hwDecalBumpShader_NV20/MTextureCache.cpp

hwDecalBumpShader_NV20/MTextureCache.cpp
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//+
// MTextureCache.cpp
// DESCRIPTION: Texture cache, used to temporarily store textures.
// Eventually, we'll likely expose the actual Maya
// texture cache to plug-ins to improve memory utilization
// and performance.
//
// PS: Thanks to sbrew@lucasarts.com for contributing several fixes
// to this class! ;-)
//
#include <maya/MPlug.h>
#include "MTextureCache.h"
#include "NodeMonitor.h"
// Initialize the singleton instance, and the refcount is originally 0.
MTextureCache* MTextureCache::m_instance = NULL;
/*static*/ int MTextureCache::refcount = 0;
MTextureCacheElement::~MTextureCacheElement()
{
if (m_texture)
{
delete m_texture;
m_texture = NULL;
}
}
MTextureCache::~MTextureCache()
{
if (m_textureTable.empty())
return;
// Delete all texture cache elements.
//
string_to_cacheElement_map::iterator p = m_textureTable.begin();
for ( ; p != m_textureTable.end(); ++p)
{
delete p->second;
}
}
// Return a reference to the texture. Need to dereference by calling "release".
MTexture* MTextureCache::texture(MObject textureObj,
MTexture::Type type /* = MTexture::RGBA */,
bool mipmapped /* = true */,
GLenum target /* = GL_TEXTURE_2D */)
{
// Get the name of the texture object.
MString textureName = getNameFromObj(textureObj);
// If this isn't a file texture node, or if it has no valid name,
// return NULL.
if (!textureObj.hasFn(MFn::kFileTexture) ||
textureName == "")
return NULL;
// Check if we already have a texCacheElement assigned to the given texture name.
MTextureCacheElement *texCacheElement =
m_textureTable[textureName.asChar()];
bool newTexture = !texCacheElement;
bool textureDirty = texCacheElement && texCacheElement->fMonitor.dirty();
if (textureDirty)
{
texCacheElement->fMonitor.stopWatching();
delete texCacheElement->m_texture;
texCacheElement->m_texture = NULL;
}
if (newTexture)
{
texCacheElement = new MTextureCacheElement;
texCacheElement->fMonitor.setManager(this);
// Add it to the map.
m_textureTable[textureName.asChar()] = texCacheElement;
}
if (textureDirty || newTexture)
{
// Get the filename of the file texture node.
MString textureFilename;
MFnDependencyNode textureNode(textureObj);
MPlug filenamePlug( textureObj,
textureNode.attribute(MString("fileTextureName")) );
filenamePlug.getValue(textureFilename);
// Create the MTexture
texCacheElement->m_texture = new MTexture;
// Monitor the given texture node for "dirty" or "rename" messages.
texCacheElement->fMonitor.watch(textureObj);
// Attempt to load the texture from disk and bind it in the OpenGL driver.
if (texCacheElement->m_texture->load(textureFilename,
type, mipmapped, target) == false)
{
// An error occured. Most likely, it was impossible to
// open the given filename.
// Clean up and return NULL.
delete texCacheElement;
texCacheElement = NULL;
m_textureTable.erase(textureName.asChar());
return NULL;
}
}
// Update the last updated timestamp.
texCacheElement->lastAccessedTimestamp = m_currentTimestamp;
return texCacheElement->texture();
}
// Returns true if the texture was found and bound;
// returns false otherwise.
bool MTextureCache::bind(MObject textureObj,
MTexture::Type type /* = MTexture::RGBA */,
bool mipmapped /* = true */,
GLenum target /* = GL_TEXTURE_2D */)
{
// Get a reference to the texture, allocating it if necessary.
MTexture* pTex = texture(textureObj, type, mipmapped, target);
if (pTex)
{
// bind the texture.
pTex->bind();
return true;
}
return false;
}
void MTextureCache::onNodeRenamed(MObject& node, MString oldName, MString newName)
{
// Remove the texture from the cache.
MTextureCacheElement *texCacheElement = m_textureTable[oldName.asChar()];
delete texCacheElement->m_texture;
texCacheElement->m_texture = NULL;
}
void MTextureCache::incrementTimestamp(unsigned int increment /* = 1 */)
{
m_currentTimestamp += increment;
// Optionally, go through all textures and get rid of each of them that
// is too old.
}