💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017 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 "material-loader.hpp"
#include <algorithm>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
MaterialLoader::MaterialLoader()
{
textureLoader.setGamma(1.0f);
textureLoader.setMipmapChain(false);
textureLoader.setMaxAnisotropy(1.0f);
}
MaterialLoader::~MaterialLoader()
{
unload();
}
void MaterialLoader::unload()
{
for (auto it = materialCache.begin(); it != materialCache.end(); ++it)
{
delete it->second;
}
materialCache.clear();
for (auto it = texture2DCache.begin(); it != texture2DCache.end(); ++it)
{
delete it->second;
}
texture2DCache.clear();
for (auto it = textureCubeCache.begin(); it != textureCubeCache.end(); ++it)
{
delete it->second;
}
textureCubeCache.clear();
}
Material* MaterialLoader::load(const std::string& filename)
{
// Check if material exists in cache
auto it = materialCache.find(filename);
if (it != materialCache.end())
{
return it->second;
}
// Allocate new material
Material* material = new Material();
// Open file
std::ifstream file(filename.c_str(), std::ifstream::in);
if (!file.is_open())
{
std::cerr << std::string("MaterialLoader::load(): Failed to open material file \"") << filename << std::string("\"") << std::endl;
delete material;
return nullptr;
}
std::string line;
std::size_t lineNumber = 0;
const std::string whitespace = " \t\r\n";
// Parse lines
while (file.good() && std::getline(file, line))
{
// Increment current line number
++lineNumber;
// Skip empty lines
if (line.empty())
{
continue;
}
// Find position of first character in the command
std::size_t commandPosition = line.find_first_not_of(whitespace, 0);
if (commandPosition == std::string::npos)
{
// Skip whitespace-only lines
continue;
}
// Determine command type
std::string command = line.substr(commandPosition, line.find_first_of(" \t=", commandPosition) - commandPosition);
// Parse command
if (command == "shader" || command == "flags")
{
// Find position of equals sign
std::size_t equalsSignPosition = line.find_first_of("=", commandPosition);
if (equalsSignPosition == std::string::npos)
{
// Skip lines with no equals sign
std::cerr << std::string("MaterialLoader::load(): Invalid line ") << lineNumber << std::string(" in \"") << filename << std::string("\"") << std::endl;
continue;
}
// Find position of first character in the value string
std::size_t valueStartPosition = line.find_first_not_of(whitespace, equalsSignPosition + 1);
if (valueStartPosition == std::string::npos)
{
// Skip lines with no value
std::cerr << std::string("MaterialLoader::load(): Invalid line ") << lineNumber << std::string(" in \"") << filename << std::string("\"") << std::endl;
continue;
}
// Find position the end of the value string
std::size_t valueEndPosition = line.find_first_of(" \t;\r\n", valueStartPosition);
// Determine value string
std::string valueString;
if (valueEndPosition == std::string::npos)
{
valueString = line.substr(valueStartPosition);
}
else
{
valueString = line.substr(valueStartPosition, valueEndPosition - valueStartPosition);
}
// Execute command
if (command == "shader")
{
// Load shader
Shader* shader = loadShader(valueString);
if (!shader)
{
std::cerr << std::string("MaterialLoader::load(): Failed to load shader \"") << valueString << std::string("\" on line ") << lineNumber << std::string(" in \"") << filename << std::string("\"") << std::endl;
}
else
{
material->setShader(shader);
}
}
else
{
// Parse flags
std::uint64_t flags;
std::stringstream stream;
stream << valueString;
stream >> flags;
material->setFlags(flags);
}
}
else if (command == "var")
{
// Find position of first character in variable name
std::size_t variableNamePosition = line.find_first_not_of(whitespace, commandPosition + command.length());
if (variableNamePosition == std::string::npos)
{
// Skip lines with no variable name
std::cerr << std::string("MaterialLoader::load(): Invalid variable on line ") << lineNumber << std::string(" in \"") << filename << std::string("\"") << std::endl;
continue;
}
// Find position of equals sign
std::size_t equalsSignPosition = line.find_first_of("=", variableNamePosition);
if (equalsSignPosition == std::string::npos)
{
// Skip lines with no equals sign
std::cerr << std::string("MaterialLoader::load(): Invalid variable on line ") << lineNumber << std::string(" in \"") << filename << std::string("\"") << std::endl;
continue;
}
// Find position of first character in variable type
std::size_t variableTypePosition = line.find_first_not_of(whitespace, equalsSignPosition + 1);
if (variableTypePosition == std::string::npos)
{
// Skip lines with no variable type definition
std::cerr << std::string("MaterialLoader::load(): Invalid variable on line ") << lineNumber << std::string(" in \"") << filename << std::string("\"") << std::endl;
continue;
}
// Count parentheses
std::size_t leftParenthesisCount = std::count(line.begin() + variableNamePosition, line.end(), '(');
std::size_t rightParenthesisCount = std::count(line.begin() + variableNamePosition, line.end(), ')');
if (leftParenthesisCount != rightParenthesisCount || leftParenthesisCount == 0)
{
// Skip lines with invalid number of parentheses
std::cerr << std::string("MaterialLoader::load(): Invalid variable on line ") << lineNumber << std::string(" in \"") << filename << std::string("\"") << std::endl;
continue;
}
std::string variableName = line.substr(variableNamePosition, line.find_first_of(" \t=", variableNamePosition) - variableNamePosition);
std::string variableType = line.substr(variableTypePosition, line.find_first_of(" \t[(", variableTypePosition) - variableTypePosition);
std::size_t elementCount = leftParenthesisCount;
std::size_t currentPosition = variableTypePosition;
std::vector<std::vector<std::string>> elements;
bool invalid = false;
for (std::size_t i = 0; i < elementCount; ++i)
{
std::size_t leftParenthesisPosition = line.find_first_of("(", currentPosition);
std::size_t rightParenthesisPosition = line.find_first_of(")", leftParenthesisPosition + 1);
if (leftParenthesisPosition == std::string::npos || rightParenthesisPosition == std::string::npos)
{
invalid = true;
break;
}
currentPosition = leftParenthesisPosition + 1;
std::size_t argumentCount = std::count(line.begin() + leftParenthesisPosition + 1, line.begin() + rightParenthesisPosition, ',') + 1;
std::vector<std::string> arguments;
for (std::size_t j = 0; j < argumentCount; ++j)
{
std::size_t argumentStart = line.find_first_not_of(whitespace, currentPosition);
std::size_t argumentEnd = line.find_first_of(" \t,)", argumentStart + 1);
if (argumentStart == std::string::npos || argumentEnd == std::string::npos)
{
// Unable to parse argument
invalid = true;
break;
}
std::string argument = line.substr(argumentStart, argumentEnd - argumentStart);
arguments.push_back(argument);
currentPosition = argumentEnd + 1;
}
if (invalid)
{
// Unable to parse element
break;
}
elements.push_back(arguments);
currentPosition = rightParenthesisPosition + 1;
}
if (invalid)
{
// Unable to parse line
continue;
}
if (variableType == "int")
{
ShaderInt* variable = material->addVariable<int>(variableName, elements.size());
loadShaderInt(variable, elements);
}
else if (variableType == "float")
{
ShaderFloat* variable = material->addVariable<float>(variableName, elements.size());
loadShaderFloat(variable, elements);
}
else if (variableType == "vec2")
{
ShaderVector2* variable = material->addVariable<Vector2>(variableName, elements.size());
loadShaderVector2(variable, elements);
}
else if (variableType == "vec3")
{
ShaderVector3* variable = material->addVariable<Vector3>(variableName, elements.size());
loadShaderVector3(variable, elements);
}
else if (variableType == "vec4")
{
ShaderVector4* variable = material->addVariable<Vector4>(variableName, elements.size());
loadShaderVector4(variable, elements);
}
else if (variableType == "mat3")
{
ShaderMatrix3* variable = material->addVariable<Matrix3>(variableName, elements.size());
loadShaderMatrix3(variable, elements);
}
else if (variableType == "mat4")
{
ShaderMatrix4* variable = material->addVariable<Matrix4>(variableName, elements.size());
loadShaderMatrix4(variable, elements);
}
else if (variableType == "texture")
{
ShaderTexture2D* variable = material->addVariable<const Texture2D*>(variableName, elements.size());
loadShaderTexture2D(variable, elements);
}
else if (variableType == "textureCube")
{
ShaderTextureCube* variable = material->addVariable<const TextureCube*>(variableName, elements.size());
loadShaderTextureCube(variable, elements);
}
}
else
{
if (command[0] == '#')
{
// Skip comments
continue;
}
// Invalid command
std::cerr << std::string("MaterialLoader::load(): Invalid command \"") << command << std::string("\" on line ") << lineNumber << std::string(" in \"") << filename << std::string("\"") << std::endl;
}
}
// Close file
file.close();
// Add material to cache
materialCache[filename] = material;
return material;
}
Shader* MaterialLoader::loadShader(const std::string& filename)
{
auto it = shaderCache.find(filename);
if (it != shaderCache.end())
{
return it->second;
}
std::string fullFilename = std::string("data/shaders/") + filename;
std::cout << std::string("Loading shader \"") << fullFilename << std::string("\"\n");
// Load shader
Shader* shader = new Shader();
if (!shader->loadSource(fullFilename))
{
delete shader;
return nullptr;
}
// Add shader to cache
shaderCache[filename] = shader;
return shader;
}
Texture2D* MaterialLoader::loadTexture2D(const std::string& filename)
{
// Check if texture exists in cache
auto it = texture2DCache.find(filename);
if (it != texture2DCache.end())
{
return it->second;
}
std::string fullFilename = std::string("data/textures/") + filename;
// Load texture
Texture2D* texture = textureLoader.load2D(fullFilename);
if (!texture)
{
std::cerr << std::string("MaterialLoader::loadTexture2D(): Failed to load texture file \"") << fullFilename << std::string("\"") << std::endl;
return nullptr;
}
// Add texture to cache
texture2DCache[filename] = texture;
return texture;
}
TextureCube* MaterialLoader::loadTextureCube(const std::string& filename)
{
// Check if texture exists in cache
auto it = textureCubeCache.find(filename);
if (it != textureCubeCache.end())
{
return it->second;
}
std::string fullFilename = std::string("data/textures/") + filename;
// Load texture
TextureCube* texture = textureLoader.loadCube(fullFilename);
if (!texture)
{
std::cerr << std::string("MaterialLoader::loadTextureCube(): Failed to load texture file \"") << fullFilename << std::string("\"") << std::endl;
return nullptr;
}
// Add texture to cache
textureCubeCache[filename] = texture;
return texture;
}
bool MaterialLoader::loadShaderInt(ShaderInt* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
int value;
std::stringstream stream;
stream << elements[i][0];
stream >> value;
variable->setValue(i, value);
}
return true;
}
bool MaterialLoader::loadShaderFloat(ShaderFloat* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
float value;
std::stringstream stream;
stream << elements[i][0];
stream >> value;
variable->setValue(i, value);
}
return true;
}
bool MaterialLoader::loadShaderVector2(ShaderVector2* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
Vector2 value;
for (int j = 0; j < 2; ++j)
{
std::stringstream stream;
stream << elements[i][j];
stream >> value[j];
}
variable->setValue(i, value);
}
return true;
}
bool MaterialLoader::loadShaderVector3(ShaderVector3* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
Vector3 value;
for (int j = 0; j < 3; ++j)
{
std::stringstream stream;
stream << elements[i][j];
stream >> value[j];
}
variable->setValue(i, value);
}
return true;
}
bool MaterialLoader::loadShaderVector4(ShaderVector4* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
Vector4 value;
for (int j = 0; j < 4; ++j)
{
std::stringstream stream;
stream << elements[i][j];
stream >> value[j];
}
variable->setValue(i, value);
}
return true;
}
bool MaterialLoader::loadShaderMatrix3(ShaderMatrix3* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
Matrix3 value;
for (int j = 0; j < 3; ++j)
{
for (int k = 0; k < 3; ++k)
{
std::stringstream stream;
stream << elements[i][k * 3 + j];
stream >> value[j][k];
}
}
variable->setValue(i, value);
}
return true;
}
bool MaterialLoader::loadShaderMatrix4(ShaderMatrix4* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
Matrix4 value;
for (int j = 0; j < 4; ++j)
{
for (int k = 0; k < 4; ++k)
{
std::stringstream stream;
stream << elements[i][k * 4 + j];
stream >> value[j][k];
}
}
variable->setValue(i, value);
}
return true;
}
bool MaterialLoader::loadShaderTexture2D(ShaderTexture2D* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
std::string filename;
std::stringstream stream;
stream << elements[i][0];
stream >> filename;
Texture2D* value = loadTexture2D(filename);
if (!value)
{
std::cerr << std::string("MaterialLoader::loadShaderTexture2D(): Failed to load 2D texture \"") << filename << std::string("\"") << std::endl;
return false;
}
variable->setValue(i, value);
}
return true;
}
bool MaterialLoader::loadShaderTextureCube(ShaderTextureCube* variable, const std::vector<std::vector<std::string>>& elements)
{
for (int i = 0; i < elements.size(); ++i)
{
std::string filename;
std::stringstream stream;
stream << elements[i][0];
stream >> filename;
TextureCube* value = loadTextureCube(filename);
if (!value)
{
std::cerr << std::string("MaterialLoader::loadShaderTextureCube(): Failed to load cube texture \"") << filename << std::string("\"") << std::endl;
return false;
}
variable->setValue(i, value);
}
return true;
}