khanat-code-old/code/nel/src/3d/async_file_manager_3d.cpp

473 lines
14 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/async_file_manager_3d.h"
#include "nel/3d/shape.h"
#include "nel/3d/mesh.h"
#include "nel/3d/texture_file.h"
#include "nel/3d/scene_group.h"
#include "nel/3d/instance_group_user.h"
#include "nel/misc/file.h"
#include "nel/misc/path.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
//CAsyncFileManager3D *CAsyncFileManager3D::_Singleton = NULL;
NLMISC_SAFE_SINGLETON_IMPL(CAsyncFileManager3D);
// ***************************************************************************
CAsyncFileManager3D::CAsyncFileManager3D()
{
}
// ***************************************************************************
/*CAsyncFileManager3D &CAsyncFileManager3D::getInstance()
{
if (_Singleton == NULL)
{
_Singleton = new CAsyncFileManager3D();
}
return *_Singleton;
}
*/
// ***************************************************************************
void CAsyncFileManager3D::terminate ()
{
if (_Instance != NULL)
{
CAsyncFileManager3D *afm = _Instance;
INelContext::getInstance().releaseSingletonPointer("CAsyncFileManager3D", _Instance);
_Instance = NULL;
delete afm;
}
}
// ***************************************************************************
void CAsyncFileManager3D::loadMesh(const std::string& meshName, IShape **ppShp, IDriver *pDriver, const CVector &position, uint textureSlot)
{
if (meshName.empty())
nlwarning ("Can't load an empty filename");
CAsyncFileManager::getInstance().addLoadTask(new CMeshLoad(meshName, ppShp, pDriver, position, textureSlot));
}
// ***************************************************************************
// Callback class for canceling a loadMesh
class CLoadMeshCancel : public NLMISC::CAsyncFileManager::ICancelCallback
{
public:
CLoadMeshCancel (const std::string &meshName)
: _MeshName(meshName)
{}
virtual ~CLoadMeshCancel() { }
private:
std::string _MeshName;
bool callback(const NLMISC::IRunnable *prunnable) const
{
const CAsyncFileManager3D::CMeshLoad *pML = dynamic_cast<const CAsyncFileManager3D::CMeshLoad*>(prunnable);
if (pML != NULL)
{
if (pML->MeshName == _MeshName)
{
return true;
}
}
return false;
}
void getName (std::string &result) const
{
result = "LoadMeshCancel (" + _MeshName + ")";
}
};
bool CAsyncFileManager3D::cancelLoadMesh(const std::string& sMeshName)
{
return CAsyncFileManager::getInstance().cancelLoadTask(CLoadMeshCancel(sMeshName));
}
// ***************************************************************************
void CAsyncFileManager3D::loadIG (const std::string& IGName, CInstanceGroup **ppIG)
{
CAsyncFileManager::getInstance().addLoadTask(new CIGLoad(IGName, ppIG));
}
// ***************************************************************************
void CAsyncFileManager3D::loadIGUser (const std::string& IGName, UInstanceGroup **ppIG)
{
CAsyncFileManager::getInstance().addLoadTask (new CIGLoadUser(IGName, ppIG));
}
// ***************************************************************************
void CAsyncFileManager3D::loadTexture (CTextureFile *textureFile, bool *pSgn, const NLMISC::CVector &position)
{
nlassert(textureFile && pSgn);
CAsyncFileManager::getInstance().addLoadTask(new CTextureLoad(textureFile, pSgn, position));
}
// Callback class for canceling a load texture
class CLoadTextureCancel : public NLMISC::CAsyncFileManager::ICancelCallback
{
public:
CLoadTextureCancel (CTextureFile *ptextureFile)
: _TextureFile(ptextureFile)
{}
virtual ~CLoadTextureCancel() {}
private:
CTextureFile *_TextureFile;
bool callback(const NLMISC::IRunnable *prunnable) const
{
const CAsyncFileManager3D::CTextureLoad *pTL = dynamic_cast<const CAsyncFileManager3D::CTextureLoad*>(prunnable);
if (pTL != NULL)
{
if (pTL->TextureFile == _TextureFile)
{
return true;
}
}
return false;
}
void getName (std::string &result) const
{
result = "LoadTextureCancel (" + _TextureFile->getFileName() + ")";
}
};
// ***************************************************************************
bool CAsyncFileManager3D::cancelLoadTexture (CTextureFile *textFile)
{
return CAsyncFileManager::getInstance().cancelLoadTask(CLoadTextureCancel(textFile));
}
// ***************************************************************************
void CAsyncFileManager3D::loadFile (const std::string& sFileName, uint8 **ppFile)
{
CAsyncFileManager::getInstance().loadFile (sFileName, ppFile);
}
// ***************************************************************************
void CAsyncFileManager3D::loadFiles (const std::vector<std::string> &vFileNames, const std::vector<uint8**> &vPtrs)
{
CAsyncFileManager::getInstance().loadFiles (vFileNames, vPtrs);
}
// ***************************************************************************
void CAsyncFileManager3D::signal (bool *pSgn)
{
CAsyncFileManager::getInstance().signal(pSgn);
}
// ***************************************************************************
void CAsyncFileManager3D::cancelSignal (bool *pSgn)
{
CAsyncFileManager::getInstance().cancelSignal(pSgn);
}
// ***************************************************************************
// TASKS
// ***************************************************************************
// ***************************************************************************
// MeshLoad
// ***************************************************************************
CAsyncFileManager3D::CMeshLoad::CMeshLoad(const std::string& sMeshName, IShape** ppShp, IDriver *pDriver, const CVector &position, uint selectedTexture)
{
_pDriver = pDriver;
MeshName = sMeshName;
_ppShp = ppShp;
Position = position;
_SelectedTexture = selectedTexture;
}
// ***************************************************************************
void CAsyncFileManager3D::CMeshLoad::run()
{
// This set represent the texture already loaded in memory
// We have to have this set because the driver load the textures only on the
// setupTexture, done in CShapeBank::isPresent. This must be done in the main
// thread because setupTexture upload texture to VRAM.
typedef set<string> TAlreadyPresentTextureSet;
TAlreadyPresentTextureSet AlreadyPresentTextureSet;
try
{
// Load from file the mesh
CShapeStream mesh;
CIFile meshfile;
meshfile.setAsyncLoading (true);
meshfile.setCacheFileOnOpen (true);
meshfile.open (CPath::lookup(MeshName));
meshfile.serial (mesh);
meshfile.close ();
// Is the pointer is invalid return -1
if (mesh.getShapePointer() == NULL)
{
nlwarning ("Couldn't load '%s'", MeshName.c_str());
*_ppShp = (IShape*)-1;
delete this;
return;
}
CMeshBase *pMesh = dynamic_cast<CMeshBase *>(mesh.getShapePointer());
// If the shape is a mesh but the driver is not given or if the shape is not a mesh
// then do not try to load the textures
if ((pMesh == NULL) || ((pMesh != NULL) && (_pDriver == NULL)))
{
if (_pDriver == NULL || mesh.getShapePointer() == NULL)
{
nlwarning ("mesh or driver is NULL for file '%s'", MeshName.c_str());
}
*_ppShp = mesh.getShapePointer();
delete this;
return;
}
// Here we are sure that the shape is a mesh and the driver is not null
// Parse all materials of the mesh
uint i, j;
uint nNbMat = pMesh->getNbMaterial();
ITexture *pText;
for(i = 0; i < nNbMat; ++i)
{
const CMaterial &rMat = pMesh->getMaterial(i);
// Parse all textures from this material and generate them
for(j = 0; j < IDRV_MAT_MAXTEXTURES; ++j)
if (rMat.texturePresent(uint8(j)))
{
pText = rMat.getTexture (uint8(j));
// Does this texture is a texture file ?
if ((pText != NULL) && (pText->supportSharing()))
{
// Set texture slot
pText->selectTexture(_SelectedTexture);
// Yes -> Does the texture is already present in the driver ?
if( ! _pDriver->isTextureExist(*pText) )
{
// No -> So we have perhaps to load it
TAlreadyPresentTextureSet::iterator aptmIt = AlreadyPresentTextureSet.find (pText->getShareName());
// Is the texture already loaded ?
if(aptmIt == AlreadyPresentTextureSet.end())
{
// Texture not already present
// add it
AlreadyPresentTextureSet.insert (pText->getShareName());
// And load it (to RAM only (upload in VRAM is done in the shape bank))
pText->generate(true);
}
}
}
}
// Do the same with lightmaps
if (rMat.getShader() == CMaterial::LightMap)
{
j = 0; pText = rMat.getLightMap (j);
while (pText != NULL)
{
// Does this texture is a texture file ?
if ((pText != NULL) && (pText->supportSharing()))
{
// Yes -> Does the texture is already present in the driver ?
if (!_pDriver->isTextureExist(*pText))
{
// No -> So we have perhaps to load it
TAlreadyPresentTextureSet::iterator aptmIt = AlreadyPresentTextureSet.find (pText->getShareName());
// Is the texture already loaded ?
if(aptmIt == AlreadyPresentTextureSet.end())
{
// Texture not already present -> add it and load it to RAM
AlreadyPresentTextureSet.insert (pText->getShareName());
pText->generate(true);
}
}
}
++j; pText = rMat.getLightMap (j);
}
}
}
// Finally affect the pointer (Trans-Thread operation -> this operation must be atomic)
*_ppShp = mesh.getShapePointer();
}
catch(EPathNotFound &)
{
nlwarning ("Couldn't load '%s'", MeshName.c_str());
*_ppShp = (IShape*)-1;
delete this;
return;
}
delete this;
}
// ***************************************************************************
void CAsyncFileManager3D::CMeshLoad::getName (std::string &result) const
{
result = "LoadMesh (" + MeshName + ")";
}
// ***************************************************************************
// IGLoad
// ***************************************************************************
// ***************************************************************************
CAsyncFileManager3D::CIGLoad::CIGLoad (const std::string &IGName, CInstanceGroup **ppIG)
{
_IGName = IGName;
_ppIG = ppIG;
}
// ***************************************************************************
void CAsyncFileManager3D::CIGLoad::run (void)
{
try
{
CIFile igfile;
igfile.setAsyncLoading (true);
igfile.setCacheFileOnOpen (true);
igfile.open (CPath::lookup (_IGName));
CInstanceGroup *pIG = new CInstanceGroup();
pIG->serial (igfile);
igfile.close();
*_ppIG = pIG;
}
catch(EPathNotFound &)
{
nlwarning ("Couldn't load '%s'", _IGName.c_str());
*_ppIG = (CInstanceGroup*)-1;
delete this;
return;
}
delete this;
}
// ***************************************************************************
void CAsyncFileManager3D::CIGLoad::getName (std::string &result) const
{
result = "LoadIG(" + _IGName + ")";
}
// ***************************************************************************
// IGLoadUser
// ***************************************************************************
// ***************************************************************************
CAsyncFileManager3D::CIGLoadUser::CIGLoadUser (const std::string &IGName, UInstanceGroup **ppIG)
{
_IGName = IGName;
_ppIG = ppIG;
}
// ***************************************************************************
void CAsyncFileManager3D::CIGLoadUser::run (void)
{
CInstanceGroupUser *pIG = new CInstanceGroupUser();
try
{
if (pIG->init (_IGName, true))
{
*_ppIG = pIG;
}
else
{
nlwarning ("Couldn't init '%s'", _IGName.c_str());
delete pIG;
*_ppIG = (UInstanceGroup*)-1;
delete this;
return;
}
}
catch(EPathNotFound &)
{
nlwarning ("Couldn't load '%s'", _IGName.c_str());
delete pIG;
*_ppIG = (UInstanceGroup*)-1;
delete this;
return;
}
delete this;
}
// ***************************************************************************
void CAsyncFileManager3D::CIGLoadUser::getName (std::string &result) const
{
result = "LoadIGUser(" + _IGName + ")";
}
// ***************************************************************************
// CTextureLoad
// ***************************************************************************
// ***************************************************************************
void CAsyncFileManager3D::CTextureLoad::run()
{
// Load the texture.
TextureFile->generate(true);
// Ok
*Signal= true;
delete this;
}
// ***************************************************************************
void CAsyncFileManager3D::CTextureLoad::getName (std::string &result) const
{
if (TextureFile)
result = "LoadTexture(" + TextureFile->getFileName() + ")";
else
result = "LoadTexture(NULL)";
}
} // NL3D