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/*
   Copyright (c) 2013 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.
   
   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, 
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, 
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE 
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */


#ifndef _RESOURCE_H_
#define _RESOURCE_H_

#include "Utility/Headers/UnorderedMap.h"
#include "Core/Math/Headers/MathClasses.h"
#include "Core/MemoryManagement/Headers/TrackedObject.h"

///When "CreateResource" is called, the resource is in "RES_UNKNOWN" state. Once it has been instantiated it will move to the "RES_CREATED" state.
///Calling "load" on a non-created resource will fail. After "load" is called, the resource is move to the "RES_LOADING" state
///Nothing can be done to the resource when it's in "RES_LOADING" state!
///Once loading is complete, preferably in another thread, the resource state will become "RES_LOADED" and ready to be used (e.g. added to the SceneGraph)
///Calling "unload" is only available for "RES_LOADED" state resources. Calling this method will set the state to "RES_LOADING"
///Once unloading is complete, the resource will become "RES_CREATED". It will still exist, but won't contain any data.
///RES_UNKNOWN and RES_CREATED are safe to delete
enum ResourceState{
    RES_UNKNOWN   = 0, //<The resource exists, but it's state is undefined
    RES_CREATED   = 1, //<The pointer has been created and instantiated, but no data has been loaded
    RES_LOADING   = 2, //<The resource is in loading or unloading stage, creating or deleting data, parsing scripts, etc
    RES_LOADED    = 3  //<The resource is loaded and available
};

class Resource : public TrackedObject {
public:
	Resource() : TrackedObject(),  _name("default"),
								   _threadedLoading(true),
								   _threadedLoadComplete(false),
								   _resourceState(RES_CREATED)
    {
    }

	Resource(const std::string& name) : TrackedObject(),
                                       _name(name),
									   _threadedLoading(true),
									   _threadedLoadComplete(false),
							   		   _resourceState(RES_CREATED)
    {
    }

	virtual ~Resource() {}

	///Loading and unloading interface
	virtual bool unload() = 0;

	///Name management
	const  std::string& getName()                       const {return _name;}
	inline void         setName(const std::string& name)      {_name = name;}
	///Physical file location
	const std::string& getResourceLocation()                                   const {return _resourceLocation;}
	      void         setResourceLocation(const std::string& resourceLocation)      {_resourceLocation = resourceLocation;}

    inline ResourceState getState() const {return _resourceState;}
	///Toggle loading in background thread
	inline void enableThreadedLoading(const bool enableThreadedLoading) {_threadedLoading = enableThreadedLoading;}
	virtual void threadedLoad(const std::string& name)                  {_threadedLoadComplete = true;}

protected:
    friend class DVDConverter;
    friend class ResourceCache;
    friend class ResourceLoader;
    template<class X>
    friend class ImplResourceLoader;
    inline void setState(const ResourceState& currentState) {_resourceState = currentState;}

protected:
	std::string	  _name;
	std::string   _resourceLocation; ///< Physical file location
    boost::atomic<ResourceState> _resourceState;
	///Should load resource in a background thread
	boost::atomic_bool _threadedLoading;
	///Becomes true when background thread finishes loading
	boost::atomic_bool _threadedLoadComplete;
};

enum GeometryType {
	VEGETATION,  ///< For special rendering subroutines
	PRIMITIVE,   ///< Simple objects: Boxes, Spheres etc
	GEOMETRY     ///< All other forms of geometry
};

struct FileData {
	std::string ItemName;
	std::string ModelName;
	vec3<F32> scale;
	vec3<F32> position;
	vec3<F32> orientation;
	vec3<F32> color;
	GeometryType type;
	F32 data; ///< general purpose
	std::string data2;
	std::string data3;
	F32 version;
    bool staticUsage; //<Used to determine if it's a static object or dynamic. Affects lighting, navigation, etc.
    bool navigationUsage; //< Used to determine if the object should be added to the nav mesh generation process or not
	bool useHighDetailNavMesh; //< Used to force a geometry level parsing for nav mesh creation instead of the default bounding-box level
};

struct TerrainInfo {
	TerrainInfo(){position.set(0,0,0);}
	///"variables" contains the various strings needed for each terrain such as texture names, terrain name etc.
	Unordered_map<std::string,std::string> variables;
	U32    grassDensity;
	U16    treeDensity;
	F32  grassScale;
	F32  treeScale;
	vec3<F32>   position;
	vec2<F32>   scale;
	bool   active;
};


#endif

Commits for Divide-Framework/trunk/Source Code/Core/Resources/Headers/Resource.h

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

161 Diff Diff k1ngp1n picture k1ngp1n Fri 12 Jul, 2013 19:51:50 +0000

[Ionut] [[BR]]
- Solved Navigation Mesh creation from Object3D nodes [[BR]]

160 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

116 Diff Diff k1ngp1n picture k1ngp1n Mon 04 Jun, 2012 22:27:07 +0000

[Ionut] [[BR]]
-Removed now useless “BaseCache” class as a simple unordered_map in each manager-type class is all that’s needed [[BR]]
-Moved loading responsibility from each Resource implementation to each "ImplResourceLoader<T>" class (defaults via macro’s are available for convenience) [[BR]]
--Resources now have a “setInitialData” method for setting post-load values [[BR]]
--Also added a loader for Particle Emitters [[BR]]
-Added a new class, “HardwareResource” (for textures, shaders, etc) that needs special loading routines to facilitate future multi-threaded asset streaming [[BR]]
--HardwareResource’s have a “generateHWResource” that should be called after threaded loading routines join with main thread [[BR]]
-Renamed “Guardian” class to “Kernel” as that’s what it’s new responsibility will be in future revisions [[BR]]
-Added the “threadpool” library from here: http://threadpool.sourceforge.net/ (not used yet) [[BR]]
-Added some more macro’s and cleanups [[BR]]

115 Diff Diff k1ngp1n picture k1ngp1n Sat 02 Jun, 2012 19:25:51 +0000

[Ionut] [[BR]]
-Resource’s should NOT keep track of their ref counts as they are not the only objects that need reference counting [[BR]]
--Moved all ref counting elements to a new super class “TrackObject” [[BR]]
--Removed hackish “createCopy” / “removeCopy” methods and use dependency map instead (registered via macros) [[BR}}
-Added a basic smart pointer implementation that uses TrackObject, but the pointer is not used itself yet [[BR]]

114 k1ngp1n picture k1ngp1n Sat 02 Jun, 2012 13:03:01 +0000

[Ionut][[BR]]
-First steps in moving away from a generalized “ResourceManager”: [[BR]]
--Added templated resource loaders (Core\Resources\ConcreteLoaders). Just add a new loader for a new resource type and it’s ready for use [[BR]]
---Next step involves moving loading responsibility from the resource itself to the resource loader that handles it’s creation [[BR]]
--Renamed the ResourceManager to ResourceCache and limited it’s responsibility from general resource operations to a more standard abstract template factory with cache [[BR]]
---Manager base class is renamed to BaseCache as it’s a wrapper for a cache map in essence [[BR]]
---Next step involves adding a ResourceCache per scene (dropping Singleton status) with the possibility of sharing resources between them (to avoid reloading existing resources for a new scene) [[BR]]
-Translated AITenisScene and PingPongScene source code to english [[BR]]