Dawn/src/file/assetmanager.c

542 lines
14 KiB
C

/**
* 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,
&_assetManagerLoaderTextureDispose
},
{
&_assetManagerLoaderFontAsync,
&_assetManagerLoaderFontSync,
&_assetManagerLoaderFontDispose
},
{
&_assetManagerLoaderShaderAsync,
&_assetManagerLoaderShaderSync,
&_assetManagerLoaderShaderDispose
},
{
&_assetManagerLoaderScaledTextureAsync,
NULL,
NULL
},
{
&_assetManagerLoaderTextureScaleAsync,
&_assetManagerLoaderTextureScaleSync,
&_assetManagerLoaderTextureScaleDispose
}
};
void assetManagerInit(assetmanager_t *manager) {
threadInit(&manager->thread, &_assetManagerThread);
manager->thread.user = manager;
manager->itemCount = 0;
manager->finished = false;
manager->holderCount = 0;
manager->running = false;
}
float assetManagerProgressGet(assetmanager_t *manager) {
float done;
uint8_t i;
done = 0.0f;
for(i = 0; i < manager->itemCount; i++) {
if(!assetManagerItemIsFinished(manager->items + i)) continue;
done++;
}
return done / ((float) manager->itemCount);
}
assetmanagerowner_t assetManagerHolderCreate(assetmanager_t *man) {
uint8_t i;
// Find first available number.
for(i = 0; i < 0xFF; i++) {
if(arrayFind(
sizeof(assetmanagerowner_t), man->holders, man->holderCount, &i
) == -1) break;
}
man->holders[man->holderCount++] = i;
return i;// No slots left.
}
void assetManagerHolderRelease(assetmanager_t *man, assetmanagerowner_t hold) {
int32_t i;
uint8_t j;
assetmanageritem_t *item;
size_t s;
s = sizeof(assetmanagerowner_t);
i = arrayFind(s, man->holders,man->holderCount,&hold);
if(i == -1) return;
arraySplice(sizeof(uint8_t), man->holders, i, 1, man->holderCount);
man->holderCount--;
for(j = 0; j < man->itemCount; j++) {
item = man->items + j;
i = arrayFind(s, item->holders, item->holderCount, &hold);
if(i == -1) continue;
arraySplice(s, item->holders, i, 1, item->holderCount);
item->holderCount--;
}
}
void assetManagerDisposeReleased(assetmanager_t *man) {
uint8_t i;
assetmanagerloader_t *disp;
assetmanageritem_t *item;
for(i = 0; i < man->itemCount; i++) {
item = man->items + i;
disp = ASSET_MANAGER_LOADERS[item->type].dispose;
if(item->holderCount > 0) continue;
if(disp != NULL) disp(item);
arraySplice(sizeof(assetmanageritem_t), man->items, i, 1, man->itemCount);
man->itemCount--;
}
}
void assetManagerDispose(assetmanager_t *man) {
uint8_t i;
assetmanagerloader_t *disp;
assetmanageritem_t *item;
for(i = 0; i < man->itemCount; i++) {
item = man->items + i;
disp = ASSET_MANAGER_LOADERS[item->type].dispose;
if(item->holderCount > 0) continue;
if(disp != NULL) disp(item);
}
man->itemCount = 0;
man->holderCount = 0;
}
// Thread Management
void assetManagerStart(assetmanager_t *manager) {
if(manager->running) return;
manager->running = true;
threadStart(&manager->thread);
}
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, not ready, 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;
}
}
manager->finished = assetManagerProgressGet(manager) >= 1.0f;
manager->running = false;
return 0;
}
void assetManagerUpdate(assetmanager_t *manager) {
uint8_t i;
assetmanageritem_t *item;
assetmanagerloaderdefinition_t *definition;
bool result;
// Autostart
if(assetManagerProgressGet(manager) < 1.0f && !manager->running) {
assetManagerStart(manager);
}
for(i = 0; i < manager->itemCount; i++) {
item = manager->items + i;
definition = ASSET_MANAGER_LOADERS + item->type;
// Update not ready state (Synchronously)
if(item->state == ASSET_MANAGER_STATE_NOT_READY) {
item->state = ASSET_MANAGER_STATE_PENDING;
continue;
}
// 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;
}
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;
}
}
manager->finished = assetManagerProgressGet(manager) >= 1.0f;
}
assetmanageritem_t * assetManagerItemGet(assetmanager_t *man, char *key) {
uint8_t i;
assetmanageritem_t *item;
for(i = 0; i < man->itemCount; i++) {
item = man->items + i;
if(strcmp(item->key, key) == 0) return item;
}
return NULL;
}
assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager, char *key) {
// Check if key already exists.
assetmanageritem_t *item = manager->items + manager->itemCount++;
item->state = ASSET_MANAGER_STATE_NOT_READY;
memcpy(item->key, key, strlen(key) + 1);
item->holderCount = 0x00;
return item;
}
uint8_t assetManagerItemGetOrAddHolder(
assetmanageritem_t *item, assetmanagerowner_t owner
) {
uint8_t i, firstEmpty;
firstEmpty = 0xFF;
for(i = 0; i < item->holderCount; i++) {
if(item->holders[i] == owner) return i;
if(firstEmpty == 0xFF && item->holders[i] == 0xFF) {
firstEmpty = i;
}
}
if(firstEmpty == 0xFF) firstEmpty = item->holderCount++;
item->holders[firstEmpty] = owner;
return firstEmpty;
}
bool assetManagerItemIsFinished(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;
}
// Font
assetmanageritem_t * assetManagerLoadFont(
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
) {
assetmanageritem_t *item;
item = assetManagerItemGet(manager, fileName);
if(item == NULL) {
item = assetManagerItemAdd(manager, fileName);
item->type = ASSET_MANAGER_TYPE_FONT;
item->data.font.fileName = fileName;
}
assetManagerItemGetOrAddHolder(item, owner);
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;
}
bool _assetManagerLoaderFontDispose(assetmanageritem_t *item) {
fontDispose(&item->data.font.font);
return true;
}
// Texture
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
) {
assetmanageritem_t *item;
item = assetManagerItemGet(manager, fileName);
if(item == NULL) {
item = assetManagerItemAdd(manager, fileName);
item->type = ASSET_MANAGER_TYPE_TEXTURE;
item->data.texture.fileName = fileName;
}
assetManagerItemGetOrAddHolder(item, owner);
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;
}
bool _assetManagerLoaderTextureDispose(assetmanageritem_t *item) {
textureDispose(&item->data.texture.texture);
return true;
}
// Scaled Texture
assetmanageritem_t * assetManagerLoadScaledTexture(
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);
if(item == NULL) {
item = assetManagerItemAdd(manager, buffer);
item->type = ASSET_MANAGER_TYPE_SCALED_TEXTURE;
st = &item->data.scaledTexture.scaledTexture;
st->scaleCount = 0;
st->baseWidth = 0;
st->baseHeight = 0;
st->path = path;
st->file = file;
}
assetManagerItemGetOrAddHolder(item, owner);
return item;
}
bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item) {
char buffer[128];
char *xmlData;
xml_t xml;
xml_t *child;
int16_t i, j;
scaledtexture_t *st;
st = &item->data.scaledTexture.scaledTexture;
// Begin loading texture XML
sprintf(buffer, "%s/%s.xml", st->path, st->file);
xmlData = assetStringLoad(buffer);
if(xmlData == NULL) return false;
xmlLoad(&xml, xmlData);
free(xmlData);
// Parse root texture info
i = xmlGetAttributeByName(&xml, "channels");
st->channels = (uint8_t)atoi(xml.attributeDatas[i]);
i = xmlGetAttributeByName(&xml, "width");
st->baseWidth = (int16_t)atoi(xml.attributeDatas[i]);
i = xmlGetAttributeByName(&xml, "height");
st->baseHeight = (int16_t)atoi(xml.attributeDatas[i]);
for(j = 0; j < xml.childrenCount; j++) {
child = xml.children + j;
i = xmlGetAttributeByName(child, "scale");
st->scales[st->scaleCount].scale = (uint8_t)atoi(child->attributeDatas[i]);
i = xmlGetAttributeByName(child, "width");
st->scales[st->scaleCount].width = (int16_t)atoi(child->attributeDatas[i]);
i = xmlGetAttributeByName(child, "height");
st->scales[st->scaleCount].height = (int16_t)atoi(child->attributeDatas[i]);
st->scaleCount++;
}
// Cleanup XML
xmlDispose(&xml);
return true;
}
// Texture Scale
assetmanageritem_t * assetManagerLoadTextureScale(
assetmanager_t *manager, assetmanagerowner_t owner,
scaledtexture_t *st, uint8_t scale
) {
assetmanageritem_t *item;
char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
sprintf(buffer, "%s/%s_%u", st->path, st->file, scale);
item = assetManagerItemGet(manager, buffer);
if(item == NULL) {
item = assetManagerItemAdd(manager, buffer);
item->type = ASSET_MANAGER_TYPE_SCALE_TEXTURE;
item->data.scaleTexture.scale = scale;
item->data.scaleTexture.scaledTexture = st;
}
assetManagerItemGetOrAddHolder(item, owner);
return item;
}
bool _assetManagerLoaderTextureScaleAsync(assetmanageritem_t *item) {
char buffer[128];
scaledtexture_t *st;
scaledtexturescale_t *sts;
size_t length;
st = item->data.scaleTexture.scaledTexture;
sts = st->scales + item->data.scaleTexture.scale;
// Get filename
sprintf(buffer, "%s/%s_%i.texture", st->path, st->file, sts->scale);
// Create some space
length = assetRawLoad(buffer, NULL);
if(length == 0) return false;
item->data.scaleTexture.data = malloc(sizeof(pixel_t) * length);
// Load
length = assetRawLoad(buffer, (uint8_t *)item->data.scaleTexture.data);
if(length == 0) {
free(item->data.scaleTexture.data);
return false;
}
return true;
}
bool _assetManagerLoaderTextureScaleSync(assetmanageritem_t *item) {
scaledtexture_t *st;
scaledtexturescale_t *sts;
st = item->data.scaleTexture.scaledTexture;
sts = st->scales + item->data.scaleTexture.scale;
textureInit(
&item->data.scaleTexture.texture,
sts->width, sts->height,
item->data.scaleTexture.data
);
free(item->data.scaleTexture.data);
return true;
}
bool _assetManagerLoaderTextureScaleDispose(assetmanageritem_t *item) {
textureDispose(&item->data.scaleTexture.texture);
return true;
}
// Shader
assetmanageritem_t * assetManagerLoadShader(
assetmanager_t *manager, assetmanagerowner_t owner,
char *fileVert, char *fileFrag
) {
assetmanageritem_t *item;
char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
sprintf(buffer, "%s/%s", fileVert, fileFrag);
item = assetManagerItemGet(manager, buffer);
if(item == NULL) {
item = assetManagerItemAdd(manager, buffer);
item->type = ASSET_MANAGER_TYPE_SHADER;
item->data.shader.fileVert = fileVert;
item->data.shader.fileFrag = fileFrag;
}
assetManagerItemGetOrAddHolder(item, owner);
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;
}
bool _assetManagerLoaderShaderDispose(assetmanageritem_t *item) {
shaderDispose(&item->data.shader.shader);
return true;
}