497 lines
16 KiB
C++
497 lines
16 KiB
C++
#include "assetload_funcs.hpp"
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#include <filesystem>
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#include <iostream>
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#include <stdexcept>
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#include "audio/audio.hpp"
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#include "coders/GLSLExtension.hpp"
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#include "coders/commons.hpp"
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#include "coders/imageio.hpp"
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#include "coders/json.hpp"
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#include "coders/obj.hpp"
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#include "coders/vcm.hpp"
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#include "coders/vec3.hpp"
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#include "constants.hpp"
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#include "debug/Logger.hpp"
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#include "io/engine_paths.hpp"
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#include "io/io.hpp"
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#include "frontend/UiDocument.hpp"
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#include "graphics/core/Atlas.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/ImageData.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/core/TextureAnimation.hpp"
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#include "graphics/commons/Model.hpp"
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#include "objects/rigging.hpp"
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#include "util/stringutil.hpp"
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#include "Assets.hpp"
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#include "AssetsLoader.hpp"
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static debug::Logger logger("assetload-funcs");
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namespace fs = std::filesystem;
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static bool load_animation(
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Assets* assets,
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const ResPaths& paths,
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const std::string& atlasName,
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const std::string& directory,
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const std::string& name,
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Atlas* dstAtlas
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);
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assetload::postfunc assetload::texture(
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AssetsLoader*,
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const ResPaths& paths,
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const std::string& filename,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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auto actualFile = paths.find(filename + ".png");
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try {
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std::shared_ptr<ImageData> image(imageio::read(actualFile));
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return [name, image, actualFile](auto assets) {
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assets->store(Texture::from(image.get()), name);
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};
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} catch (const std::runtime_error& err) {
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logger.error() << actualFile.string() << ": " << err.what();
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return [](auto) {};
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}
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}
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static auto process_program(const ResPaths& paths, const std::string& filename) {
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io::path vertexFile = paths.find(filename + ".glslv");
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io::path fragmentFile = paths.find(filename + ".glslf");
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std::string vertexSource = io::read_string(vertexFile);
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std::string fragmentSource = io::read_string(fragmentFile);
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auto& preprocessor = *Shader::preprocessor;
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auto vertex = preprocessor.process(vertexFile, vertexSource);
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auto fragment = preprocessor.process(fragmentFile, fragmentSource);
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return std::make_pair(vertex, fragment);
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}
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assetload::postfunc assetload::shader(
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AssetsLoader*,
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const ResPaths& paths,
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const std::string& filename,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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auto [vertex, fragment] = process_program(paths, filename);
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io::path vertexFile = paths.find(filename + ".glslv");
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io::path fragmentFile = paths.find(filename + ".glslf");
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std::string vertexSource = std::move(vertex.code);
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std::string fragmentSource = std::move(fragment.code);
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return [=](auto assets) {
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assets->store(
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Shader::create(
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vertexFile.string(),
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fragmentFile.string(),
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vertexSource,
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fragmentSource
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),
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name
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);
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};
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}
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assetload::postfunc assetload::posteffect(
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AssetsLoader*,
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const ResPaths& paths,
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const std::string& file,
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const std::string& name,
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const std::shared_ptr<AssetCfg>& settings
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) {
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io::path effectFile = paths.find(file + ".glsl");
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std::string effectSource = io::read_string(effectFile);
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auto& preprocessor = *Shader::preprocessor;
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preprocessor.addHeader(
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"__effect__", preprocessor.process(effectFile, effectSource, true)
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);
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auto [vertex, fragment] = process_program(paths, SHADERS_FOLDER + "/effect");
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auto params = std::move(fragment.params);
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std::string vertexSource = std::move(vertex.code);
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std::string fragmentSource = std::move(fragment.code);
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return [=](auto assets) {
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auto program = Shader::create(
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effectFile.string(),
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effectFile.string(),
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vertexSource,
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fragmentSource
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);
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assets->store(
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std::make_shared<PostEffect>(std::move(program), params), name
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);
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};
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}
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static bool append_atlas(AtlasBuilder& atlas, const io::path& file) {
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std::string name = file.stem();
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// skip duplicates
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if (atlas.has(name)) {
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return false;
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}
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auto image = imageio::read(file);
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image->fixAlphaColor();
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atlas.add(name, std::move(image));
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return true;
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}
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assetload::postfunc assetload::atlas(
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AssetsLoader* loader,
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const ResPaths& paths,
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const std::string& directory,
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const std::string& name,
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const std::shared_ptr<AssetCfg>& config
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) {
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auto atlasConfig = std::dynamic_pointer_cast<AtlasCfg>(config);
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if (atlasConfig && atlasConfig->type == AtlasType::SEPARATE) {
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for (const auto& file : paths.listdir(directory)) {
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if (!imageio::is_read_supported(file.extension()))
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continue;
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loader->add(
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AssetType::TEXTURE,
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directory + "/" + file.stem(),
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name + "/" + file.stem()
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);
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}
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return [](auto){};
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}
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AtlasBuilder builder;
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for (const auto& file : paths.listdir(directory)) {
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if (!imageio::is_read_supported(file.extension())) continue;
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if (!append_atlas(builder, file)) continue;
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}
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std::set<std::string> names = builder.getNames();
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Atlas* atlas = builder.build(2, false).release();
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return [=](auto assets) {
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atlas->prepare();
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assets->store(std::unique_ptr<Atlas>(atlas), name);
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for (const auto& file : names) {
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load_animation(assets, paths, name, directory, file, atlas);
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}
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};
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}
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assetload::postfunc assetload::font(
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AssetsLoader*,
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const ResPaths& paths,
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const std::string& filename,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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auto pages = std::make_shared<std::vector<std::unique_ptr<ImageData>>>();
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for (size_t i = 0; i <= 1024; i++) {
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std::string pagefile = filename + "_" + std::to_string(i) + ".png";
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auto file = paths.find(pagefile);
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if (io::exists(file)) {
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pages->push_back(imageio::read(file));
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} else if (i == 0) {
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throw std::runtime_error("font must have page 0");
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} else {
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pages->push_back(nullptr);
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}
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}
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return [=](auto assets) {
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int res = pages->at(0)->getHeight() / 16;
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std::vector<std::unique_ptr<Texture>> textures;
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for (auto& page : *pages) {
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if (page == nullptr) {
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textures.emplace_back(nullptr);
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} else {
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auto texture = Texture::from(page.get());
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texture->setMipMapping(false, true);
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textures.emplace_back(std::move(texture));
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}
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}
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assets->store(
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std::make_unique<Font>(std::move(textures), res, 4), name
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);
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};
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}
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assetload::postfunc assetload::layout(
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AssetsLoader*,
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const ResPaths&,
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const std::string& file,
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const std::string& name,
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const std::shared_ptr<AssetCfg>& config
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) {
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return [=](auto assets) {
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try {
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auto cfg = std::dynamic_pointer_cast<LayoutCfg>(config);
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size_t pos = name.find(':');
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auto prefix = name.substr(0, pos);
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assets->store(
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UiDocument::read(
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*cfg->gui,
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cfg->env,
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name,
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file,
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prefix + ":layouts/" + name.substr(pos + 1) + ".xml"
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),
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name
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);
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} catch (const parsing_error& err) {
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throw std::runtime_error(
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"failed to parse layout XML '" + file + "':\n" + err.errorLog()
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);
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}
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};
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}
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assetload::postfunc assetload::sound(
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AssetsLoader*,
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const ResPaths& paths,
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const std::string& file,
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const std::string& name,
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const std::shared_ptr<AssetCfg>& config
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) {
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auto cfg = std::dynamic_pointer_cast<SoundCfg>(config);
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bool keepPCM = cfg ? cfg->keepPCM : false;
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std::unique_ptr<audio::Sound> baseSound = nullptr;
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static std::vector<std::string> extensions {".ogg", ".wav"};
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std::string extension;
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for (size_t i = 0; i < extensions.size(); i++) {
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extension = extensions[i];
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// looking for 'sound_name' as base sound
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auto soundFile = paths.find(file + extension);
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if (io::exists(soundFile)) {
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baseSound = audio::load_sound(soundFile, keepPCM);
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break;
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}
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// looking for 'sound_name_0' as base sound
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auto variantFile = paths.find(file + "_0" + extension);
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if (io::exists(variantFile)) {
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baseSound = audio::load_sound(variantFile, keepPCM);
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break;
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}
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}
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if (baseSound == nullptr) {
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throw std::runtime_error("could not to find sound: " + file);
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}
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// loading sound variants
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for (uint i = 1;; i++) {
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auto variantFile =
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paths.find(file + "_" + std::to_string(i) + extension);
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if (!io::exists(variantFile)) {
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break;
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}
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baseSound->variants.emplace_back(audio::load_sound(variantFile, keepPCM));
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}
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auto sound = baseSound.release();
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return [=](auto assets) {
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assets->store(std::unique_ptr<audio::Sound>(sound), name);
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};
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}
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static void request_textures(AssetsLoader* loader, const model::Model& model) {
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for (auto& mesh : model.meshes) {
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if (mesh.texture.find('$') == std::string::npos &&
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mesh.texture.find(':') == std::string::npos) {
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auto filename = TEXTURES_FOLDER + "/" + mesh.texture;
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loader->add(
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AssetType::TEXTURE, filename, mesh.texture, nullptr
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);
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}
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}
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}
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assetload::postfunc assetload::model(
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AssetsLoader* loader,
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const ResPaths& paths,
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const std::string& file,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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auto path = paths.find(file + ".vec3");
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if (io::exists(path)) {
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auto bytes = io::read_bytes_buffer(path);
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auto modelVEC3 = std::make_shared<vec3::File>(vec3::load(path.string(), bytes));
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return [loader, name, modelVEC3=std::move(modelVEC3)](Assets* assets) {
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for (auto& [modelName, model] : modelVEC3->models) {
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request_textures(loader, model.model);
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std::string fullName = name;
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if (name != modelName) {
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fullName += "." + modelName;
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}
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assets->store(
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std::make_unique<model::Model>(model.model),
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fullName
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);
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logger.info() << "store model " << util::quote(modelName)
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<< " as " << util::quote(fullName);
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}
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};
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}
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path = paths.find(file + ".obj");
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if (io::exists(path)) {
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auto text = io::read_string(path);
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try {
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auto model = obj::parse(path.string(), text).release();
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return [=](Assets* assets) {
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request_textures(loader, *model);
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assets->store(std::unique_ptr<model::Model>(model), name);
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};
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} catch (const parsing_error& err) {
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std::cerr << err.errorLog() << std::endl;
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throw;
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}
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}
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path = paths.find(file + ".xml");
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if (io::exists(path)) {
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auto text = io::read_string(path);
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try {
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auto model = vcm::parse(path.string(), text).release();
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return [=](Assets* assets) {
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request_textures(loader, *model);
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assets->store(std::unique_ptr<model::Model>(model), name);
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};
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} catch (const parsing_error& err) {
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std::cerr << err.errorLog() << std::endl;
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throw;
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}
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}
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throw std::runtime_error("could not to find model " + util::quote(file));
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}
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static void read_anim_file(
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const std::string& animFile,
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std::vector<std::pair<std::string, int>>& frameList
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) {
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auto root = io::read_json(animFile);
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float frameDuration = DEFAULT_FRAME_DURATION;
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std::string frameName;
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if (auto found = root.at("frames")) {
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auto& frameArr = *found;
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for (size_t i = 0; i < frameArr.size(); i++) {
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const auto& currentFrame = frameArr[i];
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frameName = currentFrame[0].asString();
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if (currentFrame.size() > 1) {
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frameDuration = currentFrame[1].asNumber();
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}
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frameList.emplace_back(frameName, frameDuration);
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}
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}
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}
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static TextureAnimation create_animation(
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Atlas* srcAtlas,
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Atlas* dstAtlas,
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const std::string& name,
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const std::set<std::string>& frameNames,
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const std::vector<std::pair<std::string, int>>& frameList
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) {
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Texture* srcTex = srcAtlas->getTexture();
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Texture* dstTex = dstAtlas->getTexture();
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UVRegion region = dstAtlas->get(name);
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TextureAnimation animation(srcTex, dstTex);
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Frame frame;
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uint dstWidth = dstTex->getWidth();
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uint dstHeight = dstTex->getHeight();
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uint srcWidth = srcTex->getWidth();
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uint srcHeight = srcTex->getHeight();
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const int extension = 2;
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frame.dstPos =
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glm::ivec2(region.u1 * dstWidth, region.v1 * dstHeight) - extension;
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frame.size = glm::ivec2(region.u2 * dstWidth, region.v2 * dstHeight) -
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frame.dstPos + extension;
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for (const auto& elem : frameList) {
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if (!srcAtlas->has(elem.first)) {
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logger.error() << "unknown frame name: " << elem.first;
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continue;
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}
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region = srcAtlas->get(elem.first);
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if (elem.second > 0) {
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frame.duration = static_cast<float>(elem.second) / 1000.0f;
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}
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frame.srcPos = glm::ivec2(
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region.u1 * srcWidth, srcHeight - region.v2 * srcHeight
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) - extension;
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animation.addFrame(frame);
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}
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return animation;
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}
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inline bool contains(
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const std::vector<std::pair<std::string, int>>& frameList,
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const std::string& frameName
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) {
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for (const auto& elem : frameList) {
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if (frameName == elem.first) {
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return true;
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}
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}
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return false;
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}
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static bool load_animation(
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Assets* assets,
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const ResPaths& paths,
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const std::string& atlasName,
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const std::string& directory,
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const std::string& name,
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Atlas* dstAtlas
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) {
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std::string animsDir = directory + "/animation";
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for (const auto& folder : paths.listdir(animsDir)) {
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if (!io::is_directory(folder)) continue;
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if (folder.name() != name) continue;
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//FIXME: if (fs::is_empty(folder)) continue;
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AtlasBuilder builder;
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append_atlas(builder, paths.find(directory + "/" + name + ".png"));
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std::vector<std::pair<std::string, int>> frameList;
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std::string animFile = folder.string() + "/animation.json";
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if (io::exists(animFile)) {
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read_anim_file(animFile, frameList);
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}
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for (const auto& file : paths.listdir(animsDir + "/" + name)) {
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if (!frameList.empty() &&
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!contains(frameList, file.stem())) {
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continue;
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}
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if (!append_atlas(builder, file)) continue;
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}
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auto srcAtlas = builder.build(2, true);
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if (frameList.empty()) {
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for (const auto& frameName : builder.getNames()) {
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frameList.emplace_back(frameName, 0);
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}
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}
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auto animation = create_animation(
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srcAtlas.get(), dstAtlas, name, builder.getNames(), frameList
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);
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assets->store(
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std::move(srcAtlas), atlasName + "/" + name + "_animation"
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);
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assets->store(animation);
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return true;
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}
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return true;
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}
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