ShatteredSword/src/Wolfie2D/ResourceManager/ResourceManager.ts
2021-02-19 15:35:57 -05:00

800 lines
28 KiB
TypeScript

import Map from "../DataTypes/Map";
import Queue from "../DataTypes/Queue";
import { TiledTilemapData } from "../DataTypes/Tilesets/TiledData";
import StringUtils from "../Utils/StringUtils";
import AudioManager from "../Sound/AudioManager";
import Spritesheet from "../DataTypes/Spritesheet";
import WebGLProgramType from "../DataTypes/Rendering/WebGLProgramType";
/**
* The resource manager for the game engine.
* The resource manager interfaces with the loadable assets of a game such as images, data files,
* and sounds, which are all found in the dist folder.
* This class controls loading and updates the @reference[Scene] with the loading progress, so that the scene does
* not start before all necessary assets are loaded.
*/
export default class ResourceManager {
// Instance for the singleton class
private static instance: ResourceManager;
// Booleans to keep track of whether or not the ResourceManager is currently loading something
/** Whether or not any resources are loading */
private loading: boolean;
/** A boolean to indicate that the assets just finished loading */
private justLoaded: boolean;
// Functions to do something when loading progresses or is completed such as render a loading screen
/** A function that is called when loading progresses */
public onLoadProgress: Function;
/** A function that is called when loading completes */
public onLoadComplete: Function;
/** Number to keep track of how many images need to be loaded*/
private loadonly_imagesLoaded: number;
/** Number to keep track of how many images are loaded */
private loadonly_imagesToLoad: number;
/** The queue of images we must load */
private loadonly_imageLoadingQueue: Queue<KeyPathPair>;
/** A map of the images that are currently loaded and being used by the scene. The reference to these images only exist here for easy cleanup. */
private images: Map<HTMLImageElement>;
/** Number to keep track of how many tilemaps need to be loaded */
private loadonly_spritesheetsLoaded: number;
/** Number to keep track of how many tilemaps are loaded */
private loadonly_spritesheetsToLoad: number;
/** The queue of tilemaps we must load */
private loadonly_spritesheetLoadingQueue: Queue<KeyPathPair>;
/** A map of the tilemaps that are currently loaded and (presumably) being used by the scene */
private spritesheets: Map<Spritesheet>;
/** Number to keep track of how many tilemaps need to be loaded */
private loadonly_tilemapsLoaded: number;
/** Number to keep track of how many tilemaps are loaded */
private loadonly_tilemapsToLoad: number;
/** The queue of tilemaps we must load */
private loadonly_tilemapLoadingQueue: Queue<KeyPathPair>;
/** A map of the tilemaps that are currently loaded and (presumably) being used by the scene */
private tilemaps: Map<TiledTilemapData>;
/** Number to keep track of how many sounds need to be loaded */
private loadonly_audioLoaded: number;
/** Number to keep track of how many sounds are loaded */
private loadonly_audioToLoad: number;
/** The queue of sounds we must load */
private loadonly_audioLoadingQueue: Queue<KeyPathPair>;
/** A map of the sounds that are currently loaded and (presumably) being used by the scene */
private audioBuffers: Map<AudioBuffer>;
/** The total number of "types" of things that need to be loaded (i.e. images and tilemaps) */
private loadonly_typesToLoad: number;
/* ########## INFORMATION SPECIAL TO WEBGL ########## */
private gl_WebGLActive: boolean;
private loadonly_gl_ShaderProgramsLoaded: number;
private loadonly_gl_ShaderProgramsToLoad: number;
private loadonly_gl_ShaderLoadingQueue: Queue<KeyPath_Shader>;
private gl_DefaultShaderPrograms: Map<WebGLProgramType>;
private gl_ShaderPrograms: Map<WebGLProgramType>;
private gl_Textures: Map<number>;
private gl_NextTextureID: number;
private gl_Buffers: Map<WebGLBuffer>;
private gl: WebGLRenderingContext;
private constructor(){
this.loading = false;
this.justLoaded = false;
this.loadonly_imagesLoaded = 0;
this.loadonly_imagesToLoad = 0;
this.loadonly_imageLoadingQueue = new Queue();
this.images = new Map();
this.loadonly_spritesheetsLoaded = 0;
this.loadonly_spritesheetsToLoad = 0;
this.loadonly_spritesheetLoadingQueue = new Queue();
this.spritesheets = new Map();
this.loadonly_tilemapsLoaded = 0;
this.loadonly_tilemapsToLoad = 0;
this.loadonly_tilemapLoadingQueue = new Queue();
this.tilemaps = new Map();
this.loadonly_audioLoaded = 0;
this.loadonly_audioToLoad = 0;
this.loadonly_audioLoadingQueue = new Queue();
this.audioBuffers = new Map();
this.loadonly_gl_ShaderProgramsLoaded = 0;
this.loadonly_gl_ShaderProgramsToLoad = 0;
this.loadonly_gl_ShaderLoadingQueue = new Queue();
this.gl_DefaultShaderPrograms = new Map();
this.gl_ShaderPrograms = new Map();
this.gl_Textures = new Map();
this.gl_NextTextureID = 0;
this.gl_Buffers = new Map();
};
/**
* Returns the current instance of this class or a new instance if none exist
* @returns The resource manager
*/
static getInstance(): ResourceManager {
if(!this.instance){
this.instance = new ResourceManager();
}
return this.instance;
}
/**
* Activates or deactivates the use of WebGL
* @param flag True if WebGL should be used, false otherwise
* @param gl The instance of the graphics context, if applicable
*/
public useWebGL(flag: boolean, gl: WebGLRenderingContext): void {
this.gl_WebGLActive = flag;
if(this.gl_WebGLActive){
this.gl = gl;
}
}
/**
* Loads an image from file
* @param key The key to associate the loaded image with
* @param path The path to the image to load
*/
public image(key: string, path: string): void {
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
}
/**
* Retrieves a loaded image
* @param key The key of the loaded image
* @returns The image element associated with this key
*/
public getImage(key: string): HTMLImageElement {
let image = this.images.get(key);
if(image === undefined){
throw `There is no image associated with key "${key}"`
}
return image;
}
/**
* Loads a spritesheet from file
* @param key The key to associate the loaded spritesheet with
* @param path The path to the spritesheet to load
*/
public spritesheet(key: string, path: string): void {
this.loadonly_spritesheetLoadingQueue.enqueue({key: key, path: path});
}
/**
* Retrieves a loaded spritesheet
* @param key The key of the spritesheet to load
* @returns The loaded Spritesheet
*/
public getSpritesheet(key: string): Spritesheet {
return this.spritesheets.get(key);
}
/**
* Loads an audio file
* @param key The key to associate with the loaded audio file
* @param path The path to the audio file to load
*/
public audio(key: string, path: string): void {
this.loadonly_audioLoadingQueue.enqueue({key: key, path: path});
}
/**
* Retrieves a loaded audio file
* @param key The key of the audio file to load
* @returns The AudioBuffer created from the loaded audio fle
*/
public getAudio(key: string): AudioBuffer {
return this.audioBuffers.get(key);
}
/**
* Load a tilemap from a json file. Automatically loads related images
* @param key The key to associate with the loaded tilemap
* @param path The path to the tilemap to load
*/
public tilemap(key: string, path: string): void {
this.loadonly_tilemapLoadingQueue.enqueue({key: key, path: path});
}
/**
* Retreives a loaded tilemap
* @param key The key of the loaded tilemap
* @returns The tilemap data associated with the key
*/
public getTilemap(key: string): TiledTilemapData {
return this.tilemaps.get(key);
}
/**
* Loads all resources currently in the queue
* @param callback The function to cal when the resources are finished loading
*/
loadResourcesFromQueue(callback: Function): void {
this.loadonly_typesToLoad = 5;
this.loading = true;
// Load everything in the queues. Tilemaps have to come before images because they will add new images to the queue
this.loadTilemapsFromQueue(() => {
console.log("Loaded Tilemaps");
this.loadSpritesheetsFromQueue(() => {
console.log("Loaded Spritesheets");
this.loadImagesFromQueue(() => {
console.log("Loaded Images");
this.loadAudioFromQueue(() => {
console.log("Loaded Audio");
if(this.gl_WebGLActive){
this.gl_LoadShadersFromQueue(() => {
console.log("Loaded Shaders");
this.finishLoading(callback);
});
} else {
this.finishLoading(callback);
}
});
});
});
});
}
private finishLoading(callback: Function): void {
// Done loading
this.loading = false;
this.justLoaded = true;
callback();
}
/**
* Deletes references to all resources in the resource manager
*/
unloadAllResources(): void {
this.loading = false;
this.justLoaded = false;
this.loadonly_imagesLoaded = 0;
this.loadonly_imagesToLoad = 0;
this.images.clear();
this.loadonly_spritesheetsLoaded = 0;
this.loadonly_spritesheetsToLoad = 0;
this.spritesheets.clear();
this.loadonly_tilemapsLoaded = 0;
this.loadonly_tilemapsToLoad = 0;
this.tilemaps.clear();
this.loadonly_audioLoaded = 0;
this.loadonly_audioToLoad = 0;
this.audioBuffers.clear();
// WebGL
// Delete all programs through webGL
this.gl_ShaderPrograms.forEach(key => this.gl_ShaderPrograms.get(key).delete(this.gl));
this.gl_ShaderPrograms.clear();
this.gl_Textures.clear();
}
/**
* Loads all tilemaps currently in the tilemap loading queue
* @param onFinishLoading The function to call when loading is complete
*/
private loadTilemapsFromQueue(onFinishLoading: Function): void {
this.loadonly_tilemapsToLoad = this.loadonly_tilemapLoadingQueue.getSize();
this.loadonly_tilemapsLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_tilemapsToLoad === 0){
onFinishLoading();
}
while(this.loadonly_tilemapLoadingQueue.hasItems()){
let tilemap = this.loadonly_tilemapLoadingQueue.dequeue();
this.loadTilemap(tilemap.key, tilemap.path, onFinishLoading);
}
}
/**
* Loads a singular tilemap
* @param key The key of the tilemap
* @param pathToTilemapJSON The path to the tilemap JSON file
* @param callbackIfLast The function to call if this is the last tilemap to load
*/
private loadTilemap(key: string, pathToTilemapJSON: string, callbackIfLast: Function): void {
this.loadTextFile(pathToTilemapJSON, (fileText: string) => {
let tilemapObject = <TiledTilemapData>JSON.parse(fileText);
// We can parse the object later - it's much faster than loading
this.tilemaps.add(key, tilemapObject);
// Grab the tileset images we need to load and add them to the imageloading queue
for(let tileset of tilemapObject.tilesets){
if(tileset.image){
let key = tileset.image;
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
} else if(tileset.tiles){
for(let tile of tileset.tiles){
let key = tile.image;
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
}
}
}
// Finish loading
this.finishLoadingTilemap(callbackIfLast);
});
}
/**
* Finish loading a tilemap. Calls the callback function if this is the last tilemap being loaded
* @param callback The function to call if this is the last tilemap to load
*/
private finishLoadingTilemap(callback: Function): void {
this.loadonly_tilemapsLoaded += 1;
if(this.loadonly_tilemapsLoaded === this.loadonly_tilemapsToLoad){
// We're done loading tilemaps
callback();
}
}
/**
* Loads all spritesheets currently in the spritesheet loading queue
* @param onFinishLoading The function to call when the spritesheets are done loading
*/
private loadSpritesheetsFromQueue(onFinishLoading: Function): void {
this.loadonly_spritesheetsToLoad = this.loadonly_spritesheetLoadingQueue.getSize();
this.loadonly_spritesheetsLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_spritesheetsToLoad === 0){
onFinishLoading();
}
while(this.loadonly_spritesheetLoadingQueue.hasItems()){
let spritesheet = this.loadonly_spritesheetLoadingQueue.dequeue();
this.loadSpritesheet(spritesheet.key, spritesheet.path, onFinishLoading);
}
}
/**
* Loads a singular spritesheet
* @param key The key of the spritesheet to load
* @param pathToSpritesheetJSON The path to the spritesheet JSON file
* @param callbackIfLast The function to call if this is the last spritesheet
*/
private loadSpritesheet(key: string, pathToSpritesheetJSON: string, callbackIfLast: Function): void {
this.loadTextFile(pathToSpritesheetJSON, (fileText: string) => {
let spritesheet = <Spritesheet>JSON.parse(fileText);
// We can parse the object later - it's much faster than loading
this.spritesheets.add(key, spritesheet);
// Grab the image we need to load and add it to the imageloading queue
let path = StringUtils.getPathFromFilePath(pathToSpritesheetJSON) + spritesheet.spriteSheetImage;
this.loadonly_imageLoadingQueue.enqueue({key: spritesheet.name, path: path});
// Finish loading
this.finishLoadingSpritesheet(callbackIfLast);
});
}
/**
* Finish loading a spritesheet. Calls the callback function if this is the last spritesheet being loaded
* @param callback The function to call if this is the last spritesheet to load
*/
private finishLoadingSpritesheet(callback: Function): void {
this.loadonly_spritesheetsLoaded += 1;
if(this.loadonly_spritesheetsLoaded === this.loadonly_spritesheetsToLoad){
// We're done loading spritesheets
callback();
}
}
/**
* Loads all images currently in the image loading queue
* @param onFinishLoading The function to call when there are no more images to load
*/
private loadImagesFromQueue(onFinishLoading: Function): void {
this.loadonly_imagesToLoad = this.loadonly_imageLoadingQueue.getSize();
this.loadonly_imagesLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_imagesToLoad === 0){
onFinishLoading();
}
while(this.loadonly_imageLoadingQueue.hasItems()){
let image = this.loadonly_imageLoadingQueue.dequeue();
this.loadImage(image.key, image.path, onFinishLoading);
}
}
/**
* Loads a singular image
* @param key The key of the image to load
* @param path The path to the image to load
* @param callbackIfLast The function to call if this is the last image
*/
public loadImage(key: string, path: string, callbackIfLast: Function): void {
var image = new Image();
image.onload = () => {
// Add to loaded images
this.images.add(key, image);
// If WebGL is active, create a texture
if(this.gl_WebGLActive){
this.createWebGLTexture(key, image);
}
// Finish image load
this.finishLoadingImage(callbackIfLast);
}
image.src = path;
}
/**
* Finish loading an image. If this is the last image, it calls the callback function
* @param callback The function to call if this is the last image
*/
private finishLoadingImage(callback: Function): void {
this.loadonly_imagesLoaded += 1;
if(this.loadonly_imagesLoaded === this.loadonly_imagesToLoad ){
// We're done loading images
callback();
}
}
/**
* Loads all audio currently in the tilemap loading queue
* @param onFinishLoading The function to call when tilemaps are done loading
*/
private loadAudioFromQueue(onFinishLoading: Function){
this.loadonly_audioToLoad = this.loadonly_audioLoadingQueue.getSize();
this.loadonly_audioLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_audioToLoad === 0){
onFinishLoading();
}
while(this.loadonly_audioLoadingQueue.hasItems()){
let audio = this.loadonly_audioLoadingQueue.dequeue();
this.loadAudio(audio.key, audio.path, onFinishLoading);
}
}
/**
* Load a singular audio file
* @param key The key to the audio file to load
* @param path The path to the audio file to load
* @param callbackIfLast The function to call if this is the last audio file to load
*/
private loadAudio(key: string, path: string, callbackIfLast: Function): void {
let audioCtx = AudioManager.getInstance().getAudioContext();
let request = new XMLHttpRequest();
request.open('GET', path, true);
request.responseType = 'arraybuffer';
request.onload = () => {
audioCtx.decodeAudioData(request.response, (buffer) => {
// Add to list of audio buffers
this.audioBuffers.add(key, buffer);
// Finish loading sound
this.finishLoadingAudio(callbackIfLast);
}, (error) =>{
throw "Error loading sound";
});
}
request.send();
}
/**
* Finish loading an audio file. Calls the callback functon if this is the last audio sample being loaded.
* @param callback The function to call if this is the last audio file to load
*/
private finishLoadingAudio(callback: Function): void {
this.loadonly_audioLoaded += 1;
if(this.loadonly_audioLoaded === this.loadonly_audioToLoad){
// We're done loading audio
callback();
}
}
/* ########## WEBGL SPECIFIC FUNCTIONS ########## */
public getTexture(key: string): number {
return this.gl_Textures.get(key);
}
public getShaderProgram(key: string): WebGLProgram {
return this.gl_ShaderPrograms.get(key).program;
}
public getBuffer(key: string): WebGLBuffer {
return this.gl_Buffers.get(key);
}
private createWebGLTexture(imageKey: string, image: HTMLImageElement): void {
// Get the texture ID
const textureID = this.getTextureID(this.gl_NextTextureID);
// Create the texture
const texture = this.gl.createTexture();
// Set up the texture
// Enable texture0
this.gl.activeTexture(textureID);
// Bind our texture to texture 0
this.gl.bindTexture(this.gl.TEXTURE_2D, texture);
// Set the texture parameters
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
// Set the texture image
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, image);
// Add the texture to our map with the same key as the image
this.gl_Textures.add(imageKey, this.gl_NextTextureID);
// Increment the key
this.gl_NextTextureID += 1;
}
private getTextureID(id: number): number {
// Start with 9 cases - this can be expanded if needed, but for the best performance,
// Textures should be stitched into an atlas
switch(id){
case 0: return this.gl.TEXTURE0;
case 1: return this.gl.TEXTURE1;
case 2: return this.gl.TEXTURE2;
case 3: return this.gl.TEXTURE3;
case 4: return this.gl.TEXTURE4;
case 5: return this.gl.TEXTURE5;
case 6: return this.gl.TEXTURE6;
case 7: return this.gl.TEXTURE7;
case 8: return this.gl.TEXTURE8;
default: return this.gl.TEXTURE9;
}
}
public createBuffer(key: string): void {
if(this.gl_WebGLActive){
let buffer = this.gl.createBuffer();
this.gl_Buffers.add(key, buffer);
}
}
/**
* Enqueues loading of a new shader program
* @param key The key of the shader program
* @param vShaderFilepath
* @param fShaderFilepath
*/
public shader(key: string, vShaderFilepath: string, fShaderFilepath: string): void {
let splitPath = vShaderFilepath.split(".");
let end = splitPath[splitPath.length - 1];
if(end !== "vshader"){
throw `${vShaderFilepath} is not a valid vertex shader - must end in ".vshader`;
}
splitPath = fShaderFilepath.split(".");
end = splitPath[splitPath.length - 1];
if(end !== "fshader"){
throw `${fShaderFilepath} is not a valid vertex shader - must end in ".fshader`;
}
let paths = new KeyPath_Shader();
paths.key = key;
paths.vpath = vShaderFilepath;
paths.fpath = fShaderFilepath;
this.loadonly_gl_ShaderLoadingQueue.enqueue(paths);
}
private gl_LoadShadersFromQueue(onFinishLoading: Function): void {
this.loadonly_gl_ShaderProgramsToLoad = this.loadonly_gl_ShaderLoadingQueue.getSize();
this.loadonly_gl_ShaderProgramsLoaded = 0;
// If webGL isn'active or there are no items to load, we're finished
if(!this.gl_WebGLActive || this.loadonly_gl_ShaderProgramsToLoad === 0){
onFinishLoading();
}
while(this.loadonly_gl_ShaderLoadingQueue.hasItems()){
let shader = this.loadonly_gl_ShaderLoadingQueue.dequeue();
this.gl_LoadShader(shader.key, shader.vpath, shader.fpath, onFinishLoading);
}
}
private gl_LoadShader(key: string, vpath: string, fpath: string, callbackIfLast: Function): void {
this.loadTextFile(vpath, (vFileText: string) => {
const vShader = vFileText;
this.loadTextFile(fpath, (fFileText: string) => {
const fShader = fFileText
// Extract the program and shaders
const [shaderProgram, vertexShader, fragmentShader] = this.createShaderProgram(vShader, fShader);
// Create a wrapper type
const programWrapper = new WebGLProgramType();
programWrapper.program = shaderProgram;
programWrapper.vertexShader = vertexShader;
programWrapper.fragmentShader = fragmentShader;
// Add to our map
this.gl_ShaderPrograms.add(key, programWrapper);
// Finish loading
this.gl_FinishLoadingShader(callbackIfLast);
});
});
}
private gl_FinishLoadingShader(callback: Function): void {
this.loadonly_gl_ShaderProgramsLoaded += 1;
if(this.loadonly_gl_ShaderProgramsLoaded === this.loadonly_gl_ShaderProgramsToLoad){
// We're done loading shaders
callback();
}
}
private createShaderProgram(vShaderSource: string, fShaderSource: string){
const vertexShader = this.loadVertexShader(vShaderSource);
const fragmentShader = this.loadFragmentShader(fShaderSource);
if(vertexShader === null || fragmentShader === null){
// We had a problem intializing - error
return null;
}
// Create a shader program
const program = this.gl.createProgram();
if(!program) {
// Error creating
console.log("Failed to create program");
return null;
}
// Attach our vertex and fragment shader
this.gl.attachShader(program, vertexShader);
this.gl.attachShader(program, fragmentShader);
// Link
this.gl.linkProgram(program);
if(!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)){
// Error linking
const error = this.gl.getProgramInfoLog(program);
console.log("Failed to link program: " + error);
// Clean up
this.gl.deleteProgram(program);
this.gl.deleteShader(vertexShader);
this.gl.deleteShader(fragmentShader);
return null;
}
// We successfully create a program
return [program, vertexShader, fragmentShader];
}
private loadVertexShader(shaderSource: string): WebGLShader{
// Create a new vertex shader
return this.loadShader(this.gl.VERTEX_SHADER, shaderSource);
}
private loadFragmentShader(shaderSource: string): WebGLShader{
// Create a new fragment shader
return this.loadShader(this.gl.FRAGMENT_SHADER, shaderSource);
}
private loadShader(type: number, shaderSource: string): WebGLShader{
const shader = this.gl.createShader(type);
// If we couldn't create the shader, error
if(shader === null){
console.log("Unable to create shader");
return null;
}
// Add the source to the shader and compile
this.gl.shaderSource(shader, shaderSource);
this.gl.compileShader(shader);
// Make sure there were no errors during this process
if(!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)){
// Not compiled - error
const error = this.gl.getShaderInfoLog(shader);
console.log("Failed to compile shader: " + error);
// Clean up
this.gl.deleteShader(shader);
return null;
}
// Sucess, so return the shader
return shader;
}
/* ########## GENERAL LOADING FUNCTIONS ########## */
private loadTextFile(textFilePath: string, callback: Function): void {
let xobj: XMLHttpRequest = new XMLHttpRequest();
xobj.overrideMimeType("application/json");
xobj.open('GET', textFilePath, true);
xobj.onreadystatechange = function () {
if ((xobj.readyState == 4) && (xobj.status == 200)) {
callback(xobj.responseText);
}
};
xobj.send(null);
}
/* ########## LOADING BAR INFO ########## */
private getLoadPercent(): number {
return (this.loadonly_tilemapsLoaded/this.loadonly_tilemapsToLoad
+ this.loadonly_spritesheetsLoaded/this.loadonly_spritesheetsToLoad
+ this.loadonly_imagesLoaded/this.loadonly_imagesToLoad
+ this.loadonly_audioLoaded/this.loadonly_audioToLoad)
/ this.loadonly_typesToLoad;
}
update(deltaT: number): void {
if(this.loading){
if(this.onLoadProgress){
this.onLoadProgress(this.getLoadPercent());
}
} else if(this.justLoaded){
this.justLoaded = false;
if(this.onLoadComplete){
this.onLoadComplete();
}
}
}
}
class KeyPathPair {
key: string;
path: string;
}
class KeyPath_Shader {
key: string;
vpath: string;
fpath: string;
}