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IAEngine/Src/IAEngine/imp/cpp/AssetManager.cpp
Isuru Samarathunga 73d26b2f35 Fixes
2025-11-08 23:46:47 +05:30

272 lines
8.0 KiB
C++

// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/AssetManager.hpp>
#include <IAEngine/IAEngine.hpp>
#include <SDL3/SDL_iostream.h>
#define STB_IMAGE_IMPLEMENTATION
#include <Vendor/stb/stb_image.h>
#include <RenderCore/RenderCore.hpp>
#include <IACore/DynamicLib.hpp>
namespace ia::iae
{
Handle CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
{
const auto data = IAEngine::GetAssetManager()->ReadBinaryAsset(path);
INT32 w, h, n;
auto pixels = stbi_load_from_memory(data.data(), data.size(), &w, &h, &n, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA(path);
const auto t =
RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth, tileHeight == -1 ? 1 : h / tileHeight);
stbi_image_free(pixels);
return t;
}
VOID AssetManager::Initialize()
{
}
VOID AssetManager::Terminate()
{
for (SIZE_T i = 0; i < m_assets.size(); i++)
DestroyAsset(m_assets[i]);
}
VOID AssetManager::SetAssetDirectory(IN CONST String &path)
{
m_assetDirectory = path;
}
String AssetManager::ReadTextAsset(IN CONST String &path)
{
const auto t = BuildString(m_assetDirectory, "/", path);
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "r");
if (!f)
THROW_FILE_OPEN_READ(t);
Vector<CHAR> result;
SDL_SeekIO(f, 0, SDL_IO_SEEK_END);
result.resize(SDL_TellIO(f) + 1);
SDL_SeekIO(f, 0, SDL_IO_SEEK_SET);
SDL_ReadIO(f, result.data(), result.size());
result.back() = '\0';
SDL_CloseIO(f);
return result.data();
}
Vector<UINT8> AssetManager::ReadBinaryAsset(IN CONST String &path)
{
const auto t = BuildString(m_assetDirectory, "/", path);
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "rb");
if (!f)
THROW_FILE_OPEN_READ(t);
Vector<UINT8> result;
SDL_SeekIO(f, 0, SDL_IO_SEEK_END);
result.resize(SDL_TellIO(f));
SDL_SeekIO(f, 0, SDL_IO_SEEK_SET);
SDL_ReadIO(f, result.data(), result.size());
SDL_CloseIO(f);
return result;
}
Asset_Plugin *AssetManager::LoadPlugin(IN CONST String &path)
{
auto lib = DynamicLib::Load(BuildString(m_assetDirectory, "/Plugins"), path);
auto t = new Asset_Plugin();
t->OnInitialize = lib.GetFunction<VOID (*)()>("Plugin_OnInitialize");
t->OnTerminate = lib.GetFunction<VOID (*)()>("Plugin_OnTerminate");
t->OnDebugDraw = lib.GetFunction<VOID (*)()>("Plugin_OnDebugDraw");
t->OnFixedUpdate = lib.GetFunction<VOID (*)()>("Plugin_OnFixedUpdate");
t->OnUpdate = lib.GetFunction<VOID (*)(IN FLOAT32 deltaTime)>("Plugin_OnUpdate");
return t;
}
Asset_Sprite *AssetManager::CreateSprite(IN CONST String &path)
{
const auto t = new Asset_Sprite();
t->m_texture = CreateTextureFromFile(path.c_str());
m_assets.pushBack(t);
return t;
}
Asset_Sprite *AssetManager::CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto t = new Asset_Sprite();
t->m_texture = RDC::CreateImage(rgbaData, width, height);
m_assets.pushBack(t);
return t;
}
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Vector<Vector<Handle>> &animations)
{
THROW_NOT_IMPLEMENTED();
return nullptr;
}
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST String &path, IN INT32 spriteWidth,
IN INT32 spriteHeight, IN CONST Vector<INT32> &frameCounts)
{
const auto t = new Asset_SpriteSheet();
t->m_frameCounts = frameCounts;
t->m_texture = CreateTextureFromFile(path.c_str(), spriteWidth, spriteHeight);
m_assets.pushBack(t);
return t;
}
Asset_TileSheet *AssetManager::CreateTileSheet(IN CONST String &path, IN INT32 tileWidth, IN INT32 tileHeight)
{
const auto t = new Asset_TileSheet();
t->m_texture = CreateTextureFromFile(path.c_str(), tileWidth, tileHeight);
m_assets.pushBack(t);
return t;
}
Asset_TileSheet *AssetManager::CreateTileSheet(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height,
IN INT32 tileWidth, IN INT32 tileHeight)
{
const auto t = new Asset_TileSheet();
t->m_texture = RDC::CreateImage(rgbaData, width, height, width / tileWidth, height / tileHeight);
m_assets.pushBack(t);
return t;
}
VOID AssetManager::DestroyAsset(IN IAsset *asset)
{
asset->Destroy();
delete asset;
for (auto &t : m_assets)
if (t == asset)
t = nullptr;
for (auto &t : m_assetNames)
if (t->Value == asset)
t->Value = nullptr;
}
IAsset *AssetManager::GetAssetByName(IN CONST String &name)
{
return m_assetNames[name];
}
VOID AssetManager::AssignAssetName(IN IAsset *asset, IN CONST String &name)
{
m_assetNames[name] = asset;
}
Asset_Scene *AssetManager::CreateScene(IN IVec2 extent)
{
const auto t = new Asset_Scene();
t->m_scene.SetExtent(extent);
m_assets.pushBack(t);
return t;
}
} // namespace ia::iae
namespace ia::iae
{
IAsset::IAsset(IN EAssetType type) : m_type(type)
{
}
IAsset::~IAsset()
{
}
VOID Asset_Sprite::Compile()
{
}
VOID Asset_Sprite::Destroy()
{
}
VOID Asset_SpriteSheet::Compile()
{
}
VOID Asset_SpriteSheet::Destroy()
{
}
VOID Asset_Scene::Compile()
{
}
VOID Asset_Scene::Destroy()
{
}
VOID Asset_Plugin::Compile()
{
}
VOID Asset_Plugin::Destroy()
{
}
} // namespace ia::iae
#include <zlib.h>
namespace ia::iae
{
Vector<UINT8> AssetManager::Inflate(IN PCUINT8 data, IN SIZE_T dataSize)
{
STATIC UINT8 TMP_BUFFER[16384];
Vector<UINT8> result;
result.reserve(dataSize * 3);
z_stream stream;
stream.zalloc = Z_NULL;
stream.zfree = Z_NULL;
stream.opaque = Z_NULL;
stream.avail_in = 0;
stream.next_in = Z_NULL;
if (inflateInit(&stream) != Z_OK)
THROW_UNKNOWN("Inflate failed: init zlib inflate");
stream.avail_in = dataSize;
stream.next_in = (Bytef *) data;
while (true)
{
stream.avail_out = sizeof(TMP_BUFFER);
stream.next_out = TMP_BUFFER;
const auto r = inflate(&stream, Z_SYNC_FLUSH);
result.insert(result.end(), sizeof(TMP_BUFFER) - stream.avail_out, TMP_BUFFER);
if (r == Z_STREAM_END)
break;
else if (r != Z_OK)
THROW_INVALID_DATA("Inflate failed: zlib inflation");
}
inflateEnd(&stream);
return result;
}
Vector<UINT8> AssetManager::Deflate(IN PCUINT8 data, IN SIZE_T dataSize)
{
Vector<UINT8> result;
auto deflateBound = compressBound(dataSize);
result.resize(deflateBound);
compress(result.data(), &deflateBound, data, dataSize);
result.resize(deflateBound);
return result;
}
} // namespace ia::iae