Wrecked the last commit. Async loading works now.

This commit is contained in:
William Moberg
2016-01-13 18:51:45 +01:00
parent a143ae7c85
commit 9f185a1e35
11 changed files with 194 additions and 199 deletions
+2 -2
View File
@@ -220,7 +220,7 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
}
ComponentWrapper model = world->GetComponent(id, "Model");
ComponentWrapper collision = world->AttachComponent(id, "AABB");
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
Model* modelRes = ResourceManager::LoadAsync<Model>(model["Resource"]);
if (modelRes == nullptr) {
return false;
}
@@ -247,7 +247,7 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
{
ComponentWrapper& cTrans = world->GetComponent(AABBComponent.EntityID, "Transform");
ComponentWrapper model = world->GetComponent(AABBComponent.EntityID, "Model");
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
Model* modelRes = ResourceManager::LoadAsync<Model>(model["Resource"]);
outBox.CreateFromCenter(AABBComponent["BoxCenter"], AABBComponent["BoxSize"]);
glm::vec3 mini = outBox.MinCorner();
glm::vec3 maxi = outBox.MaxCorner();
+1 -92
View File
@@ -14,8 +14,6 @@ std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
FileWatcher ResourceManager::m_FileWatcher;
std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
boost::recursive_mutex ResourceManager::m_Mutex;
ResourceManager::SpecialResourcePointer ResourceManager::m_StillLoading;
ResourceManager::SpecialResourcePointer ResourceManager::m_LoadWithMainThread;
unsigned int ResourceManager::GetTypeID(std::string resourceType)
{
@@ -80,86 +78,6 @@ void ResourceManager::Update()
m_FileWatcher.Check();
}
Resource* ResourceManager::LoadAsync(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
{
auto cacheKey = std::make_pair(resourceType, resourceName);
decltype(m_ResourceCache)::iterator it;
//If a thread has already been launched to load this resource.
auto tIt = m_LoadingThreads.find(cacheKey);
if (tIt != m_LoadingThreads.end()) {
//If the thread is still working.
if (tIt->second.joinable()) {
return nullptr;
}
//Else, the thread is done.
m_LoadingThreads.erase(tIt);
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
//If the thread is done, but it cannot complete the rest, main thread must complete construction.
if (it->second == m_LoadWithMainThread) {
AssertIsMainThread();
return createResource(resourceType, resourceName, parent);
}
return it->second;
} else {
//If cache is still empty at cacheKey after thread finishes, it failed.
return nullptr;
}
}
//If resource has already been loaded and cached.
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
//if ConstructByMainThread, createResource from Main.
return it->second;
}
//Create a thread that loads the resource into cache.
m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent);
return nullptr;
}
Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
{
Resource* resource;
auto cacheKey = std::make_pair(resourceType, resourceName);
decltype(m_ResourceCache)::iterator it;
//If a thread has already been launched to load this resource.
auto tIt = m_LoadingThreads.find(cacheKey);
if (tIt != m_LoadingThreads.end()) {
//Wait for the thread to finish loading.
tIt->second.join();
//Then delete the thread.
m_LoadingThreads.erase(tIt);
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
//If the thread is done, but it cannot complete the rest, main thread must complete construction.
if (it->second == m_LoadWithMainThread) {
AssertIsMainThread();
return createResource(resourceType, resourceName, parent);
}
return it->second;
} else {
//If cache is still empty at cacheKey after thread finishes, it failed.
return nullptr;
}
}
//If resource has already been loaded and cached.
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
return it->second;
}
//If resource is not cached, load and return it.
resource = createResource(resourceType, resourceName, parent);
if (resource == m_LoadWithMainThread) {
//If we entered here then we know the caller is a worker thread.
//And we know the resource must be loaded from master thread.
throw(WorkerCannotExecute());
}
return resource;
}
Resource* ResourceManager::createResource(std::string resourceType, std::string resourceName, Resource* parent)
{
//Lock the mutex immediately, and unlock it when leaving the function.
@@ -174,12 +92,10 @@ Resource* ResourceManager::createResource(std::string resourceType, std::string
Resource* resource = nullptr;
try {
resource = facIt->second(resourceName);
} catch (const WorkerCannotExecute& e) {
resource = m_LoadWithMainThread;
} catch (const std::exception& e) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
}
if (resource != nullptr && resource != m_LoadWithMainThread) {
if (resource != nullptr) {
// Store IDs
resource->TypeID = GetTypeID(resourceType);
resource->ResourceID = GetNewResourceID(resource->TypeID);
@@ -204,10 +120,3 @@ bool ResourceManager::IsMainThread()
static boost::thread::id MainThreadId = boost::this_thread::get_id();
return boost::this_thread::get_id() == MainThreadId;
}
void ResourceManager::AssertIsMainThread()
{
if (!IsMainThread()) {
throw WorkerCannotExecute();
}
}
+54 -47
View File
@@ -3,58 +3,65 @@
Model::Model(std::string fileName)
: RawModel(fileName)
{
// Generate GL buffers
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
}
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);
void Model::GlCommands()
{
//Call the base class method.
RawModel::GlCommands();
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLERROR("GLEW: BufferFail4");
// Generate GL buffers
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
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");
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()
+16
View File
@@ -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");
+16 -11
View File
@@ -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()