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245 lines
8.9 KiB
C++
245 lines
8.9 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_SHAPE_BANK_H
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#define NL_SHAPE_BANK_H
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#include "nel/3d/shape.h"
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#include "nel/misc/smart_ptr.h"
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#include <map>
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#include <list>
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#include "nel/3d/async_file_manager_3d.h"
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namespace NLMISC
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{
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class IProgressCallback;
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}
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namespace NL3D
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{
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class IDriver;
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class ITexture;
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// ***************************************************************************
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/**
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* A CShapeBank handle all the instance of the shapes and the cache management
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* system.
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* There is a default cache. If the shape is not linked explicitly to any cache
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* it is linked to the default cache. The comportement of this cache is to not
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* do any cache. When the release is called on the last reference to a shape
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* linked to this cache, the shape is removed instantly. This is the behavior
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* of all newly created cache before we call the setShapeCacheSize method.
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*
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* NB: ShapeCacheName is case-sensitive but shapeName are not (all entry are lwrcased)
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*
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* \author Matthieu Besson
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* \author Nevrax France
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* \date 2000
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*/
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class CShapeBank
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{
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public:
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/// \name State of a shape
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//@{
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/** NotPresent : Not present in the bank
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* Present : Present in the bank and ready to be used
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* AsyncLoad_Error : Asynchronous loading failed
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* AsyncLoad_Shape : Asynchronous loading is currently loading the .shape file, textures and lightmaps
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* AsyncLoad_Texture : Asynchronous loading is currently uploading textures and lightmaps to VRAM
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*/
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enum TShapeState { NotPresent, Present,
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AsyncLoad_Error, AsyncLoad_Shape, AsyncLoad_Texture, AsyncLoad_Ready, AsyncLoad_Delete };
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//@}
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CShapeBank();
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~CShapeBank();
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/// \name Instance Management
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//@{
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/// Add a reference to a shape and return the instance created. NB: getPresentState()==Present must be tested first.
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IShape* addRef (const std::string &shapeName);
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/**
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* Release a reference to a shape by its instance. If the shape has no more reference it is added to
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* its own shape cache. When the shape cache is full the last entry is deleted.
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*/
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void release (IShape* pShp);
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/// Return the shape state. Process the waiting shapes.
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TShapeState getPresentState (const std::string &shapeName);
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/** Return the IShape from the bank. Unlike addRef, no reference is added.
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* Thus the returning shape sould be used temporarily
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* \return NULL if shape not found or not loaded (if being async loaded still return NULL)
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*/
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IShape *getShape (const std::string &shapeName);
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/// Load the corresponding file from disk and add it to the bank.
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void load (const std::string &shapeName);
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/** Load the corresponding file from disk asynchronously and add it to the bank.
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* The driver passed to this function is used to know if we have to load the textures.
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*/
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void loadAsync (const std::string &shapeName, IDriver *pDriver, const NLMISC::CVector &position, bool *bSignal, uint selectedTexture);
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void cancelLoadAsync (const std::string &shapeName);
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bool isShapeWaiting ();
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/// processWaitingShapes must be done one time per frame
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void processWaitingShapes ();
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/// Setup the maximum number of bytes to upload for a frame (texture upload from RAM to VRAM)
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void setMaxBytesToUpload (uint32 MaxUploadPerFrame);
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/// Add directly a shape to the bank. If the shape name is already used do nothing.
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void add (const std::string &shapeName, IShape* shape);
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//@}
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/// \name Shape cache management
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//@{
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/// Add a new ShapeCache. If already exist do nothing.
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void addShapeCache (const std::string &shapeCacheName);
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/**
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* Remove a ShapeCache. All shapes in the shape cache are deleted. All links are redirected to
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* the default ShapeCache
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*/
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void removeShapeCache (const std::string &shapeCacheName);
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/// true if the shape cache exist
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bool isShapeCache(const std::string &shapeCacheName) const;
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/**
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* Remove all ShapeCache and suppress all links (even the link to the default cache are removed)
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*/
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void reset ();
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/// Set the shapeCache shapeCacheName the new size.(delete shapes if maxsize<shapeCacheSize).
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void setShapeCacheSize (const std::string &shapeCacheName, sint32 maxSize);
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/// return free cache space (maxSize-nbCurrentInCache)
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sint getShapeCacheFreeSpace(const std::string &shapeCacheName) const;
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/// Link a shape to a ShapeCache. The ShapeCache must exist and must not contains the shape.
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void linkShapeToShapeCache (const std::string &shapeName, const std::string &shapeCacheName);
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//@}
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/// \name Tools
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// @{
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/** PreLoad all shapes (.shape, .ps, .skel...) files from a list of files
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* Shapes are Loaded if not present, assigned to the given cache, and fit in the cache Size as max possible.
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* NB: crash if you try to load a non shape file (eg: a .dds etc...)
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* \param shapeCacheName name of a shapeCache created with addShapeCache()/setShapeCacheSize(). no-op if don't exist
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* \param fileList a list of file names. NB: CPath is used to load the shapes.
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* \param wildcard a filter string like: "*.shape", "??_HOM*.shape". NB: toLower-ed internally
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* \param flushTextures if true, then textures are flushed in the driver drv
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*/
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void preLoadShapes(const std::string &shapeCacheName,
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const std::vector<std::string> &listFile, const std::string &wildCardNotLwr, NLMISC::IProgressCallback *progress = NULL, bool flushTextures = false, IDriver *drv = NULL);
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/** Mark this shape name as needing a buildSystemGeometry() (typically used for selection)
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* NB: this will take effect only for shapes on a subsequent add(), load() or loadAsync()
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*/
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void buildSystemGeometryForshape(const std::string &shapeName);
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// @}
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// get the shape Name from the shape Ptr. return NULL if not found
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const std::string* getShapeNameFromShapePtr(IShape* pShp) const;
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private:
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/// \name Shape/Instances.
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//@{
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typedef NLMISC::CSmartPtr<IShape> PShape;
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typedef std::map<std::string, PShape> TShapeMap;
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TShapeMap ShapeMap;
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struct CWaitingShape
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{
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IShape *ShapePtr; // Do not work with this value that is shared between threads
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uint32 RefCnt; // Counter if multiple instance wants the same shape
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TShapeState State; // State of the waiting shape (shape in loading mode)
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std::set<bool *> Signal; // To signal when all is done
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// Upload piece by piece part
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uint32 UpTextProgress; // Upload Texture progress current texture or lightmap
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uint8 UpTextMipMap; // Upload Texture progress current mipmap
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uint32 UpTextLine; // Upload Texture progress current line in mipmap
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// ---------------------------------
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CWaitingShape ()
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{
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State = AsyncLoad_Shape;
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RefCnt = 0;
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ShapePtr = NULL;
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UpTextProgress = 0;
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UpTextMipMap = 0;
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UpTextLine = 0;
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}
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};
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typedef std::map< std::string, CWaitingShape > TWaitingShapesMap;
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TWaitingShapesMap WaitingShapes;
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uint32 _MaxUploadPerFrame;
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private:
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/// return true if the texture is entirely uploaded
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bool processWSUploadTexture (CWaitingShape &rWS, uint32 &nTotalUploaded, ITexture *pText);
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private:
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IDriver *_pDriver;
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//@}
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/// \name Shape/Caches.
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//@{
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struct CShapeCache
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{
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std::list<IShape*> Elements;
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sint32 MaxSize;
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CShapeCache() { MaxSize = 0; }
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};
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struct CShapeInfo
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{
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CShapeCache* pShpCache;
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std::string sShpName;
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bool isAdded;
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CShapeInfo() { isAdded = false; pShpCache = NULL; }
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};
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private:
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IShape* getShapePtrFromShapeName(const std::string &pShpName);
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CShapeCache* getShapeCachePtrFromShapePtr(IShape* pShp);
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CShapeCache* getShapeCachePtrFromShapeCacheName(const std::string &shapeCacheName);
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CShapeCache* getShapeCachePtrFromShapeName(const std::string &shapeName);
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void checkShapeCache(CShapeCache* pShpCache);
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typedef std::map<std::string,std::string> TShapeCacheNameMap;
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typedef std::map<std::string,CShapeCache> TShapeCacheMap;
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typedef std::map<IShape*,CShapeInfo> TShapeInfoMap;
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TShapeCacheNameMap ShapeNameToShapeCacheName;
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TShapeCacheMap ShapeCacheNameToShapeCache;
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TShapeInfoMap ShapePtrToShapeInfo;
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// Special for buildSystemGeometryForshape
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std::set<std::string> _ShapeNeedingSystemGeometryCopy;
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//@}
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};
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}
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#endif // NL_SHAPE_BANK_H
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/* End of shape_bank.h */
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