() ) {
return false;
}
if (units[unit] == id)
return true;
glBindTextureUnit(unit, id);
units[unit] = id;
return true;
}
void
opengl_texture::unbind(size_t unit)
{
glBindTextureUnit(unit, 0);
units[unit] = 0;
}
bool
opengl_texture::create( bool const Static ) {
if( ( data_state == resource_state::none )
&& ( true == reload_on_use ) ) {
// the data was dropped along with the gl texture when the texture was far away
reload_on_use = false;
load();
}
if( ( data_state == resource_state::loading )
&& ( request != nullptr ) ) {
complete_data();
}
if( data_state != resource_state::good && !is_rendertarget ) {
// don't bother until we have useful texture data
// and it isn't rendertarget texture without loaded data
return false;
}
// TODO: consider creating and storing low-res version of the texture if it's ever unloaded from the gfx card,
// as a placeholder until it can be loaded again
if( id == -1 ) {
::glGenTextures( 1, &id );
::glBindTexture( target, id );
// analyze specified texture traits
for( auto const &trait : traits ) {
switch( trait ) {
case 's': { wrap_mode_s = GL_CLAMP_TO_EDGE; break; }
case 't': { wrap_mode_t = GL_CLAMP_TO_EDGE; break; }
}
}
// upload texture data
int dataoffset = 0,
datasize = 0,
datawidth = data_width,
dataheight = data_height;
if (is_rendertarget)
{
if (data_components == GL_DEPTH_COMPONENT)
{
wrap_mode_s = GL_CLAMP_TO_BORDER;
wrap_mode_t = GL_CLAMP_TO_BORDER;
float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, borderColor);
}
glTexParameteri( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( target, GL_TEXTURE_WRAP_S, wrap_mode_s );
glTexParameteri( target, GL_TEXTURE_WRAP_T, wrap_mode_t );
if( target == GL_TEXTURE_2D )
glTexImage2D( target, 0, data_format, data_width, data_height, 0, data_components, GL_UNSIGNED_SHORT, nullptr );
else if( target == GL_TEXTURE_2D_MULTISAMPLE )
glTexImage2DMultisample( target, samples, data_format, data_width, data_height, GL_FALSE );
else if( target == GL_TEXTURE_2D_ARRAY )
glTexImage3D( target, 0, data_format, data_width, data_height, layers, 0, data_components, GL_UNSIGNED_SHORT, nullptr );
else if( target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY )
glTexImage3DMultisample( target, samples, data_format, data_width, data_height, layers, GL_FALSE );
}
else
{
::glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s);
::glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t);
set_filtering();
// data_format and data_type specifies how image is laid out in memory
// data_components specifies what useful channels image contains
// components_hint specifies what format we want to load
// now map that mess into opengl internal format
GLint components = data_components;
auto f_it = precompressed_formats.find(data_format);
if (f_it != precompressed_formats.end())
components = data_format;
if (!components_hint)
components_hint = GL_SRGB_ALPHA;
GLint internal_format = mapping[components][components_hint];
auto blocksize_it = precompressed_formats.find(internal_format);
for( int maplevel = 0; maplevel < data_mapcount; ++maplevel ) {
if (blocksize_it != precompressed_formats.end())
{
// compressed dds formats
const int datablocksize = blocksize_it->second;
datasize = (std::max(datawidth, 4) + 3) / 4 * ( ( std::max( dataheight, 4 ) + 3 ) / 4 ) * datablocksize;
::glCompressedTexImage2D(
target, maplevel, internal_format,
datawidth, dataheight, 0,
datasize, (GLubyte *)&data[ dataoffset ] );
dataoffset += datasize;
datawidth = std::max( datawidth / 2, 1 );
dataheight = std::max( dataheight / 2, 1 );
}
else {
GLint compressed_format = drivercompressed_formats[internal_format];
// uncompressed texture data. have the gfx card do the compression as it sees fit
::glTexImage2D(
target, 0,
Global.compress_tex ? compressed_format : internal_format,
data_width, data_height, 0,
data_format, data_type, (GLubyte *)&data[ 0 ] );
}
}
if ( data_mapcount == 1 && glGenerateMipmap ) {
glGenerateMipmap(target);
}
if( true == Global.ResourceMove
|| false == Global.ResourceSweep ) {
// if garbage collection is disabled we don't expect having to upload the texture more than once
data = std::vector<unsigned char>();
data_state = resource_state::none;
}
}
if( type == "make:" ) {
// for generated textures send a request to have the actual content of the texture generated
make_request();
}
is_static = Static;
is_ready = true;
}
return true;
}
// takes over the data read by a worker thread, waiting for it if needed
void
opengl_texture::complete_data() {
if( request == nullptr ) { return; }
texture_loader::instance().wait( request );
auto const completed { std::move( request ) };
if( true == completed->failed ) {
data_state = resource_state::failed;
ErrorLog( "Bad texture: failed to load texture \"" + name + "\"" );
// NOTE: temporary workaround for texture assignment errors, same as in load()
id = 0;
return;
}
data.swap( completed->data );
data_state = resource_state::good;
size = data.size() / 1024;
}
// releases resources allocated on the opengl end, storing local copy if requested
void
opengl_texture::release() {
if( id == -1 ) { return; }
if( is_static ) { return; }
if( true == Global.ResourceMove && !is_rendertarget ) {
// if resource move is enabled we don't keep a cpu side copy after upload
// so need to re-acquire the data before release
// TBD, TODO: instead of vram-ram transfer fetch the data 'normally' from the disk using worker thread
if( type == "make:" ) {
// auto generated textures only store a stub
make_stub();
}
else {
::glBindTexture(target, id );
GLint datasize {};
GLint iscompressed {};
::glGetTexLevelParameteriv(target, 0, GL_TEXTURE_COMPRESSED, &iscompressed );
if( iscompressed == GL_TRUE ) {
// texture is compressed on the gpu side
// query texture details needed to perform the backup...
::glGetTexLevelParameteriv(target, 0, GL_TEXTURE_INTERNAL_FORMAT, &data_format );
::glGetTexLevelParameteriv(target, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &datasize );
data.resize( datasize );
// ...fetch the data...
::glGetCompressedTexImage(target, 0, &data[ 0 ] );
}
else {
// for whatever reason texture didn't get compressed during upload
// fallback on plain rgba storage...
data_format = GL_RGBA;
data_type = GL_UNSIGNED_BYTE;
data.resize( data_width * data_height * 4 );
// ...fetch the data...
::glGetTexImage(target, 0, data_format, GL_UNSIGNED_BYTE, &data[ 0 ] );
}
// ...and update texture object state
data_mapcount = 1; // we keep copy of only top mipmap level
data_state = resource_state::good;
}
}
// release opengl resources
::glDeleteTextures( 1, &id );
id = -1;
is_ready = false;
return;
}
void
opengl_texture::alloc_rendertarget( GLint format, GLint components, int width, int height, int l, int s, GLint wrap ) {
data_width = width;
data_height = height;
data_format = format;
data_components = components;
data_mapcount = 1;
is_rendertarget = true;
wrap_mode_s = wrap;
wrap_mode_t = wrap;
samples = s;
layers = l;
if( layers > 1 ) {
target = samples > 1 ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY;
}
else {
target = samples > 1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
}
create();
}
void
opengl_texture::set_components_hint( GLint hint ) {
components_hint = hint;
}
void
opengl_texture::reset_unit_cache() {
for( auto &unit : units ) {
unit = 0;
}
m_activeunit = -1;
}
void
opengl_texture::set_filtering() const
{
// default texture mode
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
if (Global.AnisotropicFiltering >= 0) {
// anisotropic filtering
::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, Global.AnisotropicFiltering );
}
}
void
opengl_texture::downsize( GLuint const Format ) {
while( data_width > Global.CurrentMaxTextureSize || data_height > Global.CurrentMaxTextureSize ) {
// scale down the base texture, if it's larger than allowed maximum
// NOTE: scaling is uniform along both axes, meaning non-square textures can drop below the maximum
// TODO: replace with proper scaling function once we have image middleware in place
if( data_width < 2 || data_height < 2 ) {
// can't go any smaller
break;
}
WriteLog( "Texture pixelcount exceeds specified limits, downsampling data" );
// trim potential odd texture sizes
data_width -= data_width % 2;
data_height -= data_height % 2;
switch( Format ) {
case GL_RGB: { downsample< glm::tvec3<std::uint8_t> >( data_width, data_height, data.data() ); break; }
case GL_BGRA:
case GL_RGBA: { downsample< glm::tvec4<std::uint8_t> >( data_width, data_height, data.data() ); break; }
default: { break; }
}
data_width /= 2;
data_height /= 2;
data.resize( data.size() / 4 ); // not strictly needed, but, eh
};
}
void
opengl_texture::flip_vertical() {
auto const swapsize { data_width * 4 };
auto destination { data.begin() + ( data_height - 1 ) * swapsize };
auto sampler { data.begin() };
for( auto row = 0; row < data_height / 2; ++row ) {
std::swap_ranges( sampler, sampler + swapsize, destination );
sampler += swapsize;
destination -= swapsize;
}
}
void
texture_manager::unit( GLint const Textureunit ) {
if( opengl_texture::m_activeunit == Textureunit ) { return; }
opengl_texture::m_activeunit = Textureunit;
::glActiveTexture( GL_TEXTURE0 + Textureunit );
}
// ustalenie numeru tekstury, wczytanie jeśli jeszcze takiej nie było
texture_handle
texture_manager::create( std::string Filename, bool const Loadnow, GLint Formathint ) {
if( contains( Filename, '|' ) ) {
Filename.erase( Filename.find( '|' ) ); // po | może być nazwa kolejnej tekstury
}
std::pair<std::string, std::string> locator; // resource name, resource type
std::string traits;
// discern textures generated by a script
// TBD: support file: for file resources?
auto const isgenerated { Filename.find( "make:" ) == 0 };
auto const isinternalsrc { Filename.find( "internal_src:" ) == 0 };
// process supplied resource name
if( isgenerated || isinternalsrc ) {
// generated resource
// scheme:(user@)path?query
// remove scheme indicator
Filename.erase( 0, Filename.find( ':' ) + 1 );
// TODO: extract traits specification from the query
// clean up slashes
erase_leading_slashes( Filename );
}
else {
// regular file resource
// (filepath/)(#)filename.extension(:traits)
// extract trait specifications
auto const traitpos = Filename.rfind( ':' );
if( traitpos != std::string::npos ) {
// po dwukropku mogą być podane dodatkowe informacje niebędące nazwą tekstury
if( Filename.size() > traitpos + 1 ) {
traits = Filename.substr( traitpos + 1 );
}
Filename.erase( traitpos );
}
// potentially trim file type indicator since we check for multiple types
erase_extension( Filename );
// clean up slashes
erase_leading_slashes( Filename );
Filename = ToLower( Filename );
// temporary code for legacy assets -- textures with names beginning with # are to be sharpened
if( Filename.starts_with("#") || contains( Filename, "/#" ) ) {
traits += '#';
}
}
// try to locate requested texture in the databank
// TBD, TODO: include trait specification in the resource id in the databank?
auto const lookup { find_in_databank( Filename ) };
if( lookup != npos ) {
return lookup;
}
// if the lookup fails...
if( isgenerated ) {
// TODO: verify presence of the generator script
locator.first = Filename;
locator.second = "make:";
}
else if ( isinternalsrc ) {
locator.first = Filename;
locator.second = "internalsrc:";
}
else {
// ...for file resources check if it's on disk
locator = find_on_disk( Filename );
if( true == locator.first.empty() ) {
// there's nothing matching in the databank nor on the disk, report failure
ErrorLog( "Bad file: failed to locate texture file \"" + Filename + "\"", logtype::file );
return npos;
}
}
auto texture = new opengl_texture();
texture->name = locator.first;
texture->type = locator.second;
texture->traits = traits;
texture->components_hint = Formathint;
auto const textureindex = (texture_handle)m_textures.size();
m_textures.emplace_back( texture, std::chrono::steady_clock::time_point() );
m_texturemappings.emplace( locator.first, textureindex );
WriteLog( "Created texture object for \"" + locator.first + "\"", logtype::texture );
if( true == Loadnow ) {
texture_manager::texture( textureindex ).load();
#ifndef EU07_DEFERRED_TEXTURE_UPLOAD
texture_manager::texture( textureindex ).create();
// texture creation binds a different texture, force a re-bind on next use
m_activetexture = -1;
#endif
}
return textureindex;
};
void
texture_manager::bind( std::size_t const Unit, texture_handle const Texture ) {
if( Unit == -1 ) { return; } // no texture unit, nothing to bind the texture to
if (Texture != null_handle)
mark_as_used(Texture).bind(Unit);
else
opengl_texture::unbind(Unit);
}
opengl_texture &
texture_manager::mark_as_used(const texture_handle Texture) {
auto &pair = m_textures[ Texture ];
pair.second = m_garbagecollector.timestamp();
return *pair.first;
}
void
texture_manager::delete_textures() {
for( auto const &texture : m_textures ) {
// usunięcie wszyskich tekstur (bez usuwania struktury)
if( texture.first->id > 0
&& texture.first->id != -1 ) {
::glDeleteTextures( 1, &texture.first->id );
}
delete texture.first;
}
}
// starts a scan for gl textures used only by vehicles far away
void
texture_manager::begin_release_scan() {
m_releasescantime = std::chrono::steady_clock::now();
// textures bound from now on are stamped with the time of this scan, the sweep may not be running
m_garbagecollector.refresh();
if( m_neededtimes.size() < m_textures.size() ) {
m_neededtimes.resize( m_textures.size() );
}
}
// marks texture of a vehicle as needed if the vehicle is near, otherwise only as one used by vehicles
void
texture_manager::mark_as_needed( texture_handle const Texture, bool const Near ) {
if( ( Texture <= 0 )
|| ( Texture >= static_cast<texture_handle>( m_neededtimes.size() ) ) ) {
return;
}
auto &needed { m_neededtimes[ Texture ] };
if( true == Near ) {
needed = m_releasescantime;
auto &texture { *m_textures[ Texture ].first };
if( ( true == texture.reload_on_use )
&& ( texture.data_state == resource_state::none ) ) {
// the vehicle came back, the texture is read again before it's drawn (in the background with gfx.textures.streaming)
texture.reload_on_use = false;
texture.load();
}
}
else if( needed == resource_timestamp() ) {
// from now on the texture can be released, if no vehicle near enough needs it for a while
needed = m_releasescantime;
}
}
// releases gl textures of vehicles not needed nor drawn for a while
void
texture_manager::release_unneeded() {
// the delay keeps textures of a vehicle moving back and forth around the release distance from going in and out
auto const delay { std::chrono::seconds{ 10 } };
auto releasecount { 0 };
for( std::size_t index = 1; index < m_neededtimes.size(); ++index ) {
auto const needed { m_neededtimes[ index ] };
if( ( needed == resource_timestamp() )
|| ( m_releasescantime - needed < delay ) ) {
continue;
}
auto &record { m_textures[ index ] };
auto &texture { *record.first };
if( ( texture.id == static_cast<GLuint>( -1 ) )
|| ( texture.id == 0 )
|| ( true == texture.is_static )
|| ( true == texture.is_rendertarget )
|| ( texture.type == "make:" )
|| ( texture.type == "internalsrc:" ) ) {
continue;
}
if( m_releasescantime - record.second < delay ) {
// drawn lately, the texture is also used by something else than far vehicles
continue;
}
texture.release();
// without the resource sweep the data isn't kept after upload, it'll have to be read again
texture.reload_on_use = ( texture.data_state == resource_state::none );
++releasecount;
}
if( releasecount > 0 ) {
// released gl names can be given to new textures, the unit cache can't trust them
for( auto &unit : opengl_texture::units ) {
unit = -1;
}
}
}
// performs a resource sweep
void
texture_manager::update() {
if( m_garbagecollector.sweep() > 0 ) {
for( auto &unit : opengl_texture::units ) {
unit = -1;
}
}
}
// debug performance string
std::string
texture_manager::info() const {
// TODO: cache this data and update only during resource sweep
std::size_t totaltexturecount{ m_textures.size() - 1 };
std::size_t totaltexturesize{ 0 };
#ifdef EU07_DEFERRED_TEXTURE_UPLOAD
std::size_t readytexturecount{ 0 };
std::size_t readytexturesize{ 0 };
#endif
for( auto const& texture : m_textures ) {
totaltexturesize += texture.first->size;
#ifdef EU07_DEFERRED_TEXTURE_UPLOAD
if( texture.first->is_ready ) {
++readytexturecount;
readytexturesize += texture.first->size;
}
#endif
}
return
"textures: "
#ifdef EU07_DEFERRED_TEXTURE_UPLOAD
+ std::to_string( readytexturecount )
+ " ("
+ to_string( readytexturesize / 1024.0f, 2 ) + " mb)"
+ " in vram, "
#endif
+ std::to_string( totaltexturecount )
+ " ("
+ to_string( totaltexturesize / 1024.0f, 2 ) + " mb)"
+ " total";
}
// checks whether specified texture is in the texture bank. returns texture id, or npos.
texture_handle
texture_manager::find_in_databank( std::string const &Texturename ) const {
std::vector<std::string> const filenames {
Global.asCurrentTexturePath + Texturename,
Texturename,
paths::textures + Texturename };
for( auto const &filename : filenames ) {
auto const lookup { m_texturemappings.find( filename ) };
if( lookup != m_texturemappings.end() ) {
return lookup->second;
}
}
// all lookups failed
return npos;
}
// checks whether specified file exists.
std::pair<std::string, std::string>
texture_manager::find_on_disk( std::string const &Texturename ) {
std::vector<std::string> const filenames {
Global.asCurrentTexturePath + Texturename,
Texturename,
paths::textures + Texturename };
auto lookup =
FileExists(
filenames,
{ Global.szDefaultExt } );
if( false == lookup.first.empty() ) {
return lookup;
}
// if the first attempt fails, try entire extension list
// NOTE: slightly wasteful as it means preferred extension is tested twice, but, eh
return FileExists(filenames, {".dds", ".tga", ".ktx", ".png", ".bmp", ".jpg", ".tex"});
}
//---------------------------------------------------------------------------