/usr/src/castle-game-engine-5.2.0/images/castletextureimages.pas is in castle-game-engine-src 5.2.0-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2009-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Handling of images for textures.
This unit is not OpenGL-specific, it should be suitable for all 3D libraries.
See CastleGLImage for OpenGL-specific handling of textures and other images.
Texture is any TEncodedImage instance. This includes not only
a traditional 2D/3D matrix of pixels represented as TCastleImage,
but also a texture compressed for GPU (TGPUCompressedImage). Moreover, a texture
may have mipmaps defined --- they are stored inside TDDSImage
instance (that contains a list of TEncodedImage).
Since not everything can really deal with such flexible definition
of a texture, we decided to separate some routines specifically
for textures. For example, you have LoadTextureImage to load full texture
information --- contrast this with LoadImage routine in CastleImages unit,
that only returns TCastleImage (a "normal" way to deal with image data). }
unit CastleTextureImages;
interface
uses CastleImages, CastleDDS, CastleUtils, FGL, CastleVideos;
const
{ Image classes that are handled by absolutely all OpenGL versions. }
TextureImageClasses: array [0..3] of TEncodedImageClass = (
TRGBImage,
TRGBAlphaImage,
TGrayscaleImage,
TGrayscaleAlphaImage);
{ All image classes that may be handled by OpenGL.
Some of them may require specific OpenGL extensions or versions
(like GPU-compressed or float textures). }
TextureImageClassesAll: array [0..5] of TEncodedImageClass = (
TRGBImage,
TRGBAlphaImage,
TGrayscaleImage,
TGrayscaleAlphaImage,
TGPUCompressedImage,
TRGBFloatImage);
{ Load image suitable for a texture.
This will load image to memory formats supported by common
3D libraries (like OpenGL), for example it will never return TRGBFloatImage
(although OpenGL may support it, but we cannot be sure at this point).
It may return texture compressed using one of the GPU compression algorithms
(see TGPUCompression).
If the image comes from a DDS file, it will also return it
(if not, DDS returned will be @nil). This allows you to e.g. use
texture mipmaps recorded there. Note that DDS.OwnsFirstImage is set
to @false, so you can always safely free everything by simple
@code(FreeAndNil(Image); FreeAndNil(DDS);).
Overloaded version without DDS parameter assumes you're
not interested in this information (still it handles DDS files of course,
it just doesn't return DDS object instance).
@groupBegin }
function LoadTextureImage(const URL: string; out DDS: TDDSImage): TEncodedImage; overload;
function LoadTextureImage(const URL: string): TEncodedImage; overload;
{ @groupEnd }
type
{ A cache of loaded images for textures.
Load by TextureImage_IncReference, free by TextureImage_DecReference.
These replace LoadTextureImage, and manual freeing of Image/DDS.
If you used IncReference that returns DDS, then you should also
free using DecReference that takes DDS.
If you used IncReference without DDS parameter, then also
free using DecReference without DDS parameter.
The idea is that instead of @code(LoadTextureImage(...)) call
@code(Cache.TextureImage_IncReference(...)).
Later, instead of freeing this image, call
@code(TextureImage_DecReference(Image)). From your point of view, things
will work the same. But if you expect to load many textures from the
same URL, then you will get a great speed and memory saving,
because image will only be actually loaded once. Notes:
@unorderedList(
@item(Note that in case of problems with loading,
TextureImage_IncReference may raise an exception, just like normal
LoadTextureImage. In this case it's guaranteed that no reference will
be incremented, of course. If LoadTextureImage_IncReference returns
in a normal way, then it will return something non-@nil, just like
LoadTextureImage does.)
@item(LoadTextureImage_DecReference alwas sets Image to @nil, like FreeAndNil.)
@item(Since detecting image alpha channel type may be a little time-consuming
(iteration over all pixels is needed), we also do it here
and save in cache.)
)
Note that before destroying this object you must free all textures,
i.e. call LoadTextureImage_DecReference for all images allocated by
LoadTextureImage_IncReference. @italic(This class is not a lousy way
of avoiding memory leaks) --- it would be a bad idea, because it would
cause sloppy programming, where memory is unnecessarily allocated for
a long time. In fact, this class asserts in destructor that no images
are in cache anymore, so if you compiled with assertions enabled,
this class does the job of memory-leak detector. }
TTexturesVideosCache = class(TVideosCache)
private
type
{ Internal for TTexturesVideosCache. @exclude }
TCachedTexture = class
References: Cardinal;
URL: string;
Image: TEncodedImage;
DDS: TDDSImage;
AlphaChannel: TAlphaChannel;
end;
TCachedTextureList = specialize TFPGObjectList<TCachedTexture>;
var
CachedTextures: TCachedTextureList;
public
constructor Create;
destructor Destroy; override;
function TextureImage_IncReference(const URL: string; out DDS: TDDSImage;
out AlphaChannel: TAlphaChannel): TEncodedImage;
function TextureImage_IncReference(const URL: string;
out AlphaChannel: TAlphaChannel): TEncodedImage;
procedure TextureImage_DecReference(var Image: TEncodedImage; var DDS: TDDSImage);
procedure TextureImage_DecReference(var Image: TEncodedImage);
function Empty: boolean; override;
end;
implementation
uses SysUtils, CastleStringUtils, CastleLog, CastleURIUtils;
function LoadTextureImage(const URL: string; out DDS: TDDSImage): TEncodedImage;
begin
if not TDDSImage.MatchesURL(URL) then
begin
Result := LoadEncodedImage(URL, TextureImageClasses);
DDS := nil;
end else
begin
DDS := TDDSImage.Create;
try
DDS.LoadFromFile(URL);
DDS.OwnsFirstImage := false;
Result := DDS.Images[0];
except
FreeAndNil(DDS);
raise;
end;
end;
end;
function LoadTextureImage(const URL: string): TEncodedImage;
var
DDS: TDDSImage;
begin
Result := LoadTextureImage(URL, DDS);
DDS.Free;
end;
{ TTexturesVideosCache ------------------------------------------------- }
{ $define DEBUG_CACHE}
constructor TTexturesVideosCache.Create;
begin
inherited;
CachedTextures := TCachedTextureList.Create;
end;
destructor TTexturesVideosCache.Destroy;
begin
if CachedTextures <> nil then
begin
Assert(CachedTextures.Count = 0, ' Some references to texture images still exist ' +
'when freeing TTexturesVideosCache');
FreeAndNil(CachedTextures);
end;
inherited;
end;
function TTexturesVideosCache.TextureImage_IncReference(
const URL: string; out DDS: TDDSImage; out AlphaChannel: TAlphaChannel): TEncodedImage;
var
I: Integer;
C: TCachedTexture;
begin
for I := 0 to CachedTextures.Count - 1 do
begin
C := CachedTextures[I];
if C.URL = URL then
begin
Inc(C.References);
{$ifdef DEBUG_CACHE}
Writeln('++ : texture image ', URL, ' : ', C.References);
{$endif}
DDS := C.DDS;
AlphaChannel := C.AlphaChannel;
Exit(C.Image);
end;
end;
{ Initialize Result first, before calling CachedTextures.Add.
That's because in case LoadTextureImage raises exception,
we don't want to add image to cache (because caller would have
no way to call TextureImage_DecReference later). }
Result := LoadTextureImage(URL, DDS);
AlphaChannel := Result.AlphaChannel;
C := TCachedTexture.Create;
CachedTextures.Add(C);
C.References := 1;
C.URL := URL;
C.Image := Result;
C.DDS := DDS;
C.AlphaChannel := AlphaChannel;
{$ifdef DEBUG_CACHE}
Writeln('++ : texture image ', URL, ' : ', 1);
{$endif}
if Log and (AlphaChannel <> acNone) then
WritelnLog('Alpha Detection', 'Texture image ' + URIDisplay(URL) +
' detected as simple yes/no alpha channel: ' + BoolToStr[AlphaChannel = acSimpleYesNo]);
end;
procedure TTexturesVideosCache.TextureImage_DecReference(
var Image: TEncodedImage; var DDS: TDDSImage);
var
I: Integer;
C: TCachedTexture;
begin
for I := 0 to CachedTextures.Count - 1 do
begin
C := CachedTextures[I];
if C.Image = Image then
begin
{$ifdef DEBUG_CACHE}
Writeln('-- : texture image ', C.URL, ' : ', C.References - 1);
{$endif}
{ We cannot simply assert
C.DDS = DDS
because when textures have many references,
some references may be with and some without DDS information.
We don't want to force all references to the same URL to always
have or never have DDS information. (This would be uncomfortable
for caller, as different nodes may share textures, e.g. VRML/X3D Background
and ImageTexture nodes. They would all be forced to remember DDS
information this way.)
So we have to always keep DDS information in the cache,
and free it, regardless of whether called knows this DDS information.
Only if passed DDS <> nil (we know caller keeps it) then we can
check it for correctness. }
Assert((DDS = nil) or (C.DDS = DDS), 'Image pointers match in TTexturesVideosCache, DDS pointers should match too');
Image := nil;
DDS := nil;
if C.References = 1 then
begin
FreeAndNil(C.Image);
FreeAndNil(C.DDS);
CachedTextures.Delete(I);
CheckEmpty;
end else
Dec(C.References);
Exit;
end;
end;
raise EInternalError.CreateFmt(
'TTexturesVideosCache.TextureImage_DecReference: no reference found for texture image %s',
[PointerToStr(Image)]);
end;
function TTexturesVideosCache.TextureImage_IncReference(
const URL: string; out AlphaChannel: TAlphaChannel): TEncodedImage;
var
Dummy: TDDSImage;
begin
Result := TextureImage_IncReference(URL, Dummy, AlphaChannel);
end;
procedure TTexturesVideosCache.TextureImage_DecReference(
var Image: TEncodedImage);
var
Dummy: TDDSImage;
begin
Dummy := nil;
TextureImage_DecReference(Image, Dummy);
end;
function TTexturesVideosCache.Empty: boolean;
begin
Result := (inherited Empty) and (CachedTextures.Count = 0);
end;
end.
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