Dengine/src/AssetManager.c

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#define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION
#include <STB/stb_image.h>
#define SBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#include <STB/stb_truetype.h>
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#include "Dengine/Platform.h"
#include "Dengine/AssetManager.h"
Texture *asset_getTexture(AssetManager *assetManager, const enum TexList type)
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{
if (type < texlist_count)
return &assetManager->textures[type];
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return NULL;
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}
TexAtlas *asset_getTextureAtlas(AssetManager *assetManager, const enum TexList type)
{
if (type < texlist_count)
return &assetManager->texAtlas[type];
return NULL;
}
const i32 asset_loadTextureImage(AssetManager *assetManager,
const char *const path, const enum TexList type)
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{
/* Open the texture image */
i32 imgWidth, imgHeight, bytesPerPixel;
stbi_set_flip_vertically_on_load(TRUE);
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u8 *image =
stbi_load(path, &imgWidth, &imgHeight, &bytesPerPixel, 0);
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if (!image)
{
printf("stdbi_load() failed: %s\n", stbi_failure_reason());
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return -1;
}
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Texture tex = genTexture(CAST(GLuint)(imgWidth), CAST(GLuint)(imgHeight),
CAST(GLint)(bytesPerPixel), image);
glCheckError();
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stbi_image_free(image);
assetManager->textures[type] = tex;
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return 0;
}
Shader *asset_getShader(AssetManager *assetManager, const enum ShaderList type)
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{
if (type < shaderlist_count)
return &assetManager->shaders[type];
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return NULL;
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}
INTERNAL GLuint createShaderFromPath(const char *const path, GLuint shadertype)
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{
PlatformFileRead file = {0};
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i32 status = platform_readFileToBuffer(path, &file);
if (status)
return status;
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const GLchar *source = CAST(char *)file.buffer;
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GLuint result = glCreateShader(shadertype);
glShaderSource(result, 1, &source, NULL);
glCompileShader(result);
GLint success;
GLchar infoLog[512];
glGetShaderiv(result, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(result, 512, NULL, infoLog);
printf("glCompileShader() failed: %s\n", infoLog);
}
platform_closeFileRead(&file);
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return result;
}
const i32 asset_loadShaderFiles(AssetManager *assetManager,
const char *const vertexPath,
const char *const fragmentPath,
const enum ShaderList type)
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{
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GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER);
GLuint fragmentShader =
createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER);
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Shader shader;
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i32 result = shader_loadProgram(&shader, vertexShader, fragmentShader);
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if (result)
return result;
assetManager->shaders[type] = shader;
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return 0;
}
/* Individual glyph bitmap generated from STB used for creating a font sheet */
typedef struct GlyphBitmap
{
v2i dimensions;
u32 *pixels;
i32 codepoint;
} GlyphBitmap;
const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath)
{
PlatformFileRead fontFileRead = {0};
platform_readFileToBuffer(filePath, &fontFileRead);
stbtt_fontinfo fontInfo = {0};
stbtt_InitFont(&fontInfo, fontFileRead.buffer,
stbtt_GetFontOffsetForIndex(fontFileRead.buffer, 0));
Font *font = &assetManager->font;
font->codepointRange = V2i(32, 127);
v2i codepointRange = font->codepointRange;
const i32 numGlyphs = codepointRange.y - codepointRange.x;
i32 glyphIndex = 0;
GlyphBitmap *glyphBitmaps =
CAST(GlyphBitmap *) calloc(numGlyphs, sizeof(GlyphBitmap));
v2i largestGlyphDimension = V2i(0, 0);
const f32 targetFontHeight = 64.0f;
f32 scaleY = stbtt_ScaleForPixelHeight(&fontInfo, targetFontHeight);
/* Use STB_TrueType to generate a series of bitmap characters */
for (i32 codepoint = codepointRange.x; codepoint < codepointRange.y;
codepoint++)
{
// NOTE(doyle): ScaleX if not specified, is then calculated based on the
// ScaleY component
i32 width, height, xOffset, yOffset;
u8 *const monoBitmap =
stbtt_GetCodepointBitmap(&fontInfo, 0, scaleY, codepoint, &width,
&height, &xOffset, &yOffset);
u8 *source = monoBitmap;
u32 *colorBitmap = calloc(width * height, sizeof(u32));
u32 *dest = colorBitmap;
// NOTE(doyle): STB generates 1 byte per pixel bitmaps, we use 4bpp, so
// duplicate the alpha byte (essentially) for all RGBA components
for (i32 y = 0; y < height; y++)
{
for (i32 x = 0; x < width; x++)
{
u8 monoByte = *source++;
*dest++ = (monoByte << 24) | (monoByte << 16) |
(monoByte << 8) | (monoByte << 0);
}
}
stbtt_FreeBitmap(monoBitmap, NULL);
glyphBitmaps[glyphIndex].dimensions = V2i(width, height);
glyphBitmaps[glyphIndex].codepoint = codepoint;
glyphBitmaps[glyphIndex++].pixels = colorBitmap;
if (height > largestGlyphDimension.h)
largestGlyphDimension.h = height;
if (width > largestGlyphDimension.w)
largestGlyphDimension.w = width;
#ifdef WT_DEBUG
if ((largestGlyphDimension.h - CAST(i32)targetFontHeight) >= 50)
{
printf(
"asset_loadTTFont() warning: The loaded font file has a glyph "
"considerably larger than our target .. font packing is "
"unoptimal\n");
}
#endif
}
/*
* NOTE(doyle): Use rasterised TTF bitmap-characters combine them all into
* one bitmap as an atlas. We determine how many glyphs we can fit per row
* by determining the largest glyph size we have. Rounding it to the nearest
* multiple of 2 and dividing by our target texture size.
*
* For the amount of glyphs we fit per row, we iterate through them and
* write each row of the glyph adjacent to the next until we finish writing
* all pixels for the glyphs, then move onto the next set of glyphs.
*/
if ((largestGlyphDimension.w & 1) == 1)
largestGlyphDimension.w += 1;
if ((largestGlyphDimension.h & 1) == 1)
largestGlyphDimension.h += 1;
font->charSize = largestGlyphDimension;
i32 glyphsPerRow = (MAX_TEXTURE_SIZE / font->charSize.w) + 1;
#ifdef WT_DEBUG
i32 glyphsPerCol = MAX_TEXTURE_SIZE / font->charSize.h;
if ((glyphsPerRow * glyphsPerCol) <= numGlyphs)
{
printf(
"asset_loadTTFont() warning: The target font height creates a "
"glyph sheet that exceeds the available space!");
ASSERT(1);
}
#endif
u32 *fontBitmap = CAST(u32 *)calloc(
squared(TARGET_TEXTURE_SIZE) * TARGET_BYTES_PER_PIXEL, sizeof(u32));
const i32 pitch = MAX_TEXTURE_SIZE * TARGET_BYTES_PER_PIXEL;
// Check value to determine when a row of glyphs is completely printed
i32 verticalPixelsBlitted = 0;
i32 startingGlyphIndex = 0;
i32 glyphsRemaining = numGlyphs;
i32 glyphsOnCurrRow = glyphsPerRow;
i32 atlasIndex = 0;
for (i32 row = 0; row < MAX_TEXTURE_SIZE; row++)
{
u32 *destRow = fontBitmap + (row * MAX_TEXTURE_SIZE);
for (i32 glyphIndex = 0; glyphIndex < glyphsOnCurrRow;
glyphIndex++)
{
i32 activeGlyphIndex = startingGlyphIndex + glyphIndex;
GlyphBitmap activeGlyph = glyphBitmaps[activeGlyphIndex];
/* Store the location of glyph into atlas */
if (verticalPixelsBlitted == 0)
{
TexAtlas *fontAtlas = &assetManager->texAtlas[texlist_font];
#ifdef WT_DEBUG
ASSERT(activeGlyph.codepoint < ARRAY_COUNT(fontAtlas->texRect));
#endif
v2 origin = V2(CAST(f32)(glyphIndex * font->charSize.w),
CAST(f32) row);
fontAtlas->texRect[atlasIndex++] =
getRect(origin, V2(CAST(f32) font->charSize.w,
CAST(f32) font->charSize.h));
}
/* Copy over exactly one row of pixels */
i32 numPixelsToPad = font->charSize.w;
if (verticalPixelsBlitted < activeGlyph.dimensions.h)
{
const i32 srcPitch =
activeGlyph.dimensions.w * verticalPixelsBlitted;
const u32 *src = activeGlyph.pixels + srcPitch;
const i32 numPixelsToCopy = activeGlyph.dimensions.w;
for (i32 count = 0; count < numPixelsToCopy; count++)
*destRow++ = *src++;
/*
* NOTE(doyle): If the glyph is smaller than largest glyph
* available size, don't advance src pointer any further
* (NULL/mixes up rows), instead just advance the final bitmap
* pointer by the remaining distance
*/
numPixelsToPad =
font->charSize.w - activeGlyph.dimensions.w;
}
destRow += numPixelsToPad;
}
/* A row of glyphs has been fully formed on the atlas */
if (verticalPixelsBlitted++ >= font->charSize.h)
{
verticalPixelsBlitted = 0;
startingGlyphIndex += glyphsPerRow;
glyphsRemaining -= glyphsPerRow;
if (glyphsRemaining <= 0)
break;
else if (glyphsRemaining <= glyphsPerRow)
{
// NOTE(doyle): This allows us to modify the glyph iterator to
// prevent over-running of the available glyphs
glyphsOnCurrRow = glyphsRemaining;
}
}
}
Texture tex = genTexture(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE, 4,
CAST(u8 *)fontBitmap);
assetManager->textures[texlist_font] = tex;
font->tex = &assetManager->textures[texlist_font];
font->atlas = &assetManager->texAtlas[texlist_font];
for (i32 i = 0; i < numGlyphs; i++)
free(glyphBitmaps[i].pixels);
free(glyphBitmaps);
platform_closeFileRead(&fontFileRead);
return 0;
}