Files
jak-project/game/graphics/opengl_renderer/Loader.h
T
water111 79683a44b1 [graphics] shrub (#1261)
* update

* renderer appears to work
2022-03-29 21:38:48 -04:00

93 lines
2.5 KiB
C++

#pragma once
#include <thread>
#include <mutex>
#include <condition_variable>
#include "game/graphics/pipelines/opengl.h"
#include "game/graphics/texture/TexturePool.h"
#include "common/custom_data/Tfrag3Data.h"
#include "common/util/Timer.h"
class Loader {
public:
static constexpr float TIE_LOAD_BUDGET = 1.5f;
static constexpr float SHARED_TEXTURE_LOAD_BUDGET = 3.f;
Loader();
~Loader();
void update(TexturePool& tex_pool);
void update_blocking(TexturePool& tex_pool);
struct LevelData {
std::unique_ptr<tfrag3::Level> level;
std::vector<GLuint> textures;
u64 load_id = 0;
struct TieOpenGL {
GLuint vertex_buffer;
bool has_wind = false;
GLuint wind_indices;
};
std::array<std::vector<TieOpenGL>, tfrag3::TIE_GEOS> tie_data;
std::array<std::vector<GLuint>, tfrag3::TIE_GEOS> tfrag_vertex_data;
std::vector<GLuint> shrub_vertex_data;
// internal load state
bool tie_opengl_created = false;
bool tie_verts_done = false;
bool tie_wind_indices_done = false;
bool tie_load_done = false;
u32 tie_next_geo = 0;
u32 tie_next_tree = 0;
u32 tie_next_vert = 0;
bool tfrag_opengl_created = false;
bool tfrag_load_done = false;
u32 tfrag_next_geo = 0;
u32 tfrag_next_tree = 0;
u32 tfrag_next_vert = 0;
bool shrub_opengl_created = false;
bool shrub_load_done = false;
u32 shrub_next_tree = 0;
u32 shrub_next_vert = 0;
};
const LevelData* get_tfrag3_level(const std::string& level_name);
void load_common(TexturePool& tex_pool, const std::string& name);
void set_want_levels(const std::vector<std::string>& levels);
private:
struct Level {
LevelData data;
int frames_since_last_used = 0;
};
void loader_thread();
u64 add_texture(TexturePool& pool, const tfrag3::Texture& tex, bool is_common);
bool upload_textures(Timer& timer, LevelData& data, TexturePool& texture_pool);
bool init_tie(Timer& timer, LevelData& data);
bool init_tfrag(Timer& timer, LevelData& data);
bool init_shrub(Timer& timer, LevelData& data);
// used by game and loader thread
std::unordered_map<std::string, Level> m_initializing_tfrag3_levels;
tfrag3::Level 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, Level> m_loaded_tfrag3_levels;
std::vector<std::string> m_desired_levels;
};