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/*
   Copyright (c) 2014 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_DESCRIPTOR_H_
#define RESOURCE_DESCRIPTOR_H_

#include "Utility/Headers/String.h"
#include "Platform/DataTypes/Headers/PlatformDefines.h"

#include <boost/shared_ptr.hpp>

namespace Divide {

///Dummy class so that resource loaders can have fast access to extra information in a general format
class PropertyDescriptor {
public:

    enum DescriptorType{
        DESCRIPTOR_TEXTURE = 0,
        DESCRIPTOR_SAMPLER = 1,
        DESCRIPTOR_PARTICLE = 2
    };

    explicit PropertyDescriptor(const DescriptorType& type) : _type(type)
    {
    }

protected:
    friend class ResourceDescriptor;
    ///Initialize descriptor values to their safe defaults
    virtual void setDefaultValues() = 0;
    ///Used to clone the property descriptor pointer
    virtual PropertyDescriptor* clone() const = 0;

protected:
    ///usefull for switch statements
    DescriptorType _type;
};

class ResourceDescriptor {
public:
    explicit ResourceDescriptor(const stringImpl& name = "default",
                                const stringImpl& resourceLocation = "default",
                                bool flag = false, U32 id = 0, U8 enumValue = 0);

    virtual ~ResourceDescriptor();

    ResourceDescriptor(const ResourceDescriptor& old);
    ResourceDescriptor& operator= (ResourceDescriptor const& old);

    inline const  stringImpl&         getPropertyListString()  const {return _properties;}
    inline const  stringImpl&         getResourceLocation()    const {return _resourceLocation;}
    inline const  stringImpl&         getName()                   const {return _name;}

    template<typename T>
    inline const T* getPropertyDescriptor() const {
        return dynamic_cast<T*>(_propertyDescriptor); 
    }

    inline bool hasPropertyDescriptor()         const {return _propertyDescriptor != nullptr;}
    inline bool getFlag()                        const {return _flag;}
    inline bool getThreaded()                   const {return _threaded;}
    inline U8   getEnumValue()                  const {return _enumValue;}
    inline U32  getId()                            const {return _id;}
    inline P32  getMask()                       const {return _mask;}

    inline void setPropertyList(const stringImpl& propertyListString)    {_properties = propertyListString;}
    inline void setResourceLocation(const stringImpl& resourceLocation)  {_resourceLocation = resourceLocation;}
    inline void setEnumValue(U8 enumValue)                               {_enumValue = enumValue;}
    inline void setName(const stringImpl& name)                             {_name = name;}
    inline void setFlag(bool flag)                                         {_flag = flag;}
    inline void setId(U32 id)                                             {_id = id;}
    inline void setBoolMask(P32 mask)                                    {_mask = mask;}
    inline void setThreadedLoading(const bool threaded)                  {_threaded = threaded;}

    template<typename T>
    inline void setPropertyDescriptor(const T& descriptor) {
        MemoryManager::SAFE_UPDATE(_propertyDescriptor, MemoryManager_NEW T(descriptor));
    }

private:
    /// Item name
    stringImpl _name;               
    /// Physical file location
    stringImpl _resourceLocation; 
    /// Comma separated list of properties
    stringImpl _properties;       
    bool        _flag;
    bool        _threaded;
    U32         _id;
    /// 4 bool values representing  ... anything ...
    P32         _mask;             
    U8          _enumValue;
    /// Use for extra resource properties: textures, samplers, terrain etc.
    PropertyDescriptor* _propertyDescriptor; 
};

}; //namespace Divide

#endif

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

Diff revisions: vs.
Revision Author Commited Message
337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

334 Diff Diff IonutCava picture IonutCava Wed 10 Dec, 2014 17:21:22 +0000

[Ionut]
- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project

333 Diff Diff IonutCava picture IonutCava Tue 09 Dec, 2014 16:15:44 +0000

[Ionut]
- Removed “core.h” and moved everything to their appropriate header files
- Renamed MathClasses to MathMatrices (finally)
- Renamed “-Inl.h” files to ".inl"
- Some String wrapper refactoring
- Update “InstallLibraries.bat” so that it still offers valid options

331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

326 Diff Diff IonutCava picture IonutCava Tue 30 Sep, 2014 21:11:32 +0000

[Ionut]
- Fixed more memory leaks
- Simplified Task interface and timing System
- Improved compatibility between Boost, STL and EASTL with random combinations of vectors, strings and maps
- Simplified Light class by removing the “slot” member
- Random optimizations

324 Diff Diff IonutCava picture IonutCava Sun 14 Sep, 2014 14:01:39 +0000

[Ionut]
- New memory management system (no custom allocators in this commit)
— Memory tracer to detect memory leaks on shutdown (from: https://www.relisoft.com/book/tech/9new.html)
— SAFE_DELETE_XYZ are now inline template functions not macros
— ASSERTION system now supports logging and message boxes and continue on error configurable for each build type
— Fixed a lot of memory leaks detected by the new system (some still remain)

- Added SRGB support (part 1)
— Albedo textures are loaded as SRGB (make sure resources are SRGB)
— Shaders output gamma corrected colors
— Moved terrain textures back to 2 array system (albedo and normal maps, albedo maps using a SRGB sampler)

- Sky is now loaded via the ResourceCache system
- Added include safeguards in shader atoms

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

319 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 21:37:57 +0000

[Ionut]
- Performance tweaks based on profiling data

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

302 IonutCava picture IonutCava Wed 06 Aug, 2014 22:09:55 +0000

[Ionut]
- GenericVertexData buffer size (for read/write buffering) is now configurable instead of a fixed 3x and also applies to non-persistently mapped buffers
- Moved OpenGL enum tables to Divide::GLUtil::GL_ENUM_TABLE
- More code cleanups (glResources, glError, glVertexArray, glGenericVertexData, glIMPrimitive)