VoxelEngine/src/assets/AssetsLoader.cpp

342 lines
11 KiB
C++

#include "AssetsLoader.hpp"
#include <iostream>
#include <memory>
#include <utility>
#include "coders/imageio.hpp"
#include "constants.hpp"
#include "content/Content.hpp"
#include "content/ContentPack.hpp"
#include "debug/Logger.hpp"
#include "io/engine_paths.hpp"
#include "io/io.hpp"
#include "graphics/core/Texture.hpp"
#include "logic/scripting/scripting.hpp"
#include "objects/rigging.hpp"
#include "util/ThreadPool.hpp"
#include "voxels/Block.hpp"
#include "items/ItemDef.hpp"
#include "Assets.hpp"
#include "assetload_funcs.hpp"
#include "engine/Engine.hpp"
namespace fs = std::filesystem;
static debug::Logger logger("assets-loader");
AssetsLoader::AssetsLoader(Engine& engine, Assets& assets, const ResPaths* paths)
: engine(engine), assets(assets), paths(paths) {
addLoader(AssetType::SHADER, assetload::shader);
addLoader(AssetType::TEXTURE, assetload::texture);
addLoader(AssetType::FONT, assetload::font);
addLoader(AssetType::ATLAS, assetload::atlas);
addLoader(AssetType::LAYOUT, assetload::layout);
addLoader(AssetType::SOUND, assetload::sound);
addLoader(AssetType::MODEL, assetload::model);
}
void AssetsLoader::addLoader(AssetType tag, aloader_func func) {
loaders[tag] = std::move(func);
}
void AssetsLoader::add(
AssetType tag,
const std::string& filename,
const std::string& alias,
std::shared_ptr<AssetCfg> settings
) {
if (enqueued.find({tag, alias}) != enqueued.end()){
return;
}
entries.push(aloader_entry {tag, filename, alias, std::move(settings)});
enqueued.insert({tag, alias});
}
bool AssetsLoader::hasNext() const {
return !entries.empty();
}
aloader_func AssetsLoader::getLoader(AssetType tag) {
auto found = loaders.find(tag);
if (found == loaders.end()) {
throw std::runtime_error(
"unknown asset tag " + std::to_string(static_cast<int>(tag))
);
}
return found->second;
}
void AssetsLoader::loadNext() {
const aloader_entry& entry = entries.front();
logger.info() << "loading " << entry.filename << " as " << entry.alias;
try {
aloader_func loader = getLoader(entry.tag);
auto postfunc =
loader(this, paths, entry.filename, entry.alias, entry.config);
postfunc(&assets);
entries.pop();
} catch (std::runtime_error& err) {
logger.error() << err.what();
auto type = entry.tag;
std::string filename = entry.filename;
std::string reason = err.what();
entries.pop();
throw assetload::error(type, std::move(filename), std::move(reason));
}
}
static void add_layouts(
const scriptenv& env,
const std::string& prefix,
const io::path& folder,
AssetsLoader& loader
) {
if (!io::is_directory(folder)) {
return;
}
for (const auto& file : io::directory_iterator(folder)) {
if (file.extension() != ".xml") continue;
std::string name = prefix + ":" + file.stem();
loader.add(
AssetType::LAYOUT,
file.string(),
name,
std::make_shared<LayoutCfg>(&loader.getEngine().getGUI(), env)
);
}
}
void AssetsLoader::tryAddSound(const std::string& name) {
if (name.empty()) {
return;
}
std::string file = SOUNDS_FOLDER + "/" + name;
add(AssetType::SOUND, file, name);
}
static std::string assets_def_folder(AssetType tag) {
switch (tag) {
case AssetType::FONT:
return FONTS_FOLDER;
case AssetType::SHADER:
return SHADERS_FOLDER;
case AssetType::TEXTURE:
return TEXTURES_FOLDER;
case AssetType::ATLAS:
return TEXTURES_FOLDER;
case AssetType::LAYOUT:
return LAYOUTS_FOLDER;
case AssetType::SOUND:
return SOUNDS_FOLDER;
case AssetType::MODEL:
return MODELS_FOLDER;
}
return "<error>";
}
void AssetsLoader::processPreload(
AssetType tag, const std::string& name, const dv::value& map
) {
std::string defFolder = assets_def_folder(tag);
std::string path = defFolder + "/" + name;
if (map == nullptr) {
add(tag, path, name);
return;
}
map.at("path").get(path);
switch (tag) {
case AssetType::SOUND: {
bool keepPCM = false;
add(tag,
path,
name,
std::make_shared<SoundCfg>(map.at("keep-pcm").get(keepPCM)));
break;
}
case AssetType::ATLAS: {
std::string typeName = "atlas";
map.at("type").get(typeName);
auto type = AtlasType::ATLAS;
if (typeName == "separate") {
type = AtlasType::SEPARATE;
}
add(tag, path, name, std::make_shared<AtlasCfg>(type));
break;
}
default:
add(tag, path, name);
break;
}
}
void AssetsLoader::processPreloadList(AssetType tag, const dv::value& list) {
if (list == nullptr) {
return;
}
for (const auto& value : list) {
switch (value.getType()) {
case dv::value_type::string:
processPreload(tag, value.asString(), nullptr);
break;
case dv::value_type::object:
processPreload(tag, value["name"].asString(), value);
break;
default:
throw std::runtime_error("invalid entry type");
}
}
}
void AssetsLoader::processPreloadConfig(const io::path& file) {
auto root = io::read_json(file);
processPreloadList(AssetType::ATLAS, root["atlases"]);
processPreloadList(AssetType::FONT, root["fonts"]);
processPreloadList(AssetType::SHADER, root["shaders"]);
processPreloadList(AssetType::TEXTURE, root["textures"]);
processPreloadList(AssetType::SOUND, root["sounds"]);
processPreloadList(AssetType::MODEL, root["models"]);
// layouts are loaded automatically
}
void AssetsLoader::processPreloadConfigs(const Content* content) {
auto preloadFile = paths->getMainRoot() / "preload.json";
if (io::exists(preloadFile)) {
processPreloadConfig(preloadFile);
}
if (content == nullptr) {
return;
}
for (auto& entry : content->getPacks()) {
if (entry.first == "core") {
continue;
}
const auto& pack = entry.second;
auto preloadFile = pack->getInfo().folder / "preload.json";
if (io::exists(preloadFile)) {
processPreloadConfig(preloadFile);
}
}
}
void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
loader.processPreloadConfigs(content);
if (content) {
for (auto& entry : content->getBlockMaterials()) {
auto& material = *entry.second;
loader.tryAddSound(material.stepsSound);
loader.tryAddSound(material.placeSound);
loader.tryAddSound(material.breakSound);
loader.tryAddSound(material.hitSound);
}
for (auto& entry : content->getPacks()) {
auto pack = entry.second.get();
auto& info = pack->getInfo();
io::path folder = info.folder / "layouts";
add_layouts(pack->getEnvironment(), info.id, folder, loader);
}
for (auto& entry : content->getSkeletons()) {
auto& skeleton = *entry.second;
for (auto& bone : skeleton.getBones()) {
std::string model = bone->model.name;
size_t pos = model.rfind('.');
if (pos != std::string::npos) {
model = model.substr(0, pos);
}
if (!model.empty()) {
loader.add(
AssetType::MODEL, MODELS_FOLDER + "/" + model, model
);
}
}
}
for (const auto& [_, def] : content->blocks.getDefs()) {
if (!def->modelName.empty() &&
def->modelName.find(':') == std::string::npos) {
loader.add(
AssetType::MODEL,
MODELS_FOLDER + "/" + def->modelName,
def->modelName
);
}
}
for (const auto& [_, def] : content->items.getDefs()) {
if (def->modelName.find(':') == std::string::npos) {
loader.add(
AssetType::MODEL,
MODELS_FOLDER + "/" + def->modelName,
def->modelName
);
}
}
}
}
bool AssetsLoader::loadExternalTexture(
Assets* assets,
const std::string& name,
const std::vector<io::path>& alternatives
) {
if (assets->get<Texture>(name) != nullptr) {
return true;
}
for (auto& path : alternatives) {
if (io::exists(path)) {
try {
auto image = imageio::read(path);
assets->store(Texture::from(image.get()), name);
return true;
} catch (const std::exception& err) {
logger.error() << "error while loading external "
<< path.string() << ": " << err.what();
}
}
}
return false;
}
Engine& AssetsLoader::getEngine() {
return engine;
}
const ResPaths* AssetsLoader::getPaths() const {
return paths;
}
class LoaderWorker : public util::Worker<aloader_entry, assetload::postfunc> {
AssetsLoader* loader;
public:
LoaderWorker(AssetsLoader* loader) : loader(loader) {
}
assetload::postfunc operator()(const aloader_entry& entry
) override {
aloader_func loadfunc = loader->getLoader(entry.tag);
return loadfunc(
loader,
loader->getPaths(),
entry.filename,
entry.alias,
entry.config
);
}
};
std::shared_ptr<Task> AssetsLoader::startTask(runnable onDone) {
auto pool =
std::make_shared<util::ThreadPool<aloader_entry, assetload::postfunc>>(
"assets-loader-pool",
[=]() { return std::make_shared<LoaderWorker>(this); },
[this](const assetload::postfunc& func) { func(&assets); }
);
pool->setOnComplete(std::move(onDone));
while (!entries.empty()) {
aloader_entry entry = std::move(entries.front());
entries.pop();
pool->enqueueJob(std::move(entry));
}
return pool;
}