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OgreTextureManager.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreTextureManager.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _TextureManager_H__ #define _TextureManager_H__ #include "OgrePrerequisites.h" #include "OgreResourceManager.h" #include "OgreTexture.h" #include "OgreSingleton.h" namespace Ogre { /** Class for loading & managing textures. @remarks Note that this class is abstract - the particular RenderSystem that is in use at the time will create a concrete subclass of this. Note that the concrete class will be available via the abstract singleton obtained from TextureManager::getSingleton(), but you should not assume that it is available until you have a) initialised Ogre (after selecting a RenderSystem and calling initialise from the Root object), and b) created at least one window - this may be done at the same time as part a if you allow Ogre to autocreate one. */ class _OgreExport TextureManager : public ResourceManager, public Singleton
{ public: TextureManager(void); virtual ~TextureManager(); /** Loads a texture from a file. @param name The file to load, or a String identifier in some cases @param group The name of the resource group to assign the texture to @param texType The type of texture to load/create, defaults to normal 2D textures @param numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible level, 1x1x1. @param gamma The gamma adjustment factor to apply to this texture (brightening/darkening) @param isAlpha Only applicable to greyscale images. If true, specifies that the image should be loaded into an alpha texture rather than a single channel colour texture - useful for fixed-function systems. @param desiredFormat The format you would like to have used instead of the format being based on the contents of the texture */ virtual TexturePtr load( const String& name, const String& group, TextureType texType = TEX_TYPE_2D, int numMipmaps = MIP_DEFAULT, Real gamma = 1.0f, bool isAlpha = false, PixelFormat desiredFormat = PF_UNKNOWN); /** Loads a texture from an Image object. @note The texture will create as manual texture without loader. @param name The name to give the resulting texture @param group The name of the resource group to assign the texture to @param img The Image object which contains the data to load @param texType The type of texture to load/create, defaults to normal 2D textures @param numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible level, 1x1x1. @param gamma The gamma adjustment factor to apply to this texture (brightening/darkening) @param isAlpha Only applicable to greyscale images. If true, specifies that the image should be loaded into an alpha texture rather than a single channel colour texture - useful for fixed-function systems. @param desiredFormat The format you would like to have used instead of the format being based on the contents of the texture */ virtual TexturePtr loadImage( const String &name, const String& group, const Image &img, TextureType texType = TEX_TYPE_2D, int iNumMipmaps = MIP_DEFAULT, Real gamma = 1.0f, bool isAlpha = false, PixelFormat desiredFormat = PF_UNKNOWN); /** Loads a texture from a raw data stream. @note The texture will create as manual texture without loader. @param name The name to give the resulting texture @param group The name of the resource group to assign the texture to @param stream Incoming data stream @param width, height The dimensions of the texture @param format The format of the data being passed in; the manager reserves the right to create a different format for the texture if the original format is not available in this context. @param texType The type of texture to load/create, defaults to normal 2D textures @param numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible level, 1x1x1. @param gamma The gamma adjustment factor to apply to this texture (brightening/darkening) */ virtual TexturePtr loadRawData(const String &name, const String& group, DataStreamPtr& stream, ushort uWidth, ushort uHeight, PixelFormat format, TextureType texType = TEX_TYPE_2D, int iNumMipmaps = MIP_DEFAULT, Real gamma = 1.0f); /** Create a manual texture with specified width, height and depth (not loaded from a file). @param name The name to give the resulting texture @param group The name of the resource group to assign the texture to @param texType The type of texture to load/create, defaults to normal 2D textures @param width, height, depth The dimensions of the texture @param numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()) If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible level, 1x1x1. @param format The internal format you wish to request; the manager reserves the right to create a different format if the one you select is not available in this context. @param usage The kind of usage this texture is intended for. It is a combination of TU_STATIC, TU_DYNAMIC, TU_WRITE_ONLY, TU_AUTOMIPMAP and TU_RENDERTARGET (see TextureUsage enum). You are strongly advised to use HBU_STATIC_WRITE_ONLY wherever possible, if you need to update regularly, consider HBU_DYNAMIC_WRITE_ONLY. @param loader If you intend the contents of the manual texture to be regularly updated, to the extent that you don't need to recover the contents if the texture content is lost somehow, you can leave this parameter as 0. However, if you intend to populate the texture only once, then you should implement ManualResourceLoader and pass a pointer to it in this parameter; this means that if the manual texture ever needs to be reloaded, the ManualResourceLoader will be called to do it. */ virtual TexturePtr createManual(const String & name, const String& group, TextureType texType, uint width, uint height, uint depth, int num_mips, PixelFormat format, int usage = TU_DEFAULT, ManualResourceLoader* loader = 0 ); /** Create a manual texture with a depth of 1 (not loaded from a file). @param name The name to give the resulting texture @param group The name of the resource group to assign the texture to @param texType The type of texture to load/create, defaults to normal 2D textures @param width, height The dimensions of the texture @param numMipmaps The number of pre-filtered mipmaps to generate. If left to MIP_DEFAULT then the TextureManager's default number of mipmaps will be used (see setDefaultNumMipmaps()). If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible level, 1x1x1. @param format The internal format you wish to request; the manager reserves the right to create a different format if the one you select is not available in this context. @param usage The kind of usage this texture is intended for. It is a combination of TU_STATIC, TU_DYNAMIC, TU_WRITE_ONLY, TU_AUTOMIPMAP and TU_RENDERTARGET (see TextureUsage enum). You are strongly advised to use HBU_STATIC_WRITE_ONLY wherever possible, if you need to update regularly, consider HBU_DYNAMIC_WRITE_ONLY. @param loader If you intend the contents of the manual texture to be regularly updated, to the extent that you don't need to recover the contents if the texture content is lost somehow, you can leave this parameter as 0. However, if you intend to populate the texture only once, then you should implement ManualResourceLoader and pass a pointer to it in this parameter; this means that if the manual texture ever needs to be reloaded, the ManualResourceLoader will be called to do it. */ TexturePtr createManual(const String & name, const String& group, TextureType texType, uint width, uint height, int num_mips, PixelFormat format, int usage = TU_DEFAULT, ManualResourceLoader* loader = 0 ) { return createManual(name, group, texType, width, height, 1, num_mips, format, usage, loader); } /** Sets preferred bit depth for integer pixel format textures. @param bits Number of bits. Available values: 0, 16 and 32, where 0 (the default) means keep original format as it is. This value is number of bits for the pixel. @param reloadTextures If true (the default), will reloading all reloadable textures. */ virtual void setPreferredIntegerBitDepth(ushort bits, bool reloadTextures = true); /** gets preferred bit depth for integer pixel format textures. */ virtual ushort getPreferredIntegerBitDepth(void) const; /** Sets preferred bit depth for float pixel format textures. @param bits Number of bits. Available values: 0, 16 and 32, where 0 (the default) means keep original format as it is. This value is number of bits for a channel of the pixel. @param reloadTextures If true (the default), will reloading all reloadable textures. */ virtual void setPreferredFloatBitDepth(ushort bits, bool reloadTextures = true); /** gets preferred bit depth for float pixel format textures. */ virtual ushort getPreferredFloatBitDepth(void) const; /** Sets preferred bit depth for integer and float pixel format. @param integerBits Number of bits. Available values: 0, 16 and 32, where 0 (the default) means keep original format as it is. This value is number of bits for the pixel. @param floatBits Number of bits. Available values: 0, 16 and 32, where 0 (the default) means keep original format as it is. This value is number of bits for a channel of the pixel. @param reloadTextures If true (the default), will reloading all reloadable textures. */ virtual void setPreferredBitDepths(ushort integerBits, ushort floatBits, bool reloadTextures = true); /** Returns whether this render system can natively support the precise texture format requested with the given usage options. @remarks You can still create textures with this format even if this method returns false; the texture format will just be altered to one which the device does support. @note Sometimes the device may just slightly change the format, such as reordering the channels or packing the channels differently, without it making and qualitative differences to the texture. If you want to just detect whether the quality of a given texture will be reduced, use isEquivalentFormatSupport instead. @param format The pixel format requested @param usage The kind of usage this texture is intended for, a combination of the TextureUsage flags. @returns true if the format is natively supported, false if a fallback would be used. */ virtual bool isFormatSupported(TextureType ttype, PixelFormat format, int usage); /** Returns whether this render system can support the texture format requested with the given usage options, or another format with no quality reduction. */ virtual bool isEquivalentFormatSupported(TextureType ttype, PixelFormat format, int usage); /** Gets the format which will be natively used for a requested format given the contraints of the current device. */ virtual PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage) = 0; /** Returns whether this render system has hardware filtering supported for the texture format requested with the given usage options. @remarks Not all texture format are supports filtering by the hardware, i.e. some cards support floating point format, but it doesn't supports filtering on the floating point texture at all, or only a subset floating point formats have flitering supported. @par In the case you want to write shader to work with floating point texture, and you want to produce better visual quality, it's necessary to flitering the texture manually in shader (potential requires four or more texture fetch instructions, plus several arithmetic instructions) if filtering doesn't supported by hardware. But in case on the hardware that supports floating point filtering natively, it had better to adopt this capability for performance (because only one texture fetch instruction are required) and doesn't loss visual quality. @par This method allow you queries hardware texture filtering capability to deciding which verion of the shader to be used. Note it's up to you to write multi-version shaders for support various hardware, internal engine can't do that for you automatically. @note Under GL, texture filtering are always supported by driver, but if it's not supported by hardware natively, software simulation will be used, and you will end up with very slow speed (less than 0.1 fps for example). To slove this performance problem, you must disable filtering manually (by use
filtering none
in the material script's texture_unit section, or call TextureUnitState::setTextureFiltering with TFO_NONE if populate material in code). @param ttype The texture type requested @param format The pixel format requested @param usage The kind of usage this texture is intended for, a combination of the TextureUsage flags. @param preciseFormatOnly Whether precise or fallback format mode is used to detecting. In case the pixel format doesn't supported by device, false will be returned if in precise mode, and natively used pixel format will be actually use to check if in fallback mode. @returns true if the texture filtering is supported. */ virtual bool isHardwareFilteringSupported(TextureType ttype, PixelFormat format, int usage, bool preciseFormatOnly = false) = 0; /** Sets the default number of mipmaps to be used for loaded textures, for when textures are loaded automatically (e.g. by Material class) or when 'load' is called with the default parameters by the application. If set to MIP_UNLIMITED mipmaps will be generated until the lowest possible level, 1x1x1. @note The default value is 0. */ virtual void setDefaultNumMipmaps(size_t num); /** Gets the default number of mipmaps to be used for loaded textures. */ virtual size_t getDefaultNumMipmaps() { return mDefaultNumMipmaps; } /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static TextureManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static TextureManager* getSingletonPtr(void); protected: ushort mPreferredIntegerBitDepth; ushort mPreferredFloatBitDepth; size_t mDefaultNumMipmaps; }; }// Namespace #endif
OgreTextureManager.h
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