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Seele/src/Editor/Asset/MeshLoader.cpp
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#include "MeshLoader.h"
#include "Graphics/Graphics.h"
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#include "Asset/MeshAsset.h"
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#include "Graphics/Mesh.h"
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#include "Graphics/StaticMeshVertexData.h"
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#include "Asset/AssetImporter.h"
#include "Asset/MaterialAsset.h"
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#include "Graphics/Shader.h"
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#include <set>
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#include <fmt/core.h>
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#include <fstream>
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#include <iostream>
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#include <stb_image_write.h>
#include <assimp/config.h>
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#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
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#include <assimp/material.h>
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#include <Asset/MaterialLoader.h>
#include <Asset/TextureLoader.h>
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using namespace Seele;
MeshLoader::MeshLoader(Gfx::PGraphics graphics)
: graphics(graphics)
{
}
MeshLoader::~MeshLoader()
{
}
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void MeshLoader::importAsset(MeshImportArgs args)
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{
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std::filesystem::path assetPath = args.filePath.filename();
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assetPath.replace_extension("asset");
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OMeshAsset asset = new MeshAsset(args.importPath, assetPath.stem().string());
PMeshAsset ref = asset;
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asset->setStatus(Asset::Status::Loading);
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AssetRegistry::get().registerMesh(std::move(asset));
import(args, ref);
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}
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void MeshLoader::convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels)
{
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for (uint32 i = 0; i < numPixels; ++i)
{
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dst[i * 4 + 0] = src[i].r;
dst[i * 4 + 1] = src[i].g;
dst[i * 4 + 2] = src[i].b;
dst[i * 4 + 3] = src[i].a;
}
}
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void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PTextureAsset>& textures)
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{
for (uint32 i = 0; i < scene->mNumTextures; ++i)
{
aiTexture* tex = scene->mTextures[i];
auto texPath = std::filesystem::path(tex->mFilename.C_Str());
if (std::filesystem::exists(texPath))
{ }
else if(std::filesystem::exists(meshDirectory / texPath))
{
texPath = meshDirectory / texPath;
}
else
{
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texPath = (meshDirectory / texPath).replace_extension("png");
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if (tex->mHeight == 0)
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{
std::cout << "Dumping texture " << texPath << std::endl;
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// already compressed, just dump it to the disk
std::ofstream file(texPath, std::ios::binary);
file.write((const char*)tex->pcData, tex->mWidth);
file.flush();
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}
else
{
std::cout << "Writing extracted png " << texPath << std::endl;
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// recompress data so that the TextureLoader can read it
unsigned char* texData = new unsigned char[tex->mWidth * tex->mHeight * 4];
convertAssimpARGB(texData, tex->pcData, tex->mWidth * tex->mHeight);
stbi_write_png(texPath.string().c_str(), tex->mWidth, tex->mHeight, 4, tex->pcData, tex->mWidth * 32);
delete[] texData;
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}
}
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std::cout << "Loading model texture " << texPath.string() << std::endl;
AssetImporter::importTexture(TextureImportArgs{
.filePath = texPath,
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.importPath = importPath,
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});
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textures.add(AssetRegistry::findTexture(importPath, texPath.stem().string()));
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}
}
constexpr const char* KEY_DIFFUSE_COLOR = "k_d";
constexpr const char* KEY_SPECULAR_COLOR = "k_s";
constexpr const char* KEY_AMBIENT_COLOR = "k_a";
constexpr const char* KEY_SHININESS = "k_shiny";
constexpr const char* KEY_ROUGHNESS = "k_r";
constexpr const char* KEY_METALLIC = "k_m";
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constexpr const char* KEY_DIFFUSE_TEXTURE = "tex_d";
constexpr const char* KEY_SPECULAR_TEXTURE = "tex_s";
constexpr const char* KEY_AMBIENT_TEXTURE = "tex_a";
constexpr const char* KEY_NORMAL_TEXTURE = "tex_n";
constexpr const char* KEY_SHININESS_TEXTURE = "tex_shiny";
constexpr const char* KEY_ROUGHNESS_TEXTURE = "tex_r";
constexpr const char* KEY_METALLIC_TEXTURE = "tex_m";
constexpr const char* KEY_AMBIENT_OCCLUSION_TEXTURE = "tex_ao";
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void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>& textures, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialInstanceAsset>& globalMaterials)
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{
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for(uint32 m = 0; m < scene->mNumMaterials; ++m)
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{
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aiMaterial* material = scene->mMaterials[m];
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aiString texPath;
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std::string materialName = fmt::format("M{0}{1}{2}", baseName, material->GetName().C_Str(), m);
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '.'), materialName.end()); // dots break adding the .asset extension later
materialName.erase(std::remove(materialName.begin(), materialName.end(), '-'), materialName.end()); // dots break adding the .asset extension later
materialName.erase(std::remove(materialName.begin(), materialName.end(), ' '), materialName.end()); // dots break adding the .asset extension later
materialName.erase(std::remove(materialName.begin(), materialName.end(), '('), materialName.end()); // dots break adding the .asset extension later
materialName.erase(std::remove(materialName.begin(), materialName.end(), ')'), materialName.end()); // dots break adding the .asset extension later
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Gfx::ODescriptorLayout materialLayout = graphics->createDescriptorLayout("pMaterial");
Array<OShaderExpression> expressions;
Array<std::string> parameters;
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
});
size_t uniformSize = 0;
uint32 bindingCounter = 1;
auto addScalarParameter = [&](std::string paramKey, const char* matKey, int type, int index)
{
float scalar;
material->Get(matKey, type, index, scalar);
expressions.add(new FloatParameter(paramKey, scalar, uniformSize, 0));
uniformSize += sizeof(float);
parameters.add(paramKey);
};
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auto addVectorParameter = [&](std::string paramKey, const char* matKey, int type, int index)
{
aiColor3D color;
material->Get(matKey, type, index, color);
uniformSize = (uniformSize + sizeof(Vector4) - 1) / sizeof(Vector4) * sizeof(Vector4);
expressions.add(new VectorParameter(paramKey, Vector(color.r, color.g, color.b), uniformSize, 0));
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uniformSize += sizeof(Vector);
parameters.add(paramKey);
};
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auto addTextureParameter = [&](std::string paramKey, aiTextureType type, int index, std::string& result, StaticArray<int32, 4> extractMask = { 0, 1, 2, -1 })
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{
aiString texPath;
aiTextureMapping mapping;
uint32 uvIndex = 0;
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aiTextureMapMode mapMode = aiTextureMapMode_Clamp;
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float blend = std::numeric_limits<float>::max();
aiTextureOp op;
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if (material->GetTexture(type, index, &texPath, &mapping, &uvIndex, nullptr, nullptr, nullptr) != AI_SUCCESS)
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{
std::cout << "fuck" << std::endl;
}
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std::string textureKey = fmt::format("{0}Texture{1}", paramKey, index);
auto texFilename = std::filesystem::path(texPath.C_Str());
PTextureAsset texture;
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if (texFilename.string()[0] == '*')
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{
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texture = textures[atoi(texFilename.string().substr(1).c_str())];
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}
else if (std::filesystem::exists(texFilename))
{
AssetImporter::importTexture(TextureImportArgs{
.filePath = texFilename,
.importPath = importPath,
});
texture = AssetRegistry::findTexture(importPath, texFilename.stem().string());
}
else if (std::filesystem::exists(meshDirectory / texFilename))
{
AssetImporter::importTexture(TextureImportArgs{
.filePath = meshDirectory / texFilename,
.importPath = importPath,
.type = type == aiTextureType_NORMALS ? TextureImportType::TEXTURE_NORMAL : TextureImportType::TEXTURE_2D,
});
texture = AssetRegistry::findTexture(importPath, texFilename.stem().string());
}
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else
{
std::cout << "couldnt find " << texPath.C_Str() << std::endl;
return;
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}
expressions.add(new TextureParameter(textureKey, texture, bindingCounter));
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = bindingCounter,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.textureType = Gfx::SE_IMAGE_VIEW_TYPE_2D,
.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
});
parameters.add(textureKey);
bindingCounter++;
std::string samplerKey = std::format("{0}Sampler{1}", paramKey, index);
SamplerCreateInfo samplerInfo = {};
switch (mapMode)
{
case aiTextureMapMode_Wrap:
samplerInfo.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
break;
case aiTextureMapMode_Clamp:
samplerInfo.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
break;
case aiTextureMapMode_Decal:
samplerInfo.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
samplerInfo.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
samplerInfo.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
break;
case aiTextureMapMode_Mirror:
samplerInfo.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
samplerInfo.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
samplerInfo.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
break;
}
expressions.add(new SamplerParameter(samplerKey, graphics->createSampler(samplerInfo), bindingCounter));
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = bindingCounter,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
});
parameters.add(samplerKey);
bindingCounter++;
std::string sampleKey = fmt::format("{0}Sample{1}", paramKey, index);
expressions.add(new SampleExpression());
expressions.back()->key = sampleKey;
expressions.back()->inputs["texture"].source = textureKey;
expressions.back()->inputs["sampler"].source = samplerKey;
expressions.back()->inputs["coords"].source = fmt::format("input.texCoords[{0}]", uvIndex);
std::string colorExtract = fmt::format("{0}Extract{1}", paramKey, index);
expressions.add(new SwizzleExpression(extractMask));
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expressions.back()->key = colorExtract;
expressions.back()->inputs["target"].source = sampleKey;
//TODO: extract alpha, set opacity
if (blend == std::numeric_limits<float>::max())
{
result = colorExtract;
return;
}
std::string blendFactorKey = fmt::format("{0}BlendFactor{1}", paramKey, index);
expressions.add(new FloatParameter(blendFactorKey, blend, uniformSize, 0));
uniformSize += sizeof(float);
parameters.add(blendFactorKey);
std::string strengthKey = fmt::format("{0}Strength{1}", paramKey, index);
expressions.add(new MulExpression());
expressions.back()->key = strengthKey;
expressions.back()->inputs["lhs"].source = colorExtract;
expressions.back()->inputs["rhs"].source = blendFactorKey;
std::string blendKey = fmt::format("{0}Blend{1}", paramKey, index);
switch (op) {
/** T = T1 * T2 */
case aiTextureOp_Multiply:
expressions.add(new MulExpression());
break;
/** T = T1 - T2 */
case aiTextureOp_Subtract:
expressions.add(new SubExpression());
break;
/** T = T1 / T2 */
case aiTextureOp_Divide:
//expressions[blendKey] = new DivExpression();
throw std::logic_error("Not implemented");
/** T = (T1 + T2) - (T1 * T2) */
case aiTextureOp_SmoothAdd:
throw std::logic_error("Not implemented");
/** T = T1 + (T2-0.5) */
case aiTextureOp_SignedAdd:
throw std::logic_error("Not implemented");
/** T = T1 + T2 */
case aiTextureOp_Add:
default:
expressions.add(new AddExpression());
break;
}
expressions.back()->key = blendKey;
expressions.back()->inputs["lhs"].source = result;
expressions.back()->inputs["rhs"].source = strengthKey;
result = blendKey;
};
// Diffuse
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addVectorParameter(KEY_DIFFUSE_COLOR, AI_MATKEY_COLOR_DIFFUSE);
std::string outputDiffuse = KEY_DIFFUSE_COLOR;
uint32 numDiffuseTextures = material->GetTextureCount(aiTextureType_DIFFUSE);
for (uint32 i = 0; i < numDiffuseTextures; ++i)
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{
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addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputDiffuse);
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}
// Specular
addVectorParameter(KEY_SPECULAR_COLOR, AI_MATKEY_COLOR_SPECULAR);
std::string outputSpecular = KEY_SPECULAR_COLOR;
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uint32 numSpecular = material->GetTextureCount(aiTextureType_SPECULAR);
for (uint32 i = 0; i < numSpecular; ++i)
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{
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addTextureParameter(KEY_SPECULAR_TEXTURE, aiTextureType_SPECULAR, i, outputSpecular);
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}
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// Normal
std::string outputNormal = "";
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uint32 numNormal = material->GetTextureCount(aiTextureType_NORMALS);
for (uint32 i = 0; i < numNormal; ++i)
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{
addTextureParameter(KEY_NORMAL_TEXTURE, aiTextureType_NORMALS, i, outputNormal);
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}
// Ambient Color
addVectorParameter(KEY_AMBIENT_COLOR, AI_MATKEY_COLOR_AMBIENT);
std::string outputAmbient = KEY_AMBIENT_COLOR;
uint32 numAmbient = material->GetTextureCount(aiTextureType_AMBIENT);
for (uint32 i = 0; i < numAmbient; ++i)
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{
addTextureParameter(KEY_AMBIENT_TEXTURE, aiTextureType_AMBIENT, i, outputAmbient);
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}
// Shininess
addScalarParameter(KEY_SHININESS, AI_MATKEY_SHININESS);
std::string outputShininess = KEY_SHININESS;
uint32 numShiny = material->GetTextureCount(aiTextureType_SHININESS);
for (uint32 i = 0; i < numShiny; ++i)
{
addTextureParameter(KEY_SHININESS_TEXTURE, aiTextureType_SHININESS, i, outputShininess, { 0, -1, -1, -1 });
}
// Roughness
addScalarParameter(KEY_ROUGHNESS, AI_MATKEY_ROUGHNESS_FACTOR);
std::string outputRoughness = KEY_ROUGHNESS;
uint32 numRoughness = material->GetTextureCount(aiTextureType_DIFFUSE_ROUGHNESS);
for (uint32 i = 0; i < numRoughness; ++i)
{
addTextureParameter(KEY_ROUGHNESS_TEXTURE, aiTextureType_DIFFUSE_ROUGHNESS, i, outputRoughness, { 0, -1, -1, -1 });
}
// Metallic
addScalarParameter(KEY_METALLIC, AI_MATKEY_METALLIC_FACTOR);
std::string outputMetallic = KEY_METALLIC;
uint32 numMetallic = material->GetTextureCount(aiTextureType_METALNESS);
for (uint32 i = 0; i < numMetallic; ++i)
{
addTextureParameter(KEY_METALLIC_TEXTURE, aiTextureType_METALNESS, i, outputMetallic, { 0, -1, -1, -1 });
}
// Ambient Occlusion
std::string outputAO = "";
uint32 numAO = material->GetTextureCount(aiTextureType_AMBIENT_OCCLUSION);
for (uint32 i = 0; i < numAO; ++i)
{
addTextureParameter(KEY_AMBIENT_OCCLUSION_TEXTURE, aiTextureType_AMBIENT_OCCLUSION, i, outputAO, { 0, -1, -1, -1 });
}
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MaterialNode brdf;
brdf.variables["baseColor"] = outputDiffuse;
if (!outputNormal.empty())
{
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expressions.add(new MulExpression());
expressions.back()->key = "NormalMul";
expressions.back()->inputs["lhs"].source = "2";
expressions.back()->inputs["rhs"].source = outputNormal;
expressions.add(new SubExpression());
expressions.back()->key = "NormalSub";
expressions.back()->inputs["lhs"].source = "NormalMul";
expressions.back()->inputs["rhs"].source = "float3(1,1,1)";
brdf.variables["normal"] = "NormalSub";
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}
aiShadingMode mode;
material->Get(AI_MATKEY_SHADING_MODEL, mode);
switch (mode) {
case aiShadingMode_Blinn:
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brdf.profile = "BlinnPhong";
brdf.variables["specularColor"] = outputSpecular;
brdf.variables["ambient"] = outputAmbient;
brdf.variables["shininess"] = outputShininess;
break;
case aiShadingMode_Phong:
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brdf.profile = "Phong";
brdf.variables["specular"] = outputSpecular;
brdf.variables["ambient"] = outputAmbient;
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brdf.variables["shininess"] = outputShininess;
break;
case aiShadingMode_Toon:
brdf.profile = "CelShading";
break;
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default:
case aiShadingMode_CookTorrance:
brdf.profile = "CookTorrance";
brdf.variables["roughness"] = outputRoughness;
brdf.variables["metallic"] = outputMetallic;
if (!outputAO.empty())
{
brdf.variables["ambientOcclusion"] = outputAmbient;
}
break;
};
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materialLayout->create();
OMaterialAsset baseMat = new MaterialAsset(importPath, materialName);
baseMat->material = new Material(graphics,
std::move(materialLayout),
uniformSize, 0, materialName,
std::move(expressions),
std::move(parameters),
std::move(brdf)
);
baseMat->material->compile();
graphics->getShaderCompiler()->registerMaterial(baseMat->material);
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globalMaterials[m] = baseMat->instantiate(InstantiationParameter{
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.name = fmt::format("{0}_Inst_0", baseMat->getName()),
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.folderPath = baseMat->getFolderPath(),
});
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AssetRegistry::get().saveAsset(PMaterialAsset(baseMat), MaterialAsset::IDENTIFIER, baseMat->getFolderPath(), baseMat->getName());
AssetRegistry::get().registerMaterial(std::move(baseMat));
}
}
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void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
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{
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if (node->mNumMeshes > 0)
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{
meshNodes.add(node);
return;
}
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for (uint32 i = 0; i < node->mNumChildren; ++i)
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{
findMeshRoots(node->mChildren[i], meshNodes);
}
}
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes, Component::Collider& collider)
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{
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for (int32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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{
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aiMesh* mesh = scene->mMeshes[meshIndex];
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if (!(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
continue;
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
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// assume static mesh for now
Array<Vector> positions(mesh->mNumVertices);
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StaticArray<Array<Vector2>, MAX_TEXCOORDS> texCoords;
for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
{
texCoords[i].resize(mesh->mNumVertices);
}
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Array<Vector> normals(mesh->mNumVertices);
Array<Vector> tangents(mesh->mNumVertices);
Array<Vector> biTangents(mesh->mNumVertices);
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Array<Vector> colors(mesh->mNumVertices);
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StaticMeshVertexData* vertexData = StaticMeshVertexData::getInstance();
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for (int32 i = 0; i < mesh->mNumVertices; ++i)
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{
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positions[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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for (size_t j = 0; j < MAX_TEXCOORDS; ++j)
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{
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if (mesh->HasTextureCoords(j))
{
texCoords[j][i] = Vector2(mesh->mTextureCoords[j][i].x, mesh->mTextureCoords[j][i].y);
}
else
{
texCoords[j][i] = Vector2(0, 0);
}
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}
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normals[i] = Vector(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
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if (mesh->HasTangentsAndBitangents())
{
tangents[i] = Vector(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z);
biTangents[i] = Vector(mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z);
}
else
{
tangents[i] = Vector(0, 0, 1);
biTangents[i] = Vector(1, 0, 0);
}
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if(mesh->HasVertexColors(0))
{
colors[i] = Vector(mesh->mColors[0][i].r, mesh->mColors[0][i].g, mesh->mColors[0][i].b);
}
else
{
colors[i] = Vector(1, 1, 1);
}
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}
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MeshId id = vertexData->allocateVertexData(mesh->mNumVertices);
vertexData->loadPositions(id, positions);
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
{
vertexData->loadTexCoords(id, i, texCoords[i]);
}
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vertexData->loadNormals(id, normals);
vertexData->loadTangents(id, tangents);
vertexData->loadBiTangents(id, biTangents);
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vertexData->loadColors(id, colors);
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Array<uint32> indices(mesh->mNumFaces * 3);
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for (int32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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{
indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
}
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Array<Meshlet> meshlets;
meshlets.reserve(indices.size() / (3ull * Gfx::numPrimitivesPerMeshlet));
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Meshlet::build(positions, indices, meshlets);
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vertexData->loadMesh(id, indices, meshlets);
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//collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
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globalMeshes[meshIndex] = new Mesh();
globalMeshes[meshIndex]->vertexData = vertexData;
globalMeshes[meshIndex]->id = id;
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globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
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globalMeshes[meshIndex]->meshlets = std::move(meshlets);
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globalMeshes[meshIndex]->indices = std::move(indices);
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globalMeshes[meshIndex]->vertexCount = mesh->mNumVertices;
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}
}
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Matrix4 convertMatrix(aiMatrix4x4 matrix)
{
return Matrix4(
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matrix.a1, matrix.b1, matrix.c1, matrix.d1,
matrix.a2, matrix.b2, matrix.c2, matrix.d2,
matrix.a3, matrix.b3, matrix.c3, matrix.d3,
matrix.a4, matrix.b4, matrix.c4, matrix.d4
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);
}
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aiMatrix4x4 loadNodeTransform(aiNode* node)
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{
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aiMatrix4x4 parent = aiMatrix4x4();
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if (node->mParent != nullptr)
{
parent = loadNodeTransform(node->mParent);
}
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return node->mTransformation * parent;
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}
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void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset)
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{
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std::cout << "Starting to import "<<args.filePath<< std::endl;
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meshAsset->setStatus(Asset::Status::Loading);
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Assimp::Importer importer;
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importer.ReadFile(args.filePath.string().c_str(), (uint32)(
aiProcess_JoinIdenticalVertices |
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aiProcess_FlipUVs |
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aiProcess_Triangulate |
aiProcess_SortByPType |
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aiProcess_GenBoundingBoxes |
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aiProcess_GenSmoothNormals |
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aiProcess_ImproveCacheLocality |
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aiProcess_GenUVCoords |
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aiProcess_FindDegenerates));
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const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
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std::cout << importer.GetErrorString() << std::endl;
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Array<PTextureAsset> textures;
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loadTextures(scene, args.filePath.parent_path(), args.importPath, textures);
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Array<PMaterialInstanceAsset> globalMaterials(scene->mNumMaterials);
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loadMaterials(scene, textures, args.filePath.stem().string(), args.filePath.parent_path(), args.importPath, globalMaterials);
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Array<OMesh> globalMeshes(scene->mNumMeshes);
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Component::Collider collider;
loadGlobalMeshes(scene, globalMaterials, globalMeshes, collider);
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List<aiNode *> meshNodes;
findMeshRoots(scene->mRootNode, meshNodes);
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Array<OMesh> meshes;
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for (auto meshNode : meshNodes)
{
for(uint32 i = 0; i < meshNode->mNumMeshes; ++i)
{
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if (globalMeshes[meshNode->mMeshes[i]] == nullptr)
{
continue;
}
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meshes.add(std::move(globalMeshes[meshNode->mMeshes[i]]));
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meshes.back()->transform = convertMatrix(loadNodeTransform(meshNode));
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}
}
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meshAsset->meshes = std::move(meshes);
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meshAsset->physicsMesh = std::move(collider);
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auto stream = AssetRegistry::createWriteStream((std::filesystem::path(meshAsset->getFolderPath()) / meshAsset->getName()).replace_extension("asset").string(), std::ios::binary);
ArchiveBuffer archive;
Serialization::save(archive, MeshAsset::IDENTIFIER);
Serialization::save(archive, meshAsset->getName());
Serialization::save(archive, meshAsset->getFolderPath());
meshAsset->save(archive);
archive.writeToStream(stream);
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meshAsset->setStatus(Asset::Status::Ready);
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std::cout << "Finished loading " << args.filePath << std::endl;
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}