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IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS // BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, // DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK // AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY // OR PROBABILITY OF SUCH DAMAGES. // // ========================================================================== //+ // 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. }