JsonSerializer::JsonSerializer(FS::IFile& file,
	AccessMode access_mode,
	const Path& path,
	IAllocator& allocator)
	: m_file(file)
	, m_access_mode(access_mode)
	, m_allocator(allocator)
{
	m_is_error = false;
	copyString(m_path, path.c_str());
	m_is_first_in_block = true;
	m_data = nullptr;
	m_is_string_token = false;
	if (m_access_mode == READ)
	{
		m_data_size = (int)file.size();
		if (file.getBuffer() != nullptr)
		{
			m_data = (const char*)file.getBuffer();
			m_own_data = false;
		}
		else
		{
			int size = (int)m_file.size();
			char* data = (char*)m_allocator.allocate(size);
			m_own_data = true;
			file.read(data, m_data_size);
			m_data = data;
		}
		m_token = m_data;
		m_token_size = 0;
		deserializeToken();
	}
}
Beispiel #2
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bool Texture::loadRaw(FS::IFile& file)
{
	PROFILE_FUNCTION();
	size_t size = file.size();
	m_BPP = 2;
	m_width = (int)sqrt(size / m_BPP);
	m_height = m_width;

	if (m_data_reference)
	{
		m_data.resize(size);
		file.read(&m_data[0], size);
	}

	const uint16_t* src_mem = (const uint16_t*)file.getBuffer();
	const bgfx::Memory* mem = bgfx::alloc(m_width * m_height * sizeof(float));
	float* dst_mem = (float*)mem->data;

	for (int i = 0; i < m_width * m_height; ++i)
	{
		dst_mem[i] = src_mem[i] / 65535.0f;
	}

	m_texture_handle = bgfx::createTexture2D(
		m_width, m_height, 1, bgfx::TextureFormat::R32F, 0, nullptr);
	bgfx::updateTexture2D(
		m_texture_handle,
		0,
		0,
		0,
		m_width,
		m_height,
		mem);
	return bgfx::isValid(m_texture_handle);
}
Beispiel #3
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bool Shader::load(FS::IFile& file)
{
	lua_State* L = luaL_newstate();
	luaL_openlibs(L);
	registerFunctions(this, &m_combintions, &getRenderer(), L);
	m_render_states = BGFX_STATE_DEPTH_TEST_LEQUAL;

	bool errors = luaL_loadbuffer(L, (const char*)file.getBuffer(), file.size(), "") != LUA_OK;
	errors = errors || lua_pcall(L, 0, 0, 0) != LUA_OK;
	if (errors)
	{
		g_log_error.log("Renderer") << getPath().c_str() << ": " << lua_tostring(L, -1);
		lua_pop(L, 1);
		return false;
	}
	
	if (!generateInstances())
	{
		g_log_error.log("Renderer") << "Could not load instances of shader " << getPath().c_str();
		return false;
	}

	m_size = file.size();
	lua_close(L);
	return true;
}
bool LuaScript::load(FS::IFile& file)
{
	m_properties.clear();
	m_source_code.set((const char*)file.getBuffer(), (int)file.size());
	parseProperties();
	m_size = file.size();
	return true;
}
Beispiel #5
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bool Texture::loadDDS(FS::IFile& file)
{
	bgfx::TextureInfo info;
	m_texture_handle = bgfx::createTexture(
		bgfx::copy(file.getBuffer(), file.size()), 0, 0, &info);
	m_BPP = -1;
	m_width = info.width;
	m_height = info.height;
	return bgfx::isValid(m_texture_handle);
}
bool Clip::load(FS::IFile& file)
{
	short* output = nullptr;
	auto res = stb_vorbis_decode_memory(
		(unsigned char*)file.getBuffer(), (int)file.size(), &m_channels, &m_sample_rate, &output);
	if (res <= 0) return false;

	m_data.resize(res * m_channels);
	copyMemory(&m_data[0], output, res * m_channels * sizeof(m_data[0]));
	free(output);

	return true;
}
void LuaScript::loaded(FS::IFile& file, bool success, FS::FileSystem& fs)
{
	if (success)
	{
		m_source_code.set((const char*)file.getBuffer(), file.size());
		parseProperties();
		m_size = file.size();
		decrementDepCount();
	}
	else
	{
		g_log_error.log("lua_script") << "Could not load script "
									  << m_path.c_str();
		onFailure();
	}
}