khanat-opennel-code/code/nel/src/3d/shape_bank.cpp

912 lines
28 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/shape_bank.h"
#include "nel/3d/mesh_base.h"
#include "nel/misc/file.h"
#include "nel/misc/path.h"
#include "nel/misc/rect.h"
#include "nel/misc/algo.h"
#include "nel/misc/progress_callback.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
CShapeBank::CShapeBank()
{
// Default cache creation
addShapeCache( "default" );
_MaxUploadPerFrame = 16*1024;
}
// ***************************************************************************
CShapeBank::~CShapeBank()
{
}
// ***************************************************************************
IShape*CShapeBank::addRef(const string &shapeNameNotLwr)
{
string shapeName= toLower(shapeNameNotLwr);
// get the shape info (must succeed)
TShapeInfoMap::iterator scfpmIt = ShapePtrToShapeInfo.find( getShapePtrFromShapeName( shapeName ) );
nlassert( scfpmIt != ShapePtrToShapeInfo.end() );
// If The shape is not inserted into a cache, just return it
if( !scfpmIt->second.isAdded )
return getShapePtrFromShapeName( shapeName );
// else If the shape is inserted in a shape cache remove it
scfpmIt->second.isAdded = false;
CShapeCache *pShpCache = scfpmIt->second.pShpCache;
nlassert( pShpCache != NULL );
// Search the shape cache for the shape we want to remove
list<IShape*>::iterator lsIt = pShpCache->Elements.begin();
while(lsIt != pShpCache->Elements.end())
{
const string *sTemp = getShapeNameFromShapePtr(*lsIt);
if( *sTemp == shapeName )
{
// Ok the shape cache contains the shape remove it and return
pShpCache->Elements.erase( lsIt );
return getShapePtrFromShapeName( shapeName );
}
++lsIt;
}
nlassert( false );
return getShapePtrFromShapeName( shapeName );
}
// ***************************************************************************
void CShapeBank::release(IShape* pShp)
{
// Do we have the last smartPtr on the shape ?
const string* str = getShapeNameFromShapePtr( pShp );
if (str == NULL)
{
nlwarning ("Trying to release a mesh that have not be added to the shape bank");
}
else
{
TShapeMap::iterator smIt = ShapeMap.find( *str );
if( smIt != ShapeMap.end() )
{
if( smIt->second.getNbRef() == 1 )
{
// Yes -> add the shape to its shapeCache
CShapeCache *pShpCache = getShapeCachePtrFromShapePtr( pShp );
pShpCache->Elements.push_front( pShp );
TShapeInfoMap::iterator scfpmIt = ShapePtrToShapeInfo.find( pShp );
if( scfpmIt != ShapePtrToShapeInfo.end() )
{
scfpmIt->second.isAdded = true;
}
// check the shape cache
checkShapeCache(getShapeCachePtrFromShapePtr(pShp));
}
}
else
{
nlassert( false );
}
}
}
// ***************************************************************************
void CShapeBank::processWaitingShapes ()
{
uint32 nTotalUploaded = 0;
TWaitingShapesMap::iterator wsmmIt = WaitingShapes.begin();
while( wsmmIt != WaitingShapes.end() )
{
// Backup next iterator
TWaitingShapesMap::iterator wsmmItNext = wsmmIt;
wsmmItNext++;
const string &shapeName = wsmmIt->first;
CWaitingShape &rWS = wsmmIt->second;
IShape *pShp = rWS.ShapePtr; // Take care this value is shared between thread so copy it in a local variable first
switch (rWS.State)
{
case AsyncLoad_Shape: // Check if we can pass to the AsyncLoad_Texture state
if (pShp != NULL)
{
if (pShp == (IShape*)-1)
rWS.State = AsyncLoad_Error;
else
rWS.State = AsyncLoad_Texture;
}
break;
case AsyncLoad_Texture:
{
// Setup all textures and lightmaps of the shape
if (nTotalUploaded > _MaxUploadPerFrame)
break;
CMeshBase *pMesh = dynamic_cast<CMeshBase*>(pShp);
if( pMesh != NULL )
{
uint8 j;
uint32 i, CurrentProgress = 0;
uint32 nNbMat = pMesh->getNbMaterial();
for (i = 0; i < nNbMat; ++i)
{
const CMaterial &rMat = pMesh->getMaterial(i);
// Parse all textures from this material and setup
for (j = 0; j < IDRV_MAT_MAXTEXTURES; ++j)
{
if (CurrentProgress >= rWS.UpTextProgress)
{
if (rMat.texturePresent(j))
{
if ((!_pDriver->isTextureExist(*rMat.getTexture(j))) ||
(rWS.UpTextLine > 0) || (rWS.UpTextMipMap > 0))
{
//_pDriver->setupTexture (*rMat.getTexture(j));
if (!processWSUploadTexture (rWS, nTotalUploaded, rMat.getTexture(j)))
break;
}
else
{
/*
Must release texture data because of the following scenario (common!)
- An IG with 2 different meshs is async loaded
- the 2 meshs access the same texture "pipo.tga"
- in CAsyncFileManager3D::loadMesh(), if this case arise, the
textures are loaded twice in RAM!!!! (is managed per mesh, but not
thourhg meshs)
- hence the first mesh setup and upload above the texture in VRAM
but the second still have data in RAM!! (because 2nd will
say that isTextureExist() ....
Note: you could say that the cool stuff would be to not load the 2 :)
but it appears that this case arise rarely because of the following statement:
- while the second mesh is async loaded, the first upload in VRAM
so there is good change that the second don't load the texture
(isTextureExist() return true in the thread)
*/
ITexture *tex= rMat.getTexture(j);
if(tex->getReleasable())
tex->release();
}
}
++rWS.UpTextProgress;
}
++CurrentProgress;
if (nTotalUploaded > _MaxUploadPerFrame)
break;
}
if (nTotalUploaded > _MaxUploadPerFrame)
break;
// Do the same with lightmaps
if (rMat.getShader() == CMaterial::LightMap)
{
uint j = 0; ITexture *pText = rMat.getLightMap (j);
while (pText != NULL)
{
if (CurrentProgress >= rWS.UpTextProgress)
{
if ((!_pDriver->isTextureExist(*pText)) ||
(rWS.UpTextLine > 0) || (rWS.UpTextMipMap > 0))
{
//_pDriver->setupTexture (*pText);
if (!processWSUploadTexture (rWS, nTotalUploaded, pText))
break;
}
else
{
// see above for explanation
if(pText->getReleasable())
pText->release();
}
++rWS.UpTextProgress;
}
++CurrentProgress;
++j; pText = rMat.getLightMap (j);
if (nTotalUploaded > _MaxUploadPerFrame)
break;
}
}
if (nTotalUploaded > _MaxUploadPerFrame)
break;
}
}
if (nTotalUploaded > _MaxUploadPerFrame)
break;
rWS.State = AsyncLoad_Ready;
}
break;
case AsyncLoad_Ready:
add (wsmmIt->first, pShp);
rWS.State = AsyncLoad_Delete;
break;
// The delete operation can take several frames to complete but this is not a problem
// For error do the same as delete but let the flag to error if a shape is asked just after
// the error was found
case AsyncLoad_Error:
case AsyncLoad_Delete:
rWS.RefCnt -= 1;
if (rWS.RefCnt == 0)
{
// We have to signal if we are the last
std::set<bool *>::iterator ite = rWS.Signal.begin();
while (ite != rWS.Signal.end())
{
bool *bSignal = *ite;
if (bSignal != NULL)
{
bool bFound = false;
TWaitingShapesMap::iterator wsmmIt2 = WaitingShapes.begin();
while (wsmmIt2 != WaitingShapes.end())
{
const string &shapeName2 = wsmmIt2->first;
if (shapeName2 != shapeName)
{
std::set<bool *>::iterator ite2 = wsmmIt2->second.Signal.begin();
while (ite2 != wsmmIt2->second.Signal.end())
{
if (*ite2 == bSignal)
{
bFound = true;
break;
}
ite2++;
}
if (ite2 != wsmmIt2->second.Signal.end())
break;
}
++wsmmIt2;
}
if (!bFound)
*bSignal = true;
}
// Next iterator
ite++;
}
WaitingShapes.erase (wsmmIt);
}
break;
default:
nlstop; // This must never happen
break;
}
wsmmIt = wsmmItNext;
}
}
// ***************************************************************************
void CShapeBank::setMaxBytesToUpload (uint32 MaxUploadPerFrame)
{
_MaxUploadPerFrame = MaxUploadPerFrame;
}
// ***************************************************************************
bool CShapeBank::processWSUploadTexture (CWaitingShape &rWS, uint32 &nTotalUploaded, ITexture *pText)
{
CRect zeRect;
uint32 nFace, nWeight = 0, nMipMap;
if ((rWS.UpTextMipMap == 0) && (rWS.UpTextLine == 0))
{
// Create the texture only and do not upload anything
bool isRel = pText->getReleasable ();
pText->setReleasable (false);
bool isAllUploaded = false;
_pDriver->setupTextureEx (*pText, false, isAllUploaded);
pText->setReleasable (isRel);
if (isAllUploaded)
return true;
}
if (pText->mipMapOn())
nMipMap = pText->getMipMapCount();
else
nMipMap = 1;
// Upload all mipmaps
for (; rWS.UpTextMipMap < nMipMap;)
{
uint32 nMM = rWS.UpTextMipMap;
// What is left to upload ?
nWeight = pText->getSize (nMM) - rWS.UpTextLine*pText->getWidth(nMM);
// Yoyo: important: in case of DXTC1, must mul before div
nWeight= (nWeight*CBitmap::bitPerPixels[pText->getPixelFormat()]) / 8;
if (pText->isTextureCube())
nWeight *= 6;
// NB: nWeight can be 0 in case of 1x1 in DXTC1. Estimate 1 byte
if(nWeight==0)
nWeight= 1;
// Setup rectangle
if ((nTotalUploaded + nWeight) > _MaxUploadPerFrame)
{
// We cannot upload the whole mipmap -> we have to cut it
uint32 nSizeToUpload = _MaxUploadPerFrame - nTotalUploaded;
uint32 nLineWeight = (pText->getWidth(nMM)*CBitmap::bitPerPixels[pText->getPixelFormat()]) / 8;
// NB: nLineWeight can be 0 in case of 1x1 in DXTC1. Estimate 1 byte (avoid divide by zero)
if(nLineWeight==0)
nLineWeight= 1;
if (pText->isTextureCube())
nLineWeight *= 6;
// compute the number of lines we'll upload
uint32 nNbLineToUpload = nSizeToUpload / nLineWeight;
nNbLineToUpload = nNbLineToUpload / 4;
if (nNbLineToUpload == 0)
nNbLineToUpload = 1;
nNbLineToUpload *= 4; // Upload 4 line by 4 line
// setup the rect
uint32 nNewLine = rWS.UpTextLine + nNbLineToUpload;
if (nNewLine > pText->getHeight(nMM))
nNewLine = pText->getHeight(nMM);
zeRect.set (0, rWS.UpTextLine, pText->getWidth(nMM), nNewLine);
rWS.UpTextLine = nNewLine;
if (rWS.UpTextLine == pText->getHeight(nMM))
{
rWS.UpTextLine = 0;
rWS.UpTextMipMap += 1;
}
}
else
{
// We can upload the whole mipmap (or the whole rest of the mipmap)
zeRect.set (0, rWS.UpTextLine, pText->getWidth(nMM), pText->getHeight(nMM));
rWS.UpTextLine = 0;
rWS.UpTextMipMap += 1;
}
// Upload !
if (pText->isTextureCube())
{
for (nFace = 0; nFace < 6; ++nFace)
_pDriver->uploadTextureCube (*pText, zeRect, (uint8)nMM, (uint8)nFace);
}
else
{
_pDriver->uploadTexture (*pText, zeRect, (uint8)nMM);
}
nTotalUploaded += nWeight;
if (nTotalUploaded > _MaxUploadPerFrame)
return false;
}
if (pText->getReleasable())
pText->release();
rWS.UpTextMipMap = 0;
rWS.UpTextLine = 0;
return true;
}
// ***************************************************************************
CShapeBank::TShapeState CShapeBank::getPresentState (const string &shapeNameNotLwr)
{
string shapeName= toLower(shapeNameNotLwr);
// Is the shape is found in the shape map so return Present
TShapeMap::iterator smIt = ShapeMap.find (shapeName);
if( smIt != ShapeMap.end() )
return Present;
// Look in the waiting shapes
TWaitingShapesMap::iterator wsmmIt = WaitingShapes.find (shapeName);
if (wsmmIt != WaitingShapes.end())
return wsmmIt->second.State; // AsyncLoad_*
return NotPresent;
}
// ***************************************************************************
IShape *CShapeBank::getShape (const std::string &shapeNameNotLwr)
{
string shapeName= toLower(shapeNameNotLwr);
// Is the shape is found in the shape map so return Present
TShapeMap::iterator smIt = ShapeMap.find (shapeName);
if( smIt != ShapeMap.end() )
return smIt->second;
return NULL;
}
// ***************************************************************************
void CShapeBank::load (const string &shapeNameNotLwr)
{
string shapeName= toLower(shapeNameNotLwr);
TShapeMap::iterator smIt = ShapeMap.find(shapeName);
if( smIt == ShapeMap.end() )
{
// If we are loading it asynchronously so we do not have to try to load it in sync mode
TWaitingShapesMap::iterator wsmmIt = WaitingShapes.find (shapeName);
if (wsmmIt != WaitingShapes.end())
return;
CShapeStream mesh;
CIFile meshfile;
if (meshfile.open(CPath::lookup(shapeName, false)))
{
meshfile.serial( mesh );
meshfile.close();
}
else
{
nlwarning ("CShapeBank::load() : Can't open file %s", shapeName.c_str());
}
if (mesh.getShapePointer() != NULL)
{
// Add the shape to the map.
add( shapeName, mesh.getShapePointer() );
}
}
}
// ***************************************************************************
void CShapeBank::loadAsync (const std::string &shapeNameNotLwr, IDriver *pDriver, const CVector &position, bool *bSignal, uint selectedTexture)
{
string shapeName= toLower(shapeNameNotLwr);
TShapeMap::iterator smIt = ShapeMap.find(shapeName);
if (smIt != ShapeMap.end())
return;
_pDriver = pDriver; // Backup the pointer to the driver for later use
TWaitingShapesMap::iterator wsmmIt = WaitingShapes.find (shapeName);
// First time this shape is loaded ?
bool firstTime = wsmmIt == WaitingShapes.end();
if (firstTime)
wsmmIt = WaitingShapes.insert (TWaitingShapesMap::value_type(shapeName, CWaitingShape())).first;
// Add a reference to it
CWaitingShape &rWS = wsmmIt->second;
// Insert a new signal pointer
rWS.Signal.insert (bSignal);
// Add a signal
rWS.RefCnt += 1;
// Launch an async mesh loader the first time
if (firstTime)
CAsyncFileManager3D::getInstance().loadMesh (shapeName, &(wsmmIt->second.ShapePtr), pDriver, position, selectedTexture);
}
// ***************************************************************************
void CShapeBank::cancelLoadAsync (const std::string &shapeNameNotLwr)
{
string shapeName= toLower(shapeNameNotLwr);
TWaitingShapesMap::iterator wsmmIt = WaitingShapes.find(shapeName);
if (wsmmIt != WaitingShapes.end())
{
wsmmIt->second.RefCnt -= 1;
if (wsmmIt->second.RefCnt == 0)
{
// nlinfo("unloadasync %s", shapeName);
CAsyncFileManager3D::getInstance().cancelLoadMesh (shapeName);
// If the state is not Delete, or Error, then the mesh has not been added to the map.
if(wsmmIt->second.State!=AsyncLoad_Delete && wsmmIt->second.State!=AsyncLoad_Error)
{
/* but it can still have been loaded:
- just ended in above cancelLoadMesh() because it was the current task
- ended in async far before this cancelLoadAsync() call, but processWaintingShape() still
not called on it
In this case we have to delete this shape, or even cancel texture upload!
NB: don't forget that the load can still be a fail too....
*/
IShape *shape= wsmmIt->second.ShapePtr;
if(shape!=NULL && shape!=(IShape*)-1)
{
// this ptr should not be added to the map
nlassert(ShapePtrToShapeInfo.find(shape)==ShapePtrToShapeInfo.end());
// Before deleting this shape, we must ensure it is not currently uploading texture
if(wsmmIt->second.State==AsyncLoad_Texture)
{
/* if it was uploading a texture, then force him to end, else may have a bug
in this scenario (very improbable, but possible I think):
- a mesh is loaded asynchronously, and reference a texture "pipo.tga"
- mesh load async is ended, and the texture is not found in the driver
=> texture generate()-d too
- mesh state is AsyncLoad_Texture, and begin (but doesn't end) to upload the texture
- an other mesh is created syncrhonously using also this texture (thus
found in driver, and so just referencing it, no generate)
- the async mesh is then canceled, while the texture has not end to load!
- the texture is still in memory (the sync mesh still point to it), but with
partialy uploaded data!
*/
// \todo yoyo: should be very rare, and don't know if really happens. must do tests
//forceEndUpLoadTexture(wsmmIt->second);
}
// then delete this shape
delete shape;
wsmmIt->second.ShapePtr= NULL;
}
}
// erase this waiting shape
WaitingShapes.erase (wsmmIt); // Delete the waiting shape
}
}
}
// ***************************************************************************
bool CShapeBank::isShapeWaiting ()
{
if (WaitingShapes.size() == 0)
return false;
else
return true;
}
// ***************************************************************************
void CShapeBank::add (const string &shapeNameNotLwr, IShape* pShp)
{
nlassert(pShp);
string shapeName= toLower(shapeNameNotLwr);
// request a system mem geometry copy?
if(pShp && _ShapeNeedingSystemGeometryCopy.find(shapeName)!=_ShapeNeedingSystemGeometryCopy.end())
{
// make a copy of the geometry, in RAM
pShp->buildSystemGeometry();
}
// Is the shape name already used ?
TShapeMap::iterator smIt = ShapeMap.find( shapeName );
if( smIt == ShapeMap.end() )
{
// No ok so lets add the smart pointer
CSmartPtr<IShape> spShape = pShp;
ShapeMap[shapeName] = spShape;
// create the shape info
CShapeInfo siTemp;
siTemp.sShpName = shapeName;
siTemp.pShpCache = getShapeCachePtrFromShapeName( shapeName );
// Is the shape has a valid shape cache ?
if( siTemp.pShpCache == NULL )
{
// No -> link to default (which do the UpdateShapeInfo)
siTemp.pShpCache = getShapeCachePtrFromShapeCacheName( "default" );
// Add the shape to the default shape cache
ShapePtrToShapeInfo[pShp]= siTemp;
ShapeNameToShapeCacheName[shapeName]= "default";
}
else
{
// Yes -> add or replace the shape info
ShapePtrToShapeInfo[pShp] = siTemp;
}
}
}
// ***************************************************************************
void CShapeBank::addShapeCache(const string &shapeCacheName)
{
TShapeCacheMap::iterator scmIt = ShapeCacheNameToShapeCache.find( shapeCacheName );
if( scmIt == ShapeCacheNameToShapeCache.end() )
{
// Not found so add it
ShapeCacheNameToShapeCache.insert(TShapeCacheMap::value_type(shapeCacheName,CShapeCache()));
}
}
// ***************************************************************************
void CShapeBank::removeShapeCache(const std::string &shapeCacheName)
{
if( shapeCacheName == "default" )
return;
// Free the shape cache
CShapeCache *pShpCache = getShapeCachePtrFromShapeCacheName( shapeCacheName );
if( pShpCache == NULL )
return;
pShpCache->MaxSize = 0;
checkShapeCache( pShpCache );
// Remove it
ShapeCacheNameToShapeCache.erase( shapeCacheName );
// All links are redirected to the default cache
TShapeCacheNameMap::iterator scnIt = ShapeNameToShapeCacheName.begin();
while( scnIt != ShapeNameToShapeCacheName.end() )
{
if( scnIt->second == shapeCacheName )
scnIt->second = "default";
++scnIt;
}
}
// ***************************************************************************
void CShapeBank::reset()
{
// Parse la map ShapeCacheNameToShapeCache pour supprimer tout les caches
TShapeCacheMap::iterator scmIt = ShapeCacheNameToShapeCache.begin();
while( scmIt != ShapeCacheNameToShapeCache.end() )
{
CShapeCache *pShpCache = getShapeCachePtrFromShapeCacheName( scmIt->first );
if( pShpCache == NULL )
nlstop; // Should never happen
pShpCache->MaxSize = 0;
checkShapeCache( pShpCache );
++scmIt;
}
ShapeNameToShapeCacheName.clear();
ShapeCacheNameToShapeCache.clear();
addShapeCache( "default" );
}
// ***************************************************************************
void CShapeBank::setShapeCacheSize(const string &shapeCacheName, sint32 maxSize)
{
TShapeCacheMap::iterator scmIt = ShapeCacheNameToShapeCache.find( shapeCacheName );
if( scmIt != ShapeCacheNameToShapeCache.end() )
{
scmIt->second.MaxSize = maxSize;
checkShapeCache(getShapeCachePtrFromShapeCacheName(shapeCacheName));
}
}
// ***************************************************************************
sint CShapeBank::getShapeCacheFreeSpace(const std::string &shapeCacheName) const
{
TShapeCacheMap::const_iterator scmIt = ShapeCacheNameToShapeCache.find( shapeCacheName );
if( scmIt != ShapeCacheNameToShapeCache.end() )
{
return scmIt->second.MaxSize - (sint)scmIt->second.Elements.size();
}
return 0;
}
// ***************************************************************************
void CShapeBank::linkShapeToShapeCache(const string &shapeNameNotLwr, const string &shapeCacheName)
{
string shapeName= toLower(shapeNameNotLwr);
for(;;)
{
// Shape exist?
IShape *shapePtr= getShapePtrFromShapeName(shapeName);
if(shapePtr == NULL)
// No, but still link the shape name to the shapeCache name.
break;
// Is the shape cache exist ?
CShapeCache *shapeCachePtr = getShapeCachePtrFromShapeCacheName( shapeCacheName );
if( shapeCachePtr == NULL )
// abort, since cannot correctly link to a valid shapeCache
return;
// Try to set to the same shape Cache as before?
CShapeInfo &shapeInfo= ShapePtrToShapeInfo[shapePtr];
if( shapeCachePtr == shapeInfo.pShpCache)
// abort, since same cache name / cache ptr
return;
// If The shape is In the cache of an other Shape Cache, abort.
if( shapeInfo.isAdded )
// Abort, because impossible.
return;
// Is the shape is present ?
// Yes -> Update the ShapeInfo
shapeInfo.pShpCache= shapeCachePtr;
break;
}
// change the cache name of the shape
ShapeNameToShapeCacheName[shapeName] = shapeCacheName;
}
// ***************************************************************************
CShapeBank::CShapeCache* CShapeBank::getShapeCachePtrFromShapePtr(IShape* pShp)
{
TShapeInfoMap::iterator scfpmIt = ShapePtrToShapeInfo.find( pShp );
if( scfpmIt != ShapePtrToShapeInfo.end() )
{
return scfpmIt->second.pShpCache;
}
return NULL;
}
// ***************************************************************************
IShape* CShapeBank::getShapePtrFromShapeName(const std::string &pShpName)
{
TShapeMap::iterator smIt = ShapeMap.find(pShpName);
if( smIt != ShapeMap.end() )
{
// TMP
IShape *ptr = (IShape*)(smIt->second);
return ptr;
}
return NULL;
}
// ***************************************************************************
CShapeBank::CShapeCache* CShapeBank::getShapeCachePtrFromShapeCacheName(const string &shapeCacheName)
{
TShapeCacheMap::iterator scmIt = ShapeCacheNameToShapeCache.find( shapeCacheName );
if( scmIt != ShapeCacheNameToShapeCache.end())
{
return &(scmIt->second);
}
return NULL;
}
// ***************************************************************************
const string* CShapeBank::getShapeNameFromShapePtr(IShape* pShp) const
{
TShapeInfoMap::const_iterator scfpmIt = ShapePtrToShapeInfo.find( pShp );
if( scfpmIt != ShapePtrToShapeInfo.end() )
{
return &(scfpmIt->second.sShpName);
}
return NULL;
}
// ***************************************************************************
CShapeBank::CShapeCache* CShapeBank::getShapeCachePtrFromShapeName(const std::string &shapeName)
{
TShapeCacheNameMap::iterator scnIt = ShapeNameToShapeCacheName.find( shapeName );
if( scnIt != ShapeNameToShapeCacheName.end() )
{
return getShapeCachePtrFromShapeCacheName(scnIt->second);
}
return NULL;
}
// ***************************************************************************
void CShapeBank::checkShapeCache(CShapeCache* pShpCache)
{
if( pShpCache != NULL )
while( (sint)pShpCache->Elements.size() > pShpCache->MaxSize )
{
// Suppress the last shape of the cache
IShape *pShp = pShpCache->Elements.back();
// Physical suppression because we own the last smart pointer on the shape
ShapeMap.erase(*getShapeNameFromShapePtr(pShp));
// delete information associated with the shape
ShapePtrToShapeInfo.erase( pShp );
// remove from queue
pShpCache->Elements.pop_back();
}
}
// ***************************************************************************
bool CShapeBank::isShapeCache(const std::string &shapeCacheName) const
{
return ShapeCacheNameToShapeCache.find(shapeCacheName) != ShapeCacheNameToShapeCache.end();
}
// ***************************************************************************
void CShapeBank::preLoadShapes(const std::string &shapeCacheName,
const std::vector<std::string> &listFile, const std::string &wildCardNotLwr, NLMISC::IProgressCallback *progress, bool flushTextures /*= false*/, IDriver *drv /*= NULL*/)
{
// Abort if cache don't exist.
if(!isShapeCache(shapeCacheName))
return;
// lower case
string wildCard= toLower(wildCardNotLwr);
// For all files
for(uint i=0;i<listFile.size();i++)
{
// Progress bar
if (progress)
progress->progress ((float)i/(float)listFile.size ());
string fileName= toLower(CFile::getFilename(listFile[i]));
// if the file is ok for the wildCard, process it
if( testWildCard(fileName.c_str(), wildCard.c_str()) )
{
// link the shape to the shapeCache
linkShapeToShapeCache(fileName, shapeCacheName);
// If !present in the shapeBank
if( getPresentState(fileName)==CShapeBank::NotPresent )
{
// Don't load it if no more space in the cache
if( getShapeCacheFreeSpace(shapeCacheName)>0 )
{
// load it.
load(fileName);
// If success
if( getPresentState(fileName)==CShapeBank::Present )
{
// When a shape is first added to the bank, it is not in the cache.
// add it and release it to force it to be in the cache.
IShape *shp= addRef(fileName);
if(shp)
{
//nlinfo("Loading %s", CPath::lookup(fileName.c_str(), false, false).c_str());
if (flushTextures && drv)
{
shp->flushTextures(*drv, 0);
}
release(shp);
}
}
}
}
}
}
}
// ***************************************************************************
void CShapeBank::buildSystemGeometryForshape(const std::string &shapeName)
{
_ShapeNeedingSystemGeometryCopy.insert(toLower(shapeName));
}
}