Wrecked the last commit. Async loading works now.
This commit is contained in:
@@ -12,14 +12,33 @@
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/** Base Resource class.
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Implement this class for every resource to be handled by the resource manager.
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Implement Create() to return a new object of that type.
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If it should be possible to load the resource asyncronously (on a separate thread in the background),
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using LoadAsync() then any necessary OpenGL calls (Eg. glGenBuffers(), glBindBuffer(), etc.) must be
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made in GlCommands() method, and not inside the constructor (see Texture.cpp for an example).
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*/
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class Resource
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{
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friend class ResourceManager;
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private:
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bool m_FullyConstructed;
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protected:
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Resource() { }
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Resource() : m_FullyConstructed(false) { }
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//This method only needs to be overridden if:
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// 1: a) It should be possible to load the resource with LoadAsync(), or
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// b) This resource will be loaded inside the constructor of another resource that can be loaded with LoadAsync().
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// c) Same as above but recursively.
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// 2: a) The resource needs to make OpenGL calls, or
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// b) The resource contains a resource that makes OGL calls, or
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// c) The resource contains a resource that contains ... ... a resource that makes OGL calls, or
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//
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//If 2.a: any calls should be made in the GlCommands.
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//If 2.b or 2.c: PostCtorGLCommands() should be called on the contained resource(s).
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//If GlCommands needs to be overridden and GlCommands is also overridden by a baseclass then the baseclass
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//implementation should be called in from the derived class implementation (see Model.cpp for an example).
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virtual void GlCommands() { }
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public:
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// Pretend that this is a pure virtual function that you have to implement
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@@ -28,6 +47,16 @@ public:
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virtual void Reload() { }
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virtual void OnChildReloaded(Resource* child) { }
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//If this resource implements GlCommands and it is loaded in another resource,
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//then the containing resource must also implement GlCommands and
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//call this method in it (see RawModel.cpp for an example).
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void PostCtorGLCommands()
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{
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if (!m_FullyConstructed) {
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GlCommands();
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}
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m_FullyConstructed = true;
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}
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unsigned int TypeID;
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unsigned int ResourceID;
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@@ -40,30 +69,6 @@ private:
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ResourceManager();
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public:
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//TODO: Check if this is ever used, and remove it if it isn't.
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//Why would a resource load another resource async. in the ctor?
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//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
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//Eg. If a Model loads a Texture asyncronously in the constructor, and it is not done yet.
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struct StillLoadingException : public std::exception
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{
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virtual const char* what() const throw()
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{
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return "Resource is still loading.";
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}
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};
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//Should be thrown in a Resource's constructor if certain work needs to be handled by
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//the main thread, and not a parallel worker thread. Eg. opengl commands.
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struct WorkerCannotExecute : public std::exception
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{
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virtual const char* what() const throw()
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{
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return "Worker thread is unable to execute, main thread need to handle the code.";
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}
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};
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static void AssertIsMainThread();
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static bool IsMainThread();
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/*static ResourceManager& Instance()
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{
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static ResourceManager s;
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@@ -89,7 +94,6 @@ public:
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*/
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template <typename T>
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static T* LoadAsync(std::string resourceName, Resource* parent = nullptr);
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static Resource* LoadAsync(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
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/** Hot-loads a resource and caches it for future use.
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Fairly safe to assume that return value is a valid pointer, will only return nullptr on error.
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@@ -99,7 +103,6 @@ public:
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*/
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template <typename T>
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static T* Load(std::string resourceName, Resource* parent = nullptr);
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static Resource* Load(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
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/** Reloads an already loaded resource, keeping its resource ID intact.
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@@ -113,25 +116,15 @@ public:
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static void Update();
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private:
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//Represents pointer values to signify that a resource haven't failed, but is not fully loaded.
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class SpecialResourcePointer
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//This is a haxy way to make sure that IsMainThread is run when the program starts, so the master thread id is set.
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struct MasterThreadChecker
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{
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public:
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SpecialResourcePointer()
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: m_Val(new Resource())
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{}
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~SpecialResourcePointer()
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MasterThreadChecker()
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{
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delete m_Val;
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ResourceManager::IsMainThread();
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}
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//Make this class implicitly convertible to the Resource*.
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operator Resource* const() const { return m_Val; }
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private:
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Resource* const m_Val;
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};
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//TODO: Check if this is ever used, and remove it if it isn't.
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static SpecialResourcePointer m_StillLoading;
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static SpecialResourcePointer m_LoadWithMainThread;
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static MasterThreadChecker m_Checker;
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static std::unordered_map<std::string, std::string> m_CompilerTypenameToResourceType;
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static std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
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@@ -156,6 +149,10 @@ private:
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// Internal: Create a resource and cache it
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static Resource* createResource(std::string resourceType, std::string resourceName, Resource* parent);
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static bool IsMainThread();
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template <bool Async>
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static Resource* Load(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
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};
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template <typename T>
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@@ -168,7 +165,7 @@ T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr
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return nullptr;
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}
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return static_cast<T*>(Load(it->second, resourceName, parent));
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return static_cast<T*>(Load<false>(it->second, resourceName, parent));
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}
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template <typename T>
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@@ -188,7 +185,65 @@ T* ResourceManager::LoadAsync(std::string resourceName, Resource* parent /* = nu
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return nullptr;
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}
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return static_cast<T*>(LoadAsync(it->second, resourceName, parent));
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return static_cast<T*>(Load<true>(it->second, resourceName, parent));
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}
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template <bool Async>
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static Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /* = nullptr */)
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{
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auto cacheKey = std::make_pair(resourceType, resourceName);
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decltype(m_ResourceCache)::iterator it;
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//If a thread has already been launched to load this resource.
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auto tIt = m_LoadingThreads.find(cacheKey);
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if (tIt != m_LoadingThreads.end()) {
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if (Async) {
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//Return null if the thread is still working.
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if (!tIt->second.try_join_for(boost::chrono::nanoseconds(1))) {
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return nullptr;
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}
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//Else we know the thread has completed.
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} else {
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//Wait for the thread to finish loading.
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tIt->second.join();
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}
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//When the thread is done, delete the thread.
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m_LoadingThreads.erase(tIt);
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//Find the resource that the thread loaded.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//At this point the resource may not be completely
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//done since the worker threads cannot do opengl commands.
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if (IsMainThread()) {
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//Do the gl commands to complete the resource if we are not a worker thread.
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it->second->PostCtorGLCommands();
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}
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return it->second;
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} else {
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//If resource is still null at cacheKey after thread finishes, it failed.
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return nullptr;
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}
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}
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//If resource has already been loaded and cached.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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return it->second;
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}
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//If resource is not cached..
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if (Async) {
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//Create a thread that loads the resource into cache.
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m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent);
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return nullptr;
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} else {
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//load and return the resource.
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Resource* res = createResource(resourceType, resourceName, parent);
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if (IsMainThread() && res != nullptr) {
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//Do the gl commands to complete the resource if we are not a worker thread.
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res->PostCtorGLCommands();
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}
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return res;
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}
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}
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#endif
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@@ -10,6 +10,7 @@ class Model : public RawModel
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private:
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Model(std::string fileName);
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virtual void GlCommands() override;
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public:
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~Model();
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@@ -24,6 +24,7 @@ class RawModel : public Resource
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protected:
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RawModel(std::string fileName);
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virtual void GlCommands() override;
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public:
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~RawModel();
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@@ -11,7 +11,10 @@ class Texture : public BaseTexture
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private:
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Texture(std::string path);
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virtual void GlCommands() override;
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GLint m_Format;
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Image* m_Image;
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public:
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~Texture();
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@@ -220,7 +220,7 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
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}
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ComponentWrapper model = world->GetComponent(id, "Model");
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ComponentWrapper collision = world->AttachComponent(id, "AABB");
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Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
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Model* modelRes = ResourceManager::LoadAsync<Model>(model["Resource"]);
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if (modelRes == nullptr) {
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return false;
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}
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@@ -247,7 +247,7 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
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{
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ComponentWrapper& cTrans = world->GetComponent(AABBComponent.EntityID, "Transform");
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ComponentWrapper model = world->GetComponent(AABBComponent.EntityID, "Model");
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Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
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Model* modelRes = ResourceManager::LoadAsync<Model>(model["Resource"]);
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outBox.CreateFromCenter(AABBComponent["BoxCenter"], AABBComponent["BoxSize"]);
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glm::vec3 mini = outBox.MinCorner();
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glm::vec3 maxi = outBox.MaxCorner();
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@@ -14,8 +14,6 @@ std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
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FileWatcher ResourceManager::m_FileWatcher;
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std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
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boost::recursive_mutex ResourceManager::m_Mutex;
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ResourceManager::SpecialResourcePointer ResourceManager::m_StillLoading;
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ResourceManager::SpecialResourcePointer ResourceManager::m_LoadWithMainThread;
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unsigned int ResourceManager::GetTypeID(std::string resourceType)
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{
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@@ -80,86 +78,6 @@ void ResourceManager::Update()
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m_FileWatcher.Check();
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}
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Resource* ResourceManager::LoadAsync(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
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{
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auto cacheKey = std::make_pair(resourceType, resourceName);
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decltype(m_ResourceCache)::iterator it;
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//If a thread has already been launched to load this resource.
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auto tIt = m_LoadingThreads.find(cacheKey);
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if (tIt != m_LoadingThreads.end()) {
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//If the thread is still working.
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if (tIt->second.joinable()) {
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return nullptr;
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}
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//Else, the thread is done.
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m_LoadingThreads.erase(tIt);
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//If the thread is done, but it cannot complete the rest, main thread must complete construction.
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if (it->second == m_LoadWithMainThread) {
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AssertIsMainThread();
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return createResource(resourceType, resourceName, parent);
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}
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return it->second;
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} else {
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//If cache is still empty at cacheKey after thread finishes, it failed.
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return nullptr;
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}
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}
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//If resource has already been loaded and cached.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//if ConstructByMainThread, createResource from Main.
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return it->second;
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}
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//Create a thread that loads the resource into cache.
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m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent);
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return nullptr;
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}
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Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
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{
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Resource* resource;
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auto cacheKey = std::make_pair(resourceType, resourceName);
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decltype(m_ResourceCache)::iterator it;
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//If a thread has already been launched to load this resource.
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auto tIt = m_LoadingThreads.find(cacheKey);
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if (tIt != m_LoadingThreads.end()) {
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//Wait for the thread to finish loading.
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tIt->second.join();
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//Then delete the thread.
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m_LoadingThreads.erase(tIt);
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//If the thread is done, but it cannot complete the rest, main thread must complete construction.
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if (it->second == m_LoadWithMainThread) {
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AssertIsMainThread();
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return createResource(resourceType, resourceName, parent);
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}
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return it->second;
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} else {
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//If cache is still empty at cacheKey after thread finishes, it failed.
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return nullptr;
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}
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}
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//If resource has already been loaded and cached.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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return it->second;
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}
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//If resource is not cached, load and return it.
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resource = createResource(resourceType, resourceName, parent);
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if (resource == m_LoadWithMainThread) {
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//If we entered here then we know the caller is a worker thread.
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//And we know the resource must be loaded from master thread.
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throw(WorkerCannotExecute());
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}
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return resource;
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}
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Resource* ResourceManager::createResource(std::string resourceType, std::string resourceName, Resource* parent)
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{
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//Lock the mutex immediately, and unlock it when leaving the function.
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@@ -174,12 +92,10 @@ Resource* ResourceManager::createResource(std::string resourceType, std::string
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Resource* resource = nullptr;
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try {
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resource = facIt->second(resourceName);
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} catch (const WorkerCannotExecute& e) {
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resource = m_LoadWithMainThread;
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} catch (const std::exception& e) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
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}
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if (resource != nullptr && resource != m_LoadWithMainThread) {
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if (resource != nullptr) {
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// Store IDs
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resource->TypeID = GetTypeID(resourceType);
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resource->ResourceID = GetNewResourceID(resource->TypeID);
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@@ -204,10 +120,3 @@ bool ResourceManager::IsMainThread()
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static boost::thread::id MainThreadId = boost::this_thread::get_id();
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return boost::this_thread::get_id() == MainThreadId;
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}
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void ResourceManager::AssertIsMainThread()
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{
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if (!IsMainThread()) {
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throw WorkerCannotExecute();
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}
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}
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@@ -3,58 +3,65 @@
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Model::Model(std::string fileName)
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: RawModel(fileName)
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{
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
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}
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glGenBuffers(1, &ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
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void Model::GlCommands()
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{
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//Call the base class method.
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RawModel::GlCommands();
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||||
glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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GLERROR("GLEW: BufferFail4");
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
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int stride = 0;
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for (int size : structSizes) {
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stride += size;
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}
|
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stride *= sizeof(GLfloat);
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||||
int offset = 0;
|
||||
{
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int element = 0;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
}
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
glGenBuffers(1, &ElementBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
glEnableVertexAttribArray(7);
|
||||
glEnableVertexAttribArray(8);
|
||||
glEnableVertexAttribArray(9);
|
||||
glEnableVertexAttribArray(10);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
GLERROR("GLEW: BufferFail4");
|
||||
|
||||
//CreateBuffers();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
|
||||
int stride = 0;
|
||||
for (int size : structSizes) {
|
||||
stride += size;
|
||||
}
|
||||
stride *= sizeof(GLfloat);
|
||||
int offset = 0;
|
||||
{
|
||||
int element = 0;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
}
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
glEnableVertexAttribArray(7);
|
||||
glEnableVertexAttribArray(8);
|
||||
glEnableVertexAttribArray(9);
|
||||
glEnableVertexAttribArray(10);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
//CreateBuffers();
|
||||
}
|
||||
|
||||
Model::~Model()
|
||||
|
||||
@@ -292,6 +292,22 @@ RawModel::RawModel(std::string fileName)
|
||||
}
|
||||
}
|
||||
|
||||
void RawModel::GlCommands()
|
||||
{
|
||||
//Since RawModel contains Textures that was loaded in the constructor, their GlCommands must be run.
|
||||
for (auto& texGroup : TextureGroups) {
|
||||
if (texGroup.Texture) {
|
||||
texGroup.Texture->PostCtorGLCommands();
|
||||
}
|
||||
if (texGroup.NormalMap) {
|
||||
texGroup.NormalMap->PostCtorGLCommands();
|
||||
}
|
||||
if (texGroup.SpecularMap) {
|
||||
texGroup.SpecularMap->PostCtorGLCommands();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RawModel::~RawModel()
|
||||
{
|
||||
if (m_Skeleton) {
|
||||
|
||||
@@ -84,7 +84,6 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
|
||||
continue;
|
||||
}
|
||||
glm::vec4 color = modelC["Color"];
|
||||
//Model* model = ResourceManager::Load<Model>(resource);
|
||||
Model* model = ResourceManager::LoadAsync<Model>(resource);
|
||||
if (model == nullptr) {
|
||||
model = ResourceManager::Load<Model>("Models/Core/Error.obj");
|
||||
|
||||
@@ -2,39 +2,44 @@
|
||||
|
||||
Texture::Texture(std::string path)
|
||||
{
|
||||
PNG image(path);
|
||||
m_Image = new PNG(path);
|
||||
|
||||
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
||||
image = PNG("Textures/Core/ErrorTexture.png");
|
||||
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
||||
if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
|
||||
delete m_Image;
|
||||
m_Image = new PNG("Textures/Core/ErrorTexture.png");
|
||||
if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
|
||||
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this->Width = image.Width;
|
||||
this->Height = image.Height;
|
||||
this->Width = m_Image->Width;
|
||||
this->Height = m_Image->Height;
|
||||
|
||||
GLint format;
|
||||
switch (image.Format) {
|
||||
switch (m_Image->Format) {
|
||||
case Image::ImageFormat::RGB:
|
||||
format = GL_RGB;
|
||||
m_Format = GL_RGB;
|
||||
break;
|
||||
case Image::ImageFormat::RGBA:
|
||||
format = GL_RGBA;
|
||||
m_Format = GL_RGBA;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Texture::GlCommands()
|
||||
{
|
||||
// Construct the OpenGL texture
|
||||
glGenTextures(1, &m_Texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, m_Format, Width, Height, 0, m_Format, GL_UNSIGNED_BYTE, m_Image->Data);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
GLERROR("Texture load");
|
||||
delete m_Image;
|
||||
m_Image = nullptr;
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
ResourceManager::AssertIsMainThread();
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<Model>("Model");
|
||||
ResourceManager::RegisterType<Texture>("Texture");
|
||||
|
||||
Reference in New Issue
Block a user