Asset manager is now in charge of the loaded assets.

This commit is contained in:
2021-11-13 22:06:41 -08:00
parent 9a695813f9
commit 54d01b5ed6
5 changed files with 65 additions and 73 deletions

View File

@ -61,8 +61,8 @@ elseif(TARGET_TYPE STREQUAL game)
)
# Textures
tool_copy(texture_test
${ASSETS_SOURCE_DIR}/shared/textures/test_texture.png textures/test_texture.png
tool_texture(texture_test
${ASSETS_SOURCE_DIR}/shared/textures/test_texture.png textures/test_texture
)
# Locales

View File

@ -268,8 +268,7 @@ bool assetManagerItemIsFinished(assetmanageritem_t *item) {
// Font
assetmanageritem_t * assetManagerLoadFont(
assetmanager_t *manager, assetmanagerowner_t owner,
font_t *font, char *fileName
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
) {
assetmanageritem_t *item;
item = assetManagerItemGet(manager, fileName);
@ -277,7 +276,6 @@ assetmanageritem_t * assetManagerLoadFont(
item = assetManagerItemAdd(manager, fileName);
item->type = ASSET_MANAGER_TYPE_FONT;
item->data.font.fileName = fileName;
item->data.font.font = font;
}
assetManagerItemGetOrAddHolder(item, owner);
@ -290,20 +288,19 @@ bool _assetManagerLoaderFontAsync(assetmanageritem_t *item) {
}
bool _assetManagerLoaderFontSync(assetmanageritem_t *item) {
fontInit(item->data.font.font, item->data.font.data);
fontInit(&item->data.font.font, item->data.font.data);
free(item->data.font.data);
return true;
}
bool _assetManagerLoaderFontDispose(assetmanageritem_t *item) {
fontDispose(item->data.font.font);
fontDispose(&item->data.font.font);
return true;
}
// Texture
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, assetmanagerowner_t owner,
texture_t *texture, char *fileName
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
) {
assetmanageritem_t *item;
item = assetManagerItemGet(manager, fileName);
@ -311,7 +308,6 @@ assetmanageritem_t * assetManagerLoadTexture(
item = assetManagerItemAdd(manager, fileName);
item->type = ASSET_MANAGER_TYPE_TEXTURE;
item->data.texture.fileName = fileName;
item->data.texture.texture = texture;
}
assetManagerItemGetOrAddHolder(item, owner);
@ -348,7 +344,7 @@ bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item) {
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item) {
// Turn into a texture.
textureInit(
item->data.texture.texture,
&item->data.texture.texture,
item->data.texture.width,
item->data.texture.height,
item->data.texture.data
@ -360,16 +356,16 @@ bool _assetManagerLoaderTextureSync(assetmanageritem_t *item) {
}
bool _assetManagerLoaderTextureDispose(assetmanageritem_t *item) {
textureDispose(item->data.texture.texture);
textureDispose(&item->data.texture.texture);
return true;
}
// Scaled Texture
assetmanageritem_t * assetManagerLoadScaledTexture(
assetmanager_t *manager, assetmanagerowner_t owner,
scaledtexture_t *st, char *path, char *file
assetmanager_t *manager, assetmanagerowner_t owner, char *path, char *file
) {
assetmanageritem_t *item;
scaledtexture_t *st;
char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
sprintf(buffer, "%s/%s", path, file);
item = assetManagerItemGet(manager, buffer);
@ -377,8 +373,7 @@ assetmanageritem_t * assetManagerLoadScaledTexture(
item = assetManagerItemAdd(manager, buffer);
item->type = ASSET_MANAGER_TYPE_SCALED_TEXTURE;
item->data.scaledTexture.scaledTexture = st;
st = &item->data.scaledTexture.scaledTexture;
st->scaleCount = 0;
st->baseWidth = 0;
st->baseHeight = 0;
@ -397,7 +392,7 @@ bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item) {
xml_t *child;
int16_t i, j;
scaledtexture_t *st;
st = item->data.scaledTexture.scaledTexture;
st = &item->data.scaledTexture.scaledTexture;
// Begin loading texture XML
sprintf(buffer, "%s/%s.xml", st->path, st->file);
@ -434,7 +429,7 @@ bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item) {
// Texture Scale
assetmanageritem_t * assetManagerLoadTextureScale(
assetmanager_t *manager, assetmanagerowner_t owner,
scaledtexture_t *st, texture_t *text, uint8_t scale
scaledtexture_t *st, uint8_t scale
) {
assetmanageritem_t *item;
char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
@ -444,7 +439,6 @@ assetmanageritem_t * assetManagerLoadTextureScale(
item = assetManagerItemAdd(manager, buffer);
item->type = ASSET_MANAGER_TYPE_SCALE_TEXTURE;
item->data.scaleTexture.scale = scale;
item->data.scaleTexture.texture = text;
item->data.scaleTexture.scaledTexture = st;
}
assetManagerItemGetOrAddHolder(item, owner);
@ -485,7 +479,7 @@ bool _assetManagerLoaderTextureScaleSync(assetmanageritem_t *item) {
sts = st->scales + item->data.scaleTexture.scale;
textureInit(
item->data.scaleTexture.texture,
&item->data.scaleTexture.texture,
sts->width, sts->height,
item->data.scaleTexture.data
);
@ -495,14 +489,14 @@ bool _assetManagerLoaderTextureScaleSync(assetmanageritem_t *item) {
}
bool _assetManagerLoaderTextureScaleDispose(assetmanageritem_t *item) {
textureDispose(item->data.scaleTexture.texture);
textureDispose(&item->data.scaleTexture.texture);
return true;
}
// Shader
assetmanageritem_t * assetManagerLoadShader(
assetmanager_t *manager, assetmanagerowner_t owner,
shader_t *shader, char *fileVert, char *fileFrag
char *fileVert, char *fileFrag
) {
assetmanageritem_t *item;
char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
@ -511,7 +505,6 @@ assetmanageritem_t * assetManagerLoadShader(
if(item == NULL) {
item = assetManagerItemAdd(manager, buffer);
item->type = ASSET_MANAGER_TYPE_SHADER;
item->data.shader.shader = shader;
item->data.shader.fileVert = fileVert;
item->data.shader.fileFrag = fileFrag;
}
@ -534,7 +527,7 @@ bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item) {
bool _assetManagerLoaderShaderSync(assetmanageritem_t *item) {
shaderInit(
item->data.shader.shader,
&item->data.shader.shader,
item->data.shader.dataVert,
item->data.shader.dataFrag
);
@ -544,6 +537,6 @@ bool _assetManagerLoaderShaderSync(assetmanageritem_t *item) {
}
bool _assetManagerLoaderShaderDispose(assetmanageritem_t *item) {
shaderDispose(item->data.shader.shader);
shaderDispose(&item->data.shader.shader);
return true;
}

View File

@ -38,31 +38,31 @@
// Loader Types
typedef struct {
font_t *font;
font_t font;
char *fileName;
char *data;
} assetmanagerfont_t;
typedef struct {
texture_t *texture;
texture_t texture;
char *fileName;
int32_t width, height;
pixel_t *data;
} assetmanagertexture_t;
typedef struct {
scaledtexture_t *scaledTexture;
scaledtexture_t scaledTexture;
} assetmanagerscaledtexture_t;
typedef struct {
scaledtexture_t *scaledTexture;
texture_t *texture;
texture_t texture;
uint8_t scale;
pixel_t *data;
} assetmanagerscaletexture_t;
typedef struct {
shader_t *shader;
shader_t shader;
char *fileVert;
char *fileFrag;
char *dataVert;
@ -205,8 +205,7 @@ bool assetManagerItemIsFinished(assetmanageritem_t *item);
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadFont(
assetmanager_t *manager, assetmanagerowner_t owner,
font_t *font, char *fileName
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
);
bool _assetManagerLoaderFontAsync(assetmanageritem_t *item);
@ -223,8 +222,7 @@ bool _assetManagerLoaderFontDispose(assetmanageritem_t *item);
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, assetmanagerowner_t owner,
texture_t *texture, char *fileName
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
);
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item);
@ -237,14 +235,12 @@ bool _assetManagerLoaderTextureDispose(assetmanageritem_t *item);
*
* @param manager Manager to queue on to.
* @param owner Owner ID requesting to load this resource.
* @param mt Scaled Texture to load in to.
* @param path Path of the texture files
* @param file File name of the texture sets.
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadScaledTexture(
assetmanager_t *manager, assetmanagerowner_t owner,
scaledtexture_t *st, char *path, char *file
assetmanager_t *manager, assetmanagerowner_t owner, char *path, char *file
);
bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item);
@ -261,7 +257,7 @@ bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item);
*/
assetmanageritem_t * assetManagerLoadTextureScale(
assetmanager_t *manager, assetmanagerowner_t owner,
scaledtexture_t *st, texture_t *text, uint8_t scale
scaledtexture_t *st, uint8_t scale
);
bool _assetManagerLoaderTextureScaleAsync(assetmanageritem_t *item);
@ -280,7 +276,7 @@ bool _assetManagerLoaderTextureScaleDispose(assetmanageritem_t *item);
*/
assetmanageritem_t * assetManagerLoadShader(
assetmanager_t *manager, assetmanagerowner_t owner,
shader_t *shader, char *fileVert, char *fileFrag
char *fileVert, char *fileFrag
);
bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item);

View File

@ -14,32 +14,30 @@ bool sandboxGameInit(sandboxgame_t *game) {
sceneInit(&game->scene, &game->engine);
// Load Shader
assetManagerLoadShader(&game->engine.assetManager, game->scene.assetOwner,
&game->shader, "shaders/textured.vert", "shaders/textured.frag"
game->shader = assetManagerLoadShader(
&game->engine.assetManager, game->scene.assetOwner,
"shaders/textured.vert", "shaders/textured.frag"
);
assetManagerLoadShader(&game->engine.assetManager, game->scene.assetOwner,
&game->shader2, "shaders/test.vert", "shaders/test.frag"
game->shader2 = assetManagerLoadShader(
&game->engine.assetManager, game->scene.assetOwner,
"shaders/test.vert", "shaders/test.frag"
);
// Load the texture
assetManagerLoadScaledTexture(
game->scaledTexture = assetManagerLoadScaledTexture(
&game->engine.assetManager, game->scene.assetOwner,
&game->st, "poker/characters/sammy", "sprite"
"textures", "test_texture"
);
assetManagerLoadTextureScale(
game->textureScale = assetManagerLoadTextureScale(
&game->engine.assetManager, game->scene.assetOwner,
&game->st, &game->texture, 0
);
assetManagerLoadTexture(
&game->engine.assetManager, game->scene.assetOwner,
&game->texture, "textures/test_texture.png"
&game->scaledTexture->data.scaledTexture.scaledTexture, 0
);
// quadInit(&game->quad, 0, 0,0,0,0, 1,1,1,1);
cubeInit(&game->quad, 1, 1, 1);
i = renderPassAdd(&game->scene.renderList, &game->shader);
i = renderPassAdd(&game->scene.renderList, &game->shader);
i = renderPassAdd(&game->scene.renderList, &game->shader->data.shader.shader);
i = renderPassAdd(&game->scene.renderList, &game->shader->data.shader.shader);
return true;
}
@ -47,6 +45,7 @@ bool sandboxGameInit(sandboxgame_t *game) {
void sandboxGameUpdate(sandboxgame_t *game) {
camera_t camera;
float n;
shader_t *shader, *shader2;
n = assetManagerProgressGet(&game->engine.assetManager);
if(n < 1.0f) return;
@ -54,13 +53,15 @@ void sandboxGameUpdate(sandboxgame_t *game) {
sceneRenderStart(&game->scene);
// First pass
shaderuniform_t uniView = shaderGetUniform(&game->shader, "u_View");
shaderuniform_t uniProj = shaderGetUniform(&game->shader, "u_Proj");
shaderuniform_t uniModel = shaderGetUniform(&game->shader, "u_Modl");
shaderuniform_t uniColor = shaderGetUniform(&game->shader, "u_Colr");
shaderuniform_t uniTexture = shaderGetUniform(&game->shader, "u_Text");
shader = &game->shader->data.shader.shader;
shader2 = &game->shader2->data.shader.shader;
shaderuniform_t uniView = shaderGetUniform(shader, "u_View");
shaderuniform_t uniProj = shaderGetUniform(shader, "u_Proj");
shaderuniform_t uniModel = shaderGetUniform(shader, "u_Modl");
shaderuniform_t uniColor = shaderGetUniform(shader, "u_Colr");
shaderuniform_t uniTexture = shaderGetUniform(shader, "u_Text");
renderpass_t *pass =renderListRenderPass(
renderpass_t *pass = renderListRenderPass(
&game->scene.renderList, &game->engine, 0
);
cameraPerspective(&camera, 45.0f,
@ -70,29 +71,30 @@ void sandboxGameUpdate(sandboxgame_t *game) {
shaderUseCamera(pass->shader, uniView, uniProj, &camera);
shaderUseColor(pass->shader, uniColor, PIXEL_COLOR_WHITE);
shaderUseTexture(pass->shader, uniTexture, &game->texture);
shaderUseTexture(pass->shader, uniTexture, &game->textureScale->data.scaleTexture.texture);
shaderUsePosition(pass->shader, uniModel, 0,0,0,
game->engine.time.current/2.0f, game->engine.time.current, 0
);
primitiveDraw(&game->quad, 0, -1);
// // Second Pass
pass = renderListRenderPass(&game->scene.renderList, &game->engine, 1);
shaderUsePosition(pass->shader, uniModel, 0,0,0,
-game->engine.time.current/2.0f, -game->engine.time.current, 0
);
primitiveDraw(&game->quad, 0, -1);
// Merge Shader
shaderuniform_t uniTextureSet[2];
uniTextureSet[0] = shaderGetUniform(&game->shader2, "u_Text0");
uniTextureSet[1] = shaderGetUniform(&game->shader2, "u_Text1");
uniTextureSet[0] = shaderGetUniform(shader2, "u_Text0");
uniTextureSet[1] = shaderGetUniform(shader2, "u_Text1");
sceneRenderEnd(&game->scene, &game->shader2,
shaderGetUniform(&game->shader2, "u_View"),
shaderGetUniform(&game->shader2, "u_Proj"),
shaderGetUniform(&game->shader2, "u_Modl"),
sceneRenderEnd(&game->scene, shader2,
shaderGetUniform(shader2, "u_View"),
shaderGetUniform(shader2, "u_Proj"),
shaderGetUniform(shader2, "u_Modl"),
uniTextureSet,
&game->shader, uniView, uniProj, uniModel, uniTexture
shader, uniView, uniProj, uniModel, uniTexture
);
}

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@ -26,11 +26,12 @@
typedef struct {
engine_t engine;
scene_t scene;
shader_t shader;
shader_t shader2;
texture_t texture;
primitive_t quad;
scaledtexture_t st;
assetmanageritem_t *shader;
assetmanageritem_t *shader2;
assetmanageritem_t *scaledTexture;
assetmanageritem_t *textureScale;
} sandboxgame_t;
/**