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ResourceManager.cpp
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#include "ResourceManager.h"
#include "GLFWApp.h"
#include "AnimCharacter.h"
ResourceManager::ResourceManager()
{
m_obj_vec.reserve(1024);
m_shader_vec.reserve(128);
m_mesh_vec.reserve(256);
}
ResourceManager::~ResourceManager()
{
}
void ResourceManager::ShutDown()
{
m_obj_vec.clear();
m_static_obj_vec.clear();
m_mesh_vec.clear();
m_static_mesh_vec.clear();
m_shader_vec.clear();
m_obj_vec.shrink_to_fit();
m_mesh_vec.shrink_to_fit();
m_shader_vec.shrink_to_fit();
}
void ResourceManager::RemoveObject(std::weak_ptr<GameObject> object)
{
auto obj_sp = object.lock();
obj_sp->Release();
obj_sp.reset();
}
void ResourceManager::RemoveObjectFromLast()
{
if (m_obj_vec.size() > 0)
{
auto renderer = GLFWApp::getInstance()->getRenderer();
auto object = *(m_obj_vec.cend() - 1);
auto key_shader = object->getMesh()->getShader();
std::cout << "Remove: " << (dynamic_pointer_cast<Joint>(object))->getName() << std::endl;
std::cout << "Pos: " << object->m_transform.m_translation.x << ", "
<< object->m_transform.m_translation.y << ", "
<< object->m_transform.m_translation.z
<< std::endl;
/*
glm::vec3 world_pos;
world_pos = glm::vec3(
object->m_transform.getParent()->getModelMatWorld() * glm::vec4(object->m_transform.m_translation, 1.0f));
*/
std::cout << "Pos: " << object->m_transform.getModelMatWorld()[3].x << ", "
<< object->m_transform.getModelMatWorld()[3].y << ", "
<< object->m_transform.getModelMatWorld()[3].z
<< std::endl;
RemoveObjectMapCache(key_shader, object);
m_obj_vec.erase(m_obj_vec.end() - 1);
}
#ifdef _DEBUG
std::cout << "\nObject: Cap: " << m_obj_vec.capacity() << "\n";
std::cout << "Mesh: Cap: " << m_mesh_vec.capacity() << "\n";
std::cout << "Shader: Cap: " << m_shader_vec.capacity() << "\n";
#endif
}
std::shared_ptr<GameObject> ResourceManager::FindObjByName(const string& name)
{
for (size_t i = 0; i < m_obj_vec.size(); i++)
{
/*find by name*/
if (m_obj_vec[i]->getName() == name)
{
return m_obj_vec[i];
}
}
//if find nothing
return nullptr;
}
void ResourceManager::SetMainCamera(std::shared_ptr<Camera> camera)
{
m_camera = camera;
}
void ResourceManager::AddStaticObject(std::shared_ptr<GameObject> object)
{
#ifdef _DEBUG
assert(object->getObjectType() == OBJECT_FLAG_ENUM::OBJECT_STATIC);
#endif
m_static_obj_vec.push_back(std::move(object));
}
void ResourceManager::AddGameObject(std::shared_ptr<GameObject> object)
{
if (object->hasMesh())
{
auto mesh_shader = object->getMesh()->getShader();
AddtoShaderObjectMap(mesh_shader, object);
}
m_obj_vec.push_back(std::move(object));
}
void ResourceManager::AddMesh(std::shared_ptr<Mesh> mesh)
{
m_mesh_vec.push_back(std::move(mesh));
}
void ResourceManager::AddShader(std::shared_ptr<Shader> shader)
{
m_shader_vec.push_back(std::move(shader));
}
void ResourceManager::AddAnimCharacter(std::shared_ptr<AnimCharacter> anim_character)
{
m_anim_character_vec.push_back(anim_character);
}
void ResourceManager::AddJelly(std::shared_ptr<Jelly> jelly)
{
m_jellies.push_back(jelly);
}
void ResourceManager::GenerateParticle(glm::vec3 pos, float mass)
{
auto particle = std::make_shared<Particle>(pos, mass);
m_particles.push_back(particle);
}
std::shared_ptr<Mesh> ResourceManager::FindMeshByName(std::string name)
{
for (auto it = m_mesh_vec.cbegin(); it != m_mesh_vec.cend(); ++it)
{
if ((*it)->getName() == name)
{
return (*it);
}
}
return nullptr;
}
std::shared_ptr<Shader> ResourceManager::FindShaderByName(std::string name)
{
for (auto shader : m_shader_vec)
{
if (shader->getName() == name)
return shader;
}
return nullptr;
}
// TODO: Static objects may have different shader
inline int ResourceManager::CheckStaticMesh(const size_t& new_length)
{
if (m_static_mesh_vec.size() == 0)
return 1;
auto last_mesh_it = m_static_mesh_vec.cend() - 1;
if ((*last_mesh_it)->getNumberOfIndices() + new_length >= MAX_NUM_OF_INDICES)
{
// create new static mesh
return 1;
}
return 0;
}
void ResourceManager::MergeStaticMesh(int opt, std::shared_ptr<GameObject> object, std::shared_ptr<Mesh> mesh)
{
switch(opt)
{
case 0:
{
// append existing one
auto static_mesh_it = m_mesh_vec.end() - 1;
const auto& mesh_indices = mesh->getIndices();
auto& static_mesh_indices = (*static_mesh_it)->getIndices();
const auto& mesh_vert_vec = mesh->getPositions();
// speed up by direct accessing data (no type-checking)
auto const mesh_vert_arr = mesh->getPositions().data();
auto& static_mesh_vert_vec = (*static_mesh_it)->getPositions();
unsigned int offset = static_cast<unsigned int>((*static_mesh_it)->getPositions().size()) - 1;
// append vetices
for(size_t i = 0; i < mesh_vert_vec.size(); ++i)
{
const glm::vec3& vert_pos = mesh_vert_arr[i];
glm::vec4 pos_4 = object->m_transform.getModelMat() * glm::vec4(vert_pos, 1.0);
glm::vec3 pos = glm::vec3(pos_4);
static_mesh_vert_vec.push_back(pos);
}
// append indices
for (size_t i = 0; i < mesh->getNumberOfIndices(); ++i)
{
unsigned int idx = mesh_indices[i] + offset;
static_mesh_indices.push_back(idx);
}
break;
}
case 1:
{
auto static_obj = std::make_shared<GameObject>();
auto new_mesh = std::make_shared<Mesh>();
std::vector<glm::vec3> positions = mesh->getPositions();
auto position_arr = positions.data();
std::vector<unsigned int> indices = mesh->getIndices();
// transform every pos to world space
for (size_t i = 0; i < positions.size(); ++i)
{
glm::vec4 pos_4 = object->m_transform.getModelMat() * glm::vec4(position_arr[i], 1.0);
position_arr[i] = glm::vec3(pos_4);
}
new_mesh->setPositions(positions);
new_mesh->setIndices(indices);
new_mesh->Initialize(object->getMesh()->getShader());
m_static_mesh_vec.push_back(new_mesh);
static_obj->setMesh(new_mesh);
static_obj->Initialize(glm::vec3(0, 0, 0));
m_static_obj_tmp_vec.push_back(static_obj);
break;
}
}
}
void ResourceManager::AddtoShaderObjectMap(std::shared_ptr<Shader> shader, std::shared_ptr<GameObject> gameobject)
{
if (m_shader_object_map.find(shader) != m_shader_object_map.end())
{
// Append
m_shader_object_map[shader].push_back(gameobject);
}
else
{
// Create new vecotr
std::vector<std::shared_ptr<GameObject>> vec;
vec.push_back(gameobject);
m_shader_object_map.emplace(shader, vec);
}
}
void ResourceManager::RemoveObjectMapCache(std::shared_ptr<Shader> shader, std::shared_ptr<GameObject> object)
{
auto map_it = m_shader_object_map.find(shader);
auto& obj_vec = map_it->second;
auto obj_it = std::find(obj_vec.begin(), obj_vec.end(), object);
if (obj_it != obj_vec.end())
{
obj_vec.erase(obj_it);
}
}
void ResourceManager::ArrangeStaticObjects()
{
for (size_t i = 0; i < m_static_obj_vec.size(); ++i)
{
int opt = CheckStaticMesh(m_static_obj_vec[i]->getMesh()->getNumberOfIndices());
MergeStaticMesh(opt, m_static_obj_vec[i], m_static_obj_vec[i]->getMesh());
}
// Update all static mehes info to GPU
for (size_t i = 0; i < m_static_mesh_vec.size(); ++i)
{
m_static_mesh_vec[i]->SetupGLBuffers();
}
m_static_obj_vec.clear();
m_static_obj_vec = m_static_obj_tmp_vec;
for (auto it = m_static_obj_vec.cbegin(); it != m_static_obj_vec.cend(); ++it)
{
const auto object = *it;
auto mesh_shader = object->getMesh()->getShader();
AddtoShaderObjectMap(mesh_shader, object);
}
}