diff options
Diffstat (limited to 'src/resources')
| -rw-r--r-- | src/resources/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/resources/include/engine/resources.h | 95 | ||||
| -rw-r--r-- | src/resources/src/resources.c | 135 |
3 files changed, 187 insertions, 44 deletions
diff --git a/src/resources/CMakeLists.txt b/src/resources/CMakeLists.txt index 0c14524..6cb68d3 100644 --- a/src/resources/CMakeLists.txt +++ b/src/resources/CMakeLists.txt @@ -6,6 +6,7 @@ #FetchContent_MakeAvailable(assimp) add_library(daw_resources + src/resources.c src/fonts.c src/scripts.c src/textures.c diff --git a/src/resources/include/engine/resources.h b/src/resources/include/engine/resources.h index e151d7e..cefae24 100644 --- a/src/resources/include/engine/resources.h +++ b/src/resources/include/engine/resources.h @@ -6,8 +6,8 @@ // TODO /* We need some "global resources", available to all states. - * These are resources such as common fonts, GUI frames, button background - * images. + * These are resources used throughout the applications lifetime, such as common + * fonts, GUI frames, button background images. * * We need to define state-specific resources as well. * - Can both be defined alike? @@ -16,81 +16,84 @@ * font? * - Then declare to the engine, in the main function for the game, that these * resources are to be made available throughout? - * - Make all resource specifications A UNION?! 🤯 + * - Shaders, oh boy oh shaders. + * We need to make some meta-shader declaration, so we can declare a set of + * shaders, that are used to link with other shaders, s.t. we can free up the + * shaders after compilation. + * - Make all resource specifications a union. * */ enum Asset { Asset_error, + Asset_audio, Asset_font, + Asset_shader, + Asset_shaderprog, Asset_texture, - Asset_audio, }; typedef struct { enum Asset type; - const char* font_path; - i32 ptsize; + const char* path; +} Asset_AudioSpec; + +typedef struct { + enum Asset type; + const char* path; } Asset_FontSpec; +// if a shader is declared GLOBALLY, we should not destroy it when done with the +// "main" shader compilations. typedef struct { enum Asset type; + // Assume shader type from filename const char* path; - i32 width; - i32 height; -} Asset_TextureSpec; +} Asset_ShaderSpec; + +// Use list of gluint shader program ids to link against. This translates to a +// call to compose_shader. +typedef struct { + enum Asset type; + const u32* shader; + const usize shader_len; +} Asset_ShaderProgramSpec; typedef struct { enum Asset type; const char* path; -} Asset_AudioSpec; + i32 width; + i32 height; +} Asset_TextureSpec; typedef union { enum Asset type; + Asset_AudioSpec audio; Asset_FontSpec font; + Asset_ShaderSpec shader; + Asset_ShaderProgramSpec shaderprog; Asset_TextureSpec texture; - Asset_AudioSpec audio; } asset_t; // The resource spec typedef struct { - // Was: -// usize textures_len; -// usize textures_size; -// usize fonts_len; -// -// usize texturepaths_len; -// usize fontpaths_len; -// -// /* Paths for our sources, kept in case the user wants to reload them */ -// Asset_TextureSpec** texture_paths; -// Asset_FontSpec** font_paths; -// -// /* Our actual sources */ -// Texture** textures; -// //TTF_Font** fonts; + /* Assorted asset specification, makes reloading them easier. */ + usize assets_len; + asset_t* assets; - // But with the new way: - // usize assets_len; - // asset_t assets*; - Shader* shaders; - usize shaders_len; -} Resources; - -#define Resource_FontDefinition(_path, _fontsize) \ - (const Asset_FontSpec) { \ - .type = Asset_font, .font_path = _path, .ptsize = _fontsize \ - } + /* Translation from `assets`'s indices to type-specific loaded assets: */ + usize* get; // Let r=Resources, then use as: `r.shader[ r.get[ MyShader ] ]` -#define Resource_TextureAtlasDefinition(_path, _subtexture_width, \ - _subtexture_height) \ - (const Asset_TextureSpec) { \ - .type = Asset_texture, .width = _subtexture_width, \ - .height = _subtexture_height, .path = _path \ - } + /* Loaded assets */ + usize shader_len; + Shader* shader; +} Resources; #define TextureDefinition(_path, ...) unimplemented - #define Resource_AudioDefinition(_path, ...) unimplemented +#define Declare_Shader(_path) (const asset_t){.shader = {.type = Asset_shader, .path=_path}} +#define Declare_ShaderProgram(SHADERS, NUMSHADERS) (const asset_t){.shaderprog = {.type = Asset_shaderprog, .shader=SHADERS, .shader_len=NUMSHADERS}} + +void* get_asset(Resources* r, u32 idx); /* Each of resource_load_font, resource_load_texture, and resource_load_audio * loads a given resource into the engines memory and returns an identifier. @@ -99,6 +102,10 @@ isize resource_load_font(Asset_FontSpec font_def); isize resource_load_texture(Asset_TextureSpec texture_def); isize resource_load_audio(Asset_AudioSpec audio_def); +// Loads all resources specified in `assets` and populates corresponding +// resources members. +i32 resources_load(Resources *resources); + /* Makes a resource globally available. This must be called **BEFORE** any call * to `engine_run` */ isize resource_make_global(isize resource_id); diff --git a/src/resources/src/resources.c b/src/resources/src/resources.c new file mode 100644 index 0000000..99f6f99 --- /dev/null +++ b/src/resources/src/resources.c @@ -0,0 +1,135 @@ +#include <string.h> + +#include <engine/core/types.h> +#include <engine/core/logging.h> +#include <engine/core/platform.h> +#include <engine/resources.h> + +extern Platform* GLOBAL_PLATFORM; + +extern const char* ShaderType_str[]; + +void* get_asset(Resources* r, u32 idx) { + switch (r->assets[idx].type) { + case Asset_shader: + // The shaders used to compile shader programs are not preserved. + WARN("We don't store pure shaders"); + break; + + case Asset_shaderprog: + LOG("Idx: r->get[idx] = %d", r->get[idx]); + LOG("Ptr: &r->shader[r->get[idx]] = %z", &r->shader[r->get[idx]]); + return &r->shader[r->get[idx]]; + + case Asset_texture: + case Asset_error: + case Asset_audio: + case Asset_font: + default: + ERROR("Asset type Not implemented"); + break; + } + return NULL; +} + +i32 resources_load(Resources *resources) { + resources->get = calloc(resources->assets_len, sizeof(usize)); + isize audio_len = 0; + isize font_len = 0; + isize shader_len = 0; + isize shaderprog_len = 0; + isize texture_len = 0; + + isize i = 0; + + for (i = 0; i < resources->assets_len; i++) { + isize idx = 0; + + switch (resources->assets[i].type) { + case Asset_audio: idx = audio_len++; WARN("Audio resource type not implemented!"); break; + case Asset_font: idx = font_len++; WARN("Font resource type not implemented!"); break; + case Asset_shader: idx = shader_len++; break; + case Asset_shaderprog: idx = shaderprog_len++; break; + case Asset_texture: idx = texture_len++; WARN("Texture resource type not implemented!");break; + + case Asset_error: + default: + ERROR("Unknown resource type!"); + exit(EXIT_FAILURE); + break; + } + + resources->get[i] = idx; + } + + //resources->audio = calloc(audio_len, sizeof()); + //resources->font = calloc(font_len, sizeof()); + resources->shader = calloc(shaderprog_len, sizeof(Shader)); + //resources->texture = calloc(texture_len, sizeof()); + + Shader* imm_shader = calloc(shader_len, sizeof(Shader)); + + audio_len = 0; + font_len = 0; + shader_len = 0; + shaderprog_len = 0; + texture_len = 0; + + for (i = 0; i < resources->assets_len; i++) { + isize idx = 0; + + switch (resources->assets[i].type) { + case Asset_audio: + //resources->audio_len++; + WARN("Audio resource type not implemented!"); + break; + case Asset_font: + //resources->font_len++; + WARN("Font resource type not implemented!"); + break; + case Asset_shader: { + ShaderType t = + guess_shadertype_from_filename(resources->assets[i].shader.path); + const Shader s = compile_shader(resources->assets[i].shader.path, t); + LOG("Compiled %s! (%s)", resources->assets[i].shader.path, ShaderType_str[t]); + imm_shader[shader_len++] = s; + } break; + case Asset_shaderprog: { + const isize sz = resources->assets[i].shaderprog.shader_len; + Shader* shaders = calloc(sz, sizeof(Shader)); + + for (int j = 0; j < sz; j++) { + //DEBUG("shader[%d] = %d\n", j, imm_shader[resources->assets[i].shaderprog.shader[j]].program); + //shaders[j] = imm_shader[resources->assets[i].shaderprog.shader[j]]; + shaders[j] = imm_shader[j]; + DEBUG("shader[%d] = %d -- %s\n", j, shaders[j].program, ShaderType_str[shaders[j].type]); + } + const Shader s = compose_shader(shaders, sz); + DEBUG("shader = %d -- %s\n", s.program, ShaderType_str[s.type]); + + resources->shader[resources->shader_len++] = s; + } break; + case Asset_texture: + texture_len++; + WARN("Texture resource type not implemented!"); + break; + + case Asset_error: + default: + ERROR("Unknown resource type!"); + exit(EXIT_FAILURE); + break; + } + + resources->get[i] = idx; + } + + free(imm_shader); + + return 0; +} + +isize resource_make_global(isize resource_id) { + ERROR("`resource_make_global` Not implemented"); + return -1; +} |
