💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code 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.
*
* Antkeeper source code 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 Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "resource-loader.hpp"
#include "resource-manager.hpp"
#include "renderer/material.hpp"
#include "renderer/material-flags.hpp"
#include <nlohmann/json.hpp>
#include <physfs.h>
#include <utility>
#include <type_traits>
#include <string>
template <typename T>
static bool read_value(T* value, const nlohmann::json& json, const std::string& name)
{
if (auto element = json.find(name); element != json.end())
{
*value = element.value().get<T>();
return true;
}
return false;
}
static bool load_texture_2d_property(resource_manager* resource_manager, material* material, const std::string& name, const nlohmann::json& json)
{
// If JSON element is an array
if (json.is_array())
{
// Determine size of the array
std::size_t array_size = json.size();
// Create property
material_property<const gl::texture_2d*>* property = material->add_property<const gl::texture_2d*>(name, array_size);
// Load textures
std::size_t i = 0;
for (const auto& element: json)
{
std::string filename = element.get<std::string>();
const gl::texture_2d* texture = resource_manager->load<gl::texture_2d>(filename);
property->set_value(i++, texture);
}
}
else
{
// Create property
material_property<const gl::texture_2d*>* property = material->add_property<const gl::texture_2d*>(name);
// Load texture
std::string filename = json.get<std::string>();
const gl::texture_2d* texture = resource_manager->load<gl::texture_2d>(filename);
property->set_value(texture);
}
return true;
}
static bool load_texture_cube_property(resource_manager* resource_manager, material* material, const std::string& name, const nlohmann::json& json)
{
return false;
}
template <typename T>
static bool load_scalar_property(material* material, const std::string& name, const nlohmann::json& json)
{
// If JSON element is an array
if (json.is_array())
{
// Determine size of the array
std::size_t array_size = json.size();
// Create property
material_property<T>* property = material->add_property<T>(name, array_size);
// Set property values
std::size_t i = 0;
for (const auto& element: json)
property->set_value(i++, element.get<T>());
}
else
{
// Create property
material_property<T>* property = material->add_property<T>(name);
// Set property value
property->set_value(json.get<T>());
}
return true;
}
template <typename T>
static bool load_vector_property(material* material, const std::string& name, std::size_t vector_size, const nlohmann::json& json)
{
// If JSON element is an array of arrays
if (json.is_array() && json.begin().value().is_array())
{
// Determine size of the array
std::size_t array_size = json.size();
// Create property
material_property<T>* property = material->add_property<T>(name, array_size);
// For each vector in the array
std::size_t i = 0;
for (const auto& vector_element: json)
{
// Read vector elements
T value;
std::size_t j = 0;
for (const auto& value_element: vector_element)
value[j++] = value_element.get<typename T::scalar_type>();
// Set property values
property->set_value(i++, value);
}
}
else
{
// Create property
material_property<T>* property = material->add_property<T>(name);
// Read vector elements
T value;
std::size_t i = 0;
for (const auto& value_element: json)
value[i++] = value_element.get<typename T::scalar_type>();
// Set property values
property->set_value(value);
}
return true;
}
template <typename T>
static bool load_matrix_property(material* material, const std::string& name, std::size_t column_count, std::size_t row_count, const nlohmann::json& json)
{
// If JSON element is an array of arrays of arrays
if (json.is_array() && json.begin().value().is_array())
{
if (json.begin().value().begin().value().is_array())
{
// Determine size of the array
std::size_t array_size = json.size();
// Create property
material_property<T>* property = material->add_property<T>(name, array_size);
// For each matrix in the array
std::size_t i = 0;
for (const auto& matrix_element: json)
{
// Read vector elements
T value;
std::size_t j = 0;
for (const auto& column_element: matrix_element)
{
std::size_t k = 0;
for (const auto& row_element: column_element)
{
value[j][k] = row_element.get<typename T::element_type>();
++k;
}
++j;
}
// Set property values
property->set_value(i, value);
++i;
}
return true;
}
else
{
// Create property
material_property<T>* property = material->add_property<T>(name);
// Read matrix elements
T value;
std::size_t i = 0;
for (const auto& column_element: json)
{
std::size_t j = 0;
for (const auto& row_element: column_element)
{
value[i][j] = row_element.get<typename T::element_type>();
++j;
}
++i;
}
// Set property values
property->set_value(value);
return true;
}
}
return false;
}
template <>
material* resource_loader<material>::load(resource_manager* resource_manager, PHYSFS_File* file)
{
// Read file into buffer
std::size_t size = static_cast<int>(PHYSFS_fileLength(file));
std::string buffer;
buffer.resize(size);
PHYSFS_readBytes(file, &buffer[0], size);
// Parse json from file buffer
nlohmann::json json = nlohmann::json::parse(buffer);
// Allocate material
material* material = new ::material();
// Read shader filename
std::string shader_filename;
if (read_value(&shader_filename, json, "shader"))
{
// Load shader program
gl::shader_program* program = resource_manager->load<gl::shader_program>(shader_filename);
material->set_shader_program(program);
}
// Init material flags
std::uint32_t flags = 0;
// Read blend mode
std::string blend_mode;
read_value(&blend_mode, json, "blend_mode");
if (blend_mode == "alpha_blend")
flags |= MATERIAL_FLAG_TRANSLUCENT;
else
flags |= MATERIAL_FLAG_OPAQUE;
// Read shadow mode
std::string shadow_mode;
read_value(&shadow_mode, json, "shadow_mode");
if (shadow_mode == "none")
flags |= MATERIAL_FLAG_NOT_SHADOW_CASTER;
else
flags |= MATERIAL_FLAG_SHADOW_CASTER;
// Read cull mode
std::string cull_mode;
read_value(&cull_mode, json, "cull_mode");
if (cull_mode == "none")
flags |= MATERIAL_FLAG_FRONT_AND_BACK_FACES;
else if (cull_mode == "front")
flags |= MATERIAL_FLAG_BACK_FACES;
else
flags |= MATERIAL_FLAG_FRONT_FACES;
// Read depth mode
std::string depth_mode;
read_value(&depth_mode, json, "depth_mode");
if (depth_mode == "in_front")
flags |= MATERIAL_FLAG_X_RAY;
// Read decal mode
std::string decal_mode;
read_value(&decal_mode, json, "decal_mode");
if (decal_mode == "decal")
flags |= MATERIAL_FLAG_DECAL;
else if (decal_mode == "surface")
flags |= MATERIAL_FLAG_DECAL_SURFACE;
// Set material flags
material->set_flags(flags);
// Read material properties
if (auto properties_element = json.find("properties"); properties_element != json.end())
{
for (const auto& property_element: properties_element.value())
{
// Read property name
std::string name;
if (!read_value(&name, property_element, "name"))
// Ignore nameless properties
continue;
// Read property type
std::string type;
if (!read_value(&type, property_element, "type"))
// Ignore typeless properties
continue;
// Find value element
auto value_element = property_element.find("value");
if (value_element == property_element.end())
// Ignore valueless properties
continue;
// If property type is a 2D texture
if (type == "texture_2d")
{
load_texture_2d_property(resource_manager, material, name, value_element.value());
}
// If property type is a cubic texture
else if (type == "texture_cube")
{
load_texture_cube_property(resource_manager, material, name, value_element.value());
}
// If property type is a matrix
else if (type[type.size() - 2] == 'x' &&
std::isdigit(type[type.size() - 3]) &&
std::isdigit(type.back()))
{
std::size_t columns = std::stoul(type.substr(type.size() - 3, 1));
std::size_t rows = std::stoul(type.substr(type.size() - 1, 1));
if (type.find("float") != std::string::npos)
{
if (size == 2)
load_matrix_property<float2x2>(material, name, columns, rows, value_element.value());
else if (size == 3)
load_matrix_property<float3x3>(material, name, columns, rows, value_element.value());
else if (size == 4)
load_matrix_property<float4x4>(material, name, columns, rows, value_element.value());
}
}
// If property type is a vector
else if (std::isdigit(type.back()))
{
std::size_t size = std::stoul(type.substr(type.size() - 1, 1));
if (type.find("float") != std::string::npos)
{
if (size == 2)
load_vector_property<float2>(material, name, size, value_element.value());
else if (size == 3)
load_vector_property<float3>(material, name, size, value_element.value());
else if (size == 4)
load_vector_property<float4>(material, name, size, value_element.value());
}
else if (type.find("uint") != std::string::npos)
{
if (size == 2)
load_vector_property<uint2>(material, name, size, value_element.value());
else if (size == 3)
load_vector_property<uint3>(material, name, size, value_element.value());
else if (size == 4)
load_vector_property<uint4>(material, name, size, value_element.value());
}
else if (type.find("int") != std::string::npos)
{
if (size == 2)
load_vector_property<int2>(material, name, size, value_element.value());
else if (size == 3)
load_vector_property<int3>(material, name, size, value_element.value());
else if (size == 4)
load_vector_property<int4>(material, name, size, value_element.value());
}
else if (type.find("bool") != std::string::npos)
{
if (size == 2)
load_vector_property<bool2>(material, name, size, value_element.value());
else if (size == 3)
load_vector_property<bool3>(material, name, size, value_element.value());
else if (size == 4)
load_vector_property<bool4>(material, name, size, value_element.value());
}
}
// If property type is a scalar
else
{
if (type.find("float") != std::string::npos)
load_scalar_property<float>(material, name, value_element.value());
else if (type.find("uint") != std::string::npos)
load_scalar_property<unsigned int>(material, name, value_element.value());
else if (type.find("int") != std::string::npos)
load_scalar_property<int>(material, name, value_element.value());
else if (type.find("bool") != std::string::npos)
load_scalar_property<bool>(material, name, value_element.value());
}
}
}
// Update material tweens
material->update_tweens();
return material;
}