tge/engine/interior/interiorLMManager.cc
2017-04-17 06:17:10 -06:00

571 lines
22 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "interior/interiorLMManager.h"
#include "dgl/gTexManager.h"
#include "dgl/gBitmap.h"
#include "platform/platformGL.h"
#include "interior/interiorRes.h"
#include "interior/interiorInstance.h"
#include "interior/interior.h"
#include "sceneGraph/sceneLighting.h"
//------------------------------------------------------------------------------
// Globals
InteriorLMManager gInteriorLMManager;
//------------------------------------------------------------------------------
namespace {
void interiorLMTextureCallback(const U32 eventCode, void * userData)
{
AssertFatal(&gInteriorLMManager == reinterpret_cast<InteriorLMManager*>(userData), "Bunk ptr!");
gInteriorLMManager.processTextureEvent(eventCode);
}
// '<interior>_<instance index>_lm_<lightmap index>.png'
const char * getTextureName(Interior * interior, U32 instance, U32 lightmap)
{
static char buffer[256];
dSprintf(buffer, sizeof(buffer), "%p_%d_lm_%d.png", interior, instance, lightmap);
return(buffer);
}
}
//------------------------------------------------------------------------------
U32 InteriorLMManager::smTextureCallbackKey = U32(-1);
// D3D vertex buffers for Interiors are in here so they get dumped/reallocated
// along with the lightmaps on the texture events
S32 InteriorLMManager::smMTVertexBuffer = -1;
S32 InteriorLMManager::smFTVertexBuffer = -1;
S32 InteriorLMManager::smFMTVertexBuffer = -1;
InteriorLMManager::InteriorLMManager()
{
}
InteriorLMManager::~InteriorLMManager()
{
for(U32 i = 0; i < mInteriors.size(); i++)
removeInterior(LM_HANDLE(i));
}
//------------------------------------------------------------------------------
void InteriorLMManager::init()
{
smTextureCallbackKey = TextureManager::registerEventCallback(interiorLMTextureCallback, &gInteriorLMManager);
}
void InteriorLMManager::destroy()
{
if(smTextureCallbackKey != U32(-1))
{
TextureManager::unregisterEventCallback(smTextureCallbackKey);
smTextureCallbackKey = U32(-1);
}
if (smMTVertexBuffer != -1)
{
if (dglDoesSupportVertexBuffer())
glFreeVertexBufferEXT(smMTVertexBuffer);
else
AssertFatal(false,"Vertex buffer should have already been freed!");
smMTVertexBuffer = -1;
}
if (smFTVertexBuffer != -1)
{
if (dglDoesSupportVertexBuffer())
glFreeVertexBufferEXT(smFTVertexBuffer);
else
AssertFatal(false,"Vertex buffer should have already been freed!");
smFTVertexBuffer = -1;
}
if (smFMTVertexBuffer != -1)
{
if (dglDoesSupportVertexBuffer())
glFreeVertexBufferEXT(smFMTVertexBuffer);
else
AssertFatal(false,"Vertex buffer should have already been freed!");
smFMTVertexBuffer = -1;
}
}
void InteriorLMManager::processTextureEvent(U32 eventCode)
{
switch(eventCode)
{
case TextureManager::BeginZombification:
purgeGLTextures();
if (smMTVertexBuffer != -1)
{
if (dglDoesSupportVertexBuffer())
glFreeVertexBufferEXT(smMTVertexBuffer);
else
AssertFatal(false,"Vertex buffer should have already been freed!");
smMTVertexBuffer = -1;
}
if (smFTVertexBuffer != -1)
{
if (dglDoesSupportVertexBuffer())
glFreeVertexBufferEXT(smFTVertexBuffer);
else
AssertFatal(false,"Vertex buffer should have already been freed!");
smFTVertexBuffer = -1;
}
if (smFMTVertexBuffer != -1)
{
if (dglDoesSupportVertexBuffer())
glFreeVertexBufferEXT(smFMTVertexBuffer);
else
AssertFatal(false,"Vertex buffer should have already been freed!");
smFMTVertexBuffer = -1;
}
break;
case TextureManager::CacheResurrected:
// relighting the scene will take care of things for us
if(mInteriors.size())
SceneLighting::lightScene(0, SceneLighting::LoadOnly);
break;
}
}
//------------------------------------------------------------------------------
void InteriorLMManager::addInterior(LM_HANDLE & interiorHandle, U32 numLightmaps, Interior * interior)
{
interiorHandle = mInteriors.size();
mInteriors.increment();
mInteriors.last() = new InteriorLMInfo;
mInteriors.last()->mInterior = interior;
mInteriors.last()->mHandlePtr = &interiorHandle;
mInteriors.last()->mNumLightmaps = numLightmaps;
// create base instance
addInstance(interiorHandle, mInteriors.last()->mBaseInstanceHandle, 0);
AssertFatal(mInteriors.last()->mBaseInstanceHandle == LM_HANDLE(0), "InteriorLMManager::addInterior: invalid base instance handle");
// steal the lightmaps from the interior
Vector<TextureHandle*>& texHandles = getHandles(interiorHandle, 0);
for(U32 i = 0; i < interior->mLightmaps.size(); i++)
{
AssertFatal(interior->mLightmaps[i], "InteriorLMManager::addInterior: interior missing lightmap");
texHandles[i] = new TextureHandle(getTextureName(interior, 0, i), interior->mLightmaps[i], BitmapNoDownloadTexture);
}
interior->mLightmaps.clear();
}
void InteriorLMManager::removeInterior(LM_HANDLE interiorHandle)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::removeInterior: invalid interior handle");
AssertFatal(mInteriors[interiorHandle]->mInstances.size() == 1, "InteriorLMManager::removeInterior: cannot remove base interior");
// remove base instance
removeInstance(interiorHandle, 0);
*mInteriors[interiorHandle]->mHandlePtr = LM_HANDLE(-1);
delete mInteriors[interiorHandle];
// last one? otherwise move it
if((mInteriors.size()-1) != interiorHandle)
{
mInteriors[interiorHandle] = mInteriors.last();
*(mInteriors[interiorHandle]->mHandlePtr) = interiorHandle;
}
mInteriors.decrement();
}
//------------------------------------------------------------------------------
void InteriorLMManager::addInstance(LM_HANDLE interiorHandle, LM_HANDLE & instanceHandle, InteriorInstance * instance)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::addInstance: invalid interior handle");
AssertFatal(interiorHandle == *(mInteriors[interiorHandle]->mHandlePtr), "InteriorLMManager::addInstance: invalid handle value");
InteriorLMInfo * interiorInfo = mInteriors[interiorHandle];
// create the instance info and fill
InstanceLMInfo * instanceInfo = new InstanceLMInfo;
instanceInfo->mInstance = instance;
instanceInfo->mHandlePtr = &instanceHandle;
instanceHandle = interiorInfo->mInstances.size();
interiorInfo->mInstances.push_back(instanceInfo);
// create/clear list
instanceInfo->mLightmapHandles.setSize(interiorInfo->mNumLightmaps);
dMemset(instanceInfo->mLightmapHandles.address(), 0, sizeof(TextureHandle*) * instanceInfo->mLightmapHandles.size());
}
void InteriorLMManager::removeInstance(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::removeInstance: invalid interior handle");
AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::removeInstance: invalid instance handle");
AssertFatal(!(instanceHandle == mInteriors[interiorHandle]->mBaseInstanceHandle &&
mInteriors[interiorHandle]->mInstances.size() > 1), "InteriorLMManager::removeInstance: invalid base instance");
InteriorLMInfo * itrInfo = mInteriors[interiorHandle];
// kill it
InstanceLMInfo * instInfo = itrInfo->mInstances[instanceHandle];
for(U32 i = 0; i < instInfo->mLightmapHandles.size(); i++)
delete instInfo->mLightmapHandles[i];
// reset on last instance removal only (multi detailed shapes share the same instance handle)
if(itrInfo->mInstances.size() == 1)
*instInfo->mHandlePtr = LM_HANDLE(-1);
delete instInfo;
// last one? otherwise move it
if((itrInfo->mInstances.size()-1) != instanceHandle)
{
itrInfo->mInstances[instanceHandle] = itrInfo->mInstances.last();
*(itrInfo->mInstances[instanceHandle]->mHandlePtr) = instanceHandle;
}
itrInfo->mInstances.decrement();
}
void InteriorLMManager::useBaseTextures(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::useBaseTextures: invalid interior handle");
AssertFatal(interiorHandle == *(mInteriors[interiorHandle]->mHandlePtr), "InteriorLMManager::useBaseTextures: invalid handle value");
// Make sure the base light maps are loaded
loadBaseLightmaps(interiorHandle,instanceHandle);
// Install base lightmaps for this instance...
Vector<TextureHandle*>& baseHandles = getHandles(interiorHandle, 0);
Vector<TextureHandle*>& texHandles = getHandles(interiorHandle, instanceHandle);
for(U32 i = 0; i < baseHandles.size(); i++)
texHandles[i] = new TextureHandle(*baseHandles[i]);
}
//------------------------------------------------------------------------------
void InteriorLMManager::destroyBitmaps()
{
for(S32 i = mInteriors.size() - 1; i >= 0; i--)
{
InteriorLMInfo * interiorInfo = mInteriors[i];
for(S32 j = interiorInfo->mInstances.size() - 1; j >= 0; j--)
{
InstanceLMInfo * instanceInfo = interiorInfo->mInstances[j];
for(S32 k = instanceInfo->mLightmapHandles.size() - 1; k >= 0; k--)
{
if(!instanceInfo->mLightmapHandles[k])
continue;
TextureObject * texObj = *instanceInfo->mLightmapHandles[k];
if(!texObj || !texObj->bitmap)
continue;
// don't remove 'keep' bitmaps
if(!interiorInfo->mInterior->mLightmapKeep[k])
{
delete texObj->bitmap;
texObj->bitmap = 0;
}
}
}
}
}
void InteriorLMManager::destroyTextures()
{
for(S32 i = mInteriors.size() - 1; i >= 0; i--)
{
InteriorLMInfo * interiorInfo = mInteriors[i];
for(S32 j = interiorInfo->mInstances.size() - 1; j >= 0; j--)
{
InstanceLMInfo * instanceInfo = interiorInfo->mInstances[j];
for(S32 k = interiorInfo->mNumLightmaps - 1; k >= 0; k--)
{
// will want to remove the vector here eventually... so don't clear
delete instanceInfo->mLightmapHandles[k];
instanceInfo->mLightmapHandles[k] = 0;
}
}
}
}
void InteriorLMManager::purgeGLTextures()
{
Vector<GLuint> purgeList(4096);
for(S32 i = mInteriors.size() - 1; i >= 0; i--)
{
InteriorLMInfo * interiorInfo = mInteriors[i];
for(S32 j = interiorInfo->mInstances.size() - 1; j >= 0; j--)
{
InstanceLMInfo * instanceInfo = interiorInfo->mInstances[j];
for(S32 k = instanceInfo->mLightmapHandles.size() - 1; k >= 0; k--)
{
if(!instanceInfo->mLightmapHandles[k])
continue;
TextureObject * texObj = *instanceInfo->mLightmapHandles[k];
if(!texObj || !texObj->texGLName)
continue;
#ifdef TORQUE_GATHER_METRICS
AssertFatal(texObj->textureSpace <= TextureManager::smTextureSpaceLoaded, "Doh!");
TextureManager::smTextureSpaceLoaded -= texObj->textureSpace;
texObj->textureSpace = 0;
#endif
purgeList.push_back(texObj->texGLName);
texObj->texGLName = 0;
}
}
}
glDeleteTextures(purgeList.size(), purgeList.address());
}
void InteriorLMManager::downloadGLTextures()
{
for(S32 i = mInteriors.size() - 1; i >= 0; i--)
downloadGLTextures(i);
}
void InteriorLMManager::downloadGLTextures(LM_HANDLE interiorHandle)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::downloadGLTextures: invalid interior handle");
InteriorLMInfo * interiorInfo = mInteriors[interiorHandle];
// The bit vector is used to keep track of which lightmap sets need
// to be loaded from the shared "base" instance. Every instance
// can have it's own lightmap set due to mission lighting.
BitVector needTexture;
needTexture.setSize(interiorInfo->mNumLightmaps);
needTexture.clear();
for(S32 j = interiorInfo->mInstances.size() - 1; j >= 0; j--)
{
InstanceLMInfo * instanceInfo = interiorInfo->mInstances[j];
for(S32 k = instanceInfo->mLightmapHandles.size() - 1; k >= 0; k--)
{
// All instances can share the base instances static lightmaps.
// Test here to see if we need to load those lightmaps.
if ((j == 0) && !needTexture.test(k))
continue;
if (!instanceInfo->mLightmapHandles[k]) {
needTexture.set(k);
continue;
}
TextureObject * texObj = *instanceInfo->mLightmapHandles[k];
if (!texObj || !texObj->bitmap) {
needTexture.set(k);
continue;
}
// Make sure this one is not already loaded.
if (texObj->texGLName)
continue;
// Go ahead and download this set to GL
#ifdef TORQUE_GATHER_METRICS
texObj->textureSpace = texObj->downloadedWidth * texObj->downloadedHeight;
TextureManager::smTextureSpaceLoaded += texObj->textureSpace;
#endif
TextureManager::createGLName(texObj->bitmap, texObj->clamp, 0, texObj->type, texObj);
}
}
}
bool InteriorLMManager::loadBaseLightmaps(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::loadBaseLightmaps: invalid interior handle");
AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::loadBaseLightmaps: invalid instance handle");
// must use a valid instance handle
if(!instanceHandle)
return(false);
InteriorLMInfo * interiorInfo = mInteriors[interiorHandle];
if(!interiorInfo->mNumLightmaps)
return(false);
InstanceLMInfo * baseInstanceInfo = interiorInfo->mInstances[0];
// already loaded? (if any bitmap is present, then assumed that all will be)
TextureHandle * texture = baseInstanceInfo->mLightmapHandles[0];
if(texture && texture->getBitmap())
return(true);
InstanceLMInfo * instanceInfo = interiorInfo->mInstances[instanceHandle];
Resource<InteriorResource> & interiorRes = instanceInfo->mInstance->getResource();
if(!bool(interiorRes))
return(false);
GBitmap *** pBitmaps = 0;
if(!instanceInfo->mInstance->readLightmaps(&pBitmaps))
return(false);
for(U32 i = 0; i < interiorRes->getNumDetailLevels(); i++)
{
Interior * interior = interiorRes->getDetailLevel(i);
AssertFatal(interior, "InteriorLMManager::loadBaseLightmaps: invalid detail level in resource");
AssertFatal(interior->getLMHandle() != LM_HANDLE(-1), "InteriorLMManager::loadBaseLightmaps: interior not added to manager");
AssertFatal(interior->getLMHandle() < mInteriors.size(), "InteriorLMManager::loadBaseLightmaps: invalid interior");
InteriorLMInfo * interiorInfo = mInteriors[interior->getLMHandle()];
InstanceLMInfo * baseInstanceInfo = interiorInfo->mInstances[0];
for(U32 j = 0; j < interiorInfo->mNumLightmaps; j++)
{
AssertFatal(pBitmaps[i][j], "InteriorLMManager::loadBaseLightmaps: invalid bitmap");
if (baseInstanceInfo->mLightmapHandles[j])
{
TextureObject * texObj = *baseInstanceInfo->mLightmapHandles[j];
texObj->bitmap = pBitmaps[i][j];
}
else
baseInstanceInfo->mLightmapHandles[j] = new TextureHandle(getTextureName(interior, 0, j), pBitmaps[i][j], BitmapNoDownloadTexture);
}
delete [] pBitmaps[i];
}
delete [] pBitmaps;
return(true);
}
//------------------------------------------------------------------------------
TextureHandle * InteriorLMManager::getHandle(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::getHandle: invalid interior handle");
AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::getHandle: invalid instance handle");
AssertFatal(index < mInteriors[interiorHandle]->mNumLightmaps, "InteriorLMManager::getHandle: invalid texture index");
// valid? if not, then get base lightmap handle
if(!mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[index])
{
AssertFatal(mInteriors[interiorHandle]->mInstances[0]->mLightmapHandles[index], "InteriorLMManager::getHandle: invalid base texture handle");
return(mInteriors[interiorHandle]->mInstances[0]->mLightmapHandles[index]);
}
return(mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[index]);
}
GBitmap * InteriorLMManager::getBitmap(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::getBitmap: invalid interior handle");
AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::getBitmap: invalid instance handle");
AssertFatal(index < mInteriors[interiorHandle]->mNumLightmaps, "InteriorLMManager::getBitmap: invalid texture index");
if(!mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[index])
{
AssertFatal(mInteriors[interiorHandle]->mInstances[0]->mLightmapHandles[index], "InteriorLMManager::getBitmap: invalid base texture handle");
return(mInteriors[interiorHandle]->mInstances[0]->mLightmapHandles[index]->getBitmap());
}
return(mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[index]->getBitmap());
}
Vector<TextureHandle*> & InteriorLMManager::getHandles(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::getHandles: invalid interior handle");
AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::getHandles: invalid instance handle");
return(mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles);
}
//------------------------------------------------------------------------------
U32 InteriorLMManager::getNumLightmaps(LM_HANDLE interiorHandle)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::getNumLightmaps: invalid interior handle");
return(mInteriors[interiorHandle]->mNumLightmaps);
}
//------------------------------------------------------------------------------
void InteriorLMManager::deleteLightmap(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::deleteLightmap: invalid interior handle");
AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::deleteLightmap: invalid instance handle");
AssertFatal(index < mInteriors[interiorHandle]->mNumLightmaps, "InteriorLMManager::deleteLightmap: invalid texture index");
delete mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[index];
mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[index] = 0;
}
void InteriorLMManager::clearLightmaps(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::clearLightmaps: invalid interior handle");
AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::clearLightmaps: invalid instance handle");
for(U32 i = 0; i < mInteriors[interiorHandle]->mNumLightmaps; i++)
{
delete mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[i];
mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[i] = 0;
}
}
//------------------------------------------------------------------------------
TextureHandle * InteriorLMManager::duplicateBaseLightmap(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index)
{
AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::duplicateBaseLightmap: invalid interior handle");
AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::duplicateBaseLightmap: invalid instance handle");
AssertFatal(index < mInteriors[interiorHandle]->mNumLightmaps, "InteriorLMManager::duplicateBaseLightmap: invalid texture index");
// already exists?
TextureHandle * texHandle = mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[index];
if(texHandle && static_cast<TextureObject*>(*texHandle)->bitmap)
return(texHandle);
AssertFatal(mInteriors[interiorHandle]->mInstances[0]->mLightmapHandles[index], "InteriorLMManager::duplicateBaseLightmap: invalid base handle");
// copy it
GBitmap * src = mInteriors[interiorHandle]->mInstances[0]->mLightmapHandles[index]->getBitmap();
GBitmap * dest = new GBitmap(*src);
// don't want this texture to be downloaded yet (SceneLighting will take care of that)
TextureHandle * tHandle = new TextureHandle(getTextureName(mInteriors[interiorHandle]->mInterior, instanceHandle, index), dest, BitmapNoDownloadTexture);
mInteriors[interiorHandle]->mInstances[instanceHandle]->mLightmapHandles[index] = tHandle;
return(tHandle);
}
S32 InteriorLMManager::getVertexBuffer(S32 format)
{
switch (format)
{
case GL_V12MTVFMT_EXT:
{
if (smMTVertexBuffer != -1)
return smMTVertexBuffer;
smMTVertexBuffer = glAllocateVertexBufferEXT(512,GL_V12MTVFMT_EXT,false);
return smMTVertexBuffer;
}
case GL_V12FTVFMT_EXT:
{
if (smFTVertexBuffer != -1)
return smFTVertexBuffer;
smFTVertexBuffer = glAllocateVertexBufferEXT(512,GL_V12FTVFMT_EXT,false);
return smFTVertexBuffer;
}
case GL_V12FMTVFMT_EXT:
{
if (smFMTVertexBuffer != -1)
return smFMTVertexBuffer;
smFMTVertexBuffer = glAllocateVertexBufferEXT(512,GL_V12FMTVFMT_EXT,false);
return smFMTVertexBuffer;
}
}
AssertFatal(false,"InteriorLMManager::getVertexBuffer() What? We should never get here!!!");
return -1;
}