Merge remote-tracking branch 'origin/master' into PlayerMovement
# Conflicts: # include/Engine/Collision/Collision.h # include/Engine/Collision/CollisionSystem.h # include/Engine/Collision/TriggerSystem.h # resources/Schema/Components.xsd # resources/Schema/Entities/CollisionTestLevel.xml # resources/Schema/Types/Entity.xsd # src/Engine/Collision/Collision.cpp # src/Game/Game.cpp
This commit is contained in:
@@ -2,7 +2,7 @@
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#define Ray_h__
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#include "../GLM.h"
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#include "Common.h"
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#include "../Common.h"
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class Ray
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{
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@@ -12,7 +12,6 @@
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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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*/
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class Resource
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{
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@@ -22,6 +21,23 @@ protected:
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Resource() { }
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public:
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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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//Not actually an error, just a message to the ResourceManager.
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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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struct FailedLoadingException : 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 failed to load.";
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}
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};
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// Pretend that this is a pure virtual function that you have to implement
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// FIXME: Why did we do this again instead of just using the constructor?
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// static Resource* Create(std::string resourceName);
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@@ -33,6 +49,15 @@ public:
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unsigned int ResourceID;
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};
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//Any class inheriting from this class will always be loaded on the master thread, not on a parallel worker thread.
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//This is important in case some instructions must be executed on the main thread, e.g. OpenGL commands, like glBindBuffer.
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//This resource can still be loaded asyncronously, but it will not be loaded in a thread, instead it's constructor will
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//be called once on every ResourceManager::Load, just throw StillLoadingException in the constructor if it is not done yet.
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class ThreadUnsafeResource : public Resource
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{
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friend class ResourceManager;
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};
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/** Singleton resource manager to keep track of and cache any external engine assets */
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class ResourceManager
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{
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@@ -40,6 +65,7 @@ private:
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ResourceManager();
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public:
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static bool UseThreading;
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/*static ResourceManager& Instance()
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{
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static ResourceManager s;
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@@ -49,15 +75,6 @@ public:
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template <typename T>
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static void RegisterType(std::string typeName);
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/** Preloads a resource and caches it for future use
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@tparam T Resource type.
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@param resourceName Fully qualified name of the resource to preload.
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*/
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template <typename T>
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static void Preload(std::string resourceName);
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static void Preload(std::string resourceType, std::string resourceName);
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/** Checks if a resource is in cache
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@param resourceType Resource type as string.
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@@ -65,15 +82,20 @@ public:
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*/
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// TODO: Templateify
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static bool IsResourceLoaded(std::string resourceType, std::string resourceName);
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/** Return value should always be a valid pointer, will throw an exception on error.
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If the resource has been loaded already, returns a pointer to it.
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/** Hot-loads a resource and caches it for future use
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If Async is false: Hot-loads a resource, caches it for future use, and returns a pointer to it.
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If Async is true: If the resource is not loaded yet, starts loading the resource
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in the background and throws Resource::StillLoadingException immediately.
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@tparam T Resource type.
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@tparam async Set this to true if the resource should be loaded asyncronously.
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@param resourceName Fully qualified name of the resource to load.
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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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template <typename T, bool async = false>
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static T* Load(const std::string& resourceName, Resource* parent = nullptr);
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/** Reloads an already loaded resource, keeping its resource ID intact.
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@@ -87,19 +109,31 @@ public:
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static void Update();
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private:
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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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MasterThreadChecker()
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{
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ResourceManager::IsMainThread();
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}
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};
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const 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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static std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
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static std::unordered_map<std::string, Resource*> m_ResourceFromName; // name -> resource
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static std::unordered_map<Resource*, Resource*> m_ResourceParents; // resource -> parent resource
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static std::unordered_map<std::pair<std::string, std::string>, boost::thread> m_LoadingThreads; // (type, name) -> loading thread
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static std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> m_LoadingThreadExceptions; // (type, name) -> exceptions
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static boost::recursive_mutex m_Mutex;
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// TODO: Getters for IDs
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static unsigned int m_CurrentResourceTypeID;
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static std::unordered_map<std::string, unsigned int> m_ResourceTypeIDs;
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// Number of resources of a type. Doubles as local ID.
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static std::unordered_map<unsigned int, unsigned int> m_ResourceCount;
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// Flag to suppress hot-load warnings when a preloading resource chain loads another resource
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static bool m_Preloading;
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static FileWatcher m_FileWatcher;
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static void fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags);
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@@ -108,22 +142,13 @@ private:
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static unsigned int GetNewResourceID(unsigned int typeID);
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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 Resource* createResourceThrowing(const std::string& resourceType, const std::string& resourceName, Resource* parent);
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static Resource* createResource(const std::string& resourceType, const std::string& resourceName, Resource* parent, std::exception_ptr& exception);
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static Resource* cacheResource(Resource* resource, const std::string& resourceType, const std::string& resourceName, Resource* parent);
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static bool IsMainThread();
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};
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template <typename T>
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T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr */)
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{
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auto resourceTypename = typeid(T).name();
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auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
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if (it == m_CompilerTypenameToResourceType.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
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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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}
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template <typename T>
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void ResourceManager::RegisterType(std::string typeName)
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{
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@@ -131,17 +156,85 @@ void ResourceManager::RegisterType(std::string typeName)
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m_FactoryFunctions[typeName] = [](std::string resourceName) { return new T(resourceName); };
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}
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template <typename T>
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void ResourceManager::Preload(std::string resourceName)
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template <typename T, bool async>
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static T* ResourceManager::Load(const std::string& resourceName, Resource* parent /* = nullptr */)
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{
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auto resourceTypename = typeid(T).name();
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auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
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if (it == m_CompilerTypenameToResourceType.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
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return;
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}
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auto resourceTypename = typeid(T).name();
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auto iter = m_CompilerTypenameToResourceType.find(resourceTypename);
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if (iter == m_CompilerTypenameToResourceType.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
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throw Resource::FailedLoadingException();
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}
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Preload(it->second, resourceName);
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std::string resourceType = iter->second;
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constexpr bool mustNotLoadInThread = std::is_base_of<ThreadUnsafeResource, T>::value;
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if (mustNotLoadInThread && !IsMainThread()) {
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LOG_ERROR("Failed to Load \"%s\": ThreadUnsafeResource type \"%s\" load in the constructor of another resource that is loaded asyncronously.", resourceName.c_str(), iter->second.c_str());
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throw Resource::FailedLoadingException();
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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 (UseThreading && tIt != m_LoadingThreads.end()) {
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if (async) {
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//Throw StillLoadingException if the thread is still working.
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if (!tIt->second.try_join_for(boost::chrono::nanoseconds(1))) {
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throw Resource::StillLoadingException();
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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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//Rethrow the thread exception if it threw any.
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auto excIt = m_LoadingThreadExceptions.find(cacheKey);
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std::exception_ptr exception = excIt->second;
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m_LoadingThreadExceptions.erase(excIt);
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if (exception) {
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std::rethrow_exception(exception);
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}
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}
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//If resource has already been cached and completely loaded.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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if (it->second != nullptr) {
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return static_cast<T*>(it->second);
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} else {
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//Don't return null on failure, exception instead.
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throw Resource::FailedLoadingException();
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}
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}
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//If resource is not cached..
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if (UseThreading && async) {
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if (mustNotLoadInThread) {
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try {
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return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
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} catch (const Resource::StillLoadingException&) {
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throw;
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}
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} else {
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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, m_LoadingThreadExceptions[cacheKey]);
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throw Resource::StillLoadingException();
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}
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} else {
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//load and return the resource.
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while (true) {
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try {
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return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
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} catch (const Resource::StillLoadingException&) {
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continue;
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} catch (const std::exception&) {
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throw;
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}
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}
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}
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}
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#endif
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@@ -3,7 +3,7 @@
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#include "../Core/ResourceManager.h"
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class BaseTexture : public Resource
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class BaseTexture : public ThreadUnsafeResource
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{
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friend class ResourceManager;
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@@ -0,0 +1,38 @@
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#ifndef DrawFinalPass_h__
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#define DrawFinalPass_h__
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#include "IRenderer.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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//Getters
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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Texture* m_WhiteTexture;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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ShaderProgram* m_ForwardPlusProgram;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef DrawFinalPassState_h__
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#define DrawFinalPassState_h__
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#include "Rendering/RenderState.h"
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class DrawFinalPassState : public RenderState
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{
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public:
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DrawFinalPassState();
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~DrawFinalPassState();
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||||
private:
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||||
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||||
};
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#endif
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@@ -9,6 +9,8 @@
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#include "Camera.h"
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#include "RenderQueue.h"
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#include "Model.h"
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#include "../Core/World.h" //So temp
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|
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struct PickData
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{
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@@ -43,6 +45,8 @@ public:
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virtual void Draw(RenderFrame& rq) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
|
||||
|
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World* m_World; //Temp world, untill viktor merge.
|
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|
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protected:
|
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Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
|
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bool m_Fullscreen = false;
|
||||
|
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@@ -0,0 +1,83 @@
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#ifndef LightCullingPass_h__
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#define LightCullingPass_h__
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|
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#define TILE_SIZE 16
|
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#define MAX_LIGHTS_PER_TILE 200
|
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|
||||
#include "IRenderer.h"
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#include "LightCullingPassState.h"
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#include "ShaderProgram.h"
|
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#include "RenderQueue.h"
|
||||
|
||||
|
||||
class LightCullingPass
|
||||
{
|
||||
public:
|
||||
LightCullingPass(IRenderer* renderer);
|
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~LightCullingPass();
|
||||
|
||||
void GenerateNewFrustum(RenderScene& scene);
|
||||
void OnResolutionChange();
|
||||
void SetSSBOSizes();
|
||||
void CullLights(RenderScene& scene);
|
||||
void FillLightList(RenderScene& scene);
|
||||
|
||||
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
|
||||
GLuint LightSSBO() const { return m_LightSSBO; }
|
||||
GLuint LightGridSSBO() const { return m_LightGridSSBO; }
|
||||
GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
|
||||
GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
|
||||
private:
|
||||
|
||||
void InitializeSSBOs();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
GLuint m_FrustumSSBO = 0;
|
||||
GLuint m_LightSSBO = 0;
|
||||
GLuint m_LightGridSSBO = 0;
|
||||
GLuint m_LightOffsetSSBO = 0;
|
||||
GLuint m_LightIndexSSBO = 0;
|
||||
|
||||
ShaderProgram* m_CalculateFrustumProgram;
|
||||
ShaderProgram* m_LightCullProgram;
|
||||
|
||||
int m_NumberOfTiles = 0;
|
||||
|
||||
struct Plane {
|
||||
glm::vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum* m_Frustums;
|
||||
|
||||
//This should be a component
|
||||
struct PointLight {
|
||||
glm::vec4 Position = glm::vec4(0.f);
|
||||
glm::vec4 Color = glm::vec4(1.f);
|
||||
float Radius = 5.f;
|
||||
float Intensity = 0.8f;
|
||||
float Falloff = 0.3f;
|
||||
float Padding = 1337;
|
||||
};
|
||||
std::vector<PointLight> m_PointLights;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
glm::vec2 Padding;
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "RawModel.h"
|
||||
#include "../OpenGL.h"
|
||||
|
||||
class Model : public RawModel
|
||||
class Model : public ThreadUnsafeResource
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
@@ -13,11 +13,15 @@ private:
|
||||
|
||||
public:
|
||||
~Model();
|
||||
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
|
||||
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
|
||||
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
|
||||
|
||||
GLuint VAO;
|
||||
GLuint ElementBuffer;
|
||||
|
||||
private:
|
||||
RawModel* m_RawModel;
|
||||
GLuint VertexBuffer;
|
||||
GLuint DiffuseVertexColorBuffer;
|
||||
GLuint SpecularVertexColorBuffer;
|
||||
|
||||
@@ -15,16 +15,16 @@
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent, World* world)
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
DiffuseTexture = texGroup.Texture.get();
|
||||
NormalTexture = texGroup.NormalMap.get();
|
||||
SpecularTexture = texGroup.SpecularMap.get();
|
||||
StartIndex = texGroup.StartIndex;
|
||||
EndIndex = texGroup.EndIndex;
|
||||
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
|
||||
DiffuseTexture = matGroup.Texture.get();
|
||||
NormalTexture = matGroup.NormalMap.get();
|
||||
SpecularTexture = matGroup.SpecularMap.get();
|
||||
StartIndex = matGroup.StartIndex;
|
||||
EndIndex = matGroup.EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = modelComponent["Color"];
|
||||
Entity = modelComponent.EntityID;
|
||||
@@ -44,7 +44,7 @@ struct ModelJob : RenderJob
|
||||
const ::Model* Model = nullptr;
|
||||
unsigned int StartIndex = 0;
|
||||
unsigned int EndIndex = 0;
|
||||
const World* World;
|
||||
World* World;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef PickingPass_h__
|
||||
#define PickingPass_h__
|
||||
|
||||
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "PickingPassState.h"
|
||||
#include "FrameBuffer.h"
|
||||
@@ -9,6 +11,8 @@
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
|
||||
|
||||
class PickingPass
|
||||
{
|
||||
public:
|
||||
@@ -21,7 +25,6 @@ public:
|
||||
void Draw(RenderScene& scene);
|
||||
void ClearPicking();
|
||||
|
||||
|
||||
//Getters
|
||||
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
||||
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
||||
|
||||
@@ -0,0 +1,39 @@
|
||||
#ifndef PointLightJob_h__
|
||||
#define PointLightJob_h__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
struct PointLightJob : RenderJob
|
||||
{
|
||||
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent, World* m_World)
|
||||
: RenderJob()
|
||||
{
|
||||
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Color = (glm::vec4)pointLightComponent["Color"];
|
||||
Radius = (double)pointLightComponent["Radius"];
|
||||
Intensity = (double)pointLightComponent["Intensity"];
|
||||
Falloff = (double)pointLightComponent["Falloff"];
|
||||
};
|
||||
|
||||
glm::vec4 Position;
|
||||
glm::vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float padding = 123;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -47,14 +47,17 @@ public:
|
||||
{
|
||||
float Shininess;
|
||||
float Transparency;
|
||||
std::string TexturePath;
|
||||
std::shared_ptr<::Texture> Texture;
|
||||
std::string NormalMapPath;
|
||||
std::shared_ptr<::Texture> NormalMap;
|
||||
std::string SpecularMapPath;
|
||||
std::shared_ptr<::Texture> SpecularMap;
|
||||
unsigned int StartIndex;
|
||||
unsigned int EndIndex;
|
||||
};
|
||||
|
||||
std::vector<MaterialGroup> TextureGroups;
|
||||
std::vector<MaterialGroup> MaterialGroups;
|
||||
|
||||
std::vector<Vertex> m_Vertices;
|
||||
std::vector<unsigned int> m_Indices;
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
#include "Camera.h"
|
||||
#include "RenderJob.h"
|
||||
#include "ModelJob.h"
|
||||
|
||||
#include "PointLightJob.h"
|
||||
|
||||
|
||||
/*
|
||||
@@ -34,11 +34,12 @@ struct SpriteJob : RenderJob
|
||||
|
||||
struct PointLightJob : RenderJob
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
|
||||
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
|
||||
float Radius = 1.f;
|
||||
float Intensity = 0.8f;
|
||||
glm::vec4 Position;
|
||||
glm::vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float padding = 123;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
@@ -51,13 +52,13 @@ struct RenderScene
|
||||
{
|
||||
::Camera* Camera;
|
||||
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> LightJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||
Rectangle Viewport;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
ForwardJobs.clear();
|
||||
LightJobs.clear();
|
||||
PointLightJobs.clear();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "Camera.h"
|
||||
#include "ModelJob.h"
|
||||
#include "Renderer.h"
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "DebugCameraInputController.h"
|
||||
|
||||
@@ -45,6 +46,7 @@ private:
|
||||
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
|
||||
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
@@ -12,9 +12,12 @@
|
||||
#include "../Core/World.h"
|
||||
#include "PickingPass.h"
|
||||
#include "DrawScenePass.h"
|
||||
#include "LightCullingPass.h"
|
||||
#include "DrawFinalPass.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/Transform.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
@@ -44,24 +47,26 @@ private:
|
||||
|
||||
DrawScenePass* m_DrawScenePass;
|
||||
PickingPass* m_PickingPass;
|
||||
LightCullingPass* m_LightCullingPass;
|
||||
ImGuiRenderPass* m_ImGuiRenderPass;
|
||||
DrawFinalPass* m_DrawFinalPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
void InitializeShaders();
|
||||
void InitializeTextures();
|
||||
void InitializeSSBOs();
|
||||
void InitializeRenderPasses();
|
||||
//TODO: Renderer: Get InputUpdate out of renderer
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
void DrawScreenQuad(GLuint textureToDraw);
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
void FillDepth(RenderScene& scene);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_DrawScreenQuadProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_ContinueSound_h__
|
||||
#define Events_ContinueSound_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Continues to play a sound from where it was paused.
|
||||
struct ContinueSound : Event
|
||||
{
|
||||
EntityID EmitterID;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_PauseSound_h__
|
||||
#define Events_PauseSound_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Pauses a playing sound
|
||||
struct PauseSound : Event
|
||||
{
|
||||
EntityID EmitterID;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_PlayBackgroundMusic_h__
|
||||
#define Events_PlayBackgroundMusic_h__
|
||||
|
||||
#include <string>
|
||||
#include "Core/Entity.h"
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Play a sound that will be heared the same anywhere
|
||||
struct PlayBackgroundMusic : public Event
|
||||
{
|
||||
std::string FilePath = "";
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Events_PlaySoundOnEntity_h__
|
||||
#define Events_PlaySoundOnEntity_h__
|
||||
|
||||
#include <string>
|
||||
#include "Core/Entity.h"
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
// Plays a sound on an entity with a SoundEmitter component attached.
|
||||
// Sound behavior is thereby specified in the SoundEmitter component.
|
||||
struct PlaySoundOnEntity : public Event
|
||||
{
|
||||
EntityID EmitterID = 0;
|
||||
std::string FilePath = "";
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,26 @@
|
||||
#ifndef Events_PlaySoundOnPosition_h__
|
||||
#define Events_PlaySoundOnPosition_h__
|
||||
|
||||
#include <string>
|
||||
#include <glm/common.hpp>
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
// Plays a sound on a given position. Idk if this would be useful.
|
||||
struct PlaySoundOnPosition : public Event
|
||||
{
|
||||
glm::vec3 Position = glm::vec3(0);
|
||||
std::string FilePath = "";
|
||||
float Gain = 1;
|
||||
float Pitch = 1;
|
||||
bool Loop = false;
|
||||
float MaxDistance = 20;
|
||||
float RollOffFactor = 1;
|
||||
float ReferenceDistance = 1;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_SetBGMGain_h__
|
||||
#define Events_SetBGMGain_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Set the "volume" for all background sounds
|
||||
struct SetBGMGain : public Event
|
||||
{
|
||||
float Gain;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_SetSFXGain_h__
|
||||
#define Events_SetSFXGain_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Set the "volume" for all effect sounds
|
||||
struct SetSFXGain : public Event
|
||||
{
|
||||
float Gain;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_StopSound_h__
|
||||
#define Events_StopSound_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Stops a sound emitter, and will also delete it.
|
||||
struct StopSound : Event
|
||||
{
|
||||
EntityID EmitterID;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,113 @@
|
||||
#ifndef Sound_h__
|
||||
#define Sound_h__
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
class Sound : public Resource
|
||||
{
|
||||
friend class ResourceManager;
|
||||
public:
|
||||
Sound(std::string path) { m_Buffer = LoadFile(path); m_Path = path; }
|
||||
~Sound() { ClearBuffer(); }
|
||||
ALuint Buffer() { return m_Buffer; }
|
||||
std::string Path() { return m_Path; }
|
||||
float Gain() { return m_Gain; }
|
||||
void SetGain(float value) { m_Gain = value; }
|
||||
void ClearBuffer() { alDeleteBuffers(1, &m_Buffer); m_BufferCache.clear(); };
|
||||
|
||||
private:
|
||||
float m_Gain = 1;
|
||||
ALuint m_Buffer;
|
||||
std::string m_Path;
|
||||
|
||||
// File info
|
||||
char m_Type[4];
|
||||
unsigned long m_Size, m_ChunkSize;
|
||||
short m_FormatType, m_Channels;
|
||||
unsigned long m_SampleRate, m_AvgBytesPerSec;
|
||||
short m_BytesPerSample, m_BitsPerSample;
|
||||
unsigned int m_DataSize;
|
||||
std::map<std::string, ALuint> m_BufferCache;
|
||||
|
||||
ALuint LoadFile(std::string path)
|
||||
{
|
||||
if (m_BufferCache.find(path) != m_BufferCache.end()) {
|
||||
return m_BufferCache[path];
|
||||
}
|
||||
|
||||
// Open file
|
||||
FILE *fp = fopen(path.c_str(), "rb");
|
||||
if (!fp) {
|
||||
printf("Sound: Failed to open file %s, no such file exists", path.c_str());
|
||||
return 0;
|
||||
}
|
||||
|
||||
//CHECK FOR VALID WAVE-FILE
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'R' || m_Type[1] != 'I' || m_Type[2] != 'F' || m_Type[3] != 'F') {
|
||||
printf("ERROR: No RIFF in WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&m_Size, 4 * sizeof(char), 1, fp);
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'W' || m_Type[1] != 'A' || m_Type[2] != 'V' || m_Type[3] != 'E') {
|
||||
printf("ERROR: Not WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'f' || m_Type[1] != 'm' || m_Type[2] != 't' || m_Type[3] != ' ') {
|
||||
printf("ERROR: No fmt in WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// READ THE DATA FROM WAVE-FILE
|
||||
fread(&m_ChunkSize, 4 * sizeof(char), 1, fp);
|
||||
fread(&m_FormatType, 2 * sizeof(char), 1, fp);
|
||||
fread(&m_Channels, 2 * sizeof(char), 1, fp);
|
||||
fread(&m_SampleRate, 4 * sizeof(char), 1, fp);
|
||||
fread(&m_AvgBytesPerSec, 4 * sizeof(char), 1, fp);
|
||||
fread(&m_BytesPerSample, 2 * sizeof(char), 1, fp);
|
||||
fread(&m_BitsPerSample, 2 * sizeof(char), 1, fp);
|
||||
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'd' || m_Type[1] != 'a' || m_Type[2] != 't' || m_Type[3] != 'a') {
|
||||
printf("ERROR: WAVE-file Missing data");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&m_DataSize, 4 * sizeof(char), 1, fp);
|
||||
|
||||
unsigned char* buf = new unsigned char[m_DataSize];
|
||||
fread(buf, sizeof(char), m_DataSize, fp);
|
||||
fclose(fp);
|
||||
|
||||
// Create buffer
|
||||
ALuint format = 0;
|
||||
if (m_BitsPerSample == 8) {
|
||||
if (m_Channels == 1) {
|
||||
format = AL_FORMAT_MONO8;
|
||||
} else if (m_Channels == 2) {
|
||||
format = AL_FORMAT_STEREO8;
|
||||
}
|
||||
}
|
||||
if (m_BitsPerSample == 16) {
|
||||
if (m_Channels == 1) {
|
||||
format = AL_FORMAT_MONO16;
|
||||
} else if (m_Channels == 2) {
|
||||
format = AL_FORMAT_STEREO16;
|
||||
}
|
||||
}
|
||||
|
||||
ALuint buffer;
|
||||
alGenBuffers(1, &buffer);
|
||||
alBufferData(buffer, format, buf, m_DataSize, m_SampleRate);
|
||||
delete[] buf;
|
||||
|
||||
m_BufferCache[path] = buffer;
|
||||
return buffer;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,101 @@
|
||||
#ifndef SoundSystem_h__
|
||||
#define SoundSystem_h__
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "glm/common.hpp"
|
||||
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
||||
#include "OpenAL/al.h"
|
||||
#include "OpenAL/alc.h"
|
||||
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Transform.h" // Absolute transform
|
||||
#include "Sound/Sound.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnPosition.h"
|
||||
#include "Sound/EPlayBackgroundMusic.h"
|
||||
#include "Sound/EPauseSound.h"
|
||||
#include "Sound/EContinueSound.h"
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/ESetBGMGain.h"
|
||||
#include "Sound/ESetSFXGain.h"
|
||||
|
||||
enum class SoundType {
|
||||
SFX,
|
||||
BGM
|
||||
};
|
||||
|
||||
struct Source
|
||||
{
|
||||
Source() { }
|
||||
Sound* SoundResource = nullptr;
|
||||
ALuint ALsource;
|
||||
SoundType Type;
|
||||
};
|
||||
|
||||
class SoundSystem
|
||||
{
|
||||
public:
|
||||
SoundSystem() { }
|
||||
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
|
||||
~SoundSystem();
|
||||
// Update emitters / listener
|
||||
void Update(double dt);
|
||||
private:
|
||||
// Help functions for working with OpenaAL
|
||||
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
||||
void setListenerVel(glm::vec3 vel) { alListener3f(AL_VELOCITY, vel.x, vel.y, vel.z); };
|
||||
void setListenerOri(glm::vec3 ori);
|
||||
glm::vec3 listnerPos() { glm::vec3 pos; alGetListener3f(AL_POSITION, &pos.x, &pos.y, &pos.z); return pos; };
|
||||
glm::vec3 listenerVel() { glm::vec3 vel; alGetListener3f(AL_VELOCITY, &vel.x, &vel.y, &vel.z); return vel; };
|
||||
glm::vec3 listenerOri() { glm::vec3 ori; alGetListener3f(AL_ORIENTATION, &ori.x, &ori.y, &ori.z); return ori; };
|
||||
void setSourcePos(ALuint source, glm::vec3 pos) { ALfloat spos[3] = { pos.x, pos.y, pos.z }; alSourcefv(source, AL_POSITION, spos); };
|
||||
void setSourceVel(ALuint source, glm::vec3 vel) { ALfloat svel[3] = { vel.x, vel.y, vel.z }; alSourcefv(source, AL_VELOCITY, svel); };
|
||||
|
||||
// Logic
|
||||
void initOpenAL();
|
||||
void updateEmitters(double dt);
|
||||
void updateListener(double dt);
|
||||
void deleteInactiveEmitters();
|
||||
void addNewEmitters(double dt);
|
||||
Source* createSource(std::string filePath);
|
||||
void playSound(Source* source);
|
||||
void stopSound(Source* source);
|
||||
void stopEmitters();
|
||||
ALenum getSourceState(ALuint source);
|
||||
void setGain(Source* source, float gain);
|
||||
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
||||
|
||||
// OpenAL system variables
|
||||
ALCdevice* m_ALCdevice = nullptr;
|
||||
ALCcontext* m_ALCcontext = nullptr;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
float m_BGMVolumeChannel = 1.0f;
|
||||
float m_SFXVolumeChannel = 1.f;
|
||||
bool m_EditorEnabled = false;
|
||||
|
||||
// Events
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
||||
bool OnPauseSound(const Events::PauseSound &e);
|
||||
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const Events::StopSound &e);
|
||||
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
||||
bool OnContinueSound(const Events::ContinueSound &e);
|
||||
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
||||
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user