mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 03:33:48 +00:00
d1cbc6f783
Now png/qoi/jpg are supported, and some subset of tga because we need that to load zga files for savegame thumbnails
361 lines
9.2 KiB
C++
361 lines
9.2 KiB
C++
#include "TextureMgr.h"
|
|
#include <sstream>
|
|
#include <SDL.h>
|
|
#include "MT.h"
|
|
#include "Image.h"
|
|
#include "Base.h"
|
|
#include "Localization.h"
|
|
|
|
struct TexLoadTmp
|
|
{
|
|
TexLoadTmp() : loadmode(TextureMgr::KEEP), curTex(NULL), success(false) { img.pixels = NULL; }
|
|
std::string name, filename;
|
|
ImageData img;
|
|
TextureMgr::LoadMode loadmode;
|
|
Texture *curTex; // immutable
|
|
bool success; // if this is true and img.pixels is NULL, don't change anything
|
|
//bool mipmap;
|
|
};
|
|
|
|
typedef ImageData (*ImageLoadFunc)(const char *fn);
|
|
|
|
struct TexLoader
|
|
{
|
|
TexLoader(ImageLoadFunc f, const std::string& s, const std::string& name = std::string())
|
|
: loader(f), fn(s), name(name) {}
|
|
ImageLoadFunc loader;
|
|
std::string fn;
|
|
std::string name; // usually empty, but may specify tex name in case cleanups had to be done. always lowercase.
|
|
ImageData load() const { return loader(fn.c_str()); }
|
|
};
|
|
|
|
static ImageData loadGeneric(const char *fn)
|
|
{
|
|
return imageLoadGeneric(fn, false);
|
|
}
|
|
|
|
static ImageData loadQOI(const char *fn)
|
|
{
|
|
return imageLoadQOI(fn, false);
|
|
}
|
|
|
|
// This handles unix/win32 relative paths: ./rel/path
|
|
// Unix abs paths: /home/user/...
|
|
// Win32 abs paths: C:/Stuff/.. and also C:\Stuff\...
|
|
// -- We want to keep those paths untouched and just load as-is.
|
|
// This is mainly used for special things like savegame thumbnails and mod preview images,
|
|
// that exist outside of the game's known texture directories and are also not part of a running mod.
|
|
static bool isSpecialPath(const std::string& s)
|
|
{
|
|
return s[0] == '.' || s[0] == '/' || (s.length() > 1 && s[1] == ':');
|
|
}
|
|
|
|
static const std::string fixup(const std::string& fn)
|
|
{
|
|
std::string file = localisePathInternalModpath(fn);
|
|
file = adjustFilenameCase(file);
|
|
return file;
|
|
}
|
|
|
|
|
|
struct ExtAndLoader
|
|
{
|
|
const char *ext;
|
|
ImageLoadFunc func;
|
|
};
|
|
|
|
static const ExtAndLoader s_extAndLoader[] =
|
|
{
|
|
{ "png", loadGeneric },
|
|
{ "qoi", loadQOI },
|
|
{ "jpg", loadGeneric },
|
|
{ "zga", imageLoadZGA },
|
|
{ "tga", loadGeneric },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
static TexLoader getFullnameAndLoader(const std::string& name, const std::string& basedir)
|
|
{
|
|
// TODO: use localisePath()
|
|
// TODO: assert that we don't start with . or /
|
|
|
|
if(exists(name))
|
|
{
|
|
// check first if name exists and has a known extension, if so, use correct loader
|
|
size_t lastdot = name.rfind('.');
|
|
size_t lastslash = name.rfind('/');
|
|
if(lastdot != std::string::npos && (lastslash == std::string::npos || lastslash < lastdot))
|
|
{
|
|
std::string ext = name.substr(lastdot + 1);
|
|
for(const ExtAndLoader *exl = &s_extAndLoader[0]; exl->func; ++exl)
|
|
{
|
|
if(ext == exl->ext)
|
|
{
|
|
// remove basedir and extension
|
|
std::string texname = name.substr(basedir.length(), name.length() - (basedir.length() + ext.length() + 1)); // strip extension
|
|
return TexLoader(exl->func, fixup(name), texname );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
std::string fn = name;
|
|
for(const ExtAndLoader *exl = &s_extAndLoader[0]; exl->func; ++exl)
|
|
{
|
|
fn.resize(name.length());
|
|
fn += '.';
|
|
fn += exl->ext;
|
|
if(exists(fn))
|
|
return TexLoader(exl->func, fixup(fn));
|
|
}
|
|
|
|
return TexLoader(NULL, std::string());
|
|
}
|
|
|
|
static bool locateAndLoad(TexLoadTmp& tt, const std::string& basedir)
|
|
{
|
|
std::string filename = basedir + tt.name;
|
|
TexLoader ldr = getFullnameAndLoader(filename, basedir);
|
|
if(!ldr.name.empty()) // name was cleaned up, use the updated one
|
|
tt.name = ldr.name;
|
|
if(ldr.loader)
|
|
{
|
|
if(tt.loadmode < TextureMgr::OVERWRITE && tt.curTex && tt.curTex->success && tt.curTex->filename == ldr.fn)
|
|
{
|
|
// still referring to the same file that was already loaded, so we wouldn't gain anything from loading it again
|
|
tt.success = true;
|
|
return true;
|
|
}
|
|
|
|
tt.filename = ldr.fn;
|
|
tt.img = ldr.load();
|
|
tt.success = !!tt.img.pixels;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void TextureMgr::th_loadFromFile(TexLoadTmp& tt) const
|
|
{
|
|
if(isSpecialPath(tt.name))
|
|
if(locateAndLoad(tt, ""))
|
|
return;
|
|
|
|
for(size_t i = 0; i < loadFromPaths.size(); ++i)
|
|
if(locateAndLoad(tt, loadFromPaths[i]))
|
|
return;
|
|
}
|
|
|
|
|
|
TextureMgr::TextureMgr()
|
|
: sem(SDL_CreateSemaphore(0))
|
|
{
|
|
}
|
|
|
|
TextureMgr::~TextureMgr()
|
|
{
|
|
for(size_t i = 0; i < threads.size(); ++i)
|
|
worktodo.push(NULL); // signal all threads to exit
|
|
for(size_t i = 0; i < threads.size(); ++i)
|
|
SDL_WaitThread((SDL_Thread*)threads[i], NULL);
|
|
|
|
SDL_DestroySemaphore((SDL_sem*)sem);
|
|
}
|
|
|
|
size_t TextureMgr::spawnThreads(size_t n)
|
|
{
|
|
for(size_t i = 0; i < n; ++i)
|
|
{
|
|
SDL_Thread *worker;
|
|
#if SDL_VERSION_ATLEAST(2,0,0)
|
|
worker = SDL_CreateThread(Th_Main, "texldr", this);
|
|
#else
|
|
worker = SDL_CreateThread(Th_Main, this);
|
|
#endif
|
|
if(!worker)
|
|
return i;
|
|
|
|
threads.push_back(worker);
|
|
}
|
|
return n;
|
|
}
|
|
|
|
size_t TextureMgr::getNumLoaded() const
|
|
{
|
|
return cache.size();
|
|
}
|
|
|
|
Texture* TextureMgr::getOrLoad(const std::string& name)
|
|
{
|
|
return load(name, KEEP);
|
|
}
|
|
|
|
void TextureMgr::clearUnused()
|
|
{
|
|
size_t done = 0;
|
|
for(TexCache::iterator it = cache.begin(); it != cache.end(); )
|
|
{
|
|
if(it->second->refcount() <= 1)
|
|
{
|
|
it = cache.erase(it);
|
|
++done;
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
std::ostringstream os;
|
|
os << "TextureMgr: Dropped " << done << " unused textures, now " << cache.size() << " left";
|
|
debugLog(os.str());
|
|
}
|
|
|
|
void TextureMgr::shutdown()
|
|
{
|
|
for(TexCache::iterator it = cache.begin(); it != cache.end(); ++it)
|
|
it->second->unload();
|
|
cache.clear();
|
|
}
|
|
|
|
int TextureMgr::Th_Main(void* ud)
|
|
{
|
|
TextureMgr *self = (TextureMgr*)ud;
|
|
self->thMain();
|
|
return 0;
|
|
}
|
|
|
|
void TextureMgr::thMain()
|
|
{
|
|
for(;;)
|
|
{
|
|
void *p;
|
|
worktodo.pop(p);
|
|
if(!p) // a pushed NULL is the signal to exit
|
|
break;
|
|
|
|
TexLoadTmp *tt = (TexLoadTmp*)p;
|
|
th_loadFromFile(*tt);
|
|
|
|
workdone.push(p);
|
|
}
|
|
}
|
|
|
|
Texture *TextureMgr::finalize(TexLoadTmp& tt)
|
|
{
|
|
Texture *tex = tt.curTex;
|
|
if(!tex)
|
|
{
|
|
tex = new Texture; // always make sure a valid Texture object comes out
|
|
tex->name = tt.name; // this doesn't ever change
|
|
cache[tt.name] = tex; // didn't exist, cache now
|
|
}
|
|
|
|
tex->filename = tt.filename;
|
|
tex->success = tt.success;
|
|
|
|
if(!tt.success)
|
|
{
|
|
debugLog("FAILED TO LOAD TEXTURE: [" + tt.name + "]");
|
|
tex->unload();
|
|
tex->width = 64;
|
|
tex->height = 64;
|
|
}
|
|
if(tt.img.pixels)
|
|
{
|
|
debugLog("LOADED TEXTURE FROM DISK: [" + tt.filename + "]");
|
|
tex->upload(tt.img, /*tt.mipmap*/ true);
|
|
free(tt.img.pixels);
|
|
tt.img.pixels = NULL;
|
|
}
|
|
return tex;
|
|
}
|
|
|
|
void TextureMgr::loadBatch(Texture * pdst[], const std::string texnames[], size_t n, LoadMode mode, ProgressCallback cb, void *cbUD)
|
|
{
|
|
if(threads.empty())
|
|
{
|
|
for(size_t i = 0; i < n; ++i)
|
|
{
|
|
Texture *tex = load(texnames[i], mode);
|
|
if(pdst)
|
|
pdst[i] = tex;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Important that this is pre-allocated. We store pointers to elements and
|
|
// send them to threads, so this must never reallocate.
|
|
std::vector<TexLoadTmp> tmp(n);
|
|
|
|
size_t inprogress = 0, doneCB = 0;
|
|
for(size_t i = 0; i < n; ++i)
|
|
{
|
|
TexLoadTmp& tt = tmp[i];
|
|
tt.name = texnames[i];
|
|
stringToLower(tt.name);
|
|
TexCache::iterator it = cache.find(tt.name);
|
|
tt.curTex = it != cache.end() ? it->second.content() : NULL;
|
|
if(mode == KEEP && tt.curTex && tt.curTex->success)
|
|
{
|
|
if(pdst)
|
|
pdst[i] = tt.curTex;
|
|
if(cb)
|
|
cb(++doneCB, cbUD);
|
|
continue;
|
|
}
|
|
|
|
tt.loadmode = mode;
|
|
|
|
worktodo.push(&tt);
|
|
++inprogress;
|
|
}
|
|
|
|
for(size_t i = 0; i < inprogress; ++i)
|
|
{
|
|
void *p;
|
|
workdone.pop(p);
|
|
TexLoadTmp& tt = *(TexLoadTmp*)p;
|
|
Texture *tex = finalize(tt);
|
|
if(pdst)
|
|
pdst[i] = tex;
|
|
if(cb)
|
|
cb(++doneCB, cbUD);
|
|
}
|
|
}
|
|
|
|
Texture* TextureMgr::load(const std::string& texname, LoadMode mode)
|
|
{
|
|
TexLoadTmp tt;
|
|
tt.name = texname;
|
|
stringToLower(tt.name);
|
|
TexCache::iterator it = cache.find(tt.name);
|
|
tt.curTex = it != cache.end() ? it->second.content() : NULL;
|
|
|
|
// texname "" will never load, so don't even try once we have a valid object
|
|
if(tt.curTex && (texname.empty() || (mode == KEEP && tt.curTex->success)))
|
|
return tt.curTex;
|
|
|
|
tt.loadmode = mode;
|
|
th_loadFromFile(tt);
|
|
return finalize(tt);
|
|
}
|
|
|
|
void TextureMgr::reloadAll(LoadMode mode)
|
|
{
|
|
std::vector<std::string> todo;
|
|
for(TexCache::iterator it = cache.begin(); it != cache.end(); ++it)
|
|
{
|
|
Texture *tex = it->second.content();
|
|
if(mode == KEEP && tex->success)
|
|
continue;
|
|
|
|
todo.push_back(tex->name);
|
|
}
|
|
|
|
std::ostringstream os;
|
|
os << "TextureMgr: Potentially reloading up to " << todo.size() << " textures...";
|
|
debugLog(os.str());
|
|
|
|
if(!todo.empty())
|
|
loadBatch(NULL, &todo[0],todo.size(), mode);
|
|
}
|
|
|
|
|