Finished asset manager.

This commit is contained in:
2021-11-03 10:48:03 -07:00
parent 9e13bc1caa
commit dd9fcd52ca
8 changed files with 519 additions and 60 deletions

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@ -118,6 +118,21 @@ elseif(TARGET_TYPE STREQUAL game)
locale_en
)
elseif(TARGET_GAME STREQUAL sandbox)
add_compile_definitions(
GAME_NAME="Sandbox"
GAME_FILE="sandbox/game.h"
GAME_TYPE=sandboxgame_t
GAME_INIT=sandboxGameInit
GAME_UPDATE=sandboxGameUpdate
GAME_DISPOSE=sandboxGameDispose
GAME_VERSION=1.0
)
tool_assets(
shader_textured
font_opensans
texture_test
)
endif()
# Common Game Dependencies.

251
src/file/assetmanager.c Normal file
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@ -0,0 +1,251 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetmanager.h"
assetmanagerloaderdefinition_t ASSET_MANAGER_LOADERS[] = {
{
&_assetManagerLoaderTextureAsync,
&_assetManagerLoaderTextureSync
},
{
&_assetManagerLoaderFontAsync,
&_assetManagerLoaderFontSync
},
{
&_assetManagerLoaderShaderAsync,
&_assetManagerLoaderShaderSync
}
};
void assetManagerInit(assetmanager_t *manager) {
threadInit(&manager->thread, &_assetManagerThread);
manager->thread.user = manager;
manager->itemCount = 0;
}
void assetManagerStart(assetmanager_t *manager) {
threadStart(&manager->thread);
}
float assetManagerProgressGet(assetmanager_t *manager) {
float done;
uint8_t i;
done = 0.0f;
for(i = 0; i < manager->itemCount; i++) {
if(!assetManagerIsItemFinished(manager->items + i)) continue;
done++;
}
return done / ((float) manager->itemCount);
}
bool assetManagerIsItemFinished(assetmanageritem_t *item) {
// Sync done is always done
if(item->state == ASSET_MANAGER_STATE_SYNC_DONE) return true;
// Only check if ASYNC is done.
if(item->state != ASSET_MANAGER_STATE_ASYNC_DONE) return false;
// Does it need to still sync load?
if(ASSET_MANAGER_LOADERS[item->type].loadSync == NULL) return true;
return false;
}
// Thread Management
int32_t _assetManagerThread(thread_t *thread) {
// TODO: Can I allow multiple threads to run?
uint8_t i;
assetmanager_t *manager;
assetmanageritem_t *item;
assetmanagerloaderdefinition_t *definition;
bool result;
manager = thread->user;
for(i = 0; i < manager->itemCount; i++) {
item = manager->items + i;
definition = ASSET_MANAGER_LOADERS + item->type;
// Only bother with ASYNC items
if(definition->loadAsync == NULL) continue;
// Are we already loading or already tried to load?
if(item->state != ASSET_MANAGER_STATE_PENDING) continue;
// Begin loading
item->state = ASSET_MANAGER_STATE_ASYNC_LOADING;
result = definition->loadAsync(item);
// Finish Loading
if(!result) {
item->state = ASSET_MANAGER_STATE_ASYNC_ERROR;
} else {
item->state = ASSET_MANAGER_STATE_ASYNC_DONE;
}
}
return 0;
}
void assetManagerUpdate(assetmanager_t *manager) {
uint8_t i;
assetmanageritem_t *item;
assetmanagerloaderdefinition_t *definition;
bool result;
for(i = 0; i < manager->itemCount; i++) {
item = manager->items + i;
definition = ASSET_MANAGER_LOADERS + item->type;
// If requires ASYNC loading, then confirm it has finished loading.
if(definition->loadAsync != NULL) {
if(item->state != ASSET_MANAGER_STATE_ASYNC_DONE) continue;
} else if(item->state != ASSET_MANAGER_STATE_PENDING) {
continue;
} else if(definition->loadSync == NULL) {
continue;
}
// Begin sync loading
item->state = ASSET_MANAGER_STATE_SYNC_LOADING;
result = definition->loadSync(item);
// Finish loading
if(!result) {
item->state = ASSET_MANAGER_STATE_SYNC_ERROR;
} else {
item->state = ASSET_MANAGER_STATE_SYNC_DONE;
}
}
}
assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager) {
assetmanageritem_t *item = manager->items + manager->itemCount++;
item->state = ASSET_MANAGER_STATE_PENDING;
return item;
}
// Texture
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, texture_t *texture, char *fileName
) {
assetmanageritem_t *item = assetManagerItemAdd(manager);
item->type = ASSET_MANAGER_TYPE_TEXTURE;
item->data.texture.fileName = fileName;
item->data.texture.texture = texture;
return item;
}
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item) {
assetbuffer_t *buffer;
int channels;
stbi_io_callbacks OPENGL_STBI_CALLBACKS;
buffer = assetBufferOpen(item->data.texture.fileName);
if(buffer == NULL) return false;
// Setup the interface for STBI
OPENGL_STBI_CALLBACKS.read = &assetBufferRead;
OPENGL_STBI_CALLBACKS.skip = &assetBufferSkip;
OPENGL_STBI_CALLBACKS.eof = &assetBufferEnd;
// Buffer the image
channels = 0;
item->data.texture.data = (pixel_t *)stbi_load_from_callbacks(
&OPENGL_STBI_CALLBACKS, buffer,
&item->data.texture.width, &item->data.texture.height,
&channels, STBI_rgb_alpha
);
// Close the buffer
assetBufferClose(buffer);
if(item->data.texture.data == NULL) return false;
return true;
}
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item) {
// Turn into a texture.
textureInit(
item->data.texture.texture,
item->data.texture.width,
item->data.texture.height,
item->data.texture.data
);
// Cleanup
stbi_image_free(item->data.texture.data);
return true;
}
// Font
assetmanageritem_t * assetManagerLoadFont(
assetmanager_t *manager, font_t *font, char *fileName
) {
assetmanageritem_t *item = assetManagerItemAdd(manager);
item->type = ASSET_MANAGER_TYPE_FONT;
item->data.font.fileName = fileName;
item->data.font.font = font;
return item;
}
bool _assetManagerLoaderFontAsync(assetmanageritem_t *item) {
item->data.font.data = assetStringLoad(item->data.font.fileName);
return item->data.font.data != NULL;
}
bool _assetManagerLoaderFontSync(assetmanageritem_t *item) {
fontInit(item->data.font.font, item->data.font.data);
free(item->data.font.data);
return true;
}
// Shader
assetmanageritem_t * assetManagerShaderLoad(
assetmanager_t *manager, shader_t *shader, char *fileVert, char *fileFrag
) {
assetmanageritem_t *item = assetManagerItemAdd(manager);
item->type = ASSET_MANAGER_TYPE_SHADER;
item->data.shader.shader = shader;
item->data.shader.fileVert = fileVert;
item->data.shader.fileFrag = fileFrag;
return item;
}
bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item) {
item->data.shader.dataVert = assetStringLoad(item->data.shader.fileVert);
if(item->data.shader.dataVert == NULL) return false;
item->data.shader.dataFrag = assetStringLoad(item->data.shader.fileFrag);
if(item->data.shader.dataFrag == NULL) {
free(item->data.shader.fileVert);
return false;
}
return true;
}
bool _assetManagerLoaderShaderSync(assetmanageritem_t *item) {
shaderInit(
item->data.shader.shader,
item->data.shader.dataVert,
item->data.shader.dataFrag
);
free(item->data.shader.dataFrag);
free(item->data.shader.dataVert);
return true;
}

180
src/file/assetmanager.h Normal file
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@ -0,0 +1,180 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset.h"
#include "../util/flags.h"
#include "../engine/thread.h"
#include "../display/shader.h"
#include "../display/texture.h"
#include "../display/font.h"
#include "../script/scripter.h"
#include "xml.h"
#define ASSET_MANAGER_ITEMS_MAX 64
#define ASSET_MANAGER_STATE_PENDING 0x00
#define ASSET_MANAGER_STATE_ASYNC_LOADING 0x01
#define ASSET_MANAGER_STATE_ASYNC_ERROR 0x02
#define ASSET_MANAGER_STATE_ASYNC_DONE 0x03
#define ASSET_MANAGER_STATE_SYNC_LOADING 0x04
#define ASSET_MANAGER_STATE_SYNC_ERROR 0x05
#define ASSET_MANAGER_STATE_SYNC_DONE 0x06
#define ASSET_MANAGER_TYPE_TEXTURE 0x00
#define ASSET_MANAGER_TYPE_FONT 0x01
#define ASSET_MANAGER_TYPE_SHADER 0x02
// Types
typedef struct {
texture_t *texture;
char *fileName;
int32_t width, height;
pixel_t *data;
} assetmanagertexture_t;
typedef struct {
shader_t *shader;
char *fileVert;
char *fileFrag;
char *dataVert;
char *dataFrag;
} assetmanagershader_t;
typedef struct {
font_t *font;
char *fileName;
char *data;
} assetmanagerfont_t;
// Item
typedef union {
assetmanagertexture_t texture;
assetmanagershader_t shader;
assetmanagerfont_t font;
} assetmanagerassetdata_t;
typedef struct {
uint8_t type;
uint8_t state;
assetmanagerassetdata_t data;
} assetmanageritem_t;
// Loader
typedef bool assetmanagerloader_t(assetmanageritem_t *item);
typedef struct {
assetmanagerloader_t *loadAsync;
assetmanagerloader_t *loadSync;
} assetmanagerloaderdefinition_t;
// Manager
typedef struct {
thread_t thread;
assetmanageritem_t items[ASSET_MANAGER_ITEMS_MAX];
uint8_t itemCount;
} assetmanager_t;
extern assetmanagerloaderdefinition_t ASSET_MANAGER_LOADERS[];
/**
* Initialize the asset manager
*
* @param manager Manager to initialize.
*/
void assetManagerInit(assetmanager_t *manager);
/**
* Begin asynchronously loading all of the assets
*
* @param manager Manager to begin async loading.
*/
void assetManagerStart(assetmanager_t *manager);
/**
* Synchronously tick the asset manager. Some assets require some form of sync
* operations, such as buffering to the GPU, so make sure this is called at a
* good time for that task, such as right at the end of a frame.
*
* @param manager Manager to synchronously tick.
*/
void assetManagerUpdate(assetmanager_t *manager);
/**
* Returns whether or not the given item is finished.
*
* @param item Item to check state of.
* @return True if finished, otherwise false.
*/
bool assetManagerIsItemFinished(assetmanageritem_t *item);
/**
* Gets the progress of the asset manager as a representation of 0-1 as a % that
* has loaded.
*
* @param manager Manager to check the state of.
* @return The progress percent as a representation of 0-1
*/
float assetManagerProgressGet(assetmanager_t *manager);
/** Private Thread that is executed asynchronously */
int32_t _assetManagerThread(thread_t *thread);
/**
* Private method, simply adds an item to the manager and resets the state.
*
* @param manager Manager to add to.
* @return The added and reset item.
*/
assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager);
/**
* Queue a texture load onto the asset manager buffer.
*
* @param manager Manager to queue on to.
* @param texture Texture to push the result in to.
* @param fileName Texture filename to load.
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, texture_t *texture, char *fileName
);
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item);
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item);
/**
* Queue a font load onto the asset manager buffer.
*
* @param manager Manager to queue on to.
* @param font Font to push the result in to.
* @param fileName Filename of the asset to load.
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadFont(
assetmanager_t *manager, font_t *font, char *fileName
);
bool _assetManagerLoaderFontAsync(assetmanageritem_t *item);
bool _assetManagerLoaderFontSync(assetmanageritem_t *item);
/**
* Queues a shader load onto the asset manager buffer.
*
* @param manager Manager to queue on to.
* @param shader Shader to push the result in to.
* @param fileVert Vertex file in question to load.
* @param fileFrag Fragment file in question to load.
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerShaderLoad(
assetmanager_t *manager, shader_t *shader, char *fileVert, char *fileFrag
);
bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item);
bool _assetManagerLoaderShaderSync(assetmanageritem_t *item);

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@ -7,22 +7,7 @@
#include "game.h"
thread_t thread;
int32_t threadTest(thread_t *thread) {
printf("Thread?\n");
threadSleep(2);
printf("THREAD2!?!?\n");
return 0;
}
bool pokerGameInit(pokergame_t *game) {
threadInit(&thread, &threadTest);
threadStart(&thread);
threadJoin(&thread);
printf("Done?\n");
// Load the Assets.
pokerGameAssetsInit(&game->assets);

59
src/game/sandbox/game.c Normal file
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@ -0,0 +1,59 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "game.h"
bool sandboxGameInit(sandboxgame_t *game) {
// assetTextureLoad(&game->texture, "textures/test_texture.png");
quadInit(&game->quad, 0, 0,0,0,0, 500,500,1,1);
game->texture.width = -1;
assetManagerInit(&game->manager);
assetManagerLoadTexture(&game->manager, &game->texture, "textures/test_texture.png");
assetManagerLoadFont(&game->manager, &game->font, "fonts/opensans/OpenSans-Regular.ttf");
assetManagerShaderLoad(&game->manager, &game->shader,
"shaders/textured.vert",
"shaders/textured.frag"
);
assetManagerStart(&game->manager);
return true;
}
void sandboxGameUpdate(sandboxgame_t *game) {
camera_t camera;
float n = assetManagerProgressGet(&game->manager);
if(n < 1.0f) {
assetManagerUpdate(&game->manager);
printf("Loading %.2f\n", n);
return;
}
cameraOrtho(&camera,
0, game->engine.render.width,
game->engine.render.height, 0,
0.01f, 1000.0f
);
cameraLookAt(&camera, 0,0,10, 0,0,0);
shaderUse(&game->shader);
shaderUseCamera(&game->shader, &camera);
if(game->texture.width != -1) {
shaderUseTexture(&game->shader, &game->texture);
shaderUsePosition(&game->shader, 0,0,0, 0,0,0);
primitiveDraw(&game->quad, 0, -1);
}
}
void sandboxGameDispose(sandboxgame_t *game) {
// shaderDispose(&game->shader);
}

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@ -10,16 +10,22 @@
#include "../../display/camera.h"
#include "../../display/font.h"
#include "../../display/shader.h"
#include "../../display/primitive.h"
#include "../../display/primitives/quad.h"
#include "../../file/asset.h"
#include "../../ui/label.h"
#include "../../ui/breakpoint.h"
#include "../../file/assetmanager.h"
typedef struct {
engine_t engine;
shader_t shader;
texture_t texture;
font_t font;
} sandboxscene_t;
primitive_t quad;
assetmanager_t manager;
texture_t texture;
} sandboxgame_t;
/**
* Initialize the sandbox scene test game.
@ -28,7 +34,7 @@ typedef struct {
* @param engine Engine to use during init.
* @return True if successful, otherwise false.
*/
bool sandboxSceneInit(sandboxscene_t *game);
bool sandboxGameInit(sandboxgame_t *game);
/**
* Update a sandbox scene.
@ -36,11 +42,11 @@ bool sandboxSceneInit(sandboxscene_t *game);
* @param game Game to update.
* @param engine Engine to use when updating.
*/
void sandboxSceneUpdate(sandboxscene_t *game);
void sandboxGameUpdate(sandboxgame_t *game);
/**
* Dispose a previously created scene game.
*
* @param game Game to dispose.
*/
void sandboxSceneDispose(sandboxscene_t *game);
void sandboxGameDispose(sandboxgame_t *game);

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@ -1,37 +0,0 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "sandboxscene.h"
bool sandboxSceneInit(sandboxscene_t *game) {
// Init Assets
assetShaderLoad(&game->shader,
"shared/shaders/textured.vert",
"shared/shaders/textured.frag"
);
assetFontLoad(&game->font, "shared/fonts/opensans/OpenSans-Regular.ttf");
assetTextureLoad(&game->texture, "shared/test_texture.png");
return true;
}
void sandboxSceneUpdate(sandboxscene_t *game) {
camera_t camera;
shaderUse(&game->shader);
cameraOrtho(&camera,
0, game->engine.render.width,
game->engine.render.height, 0,
0.01f, 1000.0f
);
cameraLookAt(&camera, 0,0,10, 0,0,0);
shaderUseCamera(&game->shader, &camera);
}
void sandboxSceneDispose(sandboxscene_t *game) {
// shaderDispose(&game->shader);
}

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@ -114,9 +114,9 @@ void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
uint8_t vnCharacterLayerAdd(vncharacter_t *character,
uint8_t frames,
int32_t lx, int32_t ly,
int32_t x, int32_t y,
int32_t width, int32_t height
int16_t lx, int16_t ly,
int16_t x, int16_t y,
int16_t width, int16_t height
) {
uint8_t i;
vncharacterlayer_t *layer;