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CPUTAssetLibrary.cpp
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CPUTAssetLibrary.cpp
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////////////////////////////////////////////////////////////////////////////////
// Copyright 2017 Intel Corporation
//
// Licensed under the Apache License, Version 2.0 (the "License"); you may not
// use this file except in compliance with the License. You may obtain a copy
// of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
// WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
// License for the specific language governing permissions and limitations
// under the License.
////////////////////////////////////////////////////////////////////////////////
#include <algorithm> // for std::string.transform()
#include "CPUTAssetLibrary.h"
#include "CPUTRenderNode.h"
#include "CPUTAssetSet.h"
#include "CPUTMaterial.h"
#include "CPUTRenderStateBlock.h"
#include "CPUTModel.h"
#include "CPUTCamera.h"
#include "CPUTLight.h"
#include "CPUTFont.h"
#include "CPUTBuffer.h"
// TODO: How do we want to store both DX and OGL assets in the same library?
// Could use API-specific libraries. Could move both platforms to single file. etc.
// CPUTAssetLibrary *CPUTAssetLibrary::mpAssetLibrary = new CPUTAssetLibraryDX11();
CPUTAssetListEntry *CPUTAssetLibrary::mpAssetSetList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpNullNodeList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpModelList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpCameraList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpLightList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpMaterialList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpTextureList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpBufferList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpConstantBufferList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpRenderStateBlockList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpFontList = NULL;
// xxxxx TODO: move instanced lists to per-material: find material, search only it for instances
CPUTAssetListEntry *CPUTAssetLibrary::mpInstancedMaterialList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpInstancedTextureList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpInstancedBufferList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpInstancedConstantBufferList = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpAssetSetListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpNullNodeListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpModelListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpCameraListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpLightListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpMaterialListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpTextureListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpBufferListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpConstantBufferListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpRenderStateBlockListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpFontListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpInstancedMaterialListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpInstancedTextureListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpInstancedBufferListTail = NULL;
CPUTAssetListEntry *CPUTAssetLibrary::mpInstancedConstantBufferListTail = NULL;
//-----------------------------------------------------------------------------
void CPUTAssetLibrary::ReleaseTexturesAndBuffers()
{
CPUTAssetListEntry *pMaterial = mpMaterialList;
while( pMaterial )
{
((CPUTMaterial*)pMaterial->pData)->ReleaseTexturesAndBuffers();
pMaterial = pMaterial->pNext;
}
pMaterial = mpInstancedMaterialList;
while( pMaterial )
{
((CPUTMaterial*)pMaterial->pData)->ReleaseTexturesAndBuffers();
pMaterial = pMaterial->pNext;
}
}
//-----------------------------------------------------------------------------
void CPUTAssetLibrary::RebindTexturesAndBuffers()
{
CPUTAssetListEntry *pMaterial = mpMaterialList;
while( pMaterial )
{
((CPUTMaterial*)pMaterial->pData)->RebindTexturesAndBuffers();
pMaterial = pMaterial->pNext;
}
pMaterial = mpInstancedMaterialList;
while( pMaterial )
{
((CPUTMaterial*)pMaterial->pData)->RebindTexturesAndBuffers();
pMaterial = pMaterial->pNext;
}
}
//-----------------------------------------------------------------------------
void CPUTAssetLibrary::DeleteAssetLibrary()
{
SAFE_DELETE(mpAssetLibrary);
}
//-----------------------------------------------------------------------------
void CPUTAssetLibrary::ReleaseAllLibraryLists()
{
// Release philosophy: Everyone that references releases. If node refers to parent, then it should release parent, etc...
// TODO: Traverse lists. Print names and ref counts (as debug aid)
#undef SAFE_RELEASE_LIST
#define SAFE_RELEASE_LIST(x) {ReleaseList(x); x = NULL;}
SAFE_RELEASE_LIST(mpAssetSetList);
SAFE_RELEASE_LIST(mpMaterialList);
SAFE_RELEASE_LIST(mpModelList);
SAFE_RELEASE_LIST(mpLightList);
SAFE_RELEASE_LIST(mpCameraList);
SAFE_RELEASE_LIST(mpNullNodeList);
SAFE_RELEASE_LIST(mpTextureList );
SAFE_RELEASE_LIST(mpBufferList );
SAFE_RELEASE_LIST(mpConstantBufferList );
SAFE_RELEASE_LIST(mpRenderStateBlockList );
SAFE_RELEASE_LIST(mpFontList);
SAFE_RELEASE_LIST(mpInstancedMaterialList);
SAFE_RELEASE_LIST(mpInstancedTextureList);
SAFE_RELEASE_LIST(mpInstancedBufferList);
SAFE_RELEASE_LIST(mpInstancedConstantBufferList);
// The following -specific items are destroyed in the derived class
// TODO. Move their declaration and definition to the derived class too
// SAFE_RELEASE_LIST(mpPixelShaderList);
// SAFE_RELEASE_LIST(mpVertexShaderList);
// SAFE_RELEASE_LIST(mpGeometryShaderList);
}
//-----------------------------------------------------------------------------
void CPUTAssetLibrary::ReleaseList(CPUTAssetListEntry *pLibraryRoot)
{
CPUTAssetListEntry *pNext;
for( CPUTAssetListEntry *pNodeEntry = pLibraryRoot; NULL != pNodeEntry; pNodeEntry = pNext )
{
pNext = pNodeEntry->pNext;
CPUTRefCount *pRefCountedNode = (CPUTRefCount*)pNodeEntry->pData;
pRefCountedNode->Release();
HEAPCHECK;
delete pNodeEntry;
}
}
// Find an asset in a specific library
// ** Does not Addref() returned items **
// Asset library doesn't care if we're using absolute paths for names or not, it
// just adds/finds/deletes the matching string literal.
//-----------------------------------------------------------------------------
void *CPUTAssetLibrary::FindAsset(const cString &name, CPUTAssetListEntry *pList, bool nameIsFullPathAndFilename, const CPUTModel *pModel, int meshIndex )
{
cString absolutePathAndFilename;
CPUTOSServices *pServices = CPUTOSServices::GetOSServices();
if( !nameIsFullPathAndFilename )
{
pServices->ResolveAbsolutePathAndFilename( mAssetSetDirectoryName + name, &absolutePathAndFilename);
}
else
{
absolutePathAndFilename = name;
}
UINT hash = CPUTComputeHash( absolutePathAndFilename );
while(NULL!=pList)
{
if( pModel == pList->pModel
&& meshIndex == pList->meshIndex
&& hash == pList->hash
&& (0 == _wcsicmp( absolutePathAndFilename.data(), pList->name.data() ))
)
{
return (void*)pList->pData;
}
pList = pList->pNext;
}
return NULL;
}
//-----------------------------------------------------------------------------
void CPUTAssetLibrary::AddAsset(
const cString &name,
void *pAsset,
CPUTAssetListEntry **pHead,
CPUTAssetListEntry **pTail,
const CPUTModel *pModel,
int meshIndex
){
// convert string to lowercase
cString lowercaseName = name;
std::transform(lowercaseName.begin(), lowercaseName.end(), lowercaseName.begin(), ::tolower);
#ifdef DEBUG
// Do we already have one by this name?
// TODO: Save explicit tail pointer instead of iterating to find the null.
for( CPUTAssetListEntry *pCur=*pHead; NULL!=pCur; pCur=pCur->pNext )
{
// Assert that we haven't added one with this name
ASSERT( !((0 == _wcsicmp( pCur->name.data(), name.data() )) && (pCur->pModel == pModel) && (pCur->meshIndex == meshIndex) ), _L("Warning: asset ")+name+_L(" already exists") );
}
#endif
CPUTAssetListEntry **pNext = *pTail ? &(*pTail)->pNext : pHead;
*pTail = new CPUTAssetListEntry(); // TODO: init via constructor
if(!*pNext ) *pNext = *pTail;
(*pTail)->hash = CPUTComputeHash(name);
(*pTail)->name = name;
(*pTail)->pData = pAsset;
(*pTail)->pModel = pModel;
(*pTail)->meshIndex = meshIndex;
(*pTail)->pNext = NULL;
pTail = &(*pTail)->pNext;
// TODO: Our assets are not yet all derived from CPUTRenderNode.
// TODO: For now, rely on caller performing the AddRef() as it knows the assets type.
((CPUTRefCount*)pAsset)->AddRef();
}
//-----------------------------------------------------------------------------
void CPUTAssetLibrary::AddAssetInstance(
const cString &name,
void *pAsset,
CPUTAssetListEntry **pHead,
CPUTAssetListEntry **pTail,
CPUTAssetListEntry **pInstancedListHead,
CPUTAssetListEntry **pInstancedListTail,
const CPUTModel *pModel,
int meshIndex
)
{
if( pModel )
{
AddAsset( name, pAsset, pInstancedListHead, pInstancedListTail, pModel, meshIndex );
} else
{
AddAsset( name, pAsset, pHead, pTail );
}
}
//-----------------------------------------------------------------------------
CPUTRenderStateBlock *CPUTAssetLibrary::GetRenderStateBlock(const cString &name, bool nameIsFullPathAndFilename )
{
// Resolve name to absolute path before searching
cString finalName;
if( name.at(0) == '$' )
{
finalName = name;
} else
{
// Resolve name to absolute path
CPUTOSServices *pServices = CPUTOSServices::GetOSServices();
pServices->ResolveAbsolutePathAndFilename( nameIsFullPathAndFilename? name : (mShaderDirectoryName + name), &finalName);
}
// see if the render state block is already in the library
CPUTRenderStateBlock *pRenderStateBlock = FindRenderStateBlock(finalName, true);
if(NULL==pRenderStateBlock)
{
return CPUTRenderStateBlock::CreateRenderStateBlock( name, finalName );
}
pRenderStateBlock->AddRef();
return pRenderStateBlock;
}
//-----------------------------------------------------------------------------
CPUTAssetSet *CPUTAssetLibrary::GetAssetSet( const cString &name, bool nameIsFullPathAndFilename )
{
// Resolve the absolute path
cString absolutePathAndFilename;
CPUTOSServices *pServices = CPUTOSServices::GetOSServices();
pServices->ResolveAbsolutePathAndFilename( nameIsFullPathAndFilename ? name
: (mAssetSetDirectoryName + name + _L(".set")), &absolutePathAndFilename );
absolutePathAndFilename = nameIsFullPathAndFilename ? name : absolutePathAndFilename;
CPUTAssetSet *pAssetSet = FindAssetSet(absolutePathAndFilename, true);
if(NULL == pAssetSet)
{
return CPUTAssetSet::CreateAssetSet( name, absolutePathAndFilename );
}
pAssetSet->AddRef();
return pAssetSet;
}
// TODO: All of these Get() functions look very similar.
// Keep them all for their interface, but have them call a common function
//-----------------------------------------------------------------------------
CPUTMaterial *CPUTAssetLibrary::GetMaterial(const cString &name, bool nameIsFullPathAndFilename, const CPUTModel *pModel, int meshIndex)
{
// Resolve name to absolute path before searching
CPUTOSServices *pServices = CPUTOSServices::GetOSServices();
cString absolutePathAndFilename;
pServices->ResolveAbsolutePathAndFilename( nameIsFullPathAndFilename? name : (mMaterialDirectoryName + name + _L(".mtl")), &absolutePathAndFilename);
CPUTMaterial *pMaterial=NULL;
if( pModel )
{
pMaterial = pModel->GetMaterial( absolutePathAndFilename, meshIndex );
if( pMaterial )
{
pMaterial->AddRef();
return pMaterial;
}
}
if( !pMaterial )
{
// Loading a non-instanced material (or, the master)
pMaterial = FindMaterial(absolutePathAndFilename, true);
}
// If the material has per-model properties, then we need a material clone
if( pMaterial )
{
pMaterial->AddRef();
}
else
{
pMaterial = CPUTMaterial::CreateMaterial( absolutePathAndFilename, pModel, meshIndex );
ASSERT( pMaterial, _L("Failed creating material.") );
}
if( pModel )
{
bool needClone = pMaterial->MaterialRequiresPerModelPayload();
if( needClone )
{
CPUTMaterial *pClone = pMaterial->CloneMaterial( absolutePathAndFilename, pModel, meshIndex);
pMaterial->Release(); // We don't want to hold a reference to the master.
return pClone;
}
}
// Not looking for an instance, so return what we found
return pMaterial;
}
// Get CPUTModel from asset library
// If the model exists, then the existing model is Addref'ed and returned
//-----------------------------------------------------------------------------
CPUTModel *CPUTAssetLibrary::GetModel(const cString &name, bool nameIsFullPathAndFilename)
{
// Resolve name to absolute path before searching
cString absolutePathAndFilename;
CPUTOSServices *pServices = CPUTOSServices::GetOSServices();
pServices->ResolveAbsolutePathAndFilename( nameIsFullPathAndFilename? name : (mModelDirectoryName + name + _L(".mdl")), &absolutePathAndFilename);
absolutePathAndFilename = nameIsFullPathAndFilename ? name : absolutePathAndFilename;
// If we already have one by this name, then return it
CPUTModel *pModel = FindModel(absolutePathAndFilename, true);
if(NULL!=pModel)
{
pModel->AddRef();
return pModel;
}
// Looks like no one calls GetModel(). Or, they never call it for missing models.
#if TODO // delegate
// Model was not in the library, so create and load a new model
pModel = new CPUTModel();
pModel->LoadModelPayload(absolutePathAndFilename);
AddModel(name, pModel);
return CPUTModel::CreateMode( absolutePathAndFilename, aboslutePathAndFilename );
#endif
return pModel;
}
//-----------------------------------------------------------------------------
CPUTCamera *CPUTAssetLibrary::GetCamera(const cString &name)
{
// TODO: Should we prefix camera names with a path anyway? To keek them unique?
// If we already have one by this name, then return it
CPUTCamera *pCamera = FindCamera(name, true);
if(NULL!=pCamera)
{
pCamera->AddRef();
return pCamera;
}
return NULL;
}
//-----------------------------------------------------------------------------
CPUTLight *CPUTAssetLibrary::GetLight(const cString &name)
{
// If we already have one by this name, then return it
CPUTLight *pLight = FindLight(name, true);
if(NULL!=pLight)
{
pLight->AddRef();
return pLight;
}
return NULL;
}
//-----------------------------------------------------------------------------
CPUTTexture *CPUTAssetLibrary::GetTexture(const cString &name, bool nameIsFullPathAndFilename, bool loadAsSRGB )
{
cString finalName;
if( name.at(0) == '$' )
{
finalName = name;
} else
{
// Resolve name to absolute path
CPUTOSServices *pServices = CPUTOSServices::GetOSServices();
pServices->ResolveAbsolutePathAndFilename( nameIsFullPathAndFilename? name : (mTextureDirectoryName + name), &finalName);
}
// If we already have one by this name, then return it
CPUTTexture *pTexture = FindTexture(finalName, true);
if(NULL==pTexture)
{
return CPUTTexture::CreateTexture( name, finalName, loadAsSRGB);
}
pTexture->AddRef();
return pTexture;
}
//-----------------------------------------------------------------------------
CPUTBuffer *CPUTAssetLibrary::GetBuffer(const cString &name, const CPUTModel *pModel, int meshIndex )
{
// If we already have one by this name, then return it
CPUTBuffer *pBuffer = FindBuffer(name, true, pModel, meshIndex);
ASSERT( pBuffer, _L("Can't find buffer ") + name );
pBuffer->AddRef();
return pBuffer;
}
//-----------------------------------------------------------------------------
CPUTBuffer *CPUTAssetLibrary::GetConstantBuffer(const cString &name, const CPUTModel *pModel, int meshIndex )
{
if( pModel )
{
CPUTBuffer *pBuffer;
if( meshIndex >= 0 )
{
pBuffer = pModel->GetBuffer(name, meshIndex);
if( pBuffer )
{
pBuffer->AddRef();
return pBuffer;
}
else
{
return NULL;
}
}
pBuffer = pModel->GetBuffer( name, meshIndex );
return pBuffer;
}
// If we already have one by this name, then return it
CPUTBuffer *pBuffer = FindConstantBuffer(name, true, pModel, meshIndex);
ASSERT( pBuffer, _L("Can't find constant buffer ") + name );
pBuffer->AddRef();
return pBuffer;
}
//-----------------------------------------------------------------------------
CPUTFont *CPUTAssetLibrary::GetFont(const cString &name )
{
// Resolve name to absolute path
CPUTOSServices *pServices = CPUTOSServices::GetOSServices();
cString absolutePathAndFilename;
pServices->ResolveAbsolutePathAndFilename( (mFontDirectoryName + name), &absolutePathAndFilename);
// If we already have one by this name, then return it
CPUTFont *pFont = FindFont(absolutePathAndFilename, true);
if(NULL==pFont)
{
return CPUTFont::CreateFont( name, absolutePathAndFilename);
}
pFont->AddRef();
return pFont;
}