Renderer/src/main/java/electrosphere/engine/assetmanager/AssetManager.java
2025-03-26 22:34:24 -04:00

715 lines
23 KiB
Java

package electrosphere.engine.assetmanager;
import electrosphere.audio.AudioBuffer;
import electrosphere.collision.CollisionBodyCreation;
import electrosphere.collision.CollisionEngine;
import electrosphere.collision.collidable.Collidable;
import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.queue.QueuedAsset;
import electrosphere.logger.LoggerInterface;
import electrosphere.renderer.actor.ActorShaderMask;
import electrosphere.renderer.buffer.HomogenousInstancedArray;
import electrosphere.renderer.buffer.HomogenousUniformBuffer;
import electrosphere.renderer.loading.ModelLoader;
import electrosphere.renderer.model.Mesh;
import electrosphere.renderer.model.Model;
import electrosphere.renderer.shader.ComputeShader;
import electrosphere.renderer.shader.VisualShader;
import electrosphere.renderer.texture.Texture;
import electrosphere.renderer.texture.TextureMap;
import electrosphere.server.poseactor.PoseModel;
import electrosphere.util.FileUtils;
import java.io.File;
import java.io.IOException;
import java.util.Collection;
import java.util.Collections;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.CopyOnWriteArrayList;
import java.util.concurrent.locks.ReentrantLock;
import org.lwjgl.assimp.AIScene;
import org.ode4j.ode.DBody;
/**
* Manages all assets loaded into the engine including initially loading and destructing
*/
public class AssetManager {
Map<String,Model> modelsLoadedIntoMemory = new ConcurrentHashMap<String,Model>();
List<String> modelsInQueue = new CopyOnWriteArrayList<String>();
List<String> modelsInDeleteQueue = new CopyOnWriteArrayList<String>();
List<MeshShaderOverride> shaderOverrides = new CopyOnWriteArrayList<MeshShaderOverride>();
Map<String,Texture> texturesLoadedIntoMemory = new ConcurrentHashMap<String,Texture>();
List<String> texturesInQueue = new CopyOnWriteArrayList<String>();
List<String> texturesInDeleteQueue = new CopyOnWriteArrayList<String>();
Map<String,AudioBuffer> audioLoadedIntoMemory = new ConcurrentHashMap<String,AudioBuffer>();
List<String> audioInQueue = new CopyOnWriteArrayList<String>();
Map<String,VisualShader> shadersLoadedIntoMemory = new ConcurrentHashMap<String,VisualShader>();
List<ActorShaderMask> shadersInQueue = new CopyOnWriteArrayList<ActorShaderMask>();
//
//Compute shader related
//
Map<String,ComputeShader> computeShadersLoadedIntoMemory = new ConcurrentHashMap<String,ComputeShader>();
List<String> computeShadersInQueue = new CopyOnWriteArrayList<String>();
Map<String,DBody> physicsMeshesLoadedIntoMemory = new ConcurrentHashMap<String,DBody>();
List<PhysicsMeshQueueItem> physicsMeshesToLoad = new CopyOnWriteArrayList<PhysicsMeshQueueItem>();
Map<String,PoseModel> poseModelsLoadedIntoMemory = new ConcurrentHashMap<String,PoseModel>();
List<String> poseModelsInQueue = new CopyOnWriteArrayList<String>();
List<String> poseModelsInDeleteQueue = new CopyOnWriteArrayList<String>();
//A queue of homogenous buffers to allocate this render frame
List<HomogenousUniformBuffer> homogenousBufferAllocationQueue = new CopyOnWriteArrayList<HomogenousUniformBuffer>();
//A queue of homogenous buffers to allocate this render frame
List<HomogenousInstancedArray> instanceArrayBufferAllocationQueue = new CopyOnWriteArrayList<HomogenousInstancedArray>();
//assets queued to be loaded
ReentrantLock queuedAssetLock = new ReentrantLock();
List<QueuedAsset<?>> queuedAssets = new LinkedList<QueuedAsset<?>>();
//
//General asset manager stuff
//
/**
* For each class/type of asset, load all assets in queue
*/
public void loadAssetsInQueue(){
//models
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Load models");
for(String currentPath : modelsInQueue){
modelsInQueue.remove(currentPath);
AIScene aiScene = ModelLoader.loadAIScene(currentPath);
TextureMap textureMap = null;
if(this.getLocalTextureMapPath(currentPath) != null){
textureMap = TextureMap.construct(this.getLocalTextureMapPath(currentPath));
}
if(aiScene != null){
modelsLoadedIntoMemory.put(currentPath, ModelLoader.createModelFromAiScene(aiScene,textureMap,currentPath));
for(PhysicsMeshQueueItem physicsMeshQueueItem : physicsMeshesToLoad){
if(physicsMeshQueueItem.modelPath.contains(currentPath)){
//create physics
physicsMeshesToLoad.remove(physicsMeshQueueItem);
physicsMeshesLoadedIntoMemory.put(
this.getCollisionMeshMapKey(physicsMeshQueueItem.collisionEngine,currentPath),
CollisionBodyCreation.generateRigidBodyFromAIScene(physicsMeshQueueItem.collisionEngine,aiScene,Collidable.TYPE_STATIC_BIT)
);
}
}
}
}
//textures from disk to gpu
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Load textures");
for(String currentPath : texturesInQueue){
texturesInQueue.remove(currentPath);
texturesLoadedIntoMemory.put(currentPath, new Texture(Globals.renderingEngine.getOpenGLState(), currentPath));
}
//audio from disk
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Load audio");
if(Globals.audioEngine != null && Globals.audioEngine.initialized()){
for(String currentPath : audioInQueue){
audioInQueue.remove(currentPath);
audioLoadedIntoMemory.put(currentPath, new AudioBuffer(currentPath));
}
}
//shaders
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Load shaders");
for(ActorShaderMask currentShader : shadersInQueue){
shadersInQueue.remove(currentShader);
String key = getShaderKey(currentShader.getVertexShaderPath(),currentShader.getFragmentShaderPath());
shadersLoadedIntoMemory.put(
key,
VisualShader.loadSpecificShader(currentShader.getVertexShaderPath(),currentShader.getFragmentShaderPath())
);
}
//compute shaders
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Load compute shaders");
for(String computePath : computeShadersInQueue){
computeShadersInQueue.remove(computePath);
String key = getComputeShaderKey(computePath);
try {
computeShadersLoadedIntoMemory.put(
key,
ComputeShader.create(FileUtils.getAssetFileAsString(computePath))
);
} catch (IOException e) {
e.printStackTrace();
}
}
//pose models
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Load pose models");
for(String currentPath: poseModelsInQueue){
poseModelsInQueue.remove(currentPath);
AIScene scene = ModelLoader.loadAIScene(currentPath);
poseModelsLoadedIntoMemory.put(currentPath, new PoseModel(currentPath, scene));
}
//queued assets
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Load queued assets");
queuedAssetLock.lock();
for(QueuedAsset<?> queuedAsset : queuedAssets){
queuedAsset.load();
if(queuedAsset.get() instanceof Model){
this.modelsLoadedIntoMemory.put(queuedAsset.getPromisedPath(),(Model)queuedAsset.get());
} else if(queuedAsset.get() instanceof Texture){
this.texturesLoadedIntoMemory.put(queuedAsset.getPromisedPath(),(Texture)queuedAsset.get());
}
}
queuedAssets.clear();
queuedAssetLock.unlock();
//allocate homogenous buffers
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Allocate homogenous buffers");
this.allocateHomogenousBuffers();
//allocate instance array buffers
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Allocate instance array buffers");
this.allocateInstanceArrayBuffers();
//override meshes
LoggerInterface.loggerEngine.DEBUG_LOOP("AssetManager - Override meshes");
this.performMeshOverrides();
}
//
//Updating assets
//
public void updateAsset(String path){
LoggerInterface.loggerEngine.DEBUG("AssetManager - updateAsset");
//models
if(modelsLoadedIntoMemory.containsKey(path)){
this.queueModelForDeletion(path);
this.deleteModelsInDeleteQueue();
this.addModelPathToQueue(path);
}
//textures
if(texturesLoadedIntoMemory.containsKey(path)){
this.queueTextureForDeletion(path);
this.deleteTexturesInDeleteQueue();
this.addTexturePathtoQueue(path);
}
//pose models
if(poseModelsLoadedIntoMemory.containsKey(path)){
this.queuePoseModelForDeletion(path);
this.deletePoseModelsInDeleteQueue();
this.addPoseModelPathToQueue(path);
}
if(audioLoadedIntoMemory.containsKey(path)){
throw new Error("Unhandled asset type! (Audio)");
}
if(shadersLoadedIntoMemory.containsKey(path)){
throw new Error("Unhandled asset type! (Shader - Visual)");
}
if(computeShadersLoadedIntoMemory.containsKey(path)){
throw new Error("Unhandled asset type! (Shader - Compute)");
}
}
/**
* Handles the delete queues
*/
public void handleDeleteQueue(){
this.deleteModelsInDeleteQueue();
this.deletePoseModelsInDeleteQueue();
this.deleteTexturesInDeleteQueue();
}
//
//Models
//
public void addModelPathToQueue(String path){
if(!modelsInQueue.contains(path) && !modelsLoadedIntoMemory.containsKey(path)){
modelsInQueue.add(path);
}
}
public Model fetchModel(String path){
Model rVal = null;
if(modelsLoadedIntoMemory.containsKey(path)){
rVal = modelsLoadedIntoMemory.get(path);
}
return rVal;
}
/**
* Queues a model for deletion
* @param modelPath The path to the model
*/
public void queueModelForDeletion(String modelPath){
modelsInDeleteQueue.add(modelPath);
}
/**
Registers a (presumably generated in code) model with the asset manager
@returns a random string that represents the model in the asset manager
*/
public String registerModel(Model m){
String rVal;
UUID newUUID = UUID.randomUUID();
rVal = newUUID.toString();
modelsLoadedIntoMemory.put(rVal,m);
return rVal;
}
/**
* Registers a (presumably generated in code) model to a given path in the asset manager
* Used particularly if you have a specific path you want to relate to a specific model (eg terrain chunk code)
* @param m The model to register
* @param path The path to register the model to
*/
public void registerModelWithPath(Model m, String path){
modelsLoadedIntoMemory.put(path, m);
}
public void deregisterModelPath(String path){
modelsLoadedIntoMemory.remove(path);
}
public void queueOverrideMeshShader(String modelName, String meshName, String vertPath, String fragPath){
MeshShaderOverride override = new MeshShaderOverride(modelName,meshName,vertPath,fragPath);
shaderOverrides.add(override);
}
public void performMeshOverrides(){
List<MeshShaderOverride> toRemove = new LinkedList<MeshShaderOverride>();
for(MeshShaderOverride shaderOverride : shaderOverrides){
Model model = null;
if((model = fetchModel(shaderOverride.modelName)) != null){
for(Mesh mesh : model.getMeshes()){
if(mesh.getMeshName().equals(shaderOverride.getMeshName())){
mesh.setShader(VisualShader.loadSpecificShader(shaderOverride.vertPath, shaderOverride.fragPath));
}
}
toRemove.add(shaderOverride);
}
}
for(MeshShaderOverride shaderOverride : toRemove){
shaderOverrides.remove(shaderOverride);
}
}
/**
* Nuclear function, reloads all shaders loaded into memory
*/
public void forceReloadAllModels(){
for(String modelKey : modelsLoadedIntoMemory.keySet()){
if(modelKey.contains("Models")){
modelsInQueue.add(modelKey);
modelsLoadedIntoMemory.remove(modelKey);
}
}
// modelsLoadedIntoMemory.clear();
}
/**
* Deletes all models in the delete queue
*/
public void deleteModelsInDeleteQueue(){
for(String modelPath : modelsInDeleteQueue){
Model model = this.fetchModel(modelPath);
if(model != null){
model.delete();
}
this.modelsLoadedIntoMemory.remove(modelPath);
}
}
//
//Pose Models
//
/**
* Adds a pose model to the list of pose models to load
* @param path The path to load
*/
public void addPoseModelPathToQueue(String path){
if(!poseModelsInQueue.contains(path) && !poseModelsLoadedIntoMemory.containsKey(path)){
poseModelsInQueue.add(path);
}
}
/**
* Fetches a pose model
* @param path The path to fetch
* @return The pose model if it exists, null otherwise
*/
public PoseModel fetchPoseModel(String path){
PoseModel rVal = null;
if(poseModelsLoadedIntoMemory.containsKey(path)){
rVal = poseModelsLoadedIntoMemory.get(path);
}
return rVal;
}
/**
* Registers a (presumably generated in code) pose model to a given path in the asset manager
* Used particularly if you have a specific path you want to relate to a specific pose model (eg basic shapes)
* @param m The pose model to register
* @param path The path to register the pose model to
*/
public void registerPoseModelWithPath(PoseModel m, String path){
poseModelsLoadedIntoMemory.put(path, m);
}
/**
* Queues a pose model for deletion
* @param modelPath The path to the pose model
*/
public void queuePoseModelForDeletion(String modelPath){
poseModelsInDeleteQueue.add(modelPath);
}
/**
* Deletes all pose models in the delete queue
*/
public void deletePoseModelsInDeleteQueue(){
for(String modelPath : poseModelsInDeleteQueue){
PoseModel poseModel = this.fetchPoseModel(modelPath);
if(poseModel != null){
poseModel.delete();
}
this.poseModelsLoadedIntoMemory.remove(modelPath);
}
}
//
// Textures
//
public void addTexturePathtoQueue(String path){
if(!texturesInQueue.contains(path) && !texturesLoadedIntoMemory.containsKey(path)){
texturesInQueue.add(path);
}
}
/**
* Queues a texture for deletion
* @param texturePath The path to the texture
*/
public void queueTextureForDeletion(String texturePath){
texturesInDeleteQueue.add(texturePath);
}
public Texture fetchTexture(String path){
Texture rVal = null;
if(texturesLoadedIntoMemory.containsKey(path)){
rVal = texturesLoadedIntoMemory.get(path);
}
return rVal;
}
public String registerTexture(Texture t){
String rVal;
UUID newUUID = UUID.randomUUID();
rVal = newUUID.toString();
texturesLoadedIntoMemory.put(rVal,t);
return rVal;
}
/**
* Registers a texture to a path
* @param t The texture
* @param path The path
*/
public void registerTextureToPath(Texture t, String path){
texturesLoadedIntoMemory.put(path,t);
}
public boolean hasLoadedTexture(String path){
return texturesLoadedIntoMemory.containsKey(path);
}
/**
* Gets a local texture map's path from a model's path
* @param modelPath The model's path
*/
private String getLocalTextureMapPath(String modelPath){
File modelFile = FileUtils.getAssetFile(modelPath);
File containingDirectory = modelFile.getParentFile();
File[] children = containingDirectory.listFiles();
if(children != null){
for(File child : children){
if(child.getName().equals("texturemap.json")){
String rVal = child.getPath();
String fixed = rVal.replace(".\\assets", "").replace("./assets", "");
return fixed;
}
}
}
return null;
}
/**
* Deletes all textures in the delete queue
*/
public void deleteTexturesInDeleteQueue(){
for(String texturePath : texturesInDeleteQueue){
Texture texture = this.fetchTexture(texturePath);
if(texture != null){
texture.free();
}
this.texturesLoadedIntoMemory.remove(texturePath);
}
}
//
//AUDIO
//
public void addAudioPathToQueue(String path){
String sanitizedPath = FileUtils.sanitizeFilePath(path);
if(!audioInQueue.contains(sanitizedPath) && !audioLoadedIntoMemory.containsKey(sanitizedPath)){
audioInQueue.add(sanitizedPath);
}
}
public AudioBuffer fetchAudio(String path){
AudioBuffer rVal = null;
String sanitizedPath = FileUtils.sanitizeFilePath(path);
if(audioLoadedIntoMemory.containsKey(sanitizedPath)){
rVal = audioLoadedIntoMemory.get(sanitizedPath);
} else {
LoggerInterface.loggerAudio.WARNING("Failed to find audio " + sanitizedPath);
}
return rVal;
}
/**
* Gets all audio loaded into the engine
* @return The collection of all audio buffers
*/
public Collection<AudioBuffer> getAllAudio(){
return Collections.unmodifiableCollection(this.audioLoadedIntoMemory.values());
}
//
//SHADERS
//
public void addShaderToQueue(String vertexShader, String fragmentShader){
shadersInQueue.add(new ActorShaderMask("","",vertexShader,fragmentShader));
}
public VisualShader fetchShader(String vertexPath, String fragmentPath){
String path = getShaderKey(vertexPath,fragmentPath);
VisualShader rVal = null;
if(shadersLoadedIntoMemory.containsKey(path)){
rVal = shadersLoadedIntoMemory.get(path);
}
return rVal;
}
static String getShaderKey(String vertexPath, String fragmentPath){
return vertexPath + "-" + fragmentPath;
}
/**
* Nuclear function, reloads all shaders loaded into memory
*/
public void forceReloadAllShaders(){
for(String shaderKey : shadersLoadedIntoMemory.keySet()){
String shaderPaths[] = shaderKey.split("-");
shadersInQueue.add(new ActorShaderMask("","",shaderPaths[0],shaderPaths[1]));
}
shadersLoadedIntoMemory.clear();
}
//
//SHADERS
//
/**
* Adds a compute shader to the queue to be loaded
* @param computePath The path to the source code for the shader
*/
public void addComputeShaderToQueue(String computePath){
computeShadersInQueue.add(getComputeShaderKey(computePath));
}
/**
* Gets a compute shader
* @param computePath The path to the source code for the compute shader
* @return The compute shader if it exists, null otherwise
*/
public ComputeShader fetchComputeShader(String computePath){
String key = getComputeShaderKey(computePath);
ComputeShader rVal = null;
if(computeShadersLoadedIntoMemory.containsKey(key)){
rVal = computeShadersLoadedIntoMemory.get(key);
}
return rVal;
}
/**
* Gets the key for a compute shader
* @param computePath The path to the shader source
* @return The key
*/
static String getComputeShaderKey(String computePath){
return computePath;
}
//
//COLLISION MESH
//
public void addCollisionMeshToQueue(PhysicsMeshQueueItem physicsMeshQueueItem){
if(
!physicsMeshesToLoad.contains(physicsMeshQueueItem) &&
!physicsMeshesLoadedIntoMemory.containsKey(getCollisionMeshMapKey(
physicsMeshQueueItem.collisionEngine,
physicsMeshQueueItem.modelPath
))){
physicsMeshesToLoad.add(physicsMeshQueueItem);
}
}
public DBody fetchCollisionObject(CollisionEngine collisionEngine, String path){
return physicsMeshesLoadedIntoMemory.get(getCollisionMeshMapKey(collisionEngine,path));
}
/**
* Gets a key based on collision engine object hash and path of model
* @param collisionEngine collision engine
* @param path The path
* @return The key
*/
private String getCollisionMeshMapKey(CollisionEngine collisionEngine, String path){
return collisionEngine + path;
}
//
//HOMOGENOUS UNIFORM BUFFERS
//
/**
* Allocates all uniform buffers in queue
*/
public void allocateHomogenousBuffers(){
for(HomogenousUniformBuffer buffer : homogenousBufferAllocationQueue){
buffer.allocate();
}
homogenousBufferAllocationQueue.clear();
}
/**
* Adds a uniform buffer to the queue to be allocated
* @param buffer The buffer
*/
public void addHomogenousBufferToQueue(HomogenousUniformBuffer buffer){
homogenousBufferAllocationQueue.add(buffer);
}
//
//INSTANCE ARRAY BUFFERS
//
/**
* Allocates all instance array buffers in queue
*/
public void allocateInstanceArrayBuffers(){
for(HomogenousInstancedArray buffer : instanceArrayBufferAllocationQueue){
buffer.allocate();
}
instanceArrayBufferAllocationQueue.clear();
}
/**
* Adds an instance array buffer to the queue to be allocated
* @param buffer The buffer
*/
public void addInstanceArrayBufferToQueue(HomogenousInstancedArray buffer){
instanceArrayBufferAllocationQueue.add(buffer);
}
//
//Async generic queued assets
//
/**
* Queues an asset to be loaded on the main thread
* @param asset the asset
*/
public String queuedAsset(QueuedAsset<?> asset){
queuedAssetLock.lock();
this.queuedAssets.add(asset);
//promise a specific string for this asset
String promisedPath;
if(asset.suppliedPath()){
promisedPath = asset.getPromisedPath();
if(promisedPath == null || promisedPath == ""){
String message = "Queued an asset with an empty promised path!" +
" " + promisedPath +
" " + asset
;
throw new Error(message);
}
} else {
UUID newUUID = UUID.randomUUID();
promisedPath = newUUID.toString();
asset.setPromisedPath(promisedPath);
}
queuedAssetLock.unlock();
return promisedPath;
}
}