Assets loading refactor

This commit is contained in:
MihailRis 2023-12-02 16:41:21 +03:00
parent 2ebaad6cb6
commit 8c261efbd4
3 changed files with 110 additions and 62 deletions

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@ -1,6 +1,8 @@
#include "AssetsLoader.h"
#include "Assets.h"
#include "asset_loaders.h"
#include <iostream>
#include <memory>
@ -40,69 +42,11 @@ bool AssetsLoader::loadNext() {
return status;
}
#include "../coders/png.h"
#include "../graphics/Shader.h"
#include "../graphics/ImageData.h"
#include "../graphics/Texture.h"
#include "../graphics/Atlas.h"
#include "../graphics/Font.h"
bool _load_shader(Assets* assets, const path& filename, const std::string& name) {
Shader* shader = Shader::loadShader(filename.string() + ".glslv", filename.string() + ".glslf");
if (shader == nullptr) {
std::cerr << "failed to load shader '" << name << "'" << std::endl;
return false;
}
assets->store(shader, name);
return true;
}
bool _load_texture(Assets* assets, const path& filename, const std::string& name) {
Texture* texture = png::load_texture(filename.string());
if (texture == nullptr) {
std::cerr << "failed to load texture '" << name << "'" << std::endl;
return false;
}
assets->store(texture, name);
return true;
}
bool _load_atlas(Assets* assets, const path& filename, const std::string& name) {
AtlasBuilder builder;
for (const auto& entry : std::filesystem::directory_iterator(filename)) {
std::filesystem::path file = entry.path();
if (file.extension() == ".png") {
std::string name = file.stem().string();
std::unique_ptr<ImageData> image (png::load_image(file.string()));
image->fixAlphaColor();
builder.add(name, image.release());
}
}
Atlas* atlas = builder.build(2);
assets->store(atlas, name);
return true;
}
bool _load_font(Assets* assets, const path& filename, const std::string& name) {
std::vector<Texture*> pages;
for (size_t i = 0; i <= 4; i++) {
Texture* texture = png::load_texture(filename.string() + "_" + std::to_string(i) + ".png");
if (texture == nullptr) {
std::cerr << "failed to load bitmap font '" << name << "' (missing page " << std::to_string(i) << ")" << std::endl;
return false;
}
pages.push_back(texture);
}
Font* font = new Font(pages, pages[0]->height / 16);
assets->store(font, name);
return true;
}
void AssetsLoader::createDefaults(AssetsLoader& loader) {
loader.addLoader(ASSET_SHADER, _load_shader);
loader.addLoader(ASSET_TEXTURE, _load_texture);
loader.addLoader(ASSET_FONT, _load_font);
loader.addLoader(ASSET_ATLAS, _load_atlas);
loader.addLoader(ASSET_SHADER, assetload::shader);
loader.addLoader(ASSET_TEXTURE, assetload::texture);
loader.addLoader(ASSET_FONT, assetload::font);
loader.addLoader(ASSET_ATLAS, assetload::atlas);
}
void AssetsLoader::addDefaults(AssetsLoader& loader) {

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@ -0,0 +1,80 @@
#include "asset_loaders.h"
#include <iostream>
#include "Assets.h"
#include "../coders/png.h"
#include "../graphics/Shader.h"
#include "../graphics/Texture.h"
#include "../graphics/ImageData.h"
#include "../graphics/Atlas.h"
#include "../graphics/Font.h"
using std::string;
using std::vector;
using std::unique_ptr;
using std::filesystem::path;
namespace fs = std::filesystem;
bool assetload::texture(Assets* assets,
const path& filename,
const string& name) {
Texture* texture = png::load_texture(filename.string());
if (texture == nullptr) {
std::cerr << "failed to load texture '" << name << "'" << std::endl;
return false;
}
assets->store(texture, name);
return true;
}
bool assetload::shader(Assets* assets,
const path& filename,
const string& name) {
Shader* shader = Shader::loadShader(filename.string() + ".glslv",
filename.string() + ".glslf");
if (shader == nullptr) {
std::cerr << "failed to load shader '" << name << "'" << std::endl;
return false;
}
assets->store(shader, name);
return true;
}
bool assetload::atlas(Assets* assets,
const path& directory,
const string& name) {
AtlasBuilder builder;
for (const auto& entry : fs::directory_iterator(directory)) {
path file = entry.path();
if (file.extension() == ".png") {
string name = file.stem().string();
std::unique_ptr<ImageData> image (png::load_image(file.string()));
image->fixAlphaColor();
builder.add(name, image.release());
}
}
Atlas* atlas = builder.build(2);
assets->store(atlas, name);
return true;
}
bool assetload::font(Assets* assets,
const path& filename,
const string& name) {
vector<Texture*> pages;
for (size_t i = 0; i <= 4; i++) {
string name = filename.string() + "_" + std::to_string(i) + ".png";
Texture* texture = png::load_texture(name);
if (texture == nullptr) {
std::cerr << "failed to load bitmap font '" << name;
std::cerr << "' (missing page " << std::to_string(i) << ")";
std::cerr << std::endl;
return false;
}
pages.push_back(texture);
}
Font* font = new Font(pages, pages[0]->height / 16);
assets->store(font, name);
return true;
}

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@ -0,0 +1,24 @@
#ifndef ASSETS_ASSET_LOADERS_H_
#define ASSETS_ASSET_LOADERS_H_
#include <string>
#include <filesystem>
class Assets;
namespace assetload {
bool texture(Assets* assets,
const std::filesystem::path& filename,
const std::string& name);
bool shader(Assets* assets,
const std::filesystem::path& filename,
const std::string& name);
bool atlas(Assets* assets,
const std::filesystem::path& directory,
const std::string& name);
bool font(Assets* assets,
const std::filesystem::path& filename,
const std::string& name);
}
#endif // ASSETS_ASSET_LOADERS_H_