VoxelEngine/src/assets/AssetsLoader.cpp
2023-11-20 01:30:57 +10:00

117 lines
3.6 KiB
C++

#include "AssetsLoader.h"
#include "Assets.h"
#include <iostream>
#include <memory>
#include "../constants.h"
using std::unique_ptr;
AssetsLoader::AssetsLoader(Assets* assets) : assets(assets) {
}
void AssetsLoader::addLoader(int tag, aloader_func func) {
loaders[tag] = func;
}
void AssetsLoader::add(int tag, const std::string filename, const std::string alias) {
entries.push(aloader_entry{ tag, filename, alias });
}
bool AssetsLoader::hasNext() const {
return !entries.empty();
}
bool AssetsLoader::loadNext() {
const aloader_entry& entry = entries.front();
std::cout << " loading " << entry.filename << " as " << entry.alias << std::endl;
std::cout.flush();
auto found = loaders.find(entry.tag);
if (found == loaders.end()) {
std::cerr << "unknown asset tag " << entry.tag << std::endl;
return false;
}
aloader_func loader = found->second;
bool status = loader(assets, entry.filename, entry.alias);
entries.pop();
return status;
}
#include "../coders/png.h"
#include "../graphics/Shader.h"
#include "../graphics/ImageData.h"
#include "../graphics/Texture.h"
#include "../graphics/Font.h"
bool _load_shader(Assets* assets, const std::string& filename, const std::string& name) {
Shader* shader = load_shader(filename + ".glslv", filename + ".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 std::string& filename, const std::string& name) {
Texture* texture = png::load_texture(filename);
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 std::string& filename, const std::string& name) {
unique_ptr<ImageData> image (png::load_image(filename));
if (image == nullptr) {
std::cerr << "failed to load image '" << name << "'" << std::endl;
return false;
}
for (int i = 0; i < ATLAS_MARGIN_SIZE; i++) {
ImageData* newimage = add_atlas_margins(image.get(), 16);
image.reset(newimage);
}
Texture* texture = Texture::from(image.get());
assets->store(texture, name);
return true;
}
bool _load_font(Assets* assets, const std::string& filename, const std::string& name) {
std::vector<Texture*> pages;
for (size_t i = 0; i <= 4; i++) {
Texture* texture = png::load_texture(filename + "_" + 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);
}
void AssetsLoader::addDefaults(AssetsLoader& loader) {
loader.add(ASSET_SHADER, SHADERS_FOLDER"/main", "main");
loader.add(ASSET_SHADER, SHADERS_FOLDER"/lines", "lines");
loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui", "ui");
loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/block.png", "block");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/block.png", "block_tex");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/slot.png", "slot");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/menubg.png", "menubg");
loader.add(ASSET_FONT, FONTS_FOLDER"/font", "normal");
}