コード例 #1
0
Spritesheet::Spritesheet(const Texture& in, int tw, int th, float cx, float cy)
    : tilesX(0)
    , tilesY(0)
    , tex(in)
    , meshes()
{
    generateMeshes(tw, th, cx, cy);
}
コード例 #2
0
	void BuiltinResources::preprocess(bool forceImport, time_t lastUpdateTime)
	{
		// Hidden dependency: Textures need to be generated before shaders as they may use the default textures
		generateTextures();

		Path dataListsFilePath = mBuiltinRawDataFolder + DATA_LIST_JSON;
		SPtr<DataStream> dataListStream = FileSystem::openFile(dataListsFilePath);
		json dataListJSON = json::parse(dataListStream->getAsString().c_str());

		json skinJSON = dataListJSON["Skin"];
		json cursorsJSON = dataListJSON["Cursors"];
		json iconsJSON = dataListJSON["Icons"];
		json includesJSON = dataListJSON["Includes"];
		json shadersJSON = dataListJSON["Shaders"];

		Path rawSkinFolder = mBuiltinRawDataFolder + SKIN_FOLDER;
		Path rawCursorFolder = mBuiltinRawDataFolder + CURSOR_FOLDER;
		Path rawIconFolder = mBuiltinRawDataFolder + ICON_FOLDER;
		Path rawShaderFolder = mBuiltinRawDataFolder + SHADER_FOLDER;
		Path rawShaderIncludeFolder = mBuiltinRawDataFolder + SHADER_INCLUDE_FOLDER;

		// Update DataList.json if needed
		bool updatedDataLists = false;
		updatedDataLists |= BuiltinResourcesHelper::updateJSON(
			rawCursorFolder,
			BuiltinResourcesHelper::AssetType::Normal,
			cursorsJSON);

		updatedDataLists |= BuiltinResourcesHelper::updateJSON(
			rawIconFolder,
			BuiltinResourcesHelper::AssetType::Normal,
			iconsJSON);

		updatedDataLists |= BuiltinResourcesHelper::updateJSON(
			rawShaderIncludeFolder,
			BuiltinResourcesHelper::AssetType::Normal,
			includesJSON);

		updatedDataLists |= BuiltinResourcesHelper::updateJSON(
			rawShaderFolder,
			BuiltinResourcesHelper::AssetType::Normal,
			shadersJSON);

		updatedDataLists |= BuiltinResourcesHelper::updateJSON(
			rawSkinFolder,
			BuiltinResourcesHelper::AssetType::Sprite,
			skinJSON);

		dataListStream->close();

		if(updatedDataLists)
		{
			FileSystem::remove(dataListsFilePath);

			dataListJSON["Skin"] = skinJSON;
			dataListJSON["Cursors"] = cursorsJSON;
			dataListJSON["Icons"] = iconsJSON;
			dataListJSON["Includes"] = includesJSON;
			dataListJSON["Shaders"] = shadersJSON;

			String jsonString = dataListJSON.dump(4).c_str();
			dataListStream = FileSystem::createAndOpenFile(dataListsFilePath);
			dataListStream->writeString(jsonString);
			dataListStream->close();
		}

		Path skinFolder = mBuiltinDataFolder + SKIN_FOLDER;
		Path iconFolder = mBuiltinDataFolder + ICON_FOLDER;
		Path shaderIncludeFolder = mBuiltinDataFolder + SHADER_INCLUDE_FOLDER;
		Path shaderDependenciesFile = mBuiltinDataFolder + "ShaderDependencies.json";

		// If forcing import, clear all data folders since everything will be recreated anyway
		if(forceImport)
		{
			FileSystem::remove(mEngineCursorFolder);
			FileSystem::remove(iconFolder);
			FileSystem::remove(shaderIncludeFolder);
			FileSystem::remove(mEngineShaderFolder);
			FileSystem::remove(skinFolder);
			
			FileSystem::remove(shaderDependenciesFile);
		}

		// Read shader dependencies JSON
		json shaderDependenciesJSON;
		if(FileSystem::exists(shaderDependenciesFile))
		{
			SPtr<DataStream> stream = FileSystem::openFile(shaderDependenciesFile);
			shaderDependenciesJSON = json::parse(stream->getAsString().c_str());
			stream->close();
		}

		// Import cursors
		{
			BuiltinResourcesHelper::updateManifest(
				mEngineCursorFolder,
				cursorsJSON,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Normal);

			Vector<bool> importFlags = BuiltinResourcesHelper::generateImportFlags(
				cursorsJSON,
				rawCursorFolder,
				lastUpdateTime,
				forceImport);

			BuiltinResourcesHelper::importAssets(
				cursorsJSON,
				importFlags,
				rawCursorFolder,
				mEngineCursorFolder,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Normal);
		}

		// Import icons
		{
			BuiltinResourcesHelper::updateManifest(
				iconFolder,
				iconsJSON,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Normal);

			Vector<bool> importFlags = BuiltinResourcesHelper::generateImportFlags(
				iconsJSON,
				rawIconFolder,
				lastUpdateTime,
				forceImport);

			BuiltinResourcesHelper::importAssets(
				iconsJSON,
				importFlags,
				rawIconFolder,
				iconFolder,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Normal);
		}

		// Import shaders
		{
			BuiltinResourcesHelper::updateManifest(
				shaderIncludeFolder,
				includesJSON,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Normal);

			BuiltinResourcesHelper::updateManifest(
				mEngineShaderFolder,
				shadersJSON,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Normal);

			Vector<bool> includeImportFlags = BuiltinResourcesHelper::generateImportFlags(
				includesJSON,
				rawShaderIncludeFolder,
				lastUpdateTime,
				forceImport);

			Vector<bool> shaderImportFlags = BuiltinResourcesHelper::generateImportFlags(
				shadersJSON,
				rawShaderFolder,
				lastUpdateTime,
				forceImport,
				&shaderDependenciesJSON,
				rawShaderIncludeFolder);

			// Hidden dependency: Includes must be imported before shaders, but import flags for shaders must be generated
			// before includes are imported, since the process checks if imports changed
			BuiltinResourcesHelper::importAssets(
				includesJSON,
				includeImportFlags,
				rawShaderIncludeFolder,
				shaderIncludeFolder,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Normal,
				nullptr,
				true);


			BuiltinResourcesHelper::importAssets(
				shadersJSON,
				shaderImportFlags,
				rawShaderFolder,
				mEngineShaderFolder,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Normal,
				&shaderDependenciesJSON,
				true);
		}

		// Import GUI sprites
		{
			BuiltinResourcesHelper::updateManifest(
				skinFolder,
				skinJSON,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Sprite);

			Vector<bool> skinImportFlags = BuiltinResourcesHelper::generateImportFlags(
				skinJSON,
				rawSkinFolder,
				lastUpdateTime,
				forceImport);

			BuiltinResourcesHelper::importAssets(
				skinJSON,
				skinImportFlags,
				rawSkinFolder,
				skinFolder,
				mResourceManifest,
				BuiltinResourcesHelper::AssetType::Sprite);
		}

		// Update shader dependencies JSON
		{
			String jsonString = shaderDependenciesJSON.dump(4).c_str();

			dataListStream = FileSystem::createAndOpenFile(shaderDependenciesFile);
			dataListStream->writeString(jsonString);
			dataListStream->close();
		}

		// Import font
		BuiltinResourcesHelper::importFont(
			mBuiltinRawDataFolder + DefaultFontFilename,
			DefaultFontFilename,
			mBuiltinDataFolder,
			{ DefaultFontSize },
			false,
			UUID("c9f08cab-f9c9-47c4-96e0-1066a8d4455b"),
			mResourceManifest);

		// Generate & save GUI skin
		{
			SPtr<GUISkin> skin = generateGUISkin();
			Path outputPath = mBuiltinDataFolder + (GUISkinFile + u8".asset");

			HResource skinResource = gResources()._createResourceHandle(skin, UUID("c1bf9a9d-4355-4841-a538-25e67730ec4b"));

			gResources().save(skinResource, outputPath, true);
			mResourceManifest->registerResource(skinResource.getUUID(), outputPath);
		}

		// Generate & save meshes
		generateMeshes();
		
		Resources::instance().unloadAllUnused();
	}