HATPC/engine/assets.c

647 lines
20 KiB
C

#include "assets.h"
#include "assert.h"
#include "engine_conf.h"
#include "raymath.h"
#define RRES_RAYLIB_IMPLEMENTATION
#include "rres.h"
#include "zstd.h"
#include <stdio.h>
uint8_t n_loaded[N_ASSETS_TYPE] = {0};
// Hard limit number of
typedef struct TextureData
{
Texture2D texture;
char name[MAX_NAME_LEN];
}TextureData_t;
typedef struct SpriteData
{
Sprite_t sprite;
char name[MAX_NAME_LEN];
}SpriteData_t;
typedef struct FontData
{
Font font;
char name[MAX_NAME_LEN];
}FontData_t;
typedef struct SoundData
{
Sound sound;
char name[MAX_NAME_LEN];
}SoundData_t;
typedef struct LevelPackData
{
LevelPack_t pack;
char name[MAX_NAME_LEN];
}LevelPackData_t;
typedef struct EmitterConfData
{
EmitterConfig_t conf;
char name[MAX_NAME_LEN];
}EmitterConfData_t;
static TextureData_t textures[MAX_TEXTURES];
static FontData_t fonts[MAX_FONTS];
static SoundData_t sfx[MAX_SOUNDS];
static SpriteData_t sprites[MAX_SPRITES];
static LevelPackData_t levelpacks[MAX_LEVEL_PACK];
static EmitterConfData_t emitter_confs[MAX_EMITTER_CONF];
#define DECOMPRESSOR_INBUF_LEN 4096
#define DECOMPRESSOR_OUTBUF_LEN 4096
static struct ZstdDecompressor
{
ZSTD_DCtx* ctx;
uint8_t in_buffer[DECOMPRESSOR_INBUF_LEN];
uint8_t out_buffer[DECOMPRESSOR_OUTBUF_LEN];
}level_decompressor;
static void unload_level_pack(LevelPack_t pack)
{
for (uint8_t i = 0; i < pack.n_levels; ++i)
{
free(pack.levels[i].tiles);
}
free(pack.levels);
}
// Maybe need a circular buffer??
Texture2D* add_texture(Assets_t* assets, const char* name, const char* path)
{
uint8_t tex_idx = n_loaded[AST_TEXTURE];
assert(tex_idx < MAX_TEXTURES);
Texture2D tex = LoadTexture(path);
if (tex.width == 0 || tex.height == 0) return NULL;
textures[tex_idx].texture = tex;
strncpy(textures[tex_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_textures, textures[tex_idx].name, tex_idx);
n_loaded[AST_TEXTURE]++;
return &textures[tex_idx].texture;
}
Texture2D* add_texture_rres(Assets_t* assets, const char* name, const char* filename, const RresFileInfo_t* rres_file)
{
uint8_t tex_idx = n_loaded[AST_TEXTURE];
assert(tex_idx < MAX_TEXTURES);
int res_id = rresGetResourceId(rres_file->dir, filename);
rresResourceChunk chunk = rresLoadResourceChunk(rres_file->fname, res_id);
Texture2D* out_tex = NULL;
if (chunk.info.baseSize > 0)
{
uint32_t sz = chunk.info.baseSize - sizeof(int) - (chunk.data.propCount*sizeof(int));
//Expect RAW type of png extension
Image image = LoadImageFromMemory(GetFileExtension(filename), chunk.data.raw, sz);
Texture2D tex = LoadTextureFromImage(image);
UnloadImage(image);
textures[tex_idx].texture = tex;
strncpy(textures[tex_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_textures, textures[tex_idx].name, tex_idx);
n_loaded[AST_TEXTURE]++;
out_tex = &textures[tex_idx].texture;
}
rresUnloadResourceChunk(chunk);
return out_tex;
}
Sound* add_sound_rres(Assets_t* assets, const char* name, const char* filename, const RresFileInfo_t* rres_file)
{
uint8_t snd_idx = n_loaded[AST_SOUND];
assert(snd_idx < MAX_SOUNDS);
int res_id = rresGetResourceId(rres_file->dir, filename);
rresResourceChunk chunk = rresLoadResourceChunk(rres_file->fname, res_id);
Sound* out_snd = NULL;
if (chunk.info.baseSize > 0)
{
uint32_t sz = chunk.info.baseSize - sizeof(int) - (chunk.data.propCount*sizeof(int));
Wave wave = LoadWaveFromMemory(GetFileExtension(filename), chunk.data.raw, sz);
Sound snd = LoadSoundFromWave(wave);
UnloadWave(wave);
sfx[snd_idx].sound = snd;
strncpy(sfx[snd_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_sounds, sfx[snd_idx].name, snd_idx);
n_loaded[AST_SOUND]++;
out_snd = &sfx[snd_idx].sound;
}
rresUnloadResourceChunk(chunk);
return out_snd;
}
Texture2D* add_texture_from_img(Assets_t* assets, const char* name, Image img)
{
uint8_t tex_idx = n_loaded[AST_TEXTURE];
assert(tex_idx < MAX_TEXTURES);
Texture2D tex = LoadTextureFromImage(img);
if (tex.width == 0 || tex.height == 0) return NULL;
textures[tex_idx].texture = tex;
strncpy(textures[tex_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_textures, textures[tex_idx].name, tex_idx);
n_loaded[AST_TEXTURE]++;
return &textures[tex_idx].texture;
}
Sprite_t* add_sprite(Assets_t* assets, const char* name, Texture2D* texture)
{
uint8_t spr_idx = n_loaded[AST_SPRITE];
assert(spr_idx < MAX_SPRITES);
memset(sprites + spr_idx, 0, sizeof(SpriteData_t));
sprites[spr_idx].sprite.texture = texture;
strncpy(sprites[spr_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_sprites, sprites[spr_idx].name, spr_idx);
n_loaded[AST_SPRITE]++;
return &sprites[spr_idx].sprite;
}
Sound* add_sound(Assets_t* assets, const char* name, const char* path)
{
uint8_t snd_idx = n_loaded[AST_SOUND];
assert(snd_idx < MAX_SOUNDS);
sfx[snd_idx].sound = LoadSound(path);
strncpy(sfx[snd_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_sounds, sfx[snd_idx].name, snd_idx);
n_loaded[AST_SOUND]++;
return &sfx[snd_idx].sound;
}
Font* add_font(Assets_t* assets, const char* name, const char* path)
{
uint8_t fnt_idx = n_loaded[AST_FONT];
assert(fnt_idx < MAX_FONTS);
fonts[fnt_idx].font = LoadFont(path);
strncpy(fonts[fnt_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_fonts, fonts[fnt_idx].name, fnt_idx);
n_loaded[AST_FONT]++;
return &fonts[fnt_idx].font;
}
EmitterConfig_t* add_emitter_conf(Assets_t* assets, const char* name)
{
uint8_t emitter_idx = n_loaded[AST_EMITTER_CONF];
assert(emitter_idx < MAX_EMITTER_CONF);
memset(emitter_confs + emitter_idx, 0, sizeof(EmitterConfData_t));
strncpy(emitter_confs[emitter_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_emitter_confs, emitter_confs[emitter_idx].name, emitter_idx);
n_loaded[AST_EMITTER_CONF]++;
return &emitter_confs[emitter_idx].conf;
}
LevelPack_t* add_level_pack(Assets_t* assets, const char* name, const char* path)
{
FILE* file = fopen(path, "rb");
if (file == NULL) return NULL;
LevelPackData_t* pack_info = levelpacks + n_loaded[AST_LEVELPACK];
fread(&pack_info->pack.n_levels, sizeof(uint32_t), 1, file);
pack_info->pack.levels = calloc(pack_info->pack.n_levels, sizeof(LevelMap_t));
for (uint8_t i = 0; i < pack_info->pack.n_levels; ++i)
{
fread(pack_info->pack.levels[i].level_name, sizeof(char), 32, file);
fread(&pack_info->pack.levels[i].width, sizeof(uint16_t), 1, file);
fread(&pack_info->pack.levels[i].height, sizeof(uint16_t), 1, file);
uint32_t n_tiles = pack_info->pack.levels[i].width * pack_info->pack.levels[i].height;
pack_info->pack.levels[i].tiles = calloc(n_tiles, sizeof(LevelTileInfo_t));
fread(pack_info->pack.levels[i].tiles, 4, n_tiles, file);
}
fclose(file);
uint8_t pack_idx = n_loaded[AST_LEVELPACK];
strncpy(pack_info->name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_levelpacks, levelpacks[pack_idx].name, pack_idx);
n_loaded[AST_LEVELPACK]++;
return &levelpacks[pack_idx].pack;
}
static LevelPack_t* add_level_pack_zst(Assets_t* assets, const char* name, const uint8_t* zst_buffer, uint32_t len)
{
LevelPackData_t* pack_info = levelpacks + n_loaded[AST_LEVELPACK];
size_t read = 0;
ZSTD_inBuffer input = { level_decompressor.in_buffer, read, 0 };
ZSTD_outBuffer output = { level_decompressor.out_buffer, 4, 0 };
ZSTD_DCtx_reset(level_decompressor.ctx, ZSTD_reset_session_only);
do
{
if (input.pos == input.size)
{
puts("Read more");
read = (len < DECOMPRESSOR_INBUF_LEN) ? len : DECOMPRESSOR_INBUF_LEN;
memcpy(level_decompressor.in_buffer, zst_buffer, read);
zst_buffer += read;
len -= read;
if (read == 0) break;
input.size = read;
input.pos = 0;
}
size_t const ret = ZSTD_decompressStream(level_decompressor.ctx, &output , &input);
if (ZSTD_isError(ret))
{
printf("Decompression Error: %s\n", ZSTD_getErrorName(ret));
break;
}
}
while (output.pos == 0);
if (output.pos == 0)
{
perror("Could not read number of levels");
return NULL;
}
// Read number of levels and alloc the memory for the levels
uint32_t n_levels = 0;
uint8_t lvls = 0;
bool err = false;
memcpy(&n_levels, level_decompressor.out_buffer, 4);
pack_info->pack.levels = calloc(n_levels, sizeof(LevelMap_t));
for (lvls = 0; lvls < n_levels; ++lvls)
{
printf("Parsing level %u\n", lvls);
output.size = 36;
output.pos = 0;
do
{
if (input.pos == input.size)
{
read = (len < DECOMPRESSOR_INBUF_LEN) ? len : DECOMPRESSOR_INBUF_LEN;
memcpy(level_decompressor.in_buffer, zst_buffer, read);
zst_buffer += read;
len -= read;
if (read == 0) break;
input.size = read;
input.pos = 0;
}
size_t const ret = ZSTD_decompressStream(level_decompressor.ctx, &output , &input);
if (ZSTD_isError(ret))
{
printf("Decompression Error: %s\n", ZSTD_getErrorName(ret));
break;
}
printf("Compare %lu to %lu\n", output.pos, output.size);
}
while (output.pos != output.size);
if (output.pos != output.size)
{
perror("Could not read level");
err = true;
goto load_end;
}
memcpy(pack_info->pack.levels[lvls].level_name, level_decompressor.out_buffer, 32);
memcpy(&pack_info->pack.levels[lvls].width, level_decompressor.out_buffer + 32, 2);
memcpy(&pack_info->pack.levels[lvls].height, level_decompressor.out_buffer + 34, 2);
pack_info->pack.levels[lvls].level_name[31] = '\0';
printf("Level name: %s\n", pack_info->pack.levels[lvls].level_name);
printf("WxH: %u %u\n", pack_info->pack.levels[lvls].width, pack_info->pack.levels[lvls].height);
uint32_t n_tiles = pack_info->pack.levels[lvls].width * pack_info->pack.levels[lvls].height;
uint32_t remaining_len = n_tiles * 4;
pack_info->pack.levels[lvls].tiles = calloc(n_tiles, sizeof(LevelTileInfo_t));
output.size = DECOMPRESSOR_OUTBUF_LEN;
output.pos = 0;
uint8_t* data_ptr = (uint8_t*)pack_info->pack.levels[lvls].tiles;
do
{
if (input.pos == input.size)
{
read = (len < DECOMPRESSOR_INBUF_LEN) ? len : DECOMPRESSOR_INBUF_LEN;
memcpy(level_decompressor.in_buffer, zst_buffer, read);
zst_buffer += read;
len -= read;
if (read == 0) break;
input.size = read;
input.pos = 0;
}
size_t to_read = (remaining_len > DECOMPRESSOR_OUTBUF_LEN) ? DECOMPRESSOR_OUTBUF_LEN : remaining_len;
output.size = to_read;
output.pos = 0;
size_t const ret = ZSTD_decompressStream(level_decompressor.ctx, &output , &input);
if (ZSTD_isError(ret))
{
printf("Decompression Error: %s\n", ZSTD_getErrorName(ret));
break;
}
memcpy(data_ptr, level_decompressor.out_buffer, output.pos);
data_ptr += output.pos;
remaining_len -= output.pos;
}
while (remaining_len > 0);
if (remaining_len > 0)
{
free(pack_info->pack.levels[lvls].tiles);
perror("Could not read level tiles");
err = true;
goto load_end;
}
}
load_end:
if (err)
{
unload_level_pack(pack_info->pack);
return NULL;
}
pack_info->pack.n_levels = lvls;
uint8_t pack_idx = n_loaded[AST_LEVELPACK];
strncpy(pack_info->name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_levelpacks, levelpacks[pack_idx].name, pack_idx);
n_loaded[AST_LEVELPACK]++;
return &levelpacks[pack_idx].pack;
}
LevelPack_t* uncompress_level_pack(Assets_t* assets, const char* name, const char* path)
{
FILE* file = fopen(path, "rb");
if (file == NULL) return NULL;
fseek(file, 0L, SEEK_END);
uint32_t sz = ftell(file);
rewind(file);
uint8_t* zst_buffer = malloc(sz);
if (zst_buffer == NULL)
{
fclose(file);
return NULL;
}
fread(zst_buffer, 1, sz, file);
fclose(file);
LevelPack_t* pack = add_level_pack_zst(assets, name, zst_buffer, sz);
free(zst_buffer);
return pack;
}
LevelPack_t* add_level_pack_rres(Assets_t* assets, const char* name, const char* filename, const RresFileInfo_t* rres_file)
{
int res_id = rresGetResourceId(rres_file->dir, filename);
rresResourceChunk chunk = rresLoadResourceChunk(rres_file->fname, res_id);
LevelPack_t* pack = NULL;
if (chunk.info.baseSize > 0 && strcmp(".lpk", (const char*)(chunk.data.props + 1)) == 0)
{
uint32_t sz = chunk.info.baseSize - sizeof(int) - (chunk.data.propCount*sizeof(int));
pack = add_level_pack_zst(assets, name, chunk.data.raw, sz);
}
else
{
printf("Cannot load level pack for %s\n", name);
}
rresUnloadResourceChunk(chunk);
return pack;
}
void init_assets(Assets_t* assets)
{
sc_map_init_s64(&assets->m_fonts, MAX_FONTS, 0);
sc_map_init_s64(&assets->m_sprites, MAX_SPRITES, 0);
sc_map_init_s64(&assets->m_textures, MAX_TEXTURES, 0);
sc_map_init_s64(&assets->m_sounds, MAX_SOUNDS, 0);
sc_map_init_s64(&assets->m_levelpacks, MAX_LEVEL_PACK, 0);
sc_map_init_s64(&assets->m_emitter_confs, MAX_EMITTER_CONF, 0);
level_decompressor.ctx = ZSTD_createDCtx();
}
void free_all_assets(Assets_t* assets)
{
for (uint8_t i = 0; i < n_loaded[AST_TEXTURE]; ++i)
{
UnloadTexture(textures[i].texture);
}
for (uint8_t i = 0; i < n_loaded[AST_SOUND]; ++i)
{
UnloadSound(sfx[i].sound);
}
for (uint8_t i = 0; i < n_loaded[AST_FONT]; ++i)
{
UnloadFont(fonts[i].font);
}
for (uint8_t i = 0; i < n_loaded[AST_LEVELPACK]; ++i)
{
unload_level_pack(levelpacks[i].pack);
}
sc_map_clear_s64(&assets->m_textures);
sc_map_clear_s64(&assets->m_fonts);
sc_map_clear_s64(&assets->m_sounds);
sc_map_clear_s64(&assets->m_sprites);
sc_map_clear_s64(&assets->m_levelpacks);
sc_map_clear_s64(&assets->m_emitter_confs);
memset(n_loaded, 0, sizeof(n_loaded));
}
void term_assets(Assets_t* assets)
{
free_all_assets(assets);
sc_map_term_s64(&assets->m_textures);
sc_map_term_s64(&assets->m_fonts);
sc_map_term_s64(&assets->m_sounds);
sc_map_term_s64(&assets->m_sprites);
sc_map_term_s64(&assets->m_levelpacks);
sc_map_term_s64(&assets->m_emitter_confs);
ZSTD_freeDCtx(level_decompressor.ctx);
}
Texture2D* get_texture(Assets_t* assets, const char* name)
{
uint8_t tex_idx = sc_map_get_s64(&assets->m_textures, name);
if (sc_map_found(&assets->m_textures))
{
return &textures[tex_idx].texture;
}
return NULL;
}
Sprite_t* get_sprite(Assets_t* assets, const char* name)
{
uint8_t spr_idx = sc_map_get_s64(&assets->m_sprites, name);
if (sc_map_found(&assets->m_sprites))
{
return &sprites[spr_idx].sprite;
}
return NULL;
}
EmitterConfig_t* get_emitter_conf(Assets_t* assets, const char* name)
{
uint8_t emitter_idx = sc_map_get_s64(&assets->m_emitter_confs, name);
if (sc_map_found(&assets->m_emitter_confs))
{
return &emitter_confs[emitter_idx].conf;
}
return NULL;
}
Sound* get_sound(Assets_t* assets, const char* name)
{
uint8_t snd_idx = sc_map_get_s64(&assets->m_sounds, name);
if (sc_map_found(&assets->m_sounds))
{
return &sfx[snd_idx].sound;
}
return NULL;
}
Font* get_font(Assets_t* assets, const char* name)
{
uint8_t fnt_idx = sc_map_get_s64(&assets->m_fonts, name);
if (sc_map_found(&assets->m_fonts))
{
return &fonts[fnt_idx].font;
}
return NULL;
}
LevelPack_t* get_level_pack(Assets_t* assets, const char* name)
{
uint8_t pack_idx = sc_map_get_s64(&assets->m_levelpacks, name);
if (sc_map_found(&assets->m_levelpacks))
{
return &levelpacks[pack_idx].pack;
}
return NULL;
}
void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x)
{
draw_sprite_pro(
spr, frame_num, pos, rotation, flip_x ? 1: 0,
(Vector2){1, 1}, WHITE
);
}
void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour)
{
// Rollover behaviour
if (frame_num >= spr->frame_count) frame_num %= spr->frame_count;
if (frame_num < 0) frame_num += spr->frame_count;
int r = frame_num / spr->frame_per_row;
int c = frame_num % spr->frame_per_row;
Rectangle rec = {
spr->origin.x + spr->frame_size.x * c,
spr->origin.y + spr->frame_size.y * r,
spr->frame_size.x * ((flip & 1) ? -1 : 1),
spr->frame_size.y * ((flip & 2) ? -1 : 1),
};
// The anchor here is only for rotation and scaling.
// Translational anchor is expected to be accounted for
// So need to offset render position with anchor position
Vector2 anchor = spr->anchor;
anchor.x *= scale.x;
anchor.y *= scale.y;
Rectangle dest = {
.x = pos.x + anchor.x,
.y = pos.y + anchor.y,
.width = spr->frame_size.x * scale.x,
.height = spr->frame_size.y * scale.y
};
DrawTexturePro(
*spr->texture,
rec,
dest,
anchor,
rotation, colour
);
}
static Vector2 internal_get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor)
{
Vector2 offset = {0};
switch (anchor)
{
case AP_TOP_LEFT:
break;
case AP_TOP_CENTER:
offset.x = bbox.x / 2;
break;
case AP_TOP_RIGHT:
offset.x = bbox.x;
break;
case AP_MID_LEFT:
offset.x = 0;
offset.y = bbox.y / 2;
break;
case AP_MID_CENTER:
offset.x = bbox.x / 2;
offset.y = bbox.y / 2;
break;
case AP_MID_RIGHT:
offset.x = bbox.x;
offset.y = bbox.y / 2;
break;
case AP_BOT_LEFT:
offset.x = 0;
offset.y = bbox.y;
break;
case AP_BOT_CENTER:
offset.x = bbox.x / 2;
offset.y = bbox.y;
break;
case AP_BOT_RIGHT:
offset.x = bbox.x;
offset.y = bbox.y;
break;
}
return offset;
}
Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
{
Vector2 p1 = internal_get_anchor_offset(bbox, anchor);
Vector2 p2 = internal_get_anchor_offset(new_bbox, anchor);
return Vector2Subtract(p1, p2);
}
Vector2 get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor, bool flip_x)
{
if (flip_x)
{
switch(anchor)
{
case AP_TOP_LEFT: anchor = AP_TOP_RIGHT; break;
case AP_TOP_RIGHT: anchor = AP_TOP_LEFT; break;
case AP_MID_LEFT: anchor = AP_MID_RIGHT; break;
case AP_MID_RIGHT: anchor = AP_MID_LEFT; break;
case AP_BOT_LEFT: anchor = AP_BOT_RIGHT; break;
case AP_BOT_RIGHT: anchor = AP_BOT_LEFT; break;
default:
break;
}
}
return internal_get_anchor_offset(bbox, anchor);
}