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water111 5b04be2fa0 Add hfrag, clean up some background renderer stuff (#3509)
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.
2024-05-09 20:11:43 -04:00

65 lines
2.0 KiB
C++

#pragma once
#include <condition_variable>
#include <mutex>
#include <thread>
#include "common/custom_data/Tfrag3Data.h"
#include "common/util/FileUtil.h"
#include "common/util/Timer.h"
#include "game/graphics/opengl_renderer/loader/common.h"
#include "game/graphics/texture/TexturePool.h"
class Loader {
public:
static constexpr float TIE_LOAD_BUDGET = 1.5f;
static constexpr float SHARED_TEXTURE_LOAD_BUDGET = 3.f;
Loader(const fs::path& base_path, int max_levels);
~Loader();
void update(TexturePool& tex_pool);
void update_blocking(TexturePool& tex_pool);
const LevelData* get_tfrag3_level(const std::string& level_name);
std::optional<MercRef> get_merc_model(const char* model_name);
const tfrag3::Level& load_common(TexturePool& tex_pool, const std::string& name);
void set_want_levels(const std::vector<std::string>& levels);
void set_active_levels(const std::vector<std::string>& levels);
std::vector<LevelData*> get_in_use_levels();
void draw_debug_window();
void debug_print_loaded_levels();
private:
void loader_thread();
bool upload_textures(Timer& timer, LevelData& data, TexturePool& texture_pool);
const std::string* get_most_unloadable_level();
// used by game and loader thread
std::unordered_map<std::string, std::unique_ptr<LevelData>> m_initializing_tfrag3_levels;
LevelData m_common_level;
std::string m_level_to_load;
std::thread m_loader_thread;
std::mutex m_loader_mutex;
std::condition_variable m_loader_cv;
std::condition_variable m_file_load_done_cv;
bool m_want_shutdown = false;
uint64_t m_id = 0;
// used only by game thread
std::unordered_map<std::string, std::unique_ptr<LevelData>> m_loaded_tfrag3_levels;
std::unordered_map<std::string, std::vector<MercRef>> m_all_merc_models;
std::vector<std::string> m_desired_levels;
std::vector<std::string> m_active_levels;
std::vector<std::unique_ptr<LoaderStage>> m_loader_stages;
std::vector<GLuint> m_garbage_textures;
std::vector<GLuint> m_garbage_buffers;
fs::path m_base_path;
int m_max_levels = 0;
};