mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-21 18:02:43 +01:00
Use unique_ptr to handle TextureData
This commit is contained in:
parent
f15f3cefdd
commit
195020df46
@ -145,10 +145,10 @@ struct Geometry {
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struct Texture {
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std::string name;
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std::string alphaName;
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TextureData::Handle texture;
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TextureData* texture = nullptr;
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template<class String1, class String2>
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Texture(String1&& _name, String2&& _alphaName, const TextureData::Handle &_texture)
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Texture(String1&& _name, String2&& _alphaName, TextureData* _texture)
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: name(std::forward<String1>(_name))
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, alphaName(std::forward<String2>(_alphaName))
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, texture(_texture) {
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@ -4,9 +4,9 @@
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#include <gl/gl_core_3_3.h>
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#include <glm/vec2.hpp>
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#include <map>
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#include <memory>
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#include <string>
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#include <unordered_map>
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/**
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* Stores a handle and metadata about a loaded texture.
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@ -33,11 +33,9 @@ public:
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return hasAlpha;
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}
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typedef std::shared_ptr<TextureData> Handle;
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static Handle create(GLuint name, const glm::ivec2& size,
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static auto create(GLuint name, const glm::ivec2& size,
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bool transparent) {
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return std::make_shared<TextureData>(name, size, transparent);
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return std::make_unique<TextureData>(name, size, transparent);
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}
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private:
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@ -45,6 +43,6 @@ private:
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glm::ivec2 size;
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bool hasAlpha;
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};
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using TextureArchive = std::map<std::string, TextureData::Handle>;
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using TextureArchive = std::unordered_map<std::string, std::unique_ptr<TextureData>>;
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#endif
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@ -363,9 +363,8 @@ void LoaderDFF::readTexture(Geometry::Material &material,
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std::transform(name.begin(), name.end(), name.begin(), ::tolower);
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std::transform(alpha.begin(), alpha.end(), alpha.begin(), ::tolower);
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TextureData::Handle textureinst =
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texturelookup ? texturelookup(name, alpha) : nullptr;
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material.textures.emplace_back(std::move(name), std::move(alpha), textureinst);
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auto textureInstPtr = textureLookup ? textureLookup(name, alpha) : nullptr;
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material.textures.emplace_back(std::move(name), std::move(alpha), textureInstPtr);
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}
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void LoaderDFF::readGeometryExtension(const GeometryPtr &geom,
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@ -25,19 +25,19 @@ public:
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class LoaderDFF {
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public:
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using TextureLookupCallback = std::function<TextureData::Handle(
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const std::string&, const std::string&)>;
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using TextureLookupCallback =
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std::function<TextureData*(const std::string&, const std::string&)>;
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using GeometryList = std::vector<GeometryPtr>;
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using FrameList = std::vector<ModelFramePtr>;
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ClumpPtr loadFromMemory(const FileContentsInfo& file);
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void setTextureLookupCallback(const TextureLookupCallback& tlc) {
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texturelookup = tlc;
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textureLookup = tlc;
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}
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private:
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TextureLookupCallback texturelookup;
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TextureLookupCallback textureLookup;
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FrameList readFrameList(const RWBStream& stream);
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@ -12,16 +12,18 @@
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#include "platform/FileHandle.hpp"
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#include "rw/debug.hpp"
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GLuint gErrorTextureData[] = {0xFFFF00FF, 0xFF000000, 0xFF000000, 0xFFFF00FF};
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GLuint gDebugTextureData[] = {0xFF0000FF, 0xFF00FF00};
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GLuint gTextureRed[] = {0xFF0000FF};
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GLuint gTextureGreen[] = {0xFF00FF00};
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GLuint gTextureBlue[] = {0xFFFF0000};
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namespace {
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constexpr GLuint gErrorTextureData[] = {0xFFFF00FF, 0xFF000000, 0xFF000000, 0xFFFF00FF};
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constexpr GLuint gDebugTextureData[] = {0xFF0000FF, 0xFF00FF00};
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constexpr GLuint gTextureRed[] = {0xFF0000FF};
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constexpr GLuint gTextureGreen[] = {0xFF00FF00};
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constexpr GLuint gTextureBlue[] = {0xFFFF0000};
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} // namespace
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static
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TextureData::Handle getErrorTexture() {
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static GLuint errTexName = 0;
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static TextureData::Handle tex;
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std::unique_ptr<TextureData> getErrorTexture() {
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GLuint errTexName = 0;
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std::unique_ptr<TextureData> tex = nullptr;
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if (errTexName == 0) {
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glGenTextures(1, &errTexName);
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glBindTexture(GL_TEXTURE_2D, errTexName);
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@ -51,9 +53,8 @@ void processPalette(uint32_t* fullColor, RW::BinaryStreamSection& rootSection) {
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}
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}
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static
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TextureData::Handle createTexture(RW::BSTextureNative& texNative,
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RW::BinaryStreamSection& rootSection) {
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static std::unique_ptr<TextureData> createTexture(
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RW::BSTextureNative& texNative, RW::BinaryStreamSection& rootSection) {
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// TODO: Exception handling.
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if (texNative.platform != 8) {
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RW_ERROR("Unsupported texture platform " << std::dec
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@ -191,9 +192,7 @@ bool TextureLoader::loadFromMemory(const FileContentsInfo& file,
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std::transform(name.begin(), name.end(), name.begin(), ::tolower);
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std::transform(alpha.begin(), alpha.end(), alpha.begin(), ::tolower);
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auto texture = createTexture(texNative, rootSection);
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inTextures[name] = texture;
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inTextures[name] = createTexture(texNative, rootSection);
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}
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return true;
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@ -48,13 +48,12 @@ void GameData::load() {
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/// @todo cuts.img files should be loaded differently to gta3.img
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loadIMG("anim/cuts.img");
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textureslots["particle"] = loadTextureArchive("particle.txd");
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textureslots["icons"] = loadTextureArchive("icons.txd");
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textureslots["hud"] = loadTextureArchive("hud.txd");
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textureslots["fonts"] = loadTextureArchive("fonts.txd");
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textureslots["generic"] = loadTextureArchive("generic.txd");
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auto misc = loadTextureArchive("misc.txd");
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textureslots["generic"].insert(misc.begin(), misc.end());
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textureSlots["particle"] = loadTextureArchive("particle.txd");
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textureSlots["icons"] = loadTextureArchive("icons.txd");
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textureSlots["hud"] = loadTextureArchive("hud.txd");
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textureSlots["fonts"] = loadTextureArchive("fonts.txd");
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textureSlots["generic"] = loadTextureArchive("generic.txd");
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loadToTextureArchive("misc.txd", textureSlots["generic"]);
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loadCarcols("data/carcols.dat");
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loadWeather("data/timecyc.dat");
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@ -362,12 +361,12 @@ void GameData::loadTXD(const std::string& name) {
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currenttextureslot = slot;
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// Check if this texture slot is loaded already
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auto slotit = textureslots.find(slot);
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if (slotit != textureslots.end()) {
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auto slotit = textureSlots.find(slot);
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if (slotit != textureSlots.end()) {
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return;
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}
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textureslots[slot] = loadTextureArchive(name);
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textureSlots[slot] = loadTextureArchive(name);
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}
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TextureArchive GameData::loadTextureArchive(const std::string& name) {
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@ -390,6 +389,21 @@ TextureArchive GameData::loadTextureArchive(const std::string& name) {
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return textures;
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}
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void GameData::loadToTextureArchive(const std::string& name,
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TextureArchive& archive) {
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RW_PROFILE_COUNTER_ADD("loadTextureArchive", 1);
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/// @todo refactor loadTXD to use correct file locations
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auto file = index.openFile(name);
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if (!file.data) {
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logger->error("Data", "Failed to open txd: " + name);
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}
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TextureLoader l;
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if (!l.loadFromMemory(file, archive)) {
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logger->error("Data", "Error loading txd: " + name);
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}
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}
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void GameData::getNameAndLod(std::string& name, int& lod) {
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auto lodpos = name.rfind("_l");
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if (lodpos != std::string::npos) {
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@ -696,22 +710,21 @@ void GameData::loadSplash(const std::string& name) {
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std::string lower(name);
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std::transform(lower.begin(), lower.end(), lower.begin(), ::tolower);
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auto splashTXD = loadTextureArchive(lower + ".txd");
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textureslots["generic"].insert(splashTXD.begin(), splashTXD.end());
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textureSlots["generic"] = loadTextureArchive(lower + ".txd");
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engine->state->currentSplash = lower;
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}
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TextureData::Handle GameData::findSlotTexture(const std::string &slot, const std::string &texture) const {
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auto slotit = textureslots.find(slot);
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if (slotit == textureslots.end()) {
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TextureData* GameData::findSlotTexture(const std::string &slot, const std::string &texture) const {
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auto slotIt = textureSlots.find(slot);
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if (slotIt == textureSlots.end()) {
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return nullptr;
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}
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auto textureit = slotit->second.find(texture);
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if (textureit == slotit->second.end()) {
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auto textureIt = slotIt->second.find(texture);
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if (textureIt == slotIt->second.end()) {
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return nullptr;
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}
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return textureit->second;
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return textureIt->second.get();
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}
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ZoneData *GameData::findZone(const std::string &name) {
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@ -130,6 +130,11 @@ public:
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*/
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TextureArchive loadTextureArchive(const std::string& name);
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/**
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* Loads to named a texture archive from the game data
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*/
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void loadToTextureArchive(const std::string& name, TextureArchive& archive);
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/**
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* Converts combined {name}_l{LOD} into name and lod.
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*/
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@ -190,7 +195,7 @@ public:
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void loadSplash(const std::string& name);
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TextureData::Handle findSlotTexture(const std::string& slot,
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TextureData* findSlotTexture(const std::string& slot,
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const std::string& texture) const;
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FileIndex index;
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@ -260,7 +265,7 @@ public:
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/**
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* Texture slots, containing loaded textures.
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*/
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std::map<std::string, TextureArchive> textureslots;
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std::unordered_map<std::string, TextureArchive> textureSlots;
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/**
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* Texture atlases.
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@ -86,8 +86,8 @@ void ProjectileObject::explode() {
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auto& explosion = engine->createParticleEffect();
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auto tex = engine->data->findSlotTexture("particle", "explo02");
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explosion.texture = tex;
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auto texPtr = engine->data->findSlotTexture("particle", "explo02");
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explosion.texture = texPtr;
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explosion.size = glm::vec2(exp_size);
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explosion.starttime = engine->getGameTime();
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explosion.lifetime = 0.5f;
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@ -270,9 +270,9 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
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GLuint splashTexName = 0;
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const auto fc = world->state->fadeColour;
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if ((fc.r + fc.g + fc.b) == 0 && !world->state->currentSplash.empty()) {
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auto splash = world->data->findSlotTexture("generic", world->state->currentSplash);
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if (splash) {
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splashTexName = splash->getName();
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auto splashTexPtr = world->data->findSlotTexture("generic", world->state->currentSplash);
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if (splashTexPtr) {
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splashTexName = splashTexPtr->getName();
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}
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}
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@ -125,8 +125,8 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
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for (int m = 0; m < MAP_BLOCK_SIZE; ++m) {
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std::string num = (m < 10 ? "0" : "");
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std::string name = "radar" + num + std::to_string(m);
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auto texture = world->data->findSlotTexture(name, name);
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dp.textures = {{texture->getName()}};
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auto texturePtr = world->data->findSlotTexture(name, name);
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dp.textures = {{texturePtr->getName()}};
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dp.count = 4;
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@ -151,9 +151,8 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
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glDisable(GL_STENCIL_TEST);
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// We only need the outer ring if we're clipping.
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glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ONE, GL_ZERO);
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TextureData::Handle radarDisc =
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data->findSlotTexture("hud", "radardisc");
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dp.textures = {{radarDisc->getName()}};
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auto radarDiscTexPtr = data->findSlotTexture("hud", "radardisc");
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dp.textures = {{radarDiscTexPtr->getName()}};
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glm::mat4 model{1.0f};
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model = glm::translate(model, glm::vec3(mi.screenPosition, 0.0f));
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@ -265,8 +264,8 @@ void MapRenderer::prepareBlip(const glm::vec2& coord, const glm::mat4& view,
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GLuint tex = 0;
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if (!texture.empty()) {
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auto sprite = data->findSlotTexture("hud", texture);
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tex = sprite->getName();
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auto spriteTexPtr = data->findSlotTexture("hud", texture);
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tex = spriteTexPtr->getName();
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}
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renderer.setUniform(rectProg.get(), "colour", colour);
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@ -143,8 +143,8 @@ TextRenderer::TextRenderer(GameRenderer &renderer) : renderer(renderer) {
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}
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void TextRenderer::setFontTexture(font_t font, const std::string& textureName) {
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auto ftexture = renderer.getData().findSlotTexture("fonts", textureName);
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const glm::u32vec2 textureSize = ftexture->getSize();
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auto fTexturePtr = renderer.getData().findSlotTexture("fonts", textureName);
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const glm::u32vec2 textureSize = fTexturePtr->getSize();
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glm::u8vec2 glyphOffset{textureSize.x / 16, textureSize.x / 16};
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if (font != FONT_PAGER) {
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glyphOffset.y += glyphOffset.y / 4;
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@ -344,8 +344,8 @@ void TextRenderer::renderText(const TextRenderer::TextInfo& ti,
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dp.start = 0;
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dp.blendMode = BlendMode::BLEND_ALPHA;
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dp.count = gb.getCount();
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auto ftexture = renderer.getData().findSlotTexture("fonts", fontMetaData.textureName);
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dp.textures = {{ftexture->getName()}};
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auto fTexturePtr = renderer.getData().findSlotTexture("fonts", fontMetaData.textureName);
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dp.textures = {{fTexturePtr->getName()}};
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dp.depthMode = DepthMode::OFF;
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renderer.getRenderer().drawArrays(glm::mat4(1.0f), &db, dp);
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@ -1,4 +1,4 @@
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#ifndef _RWENGINE_VISUALFX_HPP_
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#ifndef _RWENGINE_VISUALFX_HPP_
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#define _RWENGINE_VISUALFX_HPP_
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#include <glm/vec2.hpp>
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@ -50,7 +50,7 @@ struct ParticleFX final : public VisualFX {
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float lifetime{-1.f};
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/** Texture name */
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TextureData::Handle texture;
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TextureData* texture = nullptr;
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/** Size of particle */
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glm::vec2 size{1.f, 1.f};
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@ -102,9 +102,9 @@ void WaterRenderer::setDataTexture(GLuint fbBinding, GLuint dataTex) {
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void WaterRenderer::render(GameRenderer &renderer, GameWorld* world) {
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auto& r = renderer.getRenderer();
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auto waterTex = world->data->findSlotTexture("particle", "water_old");
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RW_CHECK(waterTex != nullptr, "Water texture is null");
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if (waterTex == nullptr) {
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auto waterTexPtr = world->data->findSlotTexture("particle", "water_old");
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RW_CHECK(waterTexPtr != nullptr, "Water texture is null");
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if (waterTexPtr == nullptr) {
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// Can't render water if we don't have a texture.
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return;
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}
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@ -147,7 +147,7 @@ void WaterRenderer::render(GameRenderer &renderer, GameWorld* world) {
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r.setUniform(waterProg.get(), "inverseVP", ivp);
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wdp.count = gridGeom.getCount();
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wdp.textures = {{waterTex->getName(), dataTexture}};
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wdp.textures = {{waterTexPtr->getName(), dataTexture}};
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r.drawArrays(m, &gridDraw, wdp);
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@ -203,12 +203,12 @@ void HUDDrawer::drawPlayerInfo(ai::PlayerController* player, GameWorld* world,
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itemTextureName = "detonator";
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}
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TextureData::Handle itemTexture =
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auto itemTexturePtr =
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render.getData().findSlotTexture("hud", itemTextureName);
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RW_CHECK(itemTexture != nullptr, "Item has 0 texture");
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if (itemTexture != nullptr) {
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RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
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render.drawTexture(itemTexture.get(),
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RW_CHECK(itemTexturePtr != nullptr, "Item has 0 texture");
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if (itemTexturePtr != nullptr) {
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RW_CHECK(itemTexturePtr->getName() != 0, "Item has 0 texture");
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render.drawTexture(itemTexturePtr,
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glm::vec4(iconX, iconY, hudParameters.uiWeaponSize,
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hudParameters.uiWeaponSize));
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}
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@ -44,7 +44,7 @@ void ModelViewer::showObject(uint16_t object) {
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LoaderDFF dffLoader;
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dffLoader.setTextureLookupCallback(
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[&](const std::string& texture, const std::string&) {
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return textures.at(texture);
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return textures.at(texture).get();
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});
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auto file = world()->data->index.openFile(modelName);
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