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#include "Headers/ResourceCache.h"
#include "Headers/HardwareResource.h"
#include "Core/Headers/ParamHandler.h"

ResourceCache::ResourceCache(){
	//_loadingPool = New boost::threadpool::pool(3);
}

ResourceCache::~ResourceCache(){
	Destroy();
	//SAFE_DELETE(_loadingPool);
	PRINT_FN(Locale::get("RESOURCE_CACHE_DELETE"));
}

void ResourceCache::add(const std::string& name,Resource* const res){
	UpgradableReadLock ur_lock(_creationMutex);
	if(res == NULL) {
		ERROR_FN(Locale::get("ERROR_RESOURCE_CACHE_LOAD_RES"),name.c_str());
		return;
	}
	UpgradeToWriteLock uw_lock(ur_lock);
	res->setName(name);
	_resDB.insert(make_pair(name,res));
}

Resource* ResourceCache::loadResource(const std::string& name){
	ReadLock r_lock(_creationMutex);
	Resource* res = find(name);
	if(res){
		res = _resDB[name];
		res->AddRef();
		D_PRINT_FN(Locale::get("RESOURCE_CACHE_GET_RES_INC"),name.c_str(),res->getRefCount());
	}else{
		PRINT_FN(Locale::get("RESOURCE_CACHE_GET_RES"),name.c_str());
	}
	return res;
}

void ResourceCache::Destroy(){
	for_each(ResourceMap::value_type& it, _resDB){
		if(remove(it.second, true)){
			SAFE_DELETE(it.second);
		}
	}
	_resDB.clear();
}

Resource* const ResourceCache::find(const std::string& name){
	///Search in our resource cache
	ResourceMap::const_iterator resDBiter = _resDB.find(name);
	if(resDBiter != _resDB.end()){
		return resDBiter->second;
	}
	return NULL;
}

bool ResourceCache::scheduleDeletion(Resource* const resource,bool force){
	if(resource == NULL) return false;
	ResourceMap::const_iterator resDBiter = _resDB.find(resource->getName());
	 /// it's already deleted. Double-deletion should be safe
	if(resDBiter == _resDB.end())
		return true;
	///If we can't remove it right now ...
	if(remove(resource,force)){
		_resDB.erase(resDBiter);
		return true;
	}
	return force;
}

bool ResourceCache::remove(Resource* const resource,bool force){
	assert(resource != NULL);

	std::string name(resource->getName());

	if(name.empty()){
		ERROR_FN(Locale::get("ERROR_RESOURCE_CACHE_INVALID_NAME"));
		return true; //delete pointer
	}

	if(_resDB.find(name) != _resDB.end()){
		U32 refCount = resource->getRefCount();
		if(refCount > 1 && !force) {
			resource->SubRef();
			D_PRINT_FN(Locale::get("RESOURCE_CACHE_REM_RES_DEC"),name.c_str(),refCount);
			return false; //do not delete pointer
		}else{
			PRINT_FN(Locale::get("RESOURCE_CACHE_REM_RES"),name.c_str());
            resource->setState(RES_LOADING);
			if(resource->unload()){
                resource->setState(RES_CREATED);
				return !resource->hasParents(); //<do not delete it if we have parents;
			}else{
				ERROR_FN(Locale::get("ERROR_RESOURCE_REM"), name.c_str());
                resource->setState(RES_UNKNOWN);
				return force;
			}
		}
	}

	ERROR_FN(Locale::get("ERROR_RESOURCE_REM_NOT_FOUND"),name.c_str());
	return force;
}

bool ResourceCache::load(Resource* const res, const std::string& name) {
	assert(res != NULL);
	res->setName(name);
	return true;
}

bool ResourceCache::loadHW(Resource* const res, const std::string& name){
	if(load(res,name)){
		HardwareResource* hwRes = dynamic_cast<HardwareResource* >(res);
		assert(hwRes);
		return hwRes->generateHWResource(name);
	}
	return false;
}

Commits for Divide-Framework/trunk/Source Code/Core/Resources/ResourceCache.cpp

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]]

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]]

121 Diff Diff k1ngp1n picture k1ngp1n Sun 10 Jun, 2012 16:40:45 +0000

[Ionut] [[BR]]
-Added basic localization support [[BR]]
-Added cross-platform INI parsing [[BR]]
-Moved ReCast+Detour to LIBS folder [[BR]]

117 Diff Diff k1ngp1n picture k1ngp1n Tue 05 Jun, 2012 17:30:40 +0000

[Ionut] [[BR]]
-Separated responsibilities between “Application” and “Kernel” [[BR]]
--“Application” handles data such as window dimensions, logs, “ParamHandler” etc [[BR]]
--“Kernel” handles the main loop, SFX, GFX, physics, sceneManager etc updates [[BR]]
---“Kernel” is now a “Core” component [[BR]]
-Reduced coupling between some classes by passing more info via parameters rather than relying on singleton access [[BR]]
--Ex: eyePos in “Terrain”,“Water” and “Trigger” classes is now passed as a "vec3<F32>" on render call rather than querying “CameraManager” [[BR]]
-Reworked “GLWrapper” shutdown routine [[BR]]
Singleton witch hunt [[BR]]
-“Kernel” is no longer a singleton and it’s initialized on application startup in the “Application” class[[BR]]
-“CameraManager” is no longer a singleton and it’s instantiated in the kernel [[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]]