ES-DE/es-core/src/resources/TextureResource.h

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// TextureResource.h
//
// Handles OpenGL textures.
//
#ifndef ES_CORE_RESOURCES_TEXTURE_RESOURCE_H
#define ES_CORE_RESOURCES_TEXTURE_RESOURCE_H
#include "math/Vector2f.h"
#include "math/Vector2i.h"
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#include "resources/ResourceManager.h"
#include "resources/TextureDataManager.h"
#include <cmath>
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#include <set>
#include <string>
#include <vector>
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class TextureData;
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// An OpenGL texture.
// Automatically recreates the texture with renderer deinit/reinit.
class TextureResource : public IReloadable
{
public:
static std::shared_ptr<TextureResource> get(
const std::string& path,
bool tile = false,
bool forceLoad = false,
bool dynamic = true,
float scaleDuringLoad = 1.0f);
void initFromPixels(const unsigned char* dataRGBA, size_t width, size_t height);
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virtual void initFromMemory(const char* data, size_t length);
static void manualUnload(std::string path, bool tile);
// Returns the raw pixel values.
std::vector<unsigned char> getRawRGBAData();
std::string getTextureFilePath();
// For SVG graphics this function effectively rescales the image to the defined size.
// It does unload and re-rasterize the texture though which may cause flickering in some
// situations. An alternative is to set a scaling factor directly when loading the texture
// using get(), by using the scaleDuringLoad parameter (which also works for raster graphics).
void rasterizeAt(size_t width, size_t height);
Vector2f getSourceImageSize() const;
virtual ~TextureResource();
bool isInitialized() const;
bool isTiled() const;
const Vector2i getSize() const;
bool bind();
// Returns an approximation of total VRAM used by textures (in bytes).
static size_t getTotalMemUsage();
// Returns the number of bytes that would be used if all textures were in memory.
static size_t getTotalTextureSize();
protected:
TextureResource(const std::string& path, bool tile, bool dynamic, float scaleDuringLoad);
virtual void unload(std::shared_ptr<ResourceManager>& rm);
virtual void reload(std::shared_ptr<ResourceManager>& rm);
private:
// mTextureData is used for textures that are not loaded from a file - these ones
// are permanently allocated and cannot be loaded and unloaded based on resources.
std::shared_ptr<TextureData> mTextureData;
// The texture data manager manages loading and unloading of filesystem based textures.
static TextureDataManager sTextureDataManager;
Vector2i mSize;
Vector2f mSourceSize;
bool mForceLoad;
typedef std::pair<std::string, bool> TextureKeyType;
// Map of textures, used to prevent duplicate textures.
static std::map<TextureKeyType, std::weak_ptr<TextureResource>> sTextureMap;
// Set of all textures, used for memory management.
static std::set<TextureResource*> sAllTextures;
};
#endif // ES_CORE_RESOURCES_TEXTURE_RESOURCE_H