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/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 03/09/22.
//
#ifndef FGGL_ANIMATION_ANIMATOR_H
#define FGGL_ANIMATION_ANIMATOR_H
#include <functional>
#include <map>
#include <cstdint>
#include <cassert>
namespace fggl::animation {
using AnimationCallback = std::function<void(void)>;
using CallbackHandle = uint32_t;
/**
* Frame-based animation.
*
* Tries to maintain a constant framerate for things that care about that.
*/
class FrameAnimator {
public:
explicit inline FrameAnimator(float targetFPS) : m_target( 1.0F / targetFPS) {
assert( 0 <= m_target );
}
inline void reset() {
m_current = 0;
}
inline void update(float dt) {
assert(0 <= dt);
m_current += dt;
while ( m_current >= m_target) {
tick();
m_current -= m_target;
}
assert(0 <= m_current);
}
// tick the animation system, should be handled by update
inline void tick() {
for (auto& [k,v] : m_callbacks) {
v();
}
}
inline CallbackHandle add(AnimationCallback callback) {
auto myHandle = m_lastCallback++;
m_callbacks[myHandle] = callback;
return myHandle;
}
inline void remove(CallbackHandle handle) {
auto itr = m_callbacks.find(handle);
if ( itr != m_callbacks.end() ) {
m_callbacks.erase(itr);
}
}
private:
const float m_target;
float m_current = 0.0F;
CallbackHandle m_lastCallback = 0;
std::map<CallbackHandle, AnimationCallback> m_callbacks;
};
} // namespace fggl::animation
#endif //FGGL_ANIMATION_ANIMATOR_H
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 19/06/22.
// Derived from Game Engine Architecture, 3rd Edition, Chapter 12
//
#ifndef FGGL_ANIMATION_SKELETON_HPP
#define FGGL_ANIMATION_SKELETON_HPP
#include <array>
#include "fggl/math/types.hpp"
namespace fggl::anim {
struct Joint {
math::mat4 m_invBindPose;
math::uint8 m_parent;
};
struct Skeleton {
std::size_t m_size;
std::array<Joint, 255> m_joints;
};
struct JointPose {
math::quat m_rot;
math::vec3 m_trans;
float m_scale;
};
struct SkeletonPose {
Skeleton *m_skel;
JointPose *m_localPose;
math::mat4 *m_globalPose;
};
struct SkinnedVertex {
math::vec3 m_pos;
math::vec3 m_normal;
math::vec2 m_tex;
std::array<math::uint8, 4> m_joint_idx;
std::array<float, 3> m_joint_weights;
};
} // namespace fggl::anim
#endif //FGGL_ANIMATION_SKELETON_HPP
/**
* FOSS Galaxy Game Library
* Copyright (c) 2022 Joseph Walton-Rivers
* webpigeon@fossgalaxy.com
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
/*
* This file is part of FGGL.
*
* 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef FGGL_APP_H
#define FGGL_APP_H
#ifndef FGGL_INCLUDE_FGGL_APP_HPP
#define FGGL_INCLUDE_FGGL_APP_HPP
#define assertm(exp, msg) assert(((void)msg, exp))
#define ASSERT_MSG(exp, msg) assert(((void)(msg), exp))
#include <cassert>
#include <string>
#include <memory>
#include <unordered_map>
#include <fggl/ecs3/types.hpp>
#include <fggl/ecs3/module/module.h>
#include <fggl/gfx/window.hpp>
#include "fggl/display/glfw/window.hpp"
#include <fggl/gfx/paint.hpp>
#include <fggl/util/states.hpp>
#include "fggl/modules/manager.hpp"
namespace fggl {
......@@ -51,10 +44,13 @@ namespace fggl {
* A state is responsible for managing user interaction with the app. When created, the appstate
* is passed a reference to the application that owns it. The lifetime of the state is bounded
* by the lifetype of this object.
*
* Ie. the lifetime of reference to the App is at least that of the AppState.
*
* @param owner a non-owned reference to the owner of the state.
*/
explicit AppState(App &owner) : m_owner(owner) {}
virtual ~AppState() = default;
/**
......@@ -64,7 +60,7 @@ namespace fggl {
* multiple updates per render or vice-versa depending on requriements. Update is intended for
* dispatching game-system related infomation.
*/
virtual void update() = 0;
virtual void update(float dt) = 0;
/**
* Perform actions neccerary for rendering the scene.
......@@ -78,62 +74,138 @@ namespace fggl {
*/
virtual void render(gfx::Graphics &paint) = 0;
/**
* Notify the State it has just been switched to.
*
* This state should perform any setup it requires (eg, registering callbacks, requesting
* resources, etc...).
*
* FIXME: This should probably be RAII
*/
virtual void activate() {}
/**
* Notify the State it is about to be switched from.
*
* This state should perform any cleanup it requires (eg, unregistering callbacks, freeing
* resources, etc...).
*
* FIXME: This should probably be RAII
*/
virtual void deactivate() {}
[[nodiscard]] inline auto owner() const -> App& {
return m_owner;
}
protected:
App &m_owner;
};
/*! \class App app.hpp fggl/app.hpp
*
* Main entrypoint to the game framework.
*/
class App {
public:
explicit App(const Identifer &name);
App(const Identifer &name, const Identifer &folderName);
/**
* Create an instance of an application, with a set of modules and name.
*
* The name is used to derrive verious settings, such as the location of same games and user
* configuration and content.
*/
explicit App(modules::Manager *manager, const Identifer &name);
/**
* Create an instance of an application, with a set of modules and name.
*
* This version of the constructor allows explicitly setting the name used for user-data rather
* than derriving it from the application name. This is useful if you want to use a shortened
* version of your application name for configuration.
*/
App(modules::Manager *manager, const Identifer &name, const Identifer &folderName);
// class is non copy-able
App(const App &app) = delete;
App(const App &&app) = delete;
App &operator=(const App& other) = delete;
App &operator=(App&& other) = delete;
inline void setWindow(std::unique_ptr<gfx::Window>&& window) {
m_window = std::move(window);
auto operator=(const App &other) -> App & = delete;
auto operator=(App &&other) -> App & = delete;
/**
* Set the currently active window.
*
* FIXME: this is a nasty hack to get round the setup order for windows, graphics APIs and
* screen refreshes. Should be fixed with observer pattern.
*/
inline void setWindow(display::Window *window) {
m_window = window;
}
/**
* Perform main game loop functions.
*
* You should pass in argc and argv used to invoke main to this method. At the moment it does
* not use these, but in the future they will be used to provide game-agnostic options.
*/
int run(int argc, const char **argv);
auto run(int argc, const char **argv) -> int;
/**
* Register a new state with the application.
*
* States are intended to be a block of code which can be started, will execute a single frame
* of work, and can be invoked repeatedly. For example, a main menu, options menu,
* single-player game and multi-player game might be all be suitable to be states. When a state
* change is requested, the currently running state is stopped and garabage collected.
*
* This is similar to the concept of an 'activity' in Android.
*/
template<typename T>
T *add_state(const Identifer &name) {
auto addState(const Identifer &name) -> T * {
static_assert(std::is_base_of<AppState, T>::value, "States must be AppStates");
return m_states.put<T>(name, *this);
}
template<typename T, typename... Args>
T &use(Args &&...args) {
auto ptr = m_modules->load<T>(args...);
return *ptr;
}
/**
* Request the game changes states.
*
* This will be executed at the next opporunity (most likley next iteration of the game loop).
* Identifer should be an identifier used when calling addState, and the state should previouslly
* been registered using addState.
*/
inline void change_state(const Identifer &name) {
m_states.active().deactivate();
m_states.change(name);
m_states.active().activate();
m_expectedScene = name;
}
inline AppState &active_state() const {
/**
* Return the currently active state (the state that is currently executing).
*/
inline auto active_state() const -> AppState & {
return m_states.active();
}
inline ecs3::TypeRegistry* registry() {
return m_types.get();
/**
* Get a pointer to a service.
*
* This is the primary way in which states can get access to resources they require.
*
* returns nullptr if the service does not exist, or cannot be provided.
*/
template<typename T>
inline auto service() -> T * {
try {
return m_subsystems->template get<T>();
} catch (std::out_of_range &e) {
debug::log(debug::Level::error, "Service not found: {}", T::service.get());
return nullptr;
}
}
inline auto services() -> modules::Services& {
return m_subsystems->services();
}
inline bool running() const {
inline auto running() const -> bool {
return m_running;
}
......@@ -143,10 +215,10 @@ namespace fggl {
private:
bool m_running;
std::unique_ptr<ecs3::TypeRegistry> m_types;
std::unique_ptr<ecs3::ModuleManager> m_modules;
std::unique_ptr<gfx::Window> m_window;
display::Window *m_window;
AppMachine m_states;
Identifer m_expectedScene;
modules::Manager *m_subsystems;
};
}
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 03/07/22.
//
#ifndef FGGL_ASSETS_LOADER_HPP
#define FGGL_ASSETS_LOADER_HPP
#include <map>
#include <string>
#include <memory>
#include <functional>
#include <queue>
#include <variant>
#include "fggl/assets/types.hpp"
#include "fggl/assets/packed/adapter.hpp"
#include "fggl/data/storage.hpp"
namespace fggl::assets {
enum class LoadType {
DIRECT, // given pointer to persistent memory
STAGED, // given pointer to temp memory
PATH // given filesystem::path
};
struct ResourceRequest {
AssetGUID m_guid;
AssetTypeID m_type;
};
class Loader {
public:
constexpr const static auto service = modules::make_service("fggl::assets::Loader");
explicit inline Loader(data::Storage *storage, CheckinAdapted *checkin) : m_storage(storage), m_checkin(checkin) {}
explicit Loader(Loader *parent, data::Storage *storage) : m_parent(parent), m_storage(storage) {};
// no move, no copy.
Loader(const Loader &) = delete;
Loader &operator=(const Loader &) = delete;
Loader(Loader &&) = delete;
Loader &operator=(Loader &&) = delete;
inline void setFactory(AssetTypeID type, Checkin fn, LoadType loading = LoadType::DIRECT) {
m_factories[type] = std::make_pair(fn, loading);
}
inline void unsetFactory(AssetTypeID type) {
m_factories.erase(type);
}
inline void request(const AssetGUID &guid, const AssetTypeID &type) {
m_requests.push(ResourceRequest{guid, type});
}
void loadChain(const AssetGUID &guid, const std::string& pack = "core") {
loadChain( assets::make_asset_id_rt(pack, guid) );
}
void loadChain(AssetID asset, void* userPtr = nullptr) {
if (!m_checkin->exists(asset)) {
debug::warning("attempted to chain load unknown assetID {}", asset);
return;
}
std::queue<AssetID> loadOrder;
m_checkin->loadOrder(asset, loadOrder);
processChain(loadOrder, userPtr);
}
void processChain( std::queue<AssetID>& loadOrder, void* userPtr = nullptr ) {
if ( loadOrder.empty() ) {
return;
}
debug::info("Starting chain load");
while( !loadOrder.empty() ) {
auto it = loadOrder.front();
debug::info(" CHAIN -> loading {}", it );
load( it, userPtr );
loadOrder.pop();
}
debug::info("Ended chain loader");
}
inline void load(const AssetGUID& guid, const AssetTypeID& type, void* userPtr = nullptr, const std::string& pack = "core" ) {
auto assetID = assets::make_asset_id_rt(pack, guid);
// try checkin load first, falling back if it fails
bool checkinLoad = load( assetID, userPtr );
if ( !checkinLoad ) {
debug::info("could not perform checkin load for {} - missing loaders?", guid);
auto path = m_storage->resolvePath(data::StorageType::Data, guid);
loadDirect(path, assetID, type, pack, userPtr);
}
}
bool loadDirect( const std::filesystem::path& path, AssetID asset, AssetTypeID assetType, const std::string& pack, void* userPtr = nullptr ){
// check if we know how to load this asset (using old loaders)
auto factoryItr = m_factories.find( assetType );
if ( factoryItr == m_factories.end() ) {
debug::error("attempted to load asset with unknown type: {}", assetType.get() );
return false;
}
// perform loading
LoaderContext ctx {
.pack = pack,
.packRoot = m_checkin->getPackPath(pack),
.assetPath = path
};
// perform loading
const auto& [callback, callbackType] = factoryItr->second;
if ( callbackType == LoadType::PATH ) {
callback(this, asset, ctx, userPtr);
return true;
}
debug::log(debug::Level::error, "Tried to use old/unsupported loading method");
return false;
}
bool load(const AssetID &assetId, void* userPtr = nullptr) {
if ( !m_checkin->exists(assetId) ) {
#ifndef NDEBUG
debug::warning("asked to load unknown asset: {}", util::guid_to_string( util::GUID::make(assetId.get()) ) );
#else
debug::warning("asked to load unknown asset: {}", assetId.get());
#endif
return false;
}
const auto& record = m_checkin->find( assetId );
return loadDirect( record.m_path, assetId, record.m_assetType, record.m_pack, userPtr );
}
void progress() {
if (m_requests.empty()) {
return;
}
auto &request = m_requests.front();
load(request.m_guid, request.m_type);
m_requests.pop();
}
[[nodiscard]]
inline bool done() const {
return m_requests.empty();
}
/**
* Complete all remaining loading requests, blocking until complete.
*/
inline void finish() {
while (!done()) {
progress();
}
}
private:
Loader *m_parent = nullptr;
using Config = std::pair<Checkin, LoadType>;
data::Storage *m_storage;
CheckinAdapted *m_checkin;
std::queue<ResourceRequest> m_requests;
std::map<AssetTypeID, Config> m_factories;
};
} // namespace fggl::assets
#endif //FGGL_ASSETS_LOADER_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_ASSETS_MANAGER_HPP
#define FGGL_ASSETS_MANAGER_HPP
#include <string_view>
#include <map>
#include <functional>
#include <memory>
#include <vector>
#include "fggl/debug/logging.hpp"
#include "fggl/assets/types.hpp"
#include "fggl/util/safety.hpp"
#include "fggl/modules/module.hpp"
namespace fggl::assets {
struct AssetBox {
virtual ~AssetBox() = default;
virtual void release() = 0;
};
template<typename T>
struct AssetBoxT : public AssetBox {
T* asset = nullptr;
explicit inline AssetBoxT(T* aasset) : asset(aasset) {}
// no copy: we own our resource!
AssetBoxT(const AssetBoxT&) = delete;
AssetBoxT& operator=(const AssetBoxT&) = delete;
// move OK - we can steal the asset
AssetBoxT(AssetBoxT&& other) : asset(other.asset) {
other.asset = nullptr;
}
inline ~AssetBoxT() override {
if ( asset != nullptr ) {
delete asset;
asset = nullptr;
}
}
inline void release() override {
asset = nullptr;
}
};
class AssetManager {
public:
constexpr const static modules::ServiceName service = modules::make_service("fggl::assets::Manager");
AssetManager() = default;
virtual ~AssetManager() = default;
// no move, no copy.
AssetManager(const AssetManager &) = delete;
AssetManager &operator=(const AssetManager &) = delete;
AssetManager(AssetManager &&) = delete;
AssetManager &operator=(AssetManager &&) = delete;
template<typename T>
T* get(const AssetID &guid) const {
try {
const auto &assetRecord = m_registry.at(guid);
std::shared_ptr<AssetBoxT<T>> casted = std::dynamic_pointer_cast<AssetBoxT<T>>(assetRecord);
if ( casted == nullptr ) {
debug::error("Asset type requested did not match loaded asset type!");
return nullptr;
}
return casted->asset;
} catch (std::out_of_range& e) {
return nullptr;
}
}
/**
* Pass ownership of the asset to the asset system.
*
* Once this method is called, the asset system owns the asset, and will free
* it when it is no longer required. The asset system assumes it is fully aware
* of all usages of the assets it manages via its graph.
*
* @tparam T the asset type to be managed
* @param guid the asset name
* @param assetRef the asset itself
* @return the owned asset pointer
*/
template<typename T>
T* set(const AssetID &guid, T* assetRef) {
auto ptr = std::make_shared<AssetBoxT<T>>(assetRef);
m_registry[guid] = ptr;
return (*ptr).asset;
}
inline void require(const AssetID &/*guid*/) {
//m_registry.at(guid).refCount++;
}
inline bool has(const AssetID &guid) {
return m_registry.contains(guid);
}
inline void release(const AssetGUID &/*guid*/) {
//m_registry.at(guid).refCount--;
}
inline std::vector<AssetID> known() {
std::vector<AssetID> assetList;
for ( auto& itr : m_registry ) {
assetList.push_back(itr.first);
}
return assetList;
}
private:
std::map<AssetID, std::shared_ptr<AssetBox>> m_registry;
};
} // namespace fggl::assets
#endif //FGGL_ASSETS_MANAGER_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_ASSETS_MODULE_HPP
#define FGGL_ASSETS_MODULE_HPP
#include "fggl/modules/module.hpp"
#include "fggl/data/module.hpp"
#include "fggl/assets/packed/module.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/assets/loader.hpp"
namespace fggl::assets {
struct AssetFolders {
constexpr static const char *name = "fggl::assets::Folders";
constexpr static const std::array<modules::ServiceName, 2> provides = {
Loader::service,
AssetManager::service
};
constexpr static const std::array<modules::ServiceName, 2> depends = {
data::Storage::service,
CheckinAdapted::service
};
static bool factory(modules::ServiceName name, modules::Services &serviceManager);
};
} // namespace fggl::assets
#endif //FGGL_ASSETS_MODULE_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 19/11/22.
//
#ifndef FGGL_ASSETS_PACKED_ADAPTER_HPP
#define FGGL_ASSETS_PACKED_ADAPTER_HPP
#include <stack>
#include <ranges>
#include <algorithm>
#include "fggl/assets/packed/direct.hpp"
#include "fggl/data/storage.hpp"
#include "fggl/ds/graph.hpp"
namespace fggl::assets {
using ResourceType = util::OpaqueName<uint64_t, struct ResourceTypeStruct>;
constexpr ResourceType from_mime(const char* mime) {
return ResourceType::make( util::hash_fnv1a_64(mime) );
};
struct ResourceRecord {
std::filesystem::path m_path;
AssetID assetID;
ResourceType m_fileType;
AssetTypeID m_assetType;
std::string m_pack;
std::vector<AssetID> m_requires;
};
struct ManifestHeader {
uint64_t assetID;
uint64_t fileType;
uint64_t assetType;
uint64_t stringSize;
};
[[maybe_unused]]
inline bool NEEDS_CHECKIN(const std::filesystem::path&, MemoryBlock) {
debug::error("attempted to load asset which does not have a valid checkin yet");
return false;
}
/**
* Adapter for Raw Checkin.
*
* For debugging/development it's a pain to have to pack assets directly. Although its much slower, it can be useful
* to be able to load non-optimised formats at runtime. This adapter allows injecting these non-optimised formats
* into the production checkin system.
*/
class CheckinAdapted {
public:
constexpr const static auto service = modules::make_service("fggl::assets::checkin::debug");
using FilePredicate = std::function<AssetTypeID(const std::filesystem::path&)>;
using FileLoader = std::function<bool(const std::filesystem::path&, MemoryBlock& block)>;
using AssetMetadata = std::function<bool(const std::string& pack, const std::filesystem::path& packRoot, ResourceRecord&)>;
CheckinAdapted(data::Storage* storage, RawCheckin* checkSvc) : m_storage(storage), m_checkin(checkSvc) {};
// asset loading
void load(AssetID asset) {
auto& assetRef = m_files.at(asset);
auto& loader = m_loaders.at(assetRef.m_fileType);
MemoryBlock block;
auto result = loader(assetRef.m_path, block);
if ( !result ) {
return;
}
m_checkin->check(assetRef.assetID, assetRef.m_assetType, block);
}
inline bool exists(AssetID asset) const {
return m_files.find(asset) != m_files.end();
}
inline std::filesystem::path getPath(AssetID asset) const {
const auto& file = m_files.at(asset);
return file.m_path;
}
void loadOrder( AssetID id, std::queue<AssetID>& order) {
m_requires.getOrderPartialRev(id, order);
}
void discover( const char* packName, bool useCache = false, bool updateCache = true) {
if ( m_packs.contains(packName) ) {
return;
}
std::string packRoot = "packs/";
auto packDir = m_storage->resolvePath( data::StorageType::Data, packRoot + packName );
discover(packDir, useCache, updateCache);
}
// asset discovery
void discover( std::filesystem::path& packDir, bool useCache=true, bool updateCache=false ) {
// note we're loading this pack
auto packName = packDir.filename();
m_packs[packName].rootDir = packDir;
if ( useCache && has_manifest(packDir)) {
// check if we've cached the search
load_manifest(packName, packDir);
return;
}
std::vector<AssetID> packFiles;
std::stack< std::filesystem::path > paths;
paths.push(packDir);
while ( !paths.empty() ) {
auto path = paths.top();
paths.pop();
if ( std::filesystem::is_directory(path) ) {
std::ranges::for_each( std::filesystem::directory_iterator{path}, [&paths](auto& path) {
paths.push(path);
});
} else if ( std::filesystem::is_regular_file(path) ) {
process_file( path, packDir, packFiles );
}
}
// update the cache and remember what pack maps to what asset
if ( updateCache ) {
save_manifest(packDir.filename(), packDir, packFiles);
}
m_packs[ packDir.filename() ].assets = packFiles;
}
inline void setLoader(ResourceType type, const CheckinAdapted::FileLoader& loader, CheckinAdapted::FilePredicate predicate = nullptr) {
assert( loader != nullptr );
m_loaders[type] = loader;
if ( predicate != nullptr ) {
m_predicates[type] = predicate;
}
}
inline void setProcessor(ResourceType type, AssetMetadata metaFunc) {
m_metadata[type] = metaFunc;
}
inline const ResourceRecord& find(AssetID asset) const {
return m_files.at(asset);
}
inline std::filesystem::path getPackPath(const std::string& name) const {
auto& info = m_packs.at(name);
return info.rootDir;
}
private:
data::Storage* m_storage;
RawCheckin* m_checkin;
std::map<AssetID, ResourceRecord> m_files;
ds::DirectedGraph<AssetID> m_requires;
struct PackInfo {
std::filesystem::path rootDir;
std::vector<AssetID> assets;
};
std::map<ResourceType, FilePredicate> m_predicates;
std::map<ResourceType, FileLoader> m_loaders;
std::map<ResourceType, AssetMetadata> m_metadata;
std::map<std::string, PackInfo> m_packs;
void process_file(std::filesystem::path path, std::filesystem::path packDir, std::vector<AssetID> packFiles) {
for( auto& [rType, pred] : m_predicates ) {
// check the predicate, is this valid?
auto aType = pred(path);
if ( aType != INVALID_ASSET_TYPE ) {
// it was, so we can finish processing
auto packName = packDir.filename();
auto relPath = std::filesystem::relative(path, packDir);
ResourceRecord rr{
.m_path = path,
.assetID = make_asset_id_rt(packName, relPath.generic_string()),
.m_fileType = rType,
.m_assetType = aType,
.m_pack = packName,
.m_requires = {}
};
// processors (for stuff like dependencies)
auto metaProc = m_metadata.find(rType);
if ( metaProc != m_metadata.end() ) {
metaProc->second( packName, packDir, rr );
}
// store the resulting data
m_files[rr.assetID] = rr;
packFiles.push_back( rr.assetID );
m_requires.addEdges( rr.assetID, rr.m_requires );
debug::trace("discovered {} ({}) from pack '{}'", rr.assetID, relPath.c_str(), packName.c_str() );
break;
}
}
}
inline bool has_manifest(const std::string& packName) {
auto packManifest = m_storage->resolvePath( data::StorageType::Cache, packName + "_manifest.bin" );
return std::filesystem::exists(packManifest);
}
void load_manifest_entry(FILE* file, const std::string& packName, const std::filesystem::path& packRoot) {
// read our entry ( id, ftype, atype, pathLen )
ManifestHeader header{};
std::fread(&header, sizeof(ManifestHeader), 1, file);
// read the relative asset path
char* relPath = new char[header.stringSize + 1];
std::fread( relPath, sizeof(char), header.stringSize, file );
relPath[ header.stringSize + 1 ] = '\0';
// read the dependency list
uint64_t nDeps = 0;
std::fread( &nDeps, sizeof(uint64_t), 1, file);
uint64_t *deps = new uint64_t[nDeps];
std::fread( deps, sizeof(uint64_t), nDeps, file );
std::vector<AssetID> depList;
for ( uint64_t i = 0; i < nDeps; ++i ) {
depList.push_back( AssetID::make(deps[i]) );
}
// calculate and verify path
std::filesystem::path fullPath = packRoot / relPath;
delete[] relPath;
if ( !std::filesystem::exists(fullPath) ) {
debug::warning("pack manifest for {} contained invalid path {}", packName, fullPath.c_str());
return;
}
// entry seems valid, load it
ResourceRecord rr {
.m_path = fullPath,
.assetID = AssetID::make(header.assetID),
.m_fileType = ResourceType::make(header.fileType),
.m_assetType = AssetTypeID::make(header.assetType),
.m_pack = packName,
.m_requires = depList
};
m_files[ rr.assetID ] = rr;
m_packs[ packRoot.filename() ].assets.push_back( rr.assetID );
m_requires.addEdges( rr.assetID, depList );
debug::trace("discovered {} ({}) from pack {}", rr.assetID.get(), fullPath.c_str(), packRoot.filename().c_str() );
}
void load_manifest(const std::string& packName, const std::filesystem::path& packRoot) {
auto packManifest = m_storage->resolvePath( data::StorageType::Cache, packName + "_manifest.bin" );
if ( !std::filesystem::exists(packManifest) ) {
return;
}
// open the manifest file and start extracting entries
FILE* file = std::fopen(packManifest.c_str(), "r");
if ( file == nullptr ) {
debug::warning("error opening manifest: {}", packManifest.c_str());
return;
}
// read the number of entries
uint64_t entries{0};
std::fread(&entries, sizeof(uint64_t), 1, file);
for ( uint64_t i = 0; i < entries; ++i) {
load_manifest_entry(file, packName, packRoot);
}
std::fclose( file );
}
void save_manifest(const std::string& packName, const std::filesystem::path& packRoot, const std::vector<AssetID>& assets) {
auto packManifest = m_storage->resolvePath( data::StorageType::Cache, packName + "_manifest.bin", true);
FILE* file = std::fopen(packManifest.c_str(), "w");
if ( file == nullptr) {
debug::warning("error saving manifest {}, missing dir?", packManifest.c_str());
return;
}
const uint64_t entries{ assets.size() };
std::fwrite( &entries, sizeof(uint64_t), 1, file);
// write the entries
for ( uint64_t i = 0; i < entries; ++i ) {
auto& assetID = assets[i];
auto& assetRecord = m_files.at(assetID);
auto relPath = std::filesystem::relative(assetRecord.m_path, packRoot);
auto relPathStr = relPath.generic_string();
ManifestHeader mh {
.assetID = assetRecord.assetID.get(),
.fileType = assetRecord.m_fileType.get(),
.assetType = assetRecord.m_assetType.get(),
.stringSize = relPathStr.size()
};
std::fwrite( &mh, sizeof(ManifestHeader), 1, file );
std::fwrite( relPathStr.c_str(), sizeof(char), relPathStr.size(), file );
}
std::fclose(file);
}
};
}
#endif //FGGL_ASSETS_PACKED_ADAPTER_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 19/11/22.
//
#ifndef FGGL_ASSETS_PACKED_DIRECT_HPP
#define FGGL_ASSETS_PACKED_DIRECT_HPP
#include <functional>
#include <map>
#include "fggl/assets/types.hpp"
#include "fggl/util/safety.hpp"
#include "fggl/util/guid.hpp"
#include "fggl/modules/module.hpp"
/**
* Raw Checkin.
*
* This is a version of the checkin system where the check-in functions are shown a raw block of memory and its their
* job to parse and load something meaningful from that.
*/
namespace fggl::assets {
class RawCheckin {
public:
constexpr const static auto service = modules::make_service("fggl::assets::checkin");
using DecodeAndCheckFunc = std::function<void(AssetGUID, MemoryBlock& block)>;
void check(AssetID, AssetTypeID, MemoryBlock& block) const;
inline void check(int64_t id, uint64_t type, MemoryBlock& block ) const {
check( AssetID::make(id), AssetTypeID::make(type), block );
}
inline void setCheckin(AssetTypeID type, DecodeAndCheckFunc func) {
m_check[type] = func;
}
private:
std::map<AssetTypeID, DecodeAndCheckFunc> m_check;
};
}
#endif //FGGL_ASSETS_PACKED_DIRECT_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_ASSETS_PACKED_MODULE_HPP
#define FGGL_ASSETS_PACKED_MODULE_HPP
#include "fggl/modules/module.hpp"
#include "fggl/data/module.hpp"
#include "fggl/assets/loader.hpp"
#include "fggl/assets/packed/adapter.hpp"
#include "fggl/assets/packed/direct.hpp"
namespace fggl::assets {
struct PackedAssets {
constexpr static const char *name = "fggl::assets::packed";
constexpr static const std::array<modules::ServiceName, 2> provides = {
RawCheckin::service,
CheckinAdapted::service
};
constexpr static const std::array<modules::ServiceName, 1> depends = {
data::Storage::service
};
static bool factory(modules::ServiceName name, modules::Services &serviceManager);
};
} // namespace fggl::assets
#endif //FGGL_ASSETS_PACKED_MODULE_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 19/11/22.
//
#ifndef FGGL_ASSETS_PACKED_PACKED_HPP
#define FGGL_ASSETS_PACKED_PACKED_HPP
#include <cstdint>
#include <cstdio>
#include <memory>
#include "fggl/assets/types.hpp"
#include "fggl/assets/packed/direct.hpp"
/**
* Packed file reader.
*
* Read assets stored as sequential [header,data] blocks. This reader does not care about dependencies, it assumes this
* was handled before storage (ie, asset dependencies are assumed to be stored before the asset that relies on them).
* The caller is also responsible for ensuring that assets in other archives are already loaded by the time the system
* assembles the composite assets into something usable.
*
* If either of these constraints are violated, the results are undefined.
*/
namespace fggl::assets {
struct Header {
uint64_t name;
uint64_t type;
std::size_t size;
};
bool read_header(std::FILE* stream, Header* header) {
constexpr auto headerSize = sizeof(Header);
auto readBytes = std::fread(header, headerSize, 1, stream);
return readBytes == headerSize;
}
bool read_data(std::FILE* stream, void* block, std::size_t size) {
auto readBytes = std::fread(block, size, 1, stream);
return readBytes == size;
}
void read_archive(RawCheckin* checkin, std::FILE* stream) {
while ( !std::feof(stream) ) {
Header header;
bool headRead = read_header(stream, &header);
if ( headRead && header.size != 0 ) {
// header has data
void* memBlock = std::malloc( header.size );
bool valid = read_data( stream, memBlock, header.size );
// read the data, check it in
if (valid) {
MemoryBlock block{
.data = (std::byte*)memBlock,
.size = header.size
};
checkin->check(header.name, header.type, block);
}
}
}
}
}
#endif //FGGL_ASSETS_PACKED_PACKED_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 03/07/22.
//
#ifndef FGGL_ASSETS_TYPES_HPP
#define FGGL_ASSETS_TYPES_HPP
#include <filesystem>
#include <variant>
#include <functional>
#include "fggl/util/safety.hpp"
#include "fggl/util/guid.hpp"
namespace fggl::assets {
using AssetType = util::OpaqueName<std::string_view, struct AssetTag>;
using AssetGUID = std::string;
using AssetPath = std::filesystem::path;
using AssetID = util::OpaqueName<uint64_t, struct AssetIDTag>;
template<unsigned L1, unsigned L2>
constexpr AssetID make_asset_id(const char (&pack)[L1], const char (&path)[L2]) {
auto hash = util::hash_fnv1a_64( util::cat( pack, ":", path ).c );
return AssetID::make( hash );
}
template<unsigned L1, unsigned L2, unsigned L3>
constexpr AssetID make_asset_id(const char (&pack)[L1], const char (&path)[L2], const char (&view)[L3]) {
auto hash = util::hash_fnv1a_64( util::cat( pack, ":", path, "[", view, "]").c );
return AssetID::make( hash );
}
AssetID make_asset_id_rt(const std::string &pack, const std::string &path, const std::string &view = "");
AssetID asset_from_user(const std::string &input, const std::string &pack = "core");
using AssetTypeID = util::OpaqueName<uint64_t, struct AssetTypeTag>;
constexpr auto INVALID_ASSET_TYPE = AssetTypeID::make(0);
constexpr AssetTypeID make_asset_type(const char* type) {
return AssetTypeID::make( util::hash_fnv1a_64(type) );
}
struct MemoryBlock {
std::byte *data;
std::size_t size;
template<typename T>
T* viewAs(std::size_t offset = 0) {
static_assert( std::is_standard_layout<T>::value );
return (T*)( data[offset] );
}
};
using AssetRefRaw = std::shared_ptr<void>;
struct LoaderContext {
std::string pack;
std::filesystem::path packRoot;
std::filesystem::path assetPath;
inline std::filesystem::path relParent() const {
return std::filesystem::relative( assetPath, packRoot ).parent_path();
}
inline assets::AssetID makeRef(const char* name) const {
return assets::make_asset_id_rt(pack, relParent() / name );
}
};
class Loader;
using Checkin = std::function<AssetRefRaw(Loader* loader, const AssetID &, const LoaderContext &, void* userPtr)>;
}
// formatter
template<> struct fmt::formatter<fggl::assets::AssetID> {
constexpr auto parse(format_parse_context& ctx) -> decltype(ctx.begin()) {
return ctx.begin();
}
template <typename FormatContext>
auto format(const fggl::assets::AssetID & guid, FormatContext& ctx) const -> decltype(ctx.out()) {
#ifndef NDEBUG
return fmt::format_to(ctx.out(), "ASSET[{}]", guid_to_string( fggl::util::GUID::make( guid.get() ) ));
#else
return fmt::format_to(ctx.out(), "ASSET[{}]", guid.get());
#endif
}
};
#endif //FGGL_ASSETS_TYPES_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef FGGL_AUDIO_AUDIO_HPP
#define FGGL_AUDIO_AUDIO_HPP
#include <string>
#include "fggl/data/storage.hpp"
#include "fggl/modules/module.hpp"
#include "fggl/assets/module.hpp"
#include "fggl/assets/packed/module.hpp"
//! backend independent audio interface
namespace fggl::audio {
/**
* AudioClip is bit of audio loaded into memory.
*
* If the sampleCount is -1, the clip is invalid.
*/
template<typename T>
struct AudioClip {
int channels = 0;
int sampleRate = 0;
int sampleCount = -1;
T *data = nullptr;
AudioClip() = default;
AudioClip(const AudioClip&) = delete;
inline ~AudioClip() {
std::free(data);
data = nullptr;
}
[[nodiscard]]
inline int size() const {
return sampleCount * sizeof(T);
}
};
using AudioClipShort = AudioClip<short>;
using AudioClipByte = AudioClip<char>;
constexpr auto ASSET_CLIP_SHORT = assets::make_asset_type("Audio:Clip:Short");
constexpr auto ASSET_CLIP_BYTE = assets::make_asset_type("Audio:Clip:Byte");
constexpr auto SERVICE_AUDIO_PLAYBACK = modules::make_service("fggl::audio::AudioService");
/**
*
* \ingroup services
*/
class AudioService {
public:
constexpr static const modules::ServiceName service = SERVICE_AUDIO_PLAYBACK;
virtual void play(const assets::AssetGUID &asset, bool looping = false) = 0;
virtual void play(const AudioClipShort &clip, bool looping = false) = 0;
virtual ~AudioService() = default;
};
} // namespace fggl::audio
#endif //FGGL_AUDIO_AUDIO_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_AUDIO_NULL_AUDIO_HPP
#define FGGL_AUDIO_NULL_AUDIO_HPP
#include "fggl/audio/audio.hpp"
namespace fggl::audio {
class NullAudioService : public AudioService {
public:
NullAudioService() = default;
~NullAudioService() override = default;
NullAudioService(NullAudioService&) = delete;
NullAudioService(NullAudioService&&) = delete;
NullAudioService& operator=(const NullAudioService&) = delete;
NullAudioService& operator=(NullAudioService&&) = delete;
void play(const std::string & /*filename*/, bool /*looping = false*/) override;
void play(const AudioClipShort & /*clip*/, bool /*looping = false*/) override;
};
//! A dummy audio module that does nothing
struct NullAudio {
constexpr static const char *name = "fggl::audio::NULL";
constexpr static const std::array<modules::ServiceName, 1> provides = {
SERVICE_AUDIO_PLAYBACK
};
constexpr static const std::array<modules::ServiceName, 0> depends = {};
bool factory(modules::ServiceName, modules::Services&);
};
} // namespace fggl::audio
#endif //FGGL_AUDIO_NULL_AUDIO_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 01/05/22.
//
#ifndef FGGL_AUDIO_OPENAL_AUDIO_HPP
#define FGGL_AUDIO_OPENAL_AUDIO_HPP
#include <AL/al.h>
#include <AL/alc.h>
#include "fggl/audio/audio.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/data/storage.hpp"
#include "fggl/math/types.hpp"
#include <string>
#include <iostream>
#include <memory>
//! Audio backed by openal-soft
namespace fggl::audio::openal {
constexpr uint32_t NULL_BUFFER_ID = 0;
assets::AssetRefRaw load_vorbis(assets::Loader* loader, const assets::AssetID &, const assets::LoaderContext &, void* userPtr);
bool load_vorbis_short(std::filesystem::path path, assets::MemoryBlock& block);
assets::AssetTypeID check_vorbis( const std::filesystem::path& path );
enum class AudioType {
MONO_8 = AL_FORMAT_MONO8,
MONO_16 = AL_FORMAT_MONO16,
STEREO_8 = AL_FORMAT_STEREO8,
STEREO_16 = AL_FORMAT_STEREO16
};
static void check_error(const std::string& context) {
auto code = alGetError();
if (code == AL_NO_ERROR) {
return;
}
// now we check the error message
std::string error = "unknown";
switch (code) {
case ALC_INVALID_DEVICE: error = "Invalid Device";
break;
case ALC_INVALID_CONTEXT: error = "Invalid Context";
break;
case ALC_INVALID_ENUM: error = "Invalid enum";
break;
case ALC_INVALID_VALUE: error = "Invalid value";
break;
case ALC_OUT_OF_MEMORY: error = "Out of memory";
break;
default: error = "unknown error";
}
debug::error("OpenAL error: context={}, error={}", context, error);
}
class AudioBuffer {
public:
AudioBuffer() : m_buffer(NULL_BUFFER_ID) {
alGenBuffers(1, &m_buffer);
}
~AudioBuffer() {
alDeleteBuffers(1, &m_buffer);
}
AudioBuffer(const AudioBuffer&) = delete;
AudioBuffer(const AudioBuffer&&) = delete;
AudioBuffer& operator=(const AudioBuffer&) = delete;
AudioBuffer& operator=(const AudioBuffer&&) = delete;
inline void setData(AudioType type, void *data, ALsizei size, ALsizei frequency) {
assert( m_buffer != 0 );
assert( data != nullptr );
alBufferData(m_buffer, (ALenum) type, data, size, frequency);
}
inline ALuint value() const {
return m_buffer;
}
private:
ALuint m_buffer = 0;
};
class AudioSource {
public:
AudioSource() : m_source(0), m_splat() {
alGenSources(1, &m_source);
}
~AudioSource() {
alDeleteSources(1, &m_source);
}
AudioSource(const AudioSource& source) = delete;
AudioSource(const AudioSource&& source) = delete;
AudioSource& operator=(const AudioSource&) = delete;
AudioSource& operator=(AudioSource&&) = delete;
inline void play() {
alSourcePlay(m_source);
}
inline void stop() {
alSourceStop(m_source);
}
inline void pause() {
alSourcePause(m_source);
}
inline void rewind() {
alSourceRewind(m_source);
}
inline void play(AudioBuffer &buffer, bool looping) {
alSourcei(m_source, AL_BUFFER, buffer.value());
alSourcei(m_source, AL_LOOPING, looping ? AL_TRUE : AL_FALSE);
alSourcePlay(m_source);
}
inline void play(const AudioClipShort &clip, bool looping = false);
inline void velocity(math::vec3 &value) {
alSource3f(m_source, AL_VELOCITY, value.x, value.y, value.z);
}
inline void position(math::vec3 &value) {
alSource3f(m_source, AL_POSITION, value.x, value.y, value.z);
}
void direction(math::vec3 &value) {
alSource3f(m_source, AL_DIRECTION, value.x, value.y, value.z);
}
private:
ALuint m_source;
AudioBuffer m_splat;
};
class AudioServiceOAL : public AudioService {
public:
explicit AudioServiceOAL(assets::AssetManager *assets) : m_device(alcOpenDevice(nullptr)), m_assets(assets) {
if (m_device != nullptr) {
m_context = alcCreateContext(m_device, nullptr);
alcMakeContextCurrent(m_context);
check_error("context setup");
m_defaultSource = std::make_unique<AudioSource>();
check_error("default source setup");
}
}
~AudioServiceOAL() override {
if (m_device != nullptr) {
release();
}
}
void play(const assets::AssetGUID &filename, bool looping = false) override;
void play(const AudioClipShort &clip, bool looping = false) override;
private:
ALCdevice *m_device;
ALCcontext *m_context{nullptr};
std::unique_ptr<AudioSource> m_defaultSource{nullptr};
assets::AssetManager* m_assets;
void release();
};
} // namespace fggl::audio::openal
namespace fggl::audio {
using openAL = openal::AudioServiceOAL;
} // namepace fggl::audio
#endif //FGGL_AUDIO_OPENAL_AUDIO_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_AUDIO_OPENAL_MODULE_HPP
#define FGGL_AUDIO_OPENAL_MODULE_HPP
#include <array>
#include <string>
#include "fggl/assets/module.hpp"
#include "fggl/assets/packed/module.hpp"
#include "fggl/audio/audio.hpp"
#include "fggl/audio/openal/audio.hpp"
namespace fggl::audio {
constexpr auto OGG_VORBIS = assets::AssetType::make("audio/vorbis");
constexpr auto RES_OGG_VORBIS = assets::from_mime("audio/vorbis");
//! an audio module which uses openal(-soft) as a backend.
struct OpenAL {
constexpr static const char *name = "fggl::audio::OpenAL";
constexpr static const std::array<modules::ServiceName, 1> provides = {
SERVICE_AUDIO_PLAYBACK
};
constexpr static const std::array<modules::ServiceName, 2> depends = {
assets::AssetManager::service,
assets::CheckinAdapted::service
};
static bool factory(modules::ServiceName name, modules::Services &serviceManager);
};
} // namespace fggl::audio
#endif //FGGL_AUDIO_OPENAL_MODULE_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 18/10/22.
//
#ifndef FGGL_DATA_ASSIMP_MODULE_HPP
#define FGGL_DATA_ASSIMP_MODULE_HPP
#include "fggl/modules/module.hpp"
#include "fggl/assets/loader.hpp"
#include "fggl/assets/packed/module.hpp"
#include "fggl/data/texture.hpp"
namespace fggl::data::models {
constexpr auto MODEL_PROVIDER = modules::make_service("fggl::data::Model");
constexpr auto ASSIMP_MODEL = assets::AssetType::make("model::assimp");
constexpr auto MIME_JPG = assets::from_mime("image/jpeg");
constexpr auto MIME_PNG = assets::from_mime("image/png");
constexpr auto MIME_OBJ = assets::from_mime("model/obj");
constexpr auto MIME_FBX = assets::from_mime("model/fbx");
constexpr auto MODEL_MULTI3D = assets::make_asset_type("model/multi3D");
constexpr auto TEXTURE_RGBA = assets::make_asset_type("texture/rgba");
// old-style loaders
assets::AssetRefRaw load_assimp_model(assets::Loader* loader, const assets::AssetID& guid, const assets::LoaderContext& data, void* userPtr);
assets::AssetRefRaw load_assimp_texture(assets::Loader* loader, const assets::AssetID& guid, const assets::LoaderContext& data, void* userPtr);
// new style loaders (textures)
bool load_tex_stb(const std::filesystem::path& filePath, assets::MemoryBlock& block);
assets::AssetTypeID is_tex_stb(const std::filesystem::path& filePath);
// new style loaders (models)
assets::AssetTypeID is_model_assimp(const std::filesystem::path& filePath);
bool extract_requirements(const std::string& packName, const std::filesystem::path& packRoot, assets::ResourceRecord& rr);
struct AssimpModule {
constexpr static const char *name = "fggl::data::Assimp";
constexpr static const std::array<modules::ServiceName, 1> provides = {
MODEL_PROVIDER
};
constexpr static const std::array<modules::ServiceName, 2> depends = {
assets::Loader::service,
assets::CheckinAdapted::service
};
static bool factory(modules::ServiceName service, modules::Services &serviceManager);
};
}
namespace fggl::data {
using AssimpLoader = models::AssimpModule;
}
#endif //FGGL_DATA_ASSIMP_MODULE_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 11/06/22.
//
#ifndef FGGL_DATA_GEOM_HPP
#define FGGL_DATA_GEOM_HPP
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <filesystem>
#include "storage.hpp"
#include "model.hpp"
namespace fggl::data {
static inline math::vec3 aiVec3ToFggl(aiVector3D vec) {
return {vec.x, vec.y, vec.z};
}
static inline math::vec2 aiVec2ToFggl(aiVector3D vec) {
return {vec.x, vec.y};
}
static void process_mesh(aiMesh *mesh, data::Mesh &meshRecord) {
// process vertices
std::vector<data::Mesh::IndexType> indexList;
for (auto idx = 0; idx < mesh->mNumVertices; ++idx) {
auto idxVal = meshRecord.pushVertex({
.posititon = aiVec3ToFggl(mesh->mVertices[idx]),
.normal = aiVec3ToFggl(mesh->mNormals[idx]),
.texPos = aiVec2ToFggl(mesh->mTextureCoords[0][idx])
});
indexList.push_back(idxVal);
}
if (mesh->HasFaces()) {
// if there is face data, that's our index list
for (auto face = 0; face < mesh->mNumFaces; ++face) {
auto &facePtr = mesh->mFaces[face];
meshRecord.pushIndex(indexList[facePtr.mIndices[0]]);
meshRecord.pushIndex(indexList[facePtr.mIndices[1]]);
meshRecord.pushIndex(indexList[facePtr.mIndices[2]]);
}
}
}
static void process_model(aiScene *scene, aiNode *node, data::Mesh &mesh) {
auto ptr = node->mMeshes;
for (auto j = 0; j < node->mNumMeshes; ++j) {
for (int meshCount = 0; node->mNumMeshes; ++meshCount) {
auto aiMeshIdx = node->mMeshes[meshCount];
data::Mesh mesh;
auto *aiMesh = scene->mMeshes[aiMeshIdx];
process_mesh(aiMesh, mesh);
}
}
// process child meshes
for (int i = 0; i < node->mNumChildren; ++i) {
auto *child = node->mChildren[i];
process_model(child);
}
}
template<>
bool fggl_deserialize(std::filesystem::path &data, StaticMesh *out) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(data.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs);
// check if the import worked
if (scene == nullptr || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
return false;
}
// figure out the meshes
process_model(scene->mRootNode);
//TODO implement the rest of this
return false;
}
} // namespace fggl::data
#endif //FGGL_DATA_GEOM_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 20/11/2021.
//
#ifndef FGGL_HEIGHTMAP_H
#define FGGL_HEIGHTMAP_H
#ifndef FGGL_DATA_HEIGHTMAP_HPP
#define FGGL_DATA_HEIGHTMAP_HPP
#include <cstdint>
#include <array>
#include "fggl/data/model.hpp"
namespace fggl::data {
......@@ -15,7 +32,7 @@ namespace fggl::data {
struct HeightMap {
constexpr static const char name[] = "Heightmap";
float heightValues[heightMaxX * heightMaxZ];
std::array<float, heightMaxX * heightMaxZ> heightValues;
void clear() {
for (float &heightValue : heightValues) {
......@@ -25,11 +42,11 @@ namespace fggl::data {
[[nodiscard]]
inline float getValue(std::size_t x, std::size_t z) const {
return heightValues[x * heightMaxZ + z];
return heightValues.at(x * heightMaxZ + z);
}
inline void setValue(std::size_t x, std::size_t z, float value) {
heightValues[x * heightMaxZ + z] = value;
heightValues.at(x * heightMaxZ + z) = value;
}
};
......@@ -37,7 +54,7 @@ namespace fggl::data {
return x * zMax + z;
}
void generateHeightMesh(const data::HeightMap *heights, data::Mesh &mesh);
void generateHeightMesh(const data::HeightMap &heights, data::Mesh &mesh);
}
#endif //FGGL_HEIGHTMAP_H
#endif //FGGL_DATA_HEIGHTMAP_HPP
#ifndef FGGL_DATA_MODEL_H
#define FGGL_DATA_MODEL_H
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef FGGL_DATA_MODEL_HPP
#define FGGL_DATA_MODEL_HPP
#include <tuple>
#include <vector>
#include <string>
#include <climits>
#include <fggl/math/types.hpp>
namespace fggl::data {
constexpr math::vec3 ILLEGAL_NORMAL{0.0F, 0.0F, 0.F};
constexpr math::vec3 DEFAULT_COLOUR{1.0F, 1.0F, 1.0F};
struct Vertex {
math::vec3 posititon;
math::vec3 normal;
math::vec3 colour;
math::vec3 normal = ILLEGAL_NORMAL;
math::vec3 colour = DEFAULT_COLOUR;
math::vec2 texPos;
inline static Vertex from_pos(math::vec3 pos) {
return {
pos,
ILLEGAL_NORMAL,
DEFAULT_COLOUR,
{0.0F, 0.0F}
};
}
};
// comparison operators
inline bool operator<(const Vertex &lhs, const Vertex &rhs) {
return std::tie(lhs.posititon, lhs.normal, lhs.colour)
< std::tie(rhs.posititon, rhs.normal, rhs.colour);
}
inline bool operator==(const Vertex &lhs, const Vertex &rhs) {
return lhs.posititon == rhs.posititon
&& lhs.colour == rhs.colour
&& lhs.normal == rhs.normal;
}
inline bool operator!=(const Vertex &lhs, const Vertex &rhs) {
return !(lhs == rhs);
}
struct Vertex2D {
fggl::math::vec2 position;
fggl::math::vec3 colour;
......@@ -36,25 +81,11 @@ namespace fggl::data {
};
// comparison operators
inline bool operator<(const Vertex &lhs, const Vertex &rhs) {
return std::tie(lhs.posititon, lhs.normal, lhs.colour)
< std::tie(rhs.posititon, rhs.normal, rhs.colour);
}
inline bool operator==(const Vertex &lhs, const Vertex &rhs) {
return lhs.posititon == rhs.posititon
&& lhs.colour == rhs.colour
&& lhs.normal == rhs.normal;
}
inline bool operator!=(const Vertex &lhs, const Vertex &rhs) {
return !(lhs == rhs);
}
class Mesh {
public:
using IndexType = unsigned int;
constexpr static const IndexType INVALID_IDX = IndexType(UINT_MAX);
Mesh();
~Mesh() = default;
......@@ -66,7 +97,7 @@ namespace fggl::data {
*/
inline void push(Vertex vert) {
auto idx = indexOf(vert);
if (idx == -1) {
if (idx == INVALID_IDX) {
idx = pushVertex(vert);
pushIndex(idx);
} else {
......@@ -79,14 +110,14 @@ namespace fggl::data {
*
* Don't push non-existant indexes, it'll make the rendering backend sad.
*/
void pushIndex(unsigned int idx);
void pushIndex(IndexType idx);
/**
* Force push a vertex duplicate.
*
* If the vetex already exists, it will be duplicated.
*/
unsigned int pushVertex(Vertex vert);
IndexType pushVertex(Vertex vert);
/**
* remove Duplicate verticies
......@@ -101,59 +132,46 @@ namespace fggl::data {
*
* Returns the index of a vert, else returns -1.
*/
int indexOf(Vertex vert);
IndexType indexOf(Vertex vert);
inline std::vector<Vertex> &vertexList() {
inline const std::vector<Vertex> &vertexList() const {
return m_verts;
}
inline std::size_t vertexCount() {
inline std::size_t vertexCount() const {
return m_verts.size();
}
inline std::vector<uint32_t> &indexList() {
inline const std::vector<IndexType> &indexList() const {
return m_index;
}
inline std::size_t indexCount() {
inline std::size_t indexCount() const {
return m_index.size();
}
inline Vertex &vertex(int idx) {
inline Vertex &vertex(IndexType idx) {
return m_verts[idx];
}
unsigned int restartVertex;
IndexType restartVertex;
private:
std::vector<Vertex> m_verts;
std::vector<unsigned int> m_index;
std::vector<IndexType> m_index;
};
struct StaticMesh {
constexpr static const char name[] = "StaticMesh";
constexpr static const util::GUID guid = util::make_guid("StaticMesh");
data::Mesh mesh;
std::string pipeline;
inline StaticMesh() : mesh(), pipeline() {}
inline StaticMesh() = default;
inline StaticMesh(const data::Mesh &aMesh, std::string aPipeline) :
mesh(aMesh), pipeline(std::move(aPipeline)) {}
};
class Model {
public:
Model() = default;
~Model() = default;
inline void append(const Mesh &mesh) {
m_meshes.push_back(mesh);
}
private:
std::vector<Mesh> m_meshes;
};
}
#endif
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_DATA_MODULE_HPP
#define FGGL_DATA_MODULE_HPP
#include "fggl/modules/module.hpp"
#include "fggl/data/storage.hpp"
#include "fggl/platform/paths.hpp"
namespace fggl::data {
struct LocalStorage {
constexpr static const char *name = "fggl::data::Storage";
constexpr static const std::array<modules::ServiceName, 1> provides = {
SERVICE_STORAGE
};
constexpr static const std::array<modules::ServiceName, 0> depends = {};
static bool factory(modules::ServiceName service, modules::Services &serviceManager);
};
} // namespace fggl::data
#endif //FGGL_DATA_MODULE_HPP