//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="AutoTexture.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the “Software”), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED “AS IS”, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Linq; using System.Runtime.CompilerServices; using System.Text; using System.Threading.Tasks; using StgSharp.Collections; namespace StgSharp.Graphics.OpenGL { public sealed class AutoTextureGL { private BidirectionalDictionary imageIndexMap = new BidirectionalDictionary(); private Dictionary imageUpdateIndex = new Dictionary(); private int _size, _currentIndex; private LinkedList usedTextureIndex; private Queue unusedTextureUnitIndex; private TextureProperty[] propertyCache; private TextureGL texturePackage; private TextureProperty _textureProperty; private OpenGLFunction GL { get => texturePackage.GL; } private AutoTextureGL(TextureGL texture) { texturePackage = texture; _size = texture.Count; imageIndexMap = new BidirectionalDictionary(); unusedTextureUnitIndex = new Queue( Enumerable.Range(0, _size)); usedTextureIndex = new LinkedList(); propertyCache = new TextureProperty[_size]; } public AutoTextureGL(int textureObjectSize, [NotNull]glRenderStream binding) { this._size = textureObjectSize; imageIndexMap = new BidirectionalDictionary(); texturePackage = new TextureGL(textureObjectSize, binding); unusedTextureUnitIndex = new Queue( Enumerable.Range(0, _size)); usedTextureIndex = new LinkedList(); propertyCache = new TextureProperty[_size]; } public TextureProperty DefaultTextureProperty { get => _textureProperty; set => _textureProperty = value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SelectTextureAndBind(Image i) { TextureProperty property = _textureProperty; SelectTextureAndBind(i, property); } public void SelectTextureAndBind([NotNull]Image i, TextureProperty property) { //usable texture with image match if (imageIndexMap.TryGetValue(i, out int index)) { //prop setting match if (propertyCache[index] == property) { _currentIndex = index; //GL.Assert(true); texturePackage.Bind2D(index); //GL.Assert(true); if (i.PixelUpdateCount != imageUpdateIndex[i]) { texturePackage.LoadTexture(index, i); //GL.Assert(true); } } else { _currentIndex = index; //GL.Assert(true); texturePackage.Bind2D(index); //GL.Assert(true); texturePackage.Set2dProperty(index, property); //GL.Assert(true); if (i.PixelUpdateCount != imageUpdateIndex[i]) { texturePackage.LoadTexture(index, i); //GL.Assert(true); } } } else { if (unusedTextureUnitIndex.TryDequeue(out int newIndex)) { //has extra unused texture object imageIndexMap.Add(i, index); texturePackage.Bind2D(index); texturePackage.Set2dProperty(index, property); texturePackage.LoadTexture(index, i); usedTextureIndex.AddLast(newIndex); propertyCache[newIndex] = property; imageUpdateIndex[i] = i.PixelUpdateCount; } else { //recycle from current int reusedIndex = usedTextureIndex.First!.Value; usedTextureIndex.RemoveFirst(); usedTextureIndex.AddLast(reusedIndex); imageIndexMap[i] = reusedIndex; propertyCache[newIndex] = property; imageUpdateIndex[i] = i.PixelUpdateCount; } } } public static AutoTextureGL ToAuto([NotNull]TextureGL texture) { if (texture.IndexOfCurrentTexture != -1) { throw new InvalidOperationException("Texture to be converted has been editted."); } return new AutoTextureGL(texture); } } }