#include "assetFactory.h" #include "collections.hpp" #include "cuboid.h" #include "cylinder.h" #include "filesystem.h" #include "gfx/image.h" #include "gfx/models/texture.h" #include "modelFactoryMesh_fwd.h" #include "object.h" #include "plane.h" #include "resource.h" #include "saxParse-persistence.h" #include "texturePacker.h" #include AssetFactory::AssetFactory() : shapes { {"plane", std::make_shared()}, {"cuboid", std::make_shared()}, {"cylinder", std::make_shared()}, }, colours {parseX11RGB("/usr/share/X11/rgb.txt")} { } std::shared_ptr AssetFactory::loadXML(const std::filesystem::path & filename) { filesystem::FileStar file {filename.c_str(), "r"}; return Persistence::SAXParsePersistence {}.loadState>(file); } AssetFactory::Colours AssetFactory::parseX11RGB(const char * path) { filesystem::FileStar rgb {path, "r"}; Colours out; Colour colour; char inname[BUFSIZ]; while (fscanf(rgb, "%f %f %f %[^\n\r]s", &colour.r, &colour.g, &colour.b, inname) == 4) { std::string name {inname}; normalizeColourName(name); out.emplace(std::move(name), colour / 255.f); } return out; } void AssetFactory::normalizeColourName(std::string & name) { std::erase_if(name, ::isblank); name *= [l = std::locale {}](auto & ch) { ch = std::tolower(ch, l); }; } AssetFactory::ColourAlpha AssetFactory::parseColour(std::string_view in) const { if (in.empty()) { throw std::runtime_error("Empty colour specification"); } if (in[0] == '#') { if (in.length() > 9 || in.length() % 2 == 0) { throw std::runtime_error("Invalid hex colour specification"); } ColourAlpha out {0, 0, 0, 1}; std::generate_n(&out.r, (in.length() - 1) / 2, [in = in.data() + 1]() mutable { uint8_t channel; std::from_chars(in, in + 2, channel, 16); in += 2; return static_cast(channel) / 255.f; }); return out; } if (auto mf = Persistence::ParseBase::getShared("assetFactory")) { if (const auto colour = mf->colours.find(in); colour != mf->colours.end()) { return {colour->second, 1}; } } throw std::runtime_error("No such asset factory colour"); } AssetFactory::TextureFragmentCoords AssetFactory::getTextureCoords(std::string_view id) const { createTexutre(); const auto & fragmentUV = textureFragmentPositions.at(id); return { fragmentUV.xy(), fragmentUV.zy(), fragmentUV.zw(), fragmentUV.xw(), }; } Asset::TexturePtr AssetFactory::getTexture() const { createTexutre(); return texture; } void AssetFactory::createTexutre() const { if (!textureFragments.empty() && (!texture || textureFragmentPositions.empty())) { // * load images std::vector> images; std::transform( textureFragments.begin(), textureFragments.end(), std::back_inserter(images), [](const auto & tf) { return std::make_unique(Resource::mapPath(tf.second->path), STBI_rgb_alpha); }); // * layout images std::vector imageSizes; std::transform(images.begin(), images.end(), std::back_inserter(imageSizes), [](const auto & image) { return TexturePacker::Image {image->width, image->height}; }); const auto [layout, outSize] = TexturePacker {imageSizes}.pack(); // * create texture texture = std::make_shared(outSize.x, outSize.y, TextureOptions {.wrap = GL_CLAMP_TO_EDGE}); std::transform(textureFragments.begin(), textureFragments.end(), std::inserter(textureFragmentPositions, textureFragmentPositions.end()), [position = layout.begin(), image = images.begin(), size = imageSizes.begin(), outSize = glm::vec2 {outSize}](const auto & tf) mutable { const auto positionFraction = glm::vec4 {*position, *position + *size} / outSize.xyxy(); glTexSubImage2D(GL_TEXTURE_2D, 0, static_cast(position->x), static_cast(position->y), static_cast(size->x), static_cast(size->y), GL_RGBA, GL_UNSIGNED_BYTE, image->get()->data.data()); position++; image++; size++; return decltype(textureFragmentPositions)::value_type {tf.first, positionFraction}; }); } } bool AssetFactory::persist(Persistence::PersistenceStore & store) { using MapObjects = Persistence::MapByMember>; using MapAssets = Persistence::MapByMember; using MapTextureFragments = Persistence::MapByMember; return STORE_TYPE && STORE_NAME_HELPER("object", shapes, MapObjects) && STORE_NAME_HELPER("textureFragment", textureFragments, MapTextureFragments) && STORE_NAME_HELPER("asset", assets, MapAssets); }