#include "asset_loaders.h" #include #include "Assets.h" #include "../coders/png.h" #include "../graphics/Shader.h" #include "../graphics/Texture.h" #include "../graphics/ImageData.h" #include "../graphics/Atlas.h" #include "../graphics/Font.h" using std::string; using std::vector; using std::unique_ptr; using std::filesystem::path; namespace fs = std::filesystem; bool assetload::texture(Assets* assets, const path& filename, const string& name) { Texture* texture = png::load_texture(filename.string()); if (texture == nullptr) { std::cerr << "failed to load texture '" << name << "'" << std::endl; return false; } assets->store(texture, name); return true; } bool assetload::shader(Assets* assets, const path& filename, const string& name) { Shader* shader = Shader::loadShader(filename.string() + ".glslv", filename.string() + ".glslf"); if (shader == nullptr) { std::cerr << "failed to load shader '" << name << "'" << std::endl; return false; } assets->store(shader, name); return true; } bool assetload::atlas(Assets* assets, const path& directory, const string& name) { AtlasBuilder builder; for (const auto& entry : fs::directory_iterator(directory)) { path file = entry.path(); if (file.extension() == ".png") { string name = file.stem().string(); std::unique_ptr image (png::load_image(file.string())); image->fixAlphaColor(); builder.add(name, image.release()); } } Atlas* atlas = builder.build(2); assets->store(atlas, name); return true; } bool assetload::font(Assets* assets, const path& filename, const string& name) { vector pages; for (size_t i = 0; i <= 4; i++) { string name = filename.string() + "_" + std::to_string(i) + ".png"; Texture* texture = png::load_texture(name); if (texture == nullptr) { std::cerr << "failed to load bitmap font '" << name; std::cerr << "' (missing page " << std::to_string(i) << ")"; std::cerr << std::endl; return false; } pages.push_back(texture); } Font* font = new Font(pages, pages[0]->height / 16); assets->store(font, name); return true; }