192 lines
4.0 KiB
Odin
192 lines
4.0 KiB
Odin
package assets
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import "core:c"
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import "core:log"
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import "core:math"
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import lg "core:math/linalg"
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import "game:physics/bvh"
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import "libs:tracy"
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import rl "vendor:raylib"
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Loaded_Texture :: struct {
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texture: rl.Texture2D,
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modtime: c.long,
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}
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Loaded_Model :: struct {
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model: rl.Model,
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modtime: c.long,
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}
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Loaded_BVH :: struct {
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// AABB of all bvhs
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aabb: bvh.AABB,
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// BVH for each mesh in a model
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bvhs: []bvh.BVH,
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modtime: c.long,
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}
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destroy_loaded_bvh :: proc(loaded_bvh: Loaded_BVH) {
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tracy.Zone()
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for &mesh_bvh in loaded_bvh.bvhs {
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bvh.destroy_bvh(&mesh_bvh)
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}
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delete(loaded_bvh.bvhs)
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}
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Asset_Manager :: struct {
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textures: map[cstring]Loaded_Texture,
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models: map[cstring]Loaded_Model,
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bvhs: map[cstring]Loaded_BVH,
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}
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get_texture :: proc(assetman: ^Asset_Manager, path: cstring) -> rl.Texture2D {
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tracy.Zone()
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modtime := rl.GetFileModTime(path)
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existing, ok := assetman.textures[path]
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if ok && existing.modtime == modtime {
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return existing.texture
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}
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if ok {
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rl.UnloadTexture(existing.texture)
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delete_key(&assetman.textures, path)
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log.infof("deleted texture %s. New textures len: %d", path, len(assetman.textures))
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}
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loaded := rl.LoadTexture(path)
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if rl.IsTextureValid(loaded) {
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assetman.textures[path] = {
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texture = loaded,
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modtime = modtime,
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}
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return loaded
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} else {
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return rl.Texture2D{}
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}
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}
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get_model_ex :: proc(
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assetman: ^Asset_Manager,
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path: cstring,
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ref_modtime: c.long = 0, // will check reload status using reference load time. When 0 reloaded will be true only if this call triggered reload
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) -> (
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model: rl.Model,
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modtime: c.long,
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reloaded: bool,
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) {
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tracy.Zone()
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new_modtime := rl.GetFileModTime(path)
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existing, ok := assetman.models[path]
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if ok && existing.modtime == new_modtime {
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return existing.model,
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existing.modtime,
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ref_modtime == 0 ? false : existing.modtime == ref_modtime
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}
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if ok {
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rl.UnloadModel(existing.model)
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delete_key(&assetman.textures, path)
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log.infof("deleted model %s. New models len: %d", path, len(assetman.textures))
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}
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loaded := rl.LoadModel(path)
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if rl.IsModelValid(loaded) {
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assetman.models[path] = {
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model = loaded,
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modtime = new_modtime,
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}
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return loaded, new_modtime, true
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} else {
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return rl.Model{}, 0, true
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}
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}
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get_model :: proc(assetman: ^Asset_Manager, path: cstring) -> rl.Model {
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model, _, _ := get_model_ex(assetman, path)
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return model
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}
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null_bvhs: []bvh.BVH
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get_bvh :: proc(assetman: ^Asset_Manager, path: cstring) -> Loaded_BVH {
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tracy.Zone()
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loaded_bvh, ok := assetman.bvhs[path]
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model, modtime, reloaded := get_model_ex(assetman, path, loaded_bvh.modtime)
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should_recreate := reloaded || !ok
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log.debugf(
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"model %v\nmodtime %v\nreloaded %v\nok %v\nshould_recreate %v\nref_modtime %v",
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model,
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modtime,
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reloaded,
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ok,
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should_recreate,
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loaded_bvh.modtime,
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)
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if ok && should_recreate {
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destroy_loaded_bvh(loaded_bvh)
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delete_key(&assetman.bvhs, path)
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}
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if should_recreate {
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new_bvhs := make([]bvh.BVH, model.meshCount)
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outer_aabb := bvh.AABB {
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min = math.F32_MAX,
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max = -math.F32_MAX,
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}
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for i in 0 ..< model.meshCount {
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mesh := model.meshes[i]
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vertices := (cast([^]rl.Vector3)mesh.vertices)[:mesh.vertexCount]
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indices := mesh.indices[:mesh.triangleCount * 3]
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mesh_bvh := bvh.build_bvh_from_mesh(
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{vertices = vertices, indices = indices},
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context.allocator,
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)
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root_aabb := mesh_bvh.bvh.nodes[0].aabb
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outer_aabb.min = lg.min(outer_aabb.min, root_aabb.min)
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outer_aabb.max = lg.max(outer_aabb.max, root_aabb.max)
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new_bvhs[i] = mesh_bvh.bvh
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}
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assetman.bvhs[path] = Loaded_BVH {
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aabb = outer_aabb,
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bvhs = new_bvhs,
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modtime = modtime,
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}
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}
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return assetman.bvhs[path]
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}
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shutdown :: proc(assetman: ^Asset_Manager) {
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tracy.Zone()
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for _, texture in assetman.textures {
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rl.UnloadTexture(texture.texture)
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}
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for _, model in assetman.models {
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rl.UnloadModel(model.model)
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}
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for _, loaded_bvh in assetman.bvhs {
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destroy_loaded_bvh(loaded_bvh)
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}
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delete(assetman.textures)
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delete(assetman.models)
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delete(assetman.bvhs)
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}
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