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#pragma once
#include "asset.h"
#include "assimp.h"
#include "persistence.h"
#include "shape.h"
#include "textureFragment.h"
#include <filesystem>
class Texture;
class AssetFactory : public Persistence::Persistable {
public:
using Shapes = std::map<std::string, Shape::Ptr, std::less<>>;
using Assets = std::map<std::string, Asset::Ptr, std::less<>>;
using AssImps = std::map<std::string, AssImp::Ptr, std::less<>>;
using TextureFragments = std::map<std::string, TextureFragment::Ptr, std::less<>>;
using Colour = RGB;
using ColourAlpha = RGBA;
using Colours = std::map<std::string, Colour, std::less<>>;
AssetFactory();
[[nodiscard]] static std::shared_ptr<AssetFactory> loadXML(const std::filesystem::path &);
[[nodiscard]] static Assets loadAll(const std::filesystem::path &);
[[nodiscard]] ColourAlpha parseColour(std::string_view) const;
[[nodiscard]] GLuint getMaterialIndex(std::string_view) const;
[[nodiscard]] Asset::TexturePtr getTexture() const;
Shapes shapes;
Assets assets;
AssImps assimps;
Colours colours;
TextureFragments textureFragments;
static Colours parseX11RGB(const char * rgbtxtpath);
static void normalizeColourName(std::string &);
private:
friend Persistence::SelectionPtrBase<std::shared_ptr<AssetFactory>>;
bool persist(Persistence::PersistenceStore & store) override;
void createTexutre() const;
mutable Asset::TexturePtr texture;
mutable std::map<std::string_view, GLuint, std::less<>> textureFragmentPositions;
};
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