Completely overhauled resource loading in preparation for projects

This commit is contained in:
parax0
2016-06-29 17:18:31 -06:00
parent e53a895b29
commit 2d6dfad2d3
102 changed files with 1334 additions and 835 deletions

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#include "CGameArea.h"
#include "Core/Resource/Script/CScriptLayer.h"
#include "Core/Render/CRenderer.h"
CGameArea::CGameArea(CResourceEntry *pEntry /*= 0*/)
: CResource(pEntry)
, mWorldIndex(-1)
, mVertexCount(0)
, mTriangleCount(0)
, mTerrainMerged(false)
, mOriginalWorldMeshCount(0)
, mUsesCompression(false)
, mMaterialSet(nullptr)
, mpGeneratorLayer(nullptr)
, mpCollision(nullptr)
{
}
CGameArea::~CGameArea()
{
ClearTerrain();
delete mpCollision;
delete mpGeneratorLayer;
for (u32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
delete mScriptLayers[iSCLY];
for (u32 iLyr = 0; iLyr < mLightLayers.size(); iLyr++)
for (u32 iLight = 0; iLight < mLightLayers[iLyr].size(); iLight++)
delete mLightLayers[iLyr][iLight];
}
void CGameArea::AddWorldModel(CModel *pModel)
{
mWorldModels.push_back(pModel);
mVertexCount += pModel->GetVertexCount();
mTriangleCount += pModel->GetTriangleCount();
mAABox.ExpandBounds(pModel->AABox());
}
void CGameArea::MergeTerrain()
{
if (mTerrainMerged) return;
// Nothing really complicated here - iterate through every terrain submesh, add each to a static model
for (u32 iMdl = 0; iMdl < mWorldModels.size(); iMdl++)
{
CModel *pMdl = mWorldModels[iMdl];
u32 SubmeshCount = pMdl->GetSurfaceCount();
for (u32 iSurf = 0; iSurf < SubmeshCount; iSurf++)
{
SSurface *pSurf = pMdl->GetSurface(iSurf);
CMaterial *pMat = mMaterialSet->MaterialByIndex(pSurf->MaterialID);
bool NewMat = true;
for (std::vector<CStaticModel*>::iterator it = mStaticWorldModels.begin(); it != mStaticWorldModels.end(); it++)
{
if ((*it)->GetMaterial() == pMat)
{
// When we append a new submesh to an existing static model, we bump it to the back of the vector.
// This is because mesh ordering actually matters sometimes
// (particularly with multi-layered transparent meshes)
// so we need to at least try to maintain it.
// This is maybe not the most efficient way to do this, but it works.
CStaticModel *pStatic = *it;
pStatic->AddSurface(pSurf);
mStaticWorldModels.erase(it);
mStaticWorldModels.push_back(pStatic);
NewMat = false;
break;
}
}
if (NewMat)
{
CStaticModel *pStatic = new CStaticModel(pMat);
pStatic->AddSurface(pSurf);
mStaticWorldModels.push_back(pStatic);
}
}
}
}
void CGameArea::ClearTerrain()
{
for (u32 iModel = 0; iModel < mWorldModels.size(); iModel++)
delete mWorldModels[iModel];
mWorldModels.clear();
for (u32 iStatic = 0; iStatic < mStaticWorldModels.size(); iStatic++)
delete mStaticWorldModels[iStatic];
mStaticWorldModels.clear();
if (mMaterialSet) delete mMaterialSet;
mVertexCount = 0;
mTriangleCount = 0;
mTerrainMerged = false;
mAABox = CAABox::skInfinite;
}
void CGameArea::ClearScriptLayers()
{
for (auto it = mScriptLayers.begin(); it != mScriptLayers.end(); it++)
delete *it;
mScriptLayers.clear();
delete mpGeneratorLayer;
mpGeneratorLayer = nullptr;
}
u32 CGameArea::TotalInstanceCount() const
{
u32 Num = 0;
for (u32 iLyr = 0; iLyr < mScriptLayers.size(); iLyr++)
Num += mScriptLayers[iLyr]->NumInstances();
return Num;
}
CScriptObject* CGameArea::InstanceByID(u32 InstanceID)
{
auto it = mObjectMap.find(InstanceID);
if (it != mObjectMap.end()) return it->second;
else return nullptr;
}
u32 CGameArea::FindUnusedInstanceID(CScriptLayer *pLayer) const
{
u32 InstanceID = (pLayer->AreaIndex() << 26) | (mWorldIndex << 16) | 1;
while (true)
{
auto it = mObjectMap.find(InstanceID);
if (it == mObjectMap.end())
break;
else
InstanceID++;
}
return InstanceID;
}
CScriptObject* CGameArea::SpawnInstance(CScriptTemplate *pTemplate,
CScriptLayer *pLayer,
const CVector3f& rkPosition /*= CVector3f::skZero*/,
const CQuaternion& rkRotation /*= CQuaternion::skIdentity*/,
const CVector3f& rkScale /*= CVector3f::skOne*/,
u32 SuggestedID /*= -1*/,
u32 SuggestedLayerIndex /*= -1*/ )
{
// Verify we can fit another instance in this area.
u32 NumInstances = TotalInstanceCount();
if (NumInstances >= 0xFFFF)
{
Log::Error("Unable to spawn a new script instance; too many instances in area (" + TString::FromInt32(NumInstances, 0, 10) + ")");
return nullptr;
}
// Check whether the suggested instance ID is valid
u32 InstanceID = SuggestedID;
if (InstanceID != -1)
{
if (mObjectMap.find(InstanceID) == mObjectMap.end())
InstanceID = -1;
}
// If not valid (or if there's no suggested ID) then determine a new instance ID
if (InstanceID == -1)
{
// Determine layer index
u32 LayerIndex = pLayer->AreaIndex();
if (LayerIndex == -1)
{
Log::Error("Unable to spawn a new script instance; invalid script layer passed in");
return nullptr;
}
// Look for a valid instance ID
InstanceID = FindUnusedInstanceID(pLayer);
}
// Spawn instance
CScriptObject *pInstance = new CScriptObject(InstanceID, this, pLayer, pTemplate);
pInstance->EvaluateProperties();
pInstance->SetPosition(rkPosition);
pInstance->SetRotation(rkRotation.ToEuler());
pInstance->SetScale(rkScale);
pInstance->SetName(pTemplate->Name());
if (pTemplate->Game() < eEchoesDemo) pInstance->SetActive(true);
pLayer->AddInstance(pInstance, SuggestedLayerIndex);
mObjectMap[InstanceID] = pInstance;
return pInstance;
}
void CGameArea::AddInstanceToArea(CScriptObject *pInstance)
{
// Used for undo after deleting an instance.
// In the future the script loader should go through SpawnInstance to avoid the need for this function.
mObjectMap[pInstance->InstanceID()] = pInstance;
}
void CGameArea::DeleteInstance(CScriptObject *pInstance)
{
pInstance->BreakAllLinks();
pInstance->Layer()->RemoveInstance(pInstance);
pInstance->Template()->RemoveObject(pInstance);
auto it = mObjectMap.find(pInstance->InstanceID());
if (it != mObjectMap.end()) mObjectMap.erase(it);
if (mpPoiToWorldMap && mpPoiToWorldMap->HasPoiMappings(pInstance->InstanceID()))
mpPoiToWorldMap->RemovePoi(pInstance->InstanceID());
delete pInstance;
}

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#ifndef CGAMEAREA_H
#define CGAMEAREA_H
#include "Core/Resource/CResource.h"
#include "Core/Resource/CCollisionMeshGroup.h"
#include "Core/Resource/CLight.h"
#include "Core/Resource/CMaterialSet.h"
#include "Core/Resource/CPoiToWorld.h"
#include "Core/Resource/Model/CModel.h"
#include "Core/Resource/Model/CStaticModel.h"
#include <Common/types.h>
#include <Math/CQuaternion.h>
#include <Math/CTransform4f.h>
#include <unordered_map>
class CScriptLayer;
class CScriptObject;
class CScriptTemplate;
class CGameArea : public CResource
{
DECLARE_RESOURCE_TYPE(eArea)
friend class CAreaLoader;
friend class CAreaCooker;
EGame mVersion;
u32 mWorldIndex;
u32 mVertexCount;
u32 mTriangleCount;
bool mTerrainMerged;
CTransform4f mTransform;
CAABox mAABox;
// Data saved from the original file to help on recook
std::vector<std::vector<u8>> mSectionDataBuffers;
u32 mOriginalWorldMeshCount;
bool mUsesCompression;
struct SSectionNumber
{
CFourCC SectionID;
u32 Index;
};
std::vector<SSectionNumber> mSectionNumbers;
// Geometry
CMaterialSet *mMaterialSet;
std::vector<CModel*> mWorldModels; // TerrainModels is the original version of each model; this is currently mainly used in the POI map editor
std::vector<CStaticModel*> mStaticWorldModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
// Script
std::vector<CScriptLayer*> mScriptLayers;
CScriptLayer *mpGeneratorLayer;
std::unordered_map<u32, CScriptObject*> mObjectMap;
// Collision
CCollisionMeshGroup *mpCollision;
// Lights
std::vector<std::vector<CLight*>> mLightLayers;
// Object to Static Geometry Map
TResPtr<CPoiToWorld> mpPoiToWorldMap;
public:
CGameArea(CResourceEntry *pEntry = 0);
~CGameArea();
void AddWorldModel(CModel *pModel);
void MergeTerrain();
void ClearTerrain();
void ClearScriptLayers();
u32 TotalInstanceCount() const;
CScriptObject* InstanceByID(u32 InstanceID);
u32 FindUnusedInstanceID(CScriptLayer *pLayer) const;
CScriptObject* SpawnInstance(CScriptTemplate *pTemplate, CScriptLayer *pLayer,
const CVector3f& rkPosition = CVector3f::skZero,
const CQuaternion& rkRotation = CQuaternion::skIdentity,
const CVector3f& rkScale = CVector3f::skOne,
u32 SuggestedID = -1, u32 SuggestedLayerIndex = -1);
void AddInstanceToArea(CScriptObject *pInstance);
void DeleteInstance(CScriptObject *pInstance);
// Inline Accessors
inline EGame Version() const { return mVersion; }
inline u32 WorldIndex() const { return mWorldIndex; }
inline CTransform4f Transform() const { return mTransform; }
inline u32 NumWorldModels() const { return mWorldModels.size(); }
inline u32 NumStaticModels() const { return mStaticWorldModels.size(); }
inline CModel* TerrainModel(u32 iMdl) const { return mWorldModels[iMdl]; }
inline CStaticModel* StaticModel(u32 iMdl) const { return mStaticWorldModels[iMdl]; }
inline CCollisionMeshGroup* Collision() const { return mpCollision; }
inline u32 NumScriptLayers() const { return mScriptLayers.size(); }
inline CScriptLayer* ScriptLayer(u32 Index) const { return mScriptLayers[Index]; }
inline CScriptLayer* GeneratedObjectsLayer() const { return mpGeneratorLayer; }
inline u32 NumLightLayers() const { return mLightLayers.size(); }
inline u32 NumLights(u32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
inline CLight* Light(u32 LayerIndex, u32 LightIndex) const { return mLightLayers[LayerIndex][LightIndex]; }
inline CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
inline CAABox AABox() const { return mAABox; }
inline void SetWorldIndex(u32 NewWorldIndex) { mWorldIndex = NewWorldIndex; }
};
#endif // CGAMEAREA_H