/*------------------------------------------------------------------------- This source file is a 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 library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License (LGPL) as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library 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 library; 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. -------------------------------------------------------------------------*/ #include "OgreStableHeaders.h" #include "OgreShadowTextureManager.h" #include "OgreResourceGroupManager.h" #include "OgreTextureManager.h" #include "OgreStringConverter.h" #include "OgreHardwarePixelBuffer.h" namespace Ogre { //----------------------------------------------------------------------- bool operator== ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs ) { if ( lhs.width != rhs.width || lhs.height != rhs.height || lhs.format != rhs.format ) { return false; } return true; } //----------------------------------------------------------------------- bool operator!= ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs ) { return !( lhs == rhs ); } //----------------------------------------------------------------------- template<> ShadowTextureManager* Singleton::ms_Singleton = 0; ShadowTextureManager* ShadowTextureManager::getSingletonPtr(void) { return ms_Singleton; } ShadowTextureManager& ShadowTextureManager::getSingleton(void) { assert( ms_Singleton ); return ( *ms_Singleton ); } //--------------------------------------------------------------------- ShadowTextureManager::ShadowTextureManager() : mCount(0) { } //--------------------------------------------------------------------- ShadowTextureManager::~ShadowTextureManager() { clear(); } //--------------------------------------------------------------------- void ShadowTextureManager::getShadowTextures(const ShadowTextureConfigList& config, ShadowTextureList& listToPopulate) { listToPopulate.clear(); std::set usedTextures; for (ShadowTextureConfigList::const_iterator c = config.begin(); c != config.end(); ++c) { const ShadowTextureConfig& config = *c; bool found = false; for (ShadowTextureList::iterator t = mTextureList.begin(); t != mTextureList.end(); ++t) { const TexturePtr& tex = *t; // Skip if already used this one if (usedTextures.find(tex.getPointer()) != usedTextures.end()) continue; if (config.width == tex->getWidth() && config.height == tex->getHeight() && config.format == tex->getFormat()) { // Ok, a match listToPopulate.push_back(tex); usedTextures.insert(tex.getPointer()); found = true; break; } } if (!found) { // Create a new texture static const String baseName = "Ogre/ShadowTexture"; String targName = baseName + StringConverter::toString(mCount++); TexturePtr shadowTex = TextureManager::getSingleton().createManual( targName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D, config.width, config.height, 0, config.format, TU_RENDERTARGET); // Ensure texture loaded shadowTex->load(); listToPopulate.push_back(shadowTex); usedTextures.insert(shadowTex.getPointer()); mTextureList.push_back(shadowTex); } } } //--------------------------------------------------------------------- TexturePtr ShadowTextureManager::getNullShadowTexture(PixelFormat format) { for (ShadowTextureList::iterator t = mNullTextureList.begin(); t != mNullTextureList.end(); ++t) { const TexturePtr& tex = *t; if (format == tex->getFormat()) { // Ok, a match return tex; } } // not found, create a new one // A 1x1 texture of the correct format, not a render target static const String baseName = "Ogre/ShadowTextureNull"; String targName = baseName + StringConverter::toString(mCount++); TexturePtr shadowTex = TextureManager::getSingleton().createManual( targName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 1, 1, 0, format); mNullTextureList.push_back(shadowTex); // lock & populate the texture based on format shadowTex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD); const PixelBox& box = shadowTex->getBuffer()->getCurrentLock(); // set high-values across all bytes of the format memset(box.data, 0xFFFF, PixelUtil::getNumElemBytes(format)); shadowTex->getBuffer()->unlock(); return shadowTex; } //--------------------------------------------------------------------- void ShadowTextureManager::clearUnused() { for (ShadowTextureList::iterator i = mTextureList.begin(); i != mTextureList.end(); ) { // Unreferenced if only this reference and the resource system // Any cached shadow textures should be re-bound each frame dropping // any old references if ((*i).useCount() == ResourceGroupManager::RESOURCE_SYSTEM_NUM_REFERENCE_COUNTS + 1) { TextureManager::getSingleton().remove((*i)->getHandle()); i = mTextureList.erase(i); } else { ++i; } } for (ShadowTextureList::iterator i = mNullTextureList.begin(); i != mNullTextureList.end(); ) { // Unreferenced if only this reference and the resource system // Any cached shadow textures should be re-bound each frame dropping // any old references if ((*i).useCount() == ResourceGroupManager::RESOURCE_SYSTEM_NUM_REFERENCE_COUNTS + 1) { TextureManager::getSingleton().remove((*i)->getHandle()); i = mNullTextureList.erase(i); } else { ++i; } } } //--------------------------------------------------------------------- void ShadowTextureManager::clear() { for (ShadowTextureList::iterator i = mTextureList.begin(); i != mTextureList.end(); ++i) { TextureManager::getSingleton().remove((*i)->getHandle()); } mTextureList.clear(); } //--------------------------------------------------------------------- }