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Seele/src/Engine/Asset/MaterialLoader.cpp
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#include "MaterialLoader.h"
#include "Graphics/Graphics.h"
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#include "MaterialAsset.h"
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#include "AssetRegistry.h"
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#include "Material/Material.h"
#include "Material/BRDF.h"
#include "Window/WindowManager.h"
#include "Material/ShaderExpression.h"
#include "TextureAsset.h"
#include <nlohmann/json.hpp>
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using namespace Seele;
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using json = nlohmann::json;
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MaterialLoader::MaterialLoader(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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importAsset(MaterialImportArgs{
.filePath = std::filesystem::absolute("./shaders/Placeholder.asset"),
.importPath = "",
});
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}
MaterialLoader::~MaterialLoader()
{
}
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void MaterialLoader::importAsset(MaterialImportArgs args)
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{
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std::filesystem::path assetPath = args.filePath.filename();
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assetPath.replace_extension("asset");
PMaterialAsset asset = new MaterialAsset(assetPath.generic_string());
asset->setStatus(Asset::Status::Loading);
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AssetRegistry::get().registerMaterial(asset, args.importPath);
import(args, asset);
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}
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void MaterialLoader::import(MaterialImportArgs args, PMaterialAsset asset)
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{
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auto stream = std::ifstream(args.filePath.c_str());
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json j;
stream >> j;
std::string materialName = j["name"].get<std::string>() + "Material";
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Gfx::PDescriptorLayout layout = graphics->createDescriptorLayout(materialName + "Layout");
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//Shader file needs to conform to the slang standard, which prohibits _
materialName.erase(std::remove(materialName.begin(), materialName.end(), '_'), materialName.end());
materialName.erase(std::remove(materialName.begin(), materialName.end(), '.'), materialName.end());
std::ofstream codeStream("./shaders/generated/"+materialName+".slang");
std::string profile = j["profile"].get<std::string>();
codeStream << "import Material;" << std::endl;
codeStream << "import BRDF;" << std::endl;
codeStream << "import MaterialParameter;" << std::endl << std::endl;
codeStream << "struct " << materialName << " : IMaterial {" << std::endl;
uint32 uniformBufferOffset = 0;
uint32 bindingCounter = 0; // Uniform buffers are always binding 0
uint32 uniformBinding = -1;
Array<PShaderParameter> parameters;
for(auto param : j["params"].items())
{
std::string type = param.value()["type"].get<std::string>();
auto defaultValue = param.value().find("default");
// TODO: ALIGNMENT RULES
if(type.compare("float") == 0)
{
PFloatParameter p = new FloatParameter(param.key(), uniformBufferOffset, 0);
codeStream << "\tlayout(offset = " << uniformBufferOffset << ")";
if(uniformBinding == -1)
{
layout->addDescriptorBinding(bindingCounter, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformBinding = bindingCounter++;
}
uniformBufferOffset += 4;
if(defaultValue != param.value().end())
{
p->data = std::stof(defaultValue.value().get<std::string>());
}
parameters.add(p);
}
// TODO: ALIGNMENT RULES
else if(type.compare("float3") == 0)
{
PVectorParameter p = new VectorParameter(param.key(), uniformBufferOffset, 0);
codeStream << "\tlayout(offset = " << uniformBufferOffset << ")";
if(uniformBinding == -1)
{
layout->addDescriptorBinding(bindingCounter, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformBinding = bindingCounter++;
}
uniformBufferOffset += 12;
if(defaultValue != param.value().end())
{
p->data = parseVector(defaultValue.value().get<std::string>().c_str());
}
parameters.add(p);
}
else if(type.compare("Texture2D") == 0)
{
PTextureParameter p = new TextureParameter(param.key(), 0, bindingCounter);
layout->addDescriptorBinding(bindingCounter++, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
if(defaultValue != param.value().end())
{
std::string defaultString = defaultValue.value().get<std::string>();
p->data = AssetRegistry::findTexture(defaultString);
}
if(p->data == nullptr)
{
p->data = AssetRegistry::findTexture(""); // this will return placeholder texture
}
parameters.add(p);
}
else if(type.compare("SamplerState") == 0)
{
PSamplerParameter p = new SamplerParameter(param.key(), 0, bindingCounter);
layout->addDescriptorBinding(bindingCounter++, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
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p->data = graphics->createSamplerState({});
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parameters.add(p);
}
else
{
std::cout << "Error unsupported parameter type" << std::endl;
}
codeStream << "\t" << type << " " << param.key() << ";\n";
}
uint32 uniformDataSize = uniformBufferOffset;
BRDF* brdf = BRDF::getBRDFByName(profile);
brdf->generateMaterialCode(codeStream, j["code"]);
codeStream << "};";
codeStream.close();
layout->create();
asset->material = new Material(
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graphics,
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std::move(parameters),
std::move(layout),
uniformDataSize,
uniformBinding,
materialName
);
graphics->getShaderCompiler()->registerMaterial(asset->material);
asset->setStatus(Asset::Status::Ready);
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////co_return;
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}
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PMaterialAsset MaterialLoader::getPlaceHolderMaterial()
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{
return placeholderMaterial;
}