VoxelEngine/src/assets/asset_loaders.cpp
2023-12-18 18:02:17 +06:00

97 lines
3.0 KiB
C++

#include "asset_loaders.h"
#include <iostream>
#include <filesystem>
#include "Assets.h"
#include "../files/files.h"
#include "../files/engine_paths.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 ResPaths* paths,
const string filename,
const string name) {
Texture* texture = png::load_texture(paths->find(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 ResPaths* paths,
const string filename,
const string name) {
path vertexFile = paths->find(filename+".glslv");
path fragmentFile = paths->find(filename+".glslf");
string vertexSource = files::read_string(vertexFile);
string fragmentSource = files::read_string(fragmentFile);
Shader* shader = Shader::loadShader(vertexFile.string(), fragmentFile.string(),
vertexSource, fragmentSource);
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 ResPaths* paths,
const string directory,
const string name) {
AtlasBuilder builder;
for (const auto& file : paths->listdir(directory)) {
if (file.extension() == ".png") {
string name = file.stem().string();
if (builder.has(name)) {
continue; // skip duplicates
}
std::unique_ptr<ImageData> image (png::load_image(file.string()));//but what if load_image return nullptr?
image->fixAlphaColor();
builder.add(name, image.release());
}
}
Atlas* atlas = builder.build(2);
assets->store(atlas, name);
return true;
}
bool assetload::font(Assets* assets,
const ResPaths* paths,
const string filename,
const string name) {
vector<Texture*> pages;
for (size_t i = 0; i <= 4; i++) {
string name = filename + "_" + std::to_string(i) + ".png";
name = paths->find(name).string();
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;
}