assets preloading with preload.json

This commit is contained in:
MihailRis
2024-03-11 15:09:21 +03:00
parent 739282dce9
commit 7449434f5c
8 changed files with 209 additions and 64 deletions
+111 -33
View File
@@ -7,26 +7,30 @@
#include <memory>
#include "../constants.h"
#include "../data/dynamic.h"
#include "../files/files.h"
#include "../files/engine_paths.h"
#include "../content/Content.h"
#include "../content/ContentPack.h"
#include "../logic/scripting/scripting.h"
AssetsLoader::AssetsLoader(Assets* assets, const ResPaths* paths)
: assets(assets), paths(paths) {
addLoader(ASSET_SHADER, assetload::shader);
addLoader(ASSET_TEXTURE, assetload::texture);
addLoader(ASSET_FONT, assetload::font);
addLoader(ASSET_ATLAS, assetload::atlas);
addLoader(ASSET_LAYOUT, assetload::layout);
addLoader(ASSET_SOUND, assetload::sound);
: 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);
}
void AssetsLoader::addLoader(int tag, aloader_func func) {
void AssetsLoader::addLoader(AssetType tag, aloader_func func) {
loaders[tag] = func;
}
void AssetsLoader::add(int tag, const std::string filename, const std::string alias, std::shared_ptr<AssetCfg> settings) {
entries.push(aloader_entry{ tag, filename, alias, settings});
void AssetsLoader::add(AssetType tag, const std::string filename, const std::string alias, std::shared_ptr<AssetCfg> settings) {
entries.push(aloader_entry{tag, filename, alias, settings});
}
bool AssetsLoader::hasNext() const {
@@ -39,7 +43,7 @@ bool AssetsLoader::loadNext() {
std::cout.flush();
auto found = loaders.find(entry.tag);
if (found == loaders.end()) {
std::cerr << "unknown asset tag " << entry.tag << std::endl;
std::cerr << "unknown asset tag " << static_cast<int>(entry.tag) << std::endl;
return false;
}
aloader_func loader = found->second;
@@ -57,7 +61,7 @@ void addLayouts(int env, const std::string& prefix, const fs::path& folder, Asse
if (file.extension().u8string() != ".xml")
continue;
std::string name = prefix+":"+file.stem().u8string();
loader.add(ASSET_LAYOUT, file.u8string(), name, std::make_shared<LayoutCfg>(env));
loader.add(AssetType::layout, file.u8string(), name, std::make_shared<LayoutCfg>(env));
}
}
@@ -65,29 +69,103 @@ void AssetsLoader::tryAddSound(std::string name) {
if (name.empty()) {
return;
}
fs::path file = SOUNDS_FOLDER+"/"+name+".ogg";
add(ASSET_SOUND, file, name);
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;
}
return "<error>";
}
void AssetsLoader::processPreload(
AssetType tag,
const std::string& name,
dynamic::Map* map
) {
std::string defFolder = assets_def_folder(tag);
std::string path = defFolder+"/"+name;
if (map == nullptr) {
add(tag, path, name);
return;
}
map->str("path", path);
switch (tag) {
case AssetType::sound:
add(tag, path, name, std::make_shared<SoundCfg>(
map->getBool("keep-pcm", false)
));
break;
default:
add(tag, path, name);
break;
}
}
void AssetsLoader::processPreloadList(AssetType tag, dynamic::List* list) {
if (list == nullptr) {
return;
}
for (uint i = 0; i < list->size(); i++) {
auto value = list->get(i);
switch (value->type) {
case dynamic::valtype::string:
processPreload(tag, *value->value.str, nullptr);
break;
case dynamic::valtype::map: {
auto name = value->value.map->getStr("name");
processPreload(tag, name, value->value.map);
break;
}
default:
throw std::runtime_error("invalid entry type");
}
}
}
void AssetsLoader::processPreloadConfig(fs::path file) {
auto root = files::read_json(file);
processPreloadList(AssetType::font, root->list("fonts"));
processPreloadList(AssetType::shader, root->list("shaders"));
processPreloadList(AssetType::texture, root->list("textures"));
processPreloadList(AssetType::sound, root->list("sounds"));
// layouts are loaded automatically
}
void AssetsLoader::processPreloadConfigs(const Content* content) {
for (auto& entry : content->getPacks()) {
const auto& pack = entry.second;
auto preloadFile = pack->getInfo().folder / fs::path("preload.json");
if (fs::exists(preloadFile)) {
processPreloadConfig(preloadFile);
}
}
auto preloadFile = paths->getMainRoot()/fs::path("preload.json");
if (fs::exists(preloadFile)) {
processPreloadConfig(preloadFile);
}
}
void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
loader.add(ASSET_FONT, FONTS_FOLDER+"/font", "normal");
loader.add(ASSET_SHADER, SHADERS_FOLDER+"/ui", "ui");
loader.add(ASSET_SHADER, SHADERS_FOLDER+"/main", "main");
loader.add(ASSET_SHADER, SHADERS_FOLDER+"/lines", "lines");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/gui/menubg.png", "gui/menubg");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/gui/delete_icon.png", "gui/delete_icon");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/gui/no_icon.png", "gui/no_icon");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/gui/warning.png", "gui/warning");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/gui/error.png", "gui/error");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/gui/cross.png", "gui/cross");
loader.add(AssetType::font, FONTS_FOLDER+"/font", "normal");
loader.add(AssetType::shader, SHADERS_FOLDER+"/ui", "ui");
loader.add(AssetType::shader, SHADERS_FOLDER+"/main", "main");
loader.add(AssetType::shader, SHADERS_FOLDER+"/lines", "lines");
loader.add(AssetType::texture, TEXTURES_FOLDER+"/gui/menubg", "gui/menubg");
loader.add(AssetType::texture, TEXTURES_FOLDER+"/gui/delete_icon", "gui/delete_icon");
loader.add(AssetType::texture, TEXTURES_FOLDER+"/gui/no_icon", "gui/no_icon");
loader.add(AssetType::texture, TEXTURES_FOLDER+"/gui/warning", "gui/warning");
loader.add(AssetType::texture, TEXTURES_FOLDER+"/gui/error", "gui/error");
loader.add(AssetType::texture, TEXTURES_FOLDER+"/gui/cross", "gui/cross");
if (content) {
loader.add(ASSET_SHADER, SHADERS_FOLDER+"/ui3d", "ui3d");
loader.add(ASSET_SHADER, SHADERS_FOLDER+"/screen", "screen");
loader.add(ASSET_SHADER, SHADERS_FOLDER+"/background", "background");
loader.add(ASSET_SHADER, SHADERS_FOLDER+"/skybox_gen", "skybox_gen");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/misc/moon.png", "misc/moon");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/misc/sun.png", "misc/sun");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER+"/gui/crosshair.png", "gui/crosshair");
loader.processPreloadConfigs(content);
for (auto& entry : content->getBlockMaterials()) {
auto& material = entry.second;
@@ -104,8 +182,8 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
addLayouts(pack->getEnvironment()->getId(), info.id, folder, loader);
}
}
loader.add(ASSET_ATLAS, TEXTURES_FOLDER+"/blocks", "blocks");
loader.add(ASSET_ATLAS, TEXTURES_FOLDER+"/items", "items");
loader.add(AssetType::atlas, TEXTURES_FOLDER+"/blocks", "blocks");
loader.add(AssetType::atlas, TEXTURES_FOLDER+"/items", "items");
}
const ResPaths* AssetsLoader::getPaths() const {