hwDecalBumpShader_NV20/MTextureCache.h

hwDecalBumpShader_NV20/MTextureCache.h
#ifndef MAYA_API_MTextureCache
#define MAYA_API_MTextureCache
//-
// ==========================================================================
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//+
// MTextureCache.h
// DESCRIPTION: Texture cache, used to temporarily store textures.
// Eventually, this class will likely end up in the
// Maya API.
//
// This class is not currently thread-safe.
//
// AUTHOR: Christian Laforte
//
#ifdef WIN32
#pragma warning( disable : 4786 ) // Disable stupid STL warnings.
#endif
#include <maya/MObject.h>
#include <map>
#include <string>
#include <algorithm>
#include "MTexture.h"
#include "NodeMonitor.h"
class MTextureCache;
class MTextureCacheElement
{
friend class MTextureCache;
public:
MTextureCacheElement()
{
lastAccessedTimestamp = -1;
m_texture = NULL;
}
~MTextureCacheElement();
MTexture* texture() { return m_texture; }
private:
MTexture* m_texture;
unsigned int lastAccessedTimestamp; // can be used to track when the texture was last used.
NodeMonitor fMonitor;
};
// This class implements a singleton node with reference counting.
// The refcount starts with a value equal to 0. Everytime instance()
// gets called, the refcount is incremented by one. Everytime
// release() gets called, the refcount is decremented by one,
// and if following that the refcount value is 0, the texture cache
// singleton is destroyed.
class MTextureCache : public NodeMonitorManager
{
protected:
MTextureCache()
{
m_currentTimestamp = 0;
}
public:
~MTextureCache();
static MTextureCache* instance()
{
if (!m_instance)
{
m_instance = new MTextureCache;
}
refcount++;
return m_instance;
}
static void release()
{
refcount--;
if (refcount == 0 && m_instance)
{
delete m_instance;
m_instance = NULL;
}
}
static int getReferenceCount()
{
return refcount;
}
// Return a reference to the texture. There's no reference counting yet.
MTexture* texture(MObject textureObj,
MTexture::Type type = MTexture::RGBA,
bool mipmapped = true,
GLenum target = GL_TEXTURE_2D);
// Returns true if the texture was found and bound; returns false otherwise.
bool bind(MObject textureObj,
MTexture::Type type = MTexture::RGBA,
bool mipmapped = true,
GLenum target = GL_TEXTURE_2D);
void incrementTimestamp(unsigned int increment=1);
// Called by a node monitor when the watched node is renamed.
void onNodeRenamed(MObject& node, MString oldName, MString newName);
private:
static int refcount;
std::map<std::string, MTextureCacheElement*> m_textureTable;
typedef std::map<std::string, MTextureCacheElement*> string_to_cacheElement_map;
unsigned int m_currentTimestamp;
static MTextureCache* m_instance;
};
#endif // MAYA_API_MTextureCache