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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) 2000-2013 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef _TextureManager_H__
#define _TextureManager_H__
#include "OgrePrerequisites.h"
#include "OgreResourceManager.h"
#include "OgreTexture.h"
#include "OgreSingleton.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup Resources
* @{
*/
/** 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<TextureManager>
{
public:
TextureManager(void);
virtual ~TextureManager();
/// Create a new texture
/// @see ResourceManager::createResource
TexturePtr create (const String& name, const String& group,
bool isManual = false, ManualResourceLoader* loader = 0,
const NameValuePairList* createParams = 0);
/// Get a resource by name
/// @see ResourceManager::getResourceByName
TexturePtr getByName(const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
/** Create a new texture, or retrieve an existing one with the same
name if it already exists.
@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
@param hwGammaCorrection Pass 'true' to enable hardware gamma correction
(sRGB) on this texture. The hardware will convert from gamma space
to linear space when reading from this texture. Only applicable for
8-bits per channel textures, will be ignored for other types. Has the advantage
over pre-applied gamma that the texture precision is maintained.
@see ResourceManager::createOrRetrieve
*/
virtual ResourceCreateOrRetrieveResult createOrRetrieve(
const String &name, const String& group, bool isManual = false,
ManualResourceLoader* loader = 0, const NameValuePairList* createParams = 0,
TextureType texType = TEX_TYPE_2D, int numMipmaps = MIP_DEFAULT,
Real gamma = 1.0f, bool isAlpha = false,
PixelFormat desiredFormat = PF_UNKNOWN, bool hwGammaCorrection = false);
/** Prepares to 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
@param hwGammaCorrection Pass 'true' to enable hardware gamma correction
(sRGB) on this texture. The hardware will convert from gamma space
to linear space when reading from this texture. Only applicable for
8-bits per channel textures, will be ignored for other types. Has the advantage
over pre-applied gamma that the texture precision is maintained.
*/
virtual TexturePtr prepare(
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, bool hwGammaCorrection = false);
/** 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)
during loading
@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. Pass PF_UNKNOWN
to default.
@param hwGammaCorrection Pass 'true' to enable hardware gamma correction
(sRGB) on this texture. The hardware will convert from gamma space
to linear space when reading from this texture. Only applicable for
8-bits per channel textures, will be ignored for other types. Has the advantage
over pre-applied gamma that the texture precision is maintained.
*/
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,
bool hwGammaCorrection = false);
/** 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
@param hwGammaCorrection Pass 'true' to enable hardware gamma correction
(sRGB) on this texture. The hardware will convert from gamma space
to linear space when reading from this texture. Only applicable for
8-bits per channel textures, will be ignored for other types. Has the advantage
over pre-applied gamma that the texture precision is maintained.
*/
virtual TexturePtr loadImage(
const String &name, const String& group, const Image &img,
TextureType texType = TEX_TYPE_2D,
int numMipmaps = MIP_DEFAULT, Real gamma = 1.0f, bool isAlpha = false,
PixelFormat desiredFormat = PF_UNKNOWN, bool hwGammaCorrection = false);
/** 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
The width of the texture
@param height
The height 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)
while loading
@param hwGammaCorrection Pass 'true' to enable hardware gamma correction
(sRGB) on this texture. The hardware will convert from gamma space
to linear space when reading from this texture. Only applicable for
8-bits per channel textures, will be ignored for other types. Has the advantage
over pre-applied gamma that the texture precision is maintained.
*/
virtual TexturePtr loadRawData(const String &name, const String& group,
DataStreamPtr& stream, ushort width, ushort height,
PixelFormat format, TextureType texType = TEX_TYPE_2D,
int numMipmaps = MIP_DEFAULT, Real gamma = 1.0f, bool hwGammaCorrection = false);
/** 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
The width of the texture
@param height
The height of the texture
@param depth
The depth 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.
@param hwGammaCorrection Pass 'true' to enable hardware gamma correction
(sRGB) on this texture. The hardware will convert from gamma space
to linear space when reading from this texture. Only applicable for
8-bits per channel textures, will be ignored for other types. Has the advantage
over pre-applied gamma that the texture precision is maintained.
@param fsaa The level of multisampling to use if this is a render target. Ignored
if usage does not include TU_RENDERTARGET or if the device does
not support it.
*/
virtual TexturePtr createManual(const String & name, const String& group,
TextureType texType, uint width, uint height, uint depth,
int numMipmaps, PixelFormat format, int usage = TU_DEFAULT, ManualResourceLoader* loader = 0,
bool hwGammaCorrection = false, uint fsaa = 0, const String& fsaaHint = StringUtil::BLANK);
/** 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
The width of the texture
@param height
The height 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.
@param hwGammaCorrection Pass 'true' to enable hardware gamma correction
(sRGB) on this texture. The hardware will convert from gamma space
to linear space when reading from this texture. Only applicable for
8-bits per channel textures, will be ignored for other types. Has the advantage
over pre-applied gamma that the texture precision is maintained.
@param fsaa The level of multisampling to use if this is a render target. Ignored
if usage does not include TU_RENDERTARGET or if the device does
not support it.
*/
TexturePtr createManual(const String & name, const String& group,
TextureType texType, uint width, uint height, int numMipmaps,
PixelFormat format, int usage = TU_DEFAULT, ManualResourceLoader* loader = 0,
bool hwGammaCorrection = false, uint fsaa = 0, const String& fsaaHint = StringUtil::BLANK)
{
return createManual(name, group, texType, width, height, 1,
numMipmaps, format, usage, loader, hwGammaCorrection, fsaa, fsaaHint);
}
/** 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.
@return 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
constraints 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
<b>filtering none</b> 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.
@return 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
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