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#include "texturemanager.hpp"
#include <osg/Texture2D>
#include <components/resource/imagemanager.hpp>
#include <components/resource/objectcache.hpp>
#include <components/resource/scenemanager.hpp>
namespace Terrain
{
TextureManager::TextureManager(Resource::SceneManager* sceneMgr, double expiryDelay)
: ResourceManager(sceneMgr->getVFS(), expiryDelay)
, mSceneManager(sceneMgr)
{
}
struct UpdateTextureFilteringFunctor
{
UpdateTextureFilteringFunctor(Resource::SceneManager* sceneMgr)
: mSceneManager(sceneMgr)
{
}
Resource::SceneManager* mSceneManager;
void operator()(std::string, osg::Object* obj)
{
mSceneManager->applyFilterSettings(static_cast<osg::Texture2D*>(obj));
}
};
void TextureManager::updateTextureFiltering()
{
UpdateTextureFilteringFunctor f(mSceneManager);
mCache->call(f);
}
osg::ref_ptr<osg::Texture2D> TextureManager::getTexture(VFS::Path::NormalizedView name)
{
// don't bother with case folding, since there is only one way of referring to terrain textures we can assume
// the case is always the same
osg::ref_ptr<osg::Object> obj = mCache->getRefFromObjectCache(name);
if (obj != nullptr)
return static_cast<osg::Texture2D*>(obj.get());
osg::ref_ptr<osg::Texture2D> texture(new osg::Texture2D(mSceneManager->getImageManager()->getImage(name)));
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
mSceneManager->applyFilterSettings(texture);
mCache->addEntryToObjectCache(name.value(), texture.get());
return texture;
}
void TextureManager::reportStats(unsigned int frameNumber, osg::Stats* stats) const
{
Resource::reportStats("Terrain Texture", frameNumber, mCache->getStats(), *stats);
}
}
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