mirror of
https://github.com/open-goal/jak-project
synced 2026-06-06 03:39:01 -04:00
5b04be2fa0
This adds hfrag, but with a few remaining issues: - The textures aren't animated. Instead, it just uses one texture. - The texture filtering isn't as good as at it could be. I also cleaned up a few issues with the background renderers: - Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub - Moved time-of-day color packing stuff to FR3 creation, rather than at level load. This appears to reduce the frame time spikes when a level is first drawn by about 5 or 6 ms in big levels. - Cleaned up the x86 specific stuff used in time of day. Now there's only one place where we have an `ifdef`, rather than spreading it all over the rendering code.
65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
#pragma once
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include "common/custom_data/Tfrag3Data.h"
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#include "common/util/FileUtil.h"
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#include "common/util/Timer.h"
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#include "game/graphics/opengl_renderer/loader/common.h"
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#include "game/graphics/texture/TexturePool.h"
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class Loader {
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public:
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static constexpr float TIE_LOAD_BUDGET = 1.5f;
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static constexpr float SHARED_TEXTURE_LOAD_BUDGET = 3.f;
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Loader(const fs::path& base_path, int max_levels);
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~Loader();
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void update(TexturePool& tex_pool);
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void update_blocking(TexturePool& tex_pool);
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const LevelData* get_tfrag3_level(const std::string& level_name);
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std::optional<MercRef> get_merc_model(const char* model_name);
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const tfrag3::Level& load_common(TexturePool& tex_pool, const std::string& name);
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void set_want_levels(const std::vector<std::string>& levels);
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void set_active_levels(const std::vector<std::string>& levels);
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std::vector<LevelData*> get_in_use_levels();
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void draw_debug_window();
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void debug_print_loaded_levels();
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private:
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void loader_thread();
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bool upload_textures(Timer& timer, LevelData& data, TexturePool& texture_pool);
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const std::string* get_most_unloadable_level();
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// used by game and loader thread
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std::unordered_map<std::string, std::unique_ptr<LevelData>> m_initializing_tfrag3_levels;
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LevelData m_common_level;
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std::string m_level_to_load;
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std::thread m_loader_thread;
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std::mutex m_loader_mutex;
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std::condition_variable m_loader_cv;
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std::condition_variable m_file_load_done_cv;
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bool m_want_shutdown = false;
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uint64_t m_id = 0;
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// used only by game thread
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std::unordered_map<std::string, std::unique_ptr<LevelData>> m_loaded_tfrag3_levels;
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std::unordered_map<std::string, std::vector<MercRef>> m_all_merc_models;
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std::vector<std::string> m_desired_levels;
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std::vector<std::string> m_active_levels;
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std::vector<std::unique_ptr<LoaderStage>> m_loader_stages;
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std::vector<GLuint> m_garbage_textures;
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std::vector<GLuint> m_garbage_buffers;
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fs::path m_base_path;
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int m_max_levels = 0;
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};
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