196 lines
12 KiB
C++
196 lines
12 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : DX8 Texture Manager *
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* *
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* $Archive:: /Commando/Code/ww3d2/dx8texman.cpp $*
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* *
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* Original Author:: Hector Yee *
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* *
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* $Author:: Hector_y $*
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* *
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* $Modtime:: 4/26/01 1:41p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* DX8TextureManagerClass::Shutdown -- Shuts down the texture manager *
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* DX8TextureManagerClass::Add -- Adds a texture to be managed *
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* DX8TextureManagerClass::Remove -- Removes a texture from being managed *
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* DX8TextureManagerClass::Release_Textures -- Releases the internal d3d texture *
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* DX8TextureManagerClass::Recreate_Textures -- Reallocates lost textures *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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// This class manages textures that are in the default pool
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// ensuring that they are released on device loss
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// and created on device reset
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// Note: It does NOT addref to textures because it is called in the texture
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// destructor
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#include "dx8texman.h"
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DX8TextureTrackerList DX8TextureManagerClass::Managed_Textures;
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/***********************************************************************************************
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* DX8TextureManagerClass::Shutdown -- Shuts down the texture manager *
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* *
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* *
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* *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 hy : Created. *
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*=============================================================================================*/
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void DX8TextureManagerClass::Shutdown()
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{
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while (!Managed_Textures.Is_Empty())
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{
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DX8TextureTrackerClass *track=Managed_Textures.Remove_Head();
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delete track;
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track=NULL;
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}
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}
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/***********************************************************************************************
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* DX8TextureManagerClass::Add -- Adds a texture to be managed *
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* *
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* *
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* *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 hy : Created. *
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*=============================================================================================*/
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void DX8TextureManagerClass::Add(DX8TextureTrackerClass *track)
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{
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// this function should only be called by the texture constructor
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Managed_Textures.Add(track);
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}
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/***********************************************************************************************
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* DX8TextureManagerClass::Remove -- Removes a texture from being managed *
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* *
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* *
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* *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 hy : Created. *
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*=============================================================================================*/
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void DX8TextureManagerClass::Remove(TextureClass *tex)
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{
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// this function should only be called by the texture destructor
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DX8TextureTrackerListIterator it(&Managed_Textures);
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while (!it.Is_Done())
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{
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DX8TextureTrackerClass *track=it.Peek_Obj();
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if (track->Texture==tex)
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{
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it.Remove_Current_Object();
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delete track;
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break;
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}
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it.Next();
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}
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}
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/***********************************************************************************************
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* DX8TextureManagerClass::Release_Textures -- Releases the internal d3d texture *
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* *
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* *
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* *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 hy : Created. *
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*=============================================================================================*/
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void DX8TextureManagerClass::Release_Textures()
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{
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DX8TextureTrackerListIterator it(&Managed_Textures);
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while (!it.Is_Done())
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{
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DX8TextureTrackerClass *track=it.Peek_Obj();
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WWASSERT(track->Texture->D3DTexture);
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track->Texture->D3DTexture->Release();
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track->Texture->D3DTexture=NULL;
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it.Next();
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}
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}
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/***********************************************************************************************
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* DX8TextureManagerClass::Recreate_Textures -- Reallocates lost textures *
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* *
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* *
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* *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 hy : Created. *
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*=============================================================================================*/
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void DX8TextureManagerClass::Recreate_Textures()
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{
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DX8TextureTrackerListIterator it(&Managed_Textures);
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while (!it.Is_Done())
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{
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DX8TextureTrackerClass *track=it.Peek_Obj();
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WWASSERT(track->Texture->D3DTexture==NULL);
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track->Texture->D3DTexture=DX8Wrapper::_Create_DX8_Texture(track->Width,track->Height,
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track->Format,track->Mip_level_count,D3DPOOL_DEFAULT,track->RenderTarget);
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track->Texture->Dirty=true;
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it.Next();
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}
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}
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