Reworked mesh asset loading
This commit is contained in:
@@ -66,75 +66,93 @@ void MaterialLoader::import(MaterialImportArgs args, PMaterialAsset asset)
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// TODO: ALIGNMENT RULES
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if(type.compare("float") == 0)
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{
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OFloatParameter p = new FloatParameter(param.key(), uniformBufferOffset, uniformBinding);
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float defaultData = 0.f;
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if (defaultValue != param.value().end())
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{
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defaultData = std::stof(defaultValue.value().get<std::string>());
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}
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OFloatParameter p = new FloatParameter(param.key(), defaultData, uniformBufferOffset, uniformBinding);
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if(uniformBinding == -1)
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{
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layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = bindingCounter, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,});
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uniformBinding = bindingCounter++;
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}
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uniformBufferOffset += 4;
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if(defaultValue != param.value().end())
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{
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p->data = std::stof(defaultValue.value().get<std::string>());
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}
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parameters.add(p->key);
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expressions.add(std::move(p));
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}
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// TODO: ALIGNMENT RULES
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else if(type.compare("float3") == 0)
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{
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OVectorParameter p = new VectorParameter(param.key(), uniformBufferOffset, uniformBinding);
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Vector defaultData = Vector(0, 0, 0);
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if (defaultValue != param.value().end())
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{
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defaultData = parseVector(defaultValue.value().get<std::string>().c_str());
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}
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OVectorParameter p = new VectorParameter(param.key(), defaultData, uniformBufferOffset, uniformBinding);
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if(uniformBinding == -1)
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{
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layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = bindingCounter, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,});
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uniformBinding = bindingCounter++;
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}
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uniformBufferOffset += 12;
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if(defaultValue != param.value().end())
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{
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p->data = parseVector(defaultValue.value().get<std::string>().c_str());
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}
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uniformBufferOffset += 16;
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parameters.add(p->key);
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expressions.add(std::move(p));
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}
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else if(type.compare("Texture2D") == 0)
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{
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OTextureParameter p = new TextureParameter(param.key(), 0, bindingCounter);
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layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = bindingCounter++, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,});
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PTextureAsset texture;
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if(defaultValue != param.value().end())
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{
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std::string defaultString = defaultValue.value().get<std::string>();
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p->data = AssetRegistry::findTexture(defaultString);
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auto slashPos = defaultString.rfind("/");
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std::string folder = "";
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if (slashPos != std::string::npos)
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{
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folder = defaultString.substr(0, slashPos - 1);
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defaultString = defaultString.substr(slashPos, defaultString.length());
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}
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texture = AssetRegistry::findTexture(folder, defaultString);
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}
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if(p->data == nullptr)
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if(texture == nullptr)
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{
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p->data = AssetRegistry::findTexture(""); // this will return placeholder texture
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texture = AssetRegistry::findTexture("", ""); // this will return placeholder texture
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}
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OTextureParameter p = new TextureParameter(param.key(), texture, bindingCounter);
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layout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = bindingCounter++, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, });
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parameters.add(p->key);
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expressions.add(std::move(p));
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}
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else if(type.compare("Sampler") == 0)
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{
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OSamplerParameter p = new SamplerParameter(param.key(), 0, bindingCounter);
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OSamplerParameter p = new SamplerParameter(param.key(), graphics->createSampler({}), bindingCounter);
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layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = bindingCounter++, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,});
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p->data = graphics->createSampler({});
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parameters.add(p->key);
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expressions.add(std::move(p));
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}
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else if (type.compare("Sampler2D") == 0)
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{
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OCombinedTextureParameter p = new CombinedTextureParameter(param.key(), 0, bindingCounter);
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layout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = bindingCounter++, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER, });
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p->sampler = graphics->createSampler({});
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PTextureAsset texture;
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if (defaultValue != param.value().end())
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{
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std::string defaultString = defaultValue.value().get<std::string>();
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p->data = AssetRegistry::findTexture(defaultString);
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auto slashPos = defaultString.rfind("/");
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std::string folder = "";
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if (slashPos != std::string::npos)
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{
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folder = defaultString.substr(0, slashPos - 1);
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defaultString = defaultString.substr(slashPos, defaultString.length());
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}
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texture = AssetRegistry::findTexture(folder, defaultString);
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}
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if (p->data == nullptr)
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if (texture == nullptr)
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{
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p->data = AssetRegistry::findTexture(""); // this will return placeholder texture
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texture = AssetRegistry::findTexture("", ""); // this will return placeholder texture
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}
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OCombinedTextureParameter p = new CombinedTextureParameter(param.key(), texture, graphics->createSampler({}), bindingCounter);
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layout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = bindingCounter++, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER, });
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parameters.add(p->key);
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expressions.add(std::move(p));
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}
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+360
-195
@@ -5,11 +5,11 @@
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#include "Graphics/StaticMeshVertexData.h"
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#include "Asset/AssetImporter.h"
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#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 <nlohmann/json.hpp>
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#include <stb_image_write.h>
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#include <assimp/config.h>
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#include <assimp/Importer.hpp>
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@@ -41,172 +41,378 @@ void MeshLoader::importAsset(MeshImportArgs args)
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import(args, ref);
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}
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void MeshLoader::loadMaterials(const aiScene* scene, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialInstanceAsset>& globalMaterials)
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void MeshLoader::convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels)
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{
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using json = nlohmann::json;
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for(uint32 i = 0; i < scene->mNumMaterials; ++i)
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for (uint32 i = 0; i < numPixels; ++i)
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{
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aiMaterial* material = scene->mMaterials[i];
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json matCode;
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std::string materialName = fmt::format("{0}{1}{2}", baseName, material->GetName().C_Str(), i);
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '.'), materialName.end()); // dots break adding the .asset extension later
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matCode["name"] = materialName;
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matCode["profile"] = "CelShading";
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aiString texPath;
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uint32 baseColorIndex = 0;
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uint32 normalIndex = 0;
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int32 codeIndex = -1;
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if(material->GetTexture(aiTextureType_DIFFUSE, 0, &texPath) == AI_SUCCESS)
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dst[i * 4 + 0] = src[i].r;
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dst[i * 4 + 1] = src[i].g;
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dst[i * 4 + 2] = src[i].b;
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dst[i * 4 + 3] = src[i].a;
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}
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}
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void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath, Map<std::string, PTextureAsset>& textures)
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{
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for (uint32 i = 0; i < scene->mNumTextures; ++i)
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{
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aiTexture* tex = scene->mTextures[i];
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auto texPath = std::filesystem::path(tex->mFilename.C_Str());
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if (std::filesystem::exists(texPath))
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{ }
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else if(std::filesystem::exists(meshDirectory / texPath))
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{
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texPath = meshDirectory / texPath;
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}
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else
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{
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auto texFilename = std::filesystem::path(texPath.C_Str()).stem();
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if (texFilename == "white")
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if (tex->mHeight == 0)
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{
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matCode["code"].push_back(
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{
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{ "exp", "Const" },
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{ "value", "float3(1, 1, 1)"}
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}
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);
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baseColorIndex = ++codeIndex;
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// already compressed, just dump it to the disk
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std::ofstream file(texPath, std::ios::binary);
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file.write((const char*)tex->pcData, tex->mWidth);
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file.flush();
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}
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else
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{
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = meshDirectory / texPath.C_Str(),
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.importPath = importPath,
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});
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matCode["params"]["diffuseTexture"] =
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{
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{"type", "Texture2D"},
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{"default", fmt::format("{0}/{1}", importPath, texFilename.string())}
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};
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matCode["params"]["diffuseSampler"] =
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{
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{"type", "Sampler"}
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};
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matCode["code"].push_back(
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{
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{ "exp", "Sample" },
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{ "texture", "diffuseTexture" },
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{ "sampler", "diffuseSampler" },
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{ "coords", "input.texCoords" }
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}
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);
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++codeIndex;
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matCode["code"].push_back(
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{
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{ "exp", "Swizzle" },
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{ "target", codeIndex },
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{ "comp", json::array({0, 1, 2}) },
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}
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);
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baseColorIndex = ++codeIndex;
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// recompress data so that the TextureLoader can read it
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unsigned char* texData = new unsigned char[tex->mWidth * tex->mHeight * 4];
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convertAssimpARGB(texData, tex->pcData, tex->mWidth * tex->mHeight);
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stbi_write_png(texPath.string().c_str(), tex->mWidth, tex->mHeight, 4, tex->pcData, tex->mWidth * 32);
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delete[] texData;
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}
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}
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else
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{
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matCode["code"].push_back(
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{
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{ "exp", "Const" },
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{ "value", "input.vertexColor.xyz" }
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}
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);
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baseColorIndex = ++codeIndex;
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}
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if(material->GetTexture(aiTextureType_NORMALS, 0, &texPath) == AI_SUCCESS)
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{
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auto texFilename = std::filesystem::path(texPath.C_Str()).stem();
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = meshDirectory / texPath.C_Str(),
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.importPath = importPath,
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});
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matCode["params"]["normalTexture"] =
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{
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{"type", "Texture2D"},
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{"default", fmt::format("{0}/{1}", importPath, texFilename.string())}
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};
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matCode["params"]["normalSampler"] = {
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{"type", "Sampler"},
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};
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matCode["code"].push_back(
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{
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{ "exp", "Sample" },
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{ "texture", "normalTexture" },
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{ "sampler", "normalSampler" },
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{ "coords", "input.texCoords" }
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}
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);
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++codeIndex;
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matCode["code"].push_back(
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{
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{ "exp", "Swizzle" },
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{ "target", codeIndex },
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{ "comp", json::array({0, 1, 2}) },
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}
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);
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++codeIndex;
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matCode["code"].push_back(
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{
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{ "exp", "Mul" },
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{ "lhs", "2" },
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{ "rhs", codeIndex },
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}
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);
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++codeIndex;
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matCode["code"].push_back(
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{
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{ "exp", "Sub" },
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{ "lhs", codeIndex },
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{ "rhs", "float3(1, 1, 1)"},
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}
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);
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normalIndex = ++codeIndex;
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}
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else
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{
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matCode["code"].push_back(
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{
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{ "exp", "Const" },
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{ "value", "float3(0, 0, 1)" }
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}
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);
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normalIndex = ++codeIndex;
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}
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matCode["code"].push_back(
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{
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{ "exp", "BRDF" },
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{ "profile", matCode["profile"]},
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{ "values", {
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{ "baseColor", baseColorIndex },
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{ "normal", normalIndex },
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}}
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}
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);
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std::string outMatFilename = materialName.append(".json");
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std::ofstream outMatFile = std::ofstream(meshDirectory / outMatFilename);
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outMatFile << std::setw(4) << matCode;
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outMatFile.flush();
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outMatFile.close();
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std::cout << "writing json to " << outMatFilename << std::endl;
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AssetImporter::importMaterial(MaterialImportArgs{
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.filePath = meshDirectory / outMatFilename,
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std::cout << "Loading model texture " << texPath.string() << std::endl;
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = texPath,
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.importPath = importPath,
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});
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std::string materialAsset;
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if (importPath.empty())
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textures[texPath.string()] = AssetRegistry::findTexture(importPath, texPath.string());
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}
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}
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constexpr const char* KEY_DIFFUSE_COLOR = "k_d";
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constexpr const char* KEY_SPECULAR_COLOR = "k_s";
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constexpr const char* KEY_AMBIENT_COLOR = "k_a";
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constexpr const char* KEY_NORMAL = "n";
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constexpr const char* KEY_DIFFUSE_TEXTURE = "tex_d";
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constexpr const char* KEY_SPECULAR_TEXTURE = "tex_s";
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constexpr const char* KEY_AMBIENT_TEXTURE = "tex_a";
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constexpr const char* KEY_NORMAL_TEXTURE = "tex_n";
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void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, 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 i = 0; i < scene->mNumMaterials; ++i)
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{
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aiMaterial* material = scene->mMaterials[i];
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aiString texPath;
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std::string materialName = fmt::format("M{0}{1}{2}", baseName, material->GetName().C_Str(), i);
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '.'), materialName.end()); // dots break adding the .asset extension later
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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");
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Array<OShaderExpression> expressions;
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Array<std::string> parameters;
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materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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});
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size_t uniformSize = 0;
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uint32 bindingCounter = 1;
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auto addVectorParameter = [&](std::string paramKey, const char* matKey, int type, int index)
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{
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aiColor3D color;
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material->Get(matKey, type, index, color);
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expressions.add(new VectorParameter(paramKey, Vector(color.r, color.g, color.b), uniformSize, 0));
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uniformSize = (uniformSize + sizeof(Vector4) - 1) / sizeof(Vector4) * sizeof(Vector4);
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uniformSize += sizeof(Vector);
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parameters.add(paramKey);
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};
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auto addTextureParameter = [&](std::string paramKey, aiTextureType type, int index, std::string& result)
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{
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aiString texPath;
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aiTextureMapping mapping;
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uint32 uvIndex = 0;
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float blend = std::numeric_limits<float>::max();
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aiTextureOp op;
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aiTextureMapMode mapMode;
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if (material->GetTexture(type, index, &texPath, &mapping, &uvIndex, &blend, &op, &mapMode) != AI_SUCCESS)
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{
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std::cout << "fuck" << std::endl;
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}
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std::string textureKey = fmt::format("{0}Texture{1}", paramKey, index);
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auto texFilename = std::filesystem::path(texPath.C_Str());
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PTextureAsset texture;
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if (textures.contains(texFilename.string()))
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{
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texture = textures[texFilename.string()];
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}
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else if (std::filesystem::exists(texFilename))
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{
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = texFilename,
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.importPath = importPath,
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});
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texture = AssetRegistry::findTexture(importPath, texFilename.stem().string());
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}
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else
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{
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std::cout << "couldnt find " << texPath.C_Str() << std::endl;
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}
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expressions.add(new TextureParameter(textureKey, texture, bindingCounter));
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materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = bindingCounter,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.textureType = Gfx::SE_IMAGE_VIEW_TYPE_2D,
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.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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});
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parameters.add(textureKey);
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bindingCounter++;
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std::string samplerKey = std::format("{0}Sampler{1}", paramKey, index);
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SamplerCreateInfo samplerInfo = {};
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switch (mapMode)
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{
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case aiTextureMapMode_Wrap:
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samplerInfo.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
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samplerInfo.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
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samplerInfo.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
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break;
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case aiTextureMapMode_Clamp:
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samplerInfo.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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break;
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case aiTextureMapMode_Decal:
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samplerInfo.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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samplerInfo.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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||||
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({ 0, 1, 2, -1 }));
|
||||
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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
addVectorParameter(KEY_DIFFUSE_COLOR, AI_MATKEY_COLOR_DIFFUSE);
|
||||
addVectorParameter(KEY_SPECULAR_COLOR, AI_MATKEY_COLOR_SPECULAR);
|
||||
addVectorParameter(KEY_AMBIENT_COLOR, AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
std::string outputDiffuse = KEY_DIFFUSE_COLOR;
|
||||
std::string outputSpecular = KEY_SPECULAR_COLOR;
|
||||
std::string outputAmbient = KEY_AMBIENT_COLOR;
|
||||
std::string outputNormal = "";
|
||||
|
||||
|
||||
uint32 numDiffuseTextures = material->GetTextureCount(aiTextureType_DIFFUSE);
|
||||
for (uint32 i = 0; i < numDiffuseTextures; ++i)
|
||||
{
|
||||
materialAsset = matCode["name"].get<std::string>();
|
||||
addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputDiffuse);
|
||||
}
|
||||
else
|
||||
uint32 numSpecular = material->GetTextureCount(aiTextureType_SPECULAR);
|
||||
for (uint32 i = 0; i < numSpecular; ++i)
|
||||
{
|
||||
materialAsset = fmt::format("{0}/{1}", importPath, matCode["name"].get<std::string>());
|
||||
addTextureParameter(KEY_SPECULAR_TEXTURE, aiTextureType_SPECULAR, i, outputSpecular);
|
||||
}
|
||||
PMaterialAsset baseMat = AssetRegistry::findMaterial(materialAsset);
|
||||
|
||||
uint32 numAmbient = material->GetTextureCount(aiTextureType_AMBIENT);
|
||||
for (uint32 i = 0; i < numSpecular; ++i)
|
||||
{
|
||||
addTextureParameter(KEY_AMBIENT_COLOR, aiTextureType_AMBIENT, i, outputAmbient);
|
||||
}
|
||||
uint32 numNormal = material->GetTextureCount(aiTextureType_NORMALS);
|
||||
if (numNormal > 1)
|
||||
{
|
||||
std::cout << "More than 1 normal??" << std::endl;
|
||||
}
|
||||
else if (numNormal == 1)
|
||||
{
|
||||
aiString texPath;
|
||||
aiTextureMapping mapping;
|
||||
uint32 uvIndex;
|
||||
if (material->GetTexture(aiTextureType_NORMALS, 0, &texPath, &mapping, &uvIndex) != AI_SUCCESS)
|
||||
{
|
||||
std::cout << "fuck" << std::endl;
|
||||
}
|
||||
|
||||
std::string textureKey = fmt::format("NormalTexture");
|
||||
auto texFilename = std::filesystem::path(texPath.C_Str());
|
||||
PTextureAsset texture;
|
||||
if (textures.contains(texFilename.string()))
|
||||
{
|
||||
texture = textures[texFilename.string()];
|
||||
}
|
||||
else if (std::filesystem::exists(texFilename))
|
||||
{
|
||||
AssetImporter::importTexture(TextureImportArgs{
|
||||
.filePath = texFilename,
|
||||
.importPath = importPath,
|
||||
});
|
||||
texture = AssetRegistry::findTexture(importPath, texFilename.stem().string());
|
||||
}
|
||||
if (texture != nullptr)
|
||||
{
|
||||
expressions.add(new TextureParameter(textureKey, texture, bindingCounter));
|
||||
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = bindingCounter,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
|
||||
.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
|
||||
});
|
||||
parameters.add(textureKey);
|
||||
bindingCounter++;
|
||||
|
||||
std::string samplerKey = "NormalSampler";
|
||||
SamplerCreateInfo samplerInfo = {};
|
||||
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 = "NormalSample";
|
||||
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 normalExtract = "NormalExtract";
|
||||
expressions.add(new SwizzleExpression({ 0, 1, 2, -1 }));
|
||||
expressions.back()->key = normalExtract;
|
||||
expressions.back()->inputs["target"].source = sampleKey;
|
||||
|
||||
std::string mulKey = "NormalMul";
|
||||
expressions.add(new MulExpression());
|
||||
expressions.back()->key = mulKey;
|
||||
expressions.back()->inputs["lhs"].source = "2";
|
||||
expressions.back()->inputs["rhs"].source = normalExtract;
|
||||
|
||||
std::string subKey = "NormalSub";
|
||||
expressions.add(new SubExpression());
|
||||
expressions.back()->key = subKey;
|
||||
expressions.back()->inputs["lhs"].source = "1";
|
||||
expressions.back()->inputs["rhs"].source = mulKey;
|
||||
|
||||
outputNormal = subKey;
|
||||
}
|
||||
}
|
||||
|
||||
MaterialNode brdf;
|
||||
brdf.profile = "BlinnPhong";
|
||||
brdf.variables["baseColor"] = outputDiffuse;
|
||||
brdf.variables["specular"] = outputSpecular;
|
||||
if (!outputNormal.empty())
|
||||
{
|
||||
brdf.variables["normal"] = outputNormal;
|
||||
}
|
||||
|
||||
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);
|
||||
globalMaterials[i] = baseMat->instantiate(InstantiationParameter{
|
||||
.name = fmt::format("{0}_Inst_0", baseMat->getName()),
|
||||
.folderPath = baseMat->getFolderPath(),
|
||||
});
|
||||
AssetRegistry::get().saveAsset(PMaterialAsset(baseMat), MaterialAsset::IDENTIFIER, baseMat->getFolderPath(), baseMat->getName());
|
||||
AssetRegistry::get().registerMaterial(std::move(baseMat));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -225,6 +431,7 @@ void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
|
||||
|
||||
void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes, Component::Collider& collider)
|
||||
{
|
||||
//#pragma omp parallel for
|
||||
for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
|
||||
{
|
||||
aiMesh* mesh = scene->mMeshes[meshIndex];
|
||||
@@ -242,7 +449,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
Array<Vector> colors(mesh->mNumVertices);
|
||||
|
||||
StaticMeshVertexData* vertexData = StaticMeshVertexData::getInstance();
|
||||
#pragma omp parallel for
|
||||
//#pragma omp parallel for
|
||||
for (int32 i = 0; i < mesh->mNumVertices; ++i)
|
||||
{
|
||||
positions[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
|
||||
@@ -283,7 +490,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
vertexData->loadColors(id, colors);
|
||||
|
||||
Array<uint32> indices(mesh->mNumFaces * 3);
|
||||
#pragma omp parallel for
|
||||
//#pragma omp parallel for
|
||||
for (int32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
|
||||
{
|
||||
indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
|
||||
@@ -308,49 +515,6 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
}
|
||||
}
|
||||
|
||||
void MeshLoader::convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels)
|
||||
{
|
||||
for(uint32 i = 0; i < numPixels; ++i)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath)
|
||||
{
|
||||
for (uint32 i = 0; i < scene->mNumTextures; ++i)
|
||||
{
|
||||
aiTexture* tex = scene->mTextures[i];
|
||||
auto texPath = std::filesystem::path(tex->mFilename.C_Str());
|
||||
auto texPngPath = meshDirectory;
|
||||
texPngPath.append(fmt::format("{0}.{1}", texPath.filename().string(), tex->achFormatHint));
|
||||
if (!std::filesystem::exists(texPngPath))
|
||||
{
|
||||
if (tex->mHeight == 0)
|
||||
{
|
||||
// already compressed, just dump it to the disk
|
||||
std::ofstream file(texPngPath, std::ios::binary);
|
||||
file.write((const char*)tex->pcData, tex->mWidth);
|
||||
file.flush();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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(texPngPath.string().c_str(), tex->mWidth, tex->mHeight, 4, tex->pcData, tex->mWidth * 32);
|
||||
delete[] texData;
|
||||
}
|
||||
}
|
||||
std::cout << "Loading model texture " << texPngPath.string() << std::endl;
|
||||
AssetImporter::importTexture(TextureImportArgs {
|
||||
.filePath = texPngPath,
|
||||
.importPath = importPath,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
Matrix4 convertMatrix(aiMatrix4x4 matrix)
|
||||
{
|
||||
@@ -390,9 +554,10 @@ void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset)
|
||||
const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
|
||||
std::cout << importer.GetErrorString() << std::endl;
|
||||
|
||||
Map<std::string, PTextureAsset> textures;
|
||||
loadTextures(scene, args.filePath.parent_path(), args.importPath, textures);
|
||||
Array<PMaterialInstanceAsset> globalMaterials(scene->mNumMaterials);
|
||||
loadTextures(scene, args.filePath.parent_path(), args.importPath);
|
||||
loadMaterials(scene, args.filePath.stem().string(), args.filePath.parent_path(), args.importPath, globalMaterials);
|
||||
loadMaterials(scene, textures, args.filePath.stem().string(), args.filePath.parent_path(), args.importPath, globalMaterials);
|
||||
|
||||
Array<OMesh> globalMeshes(scene->mNumMeshes);
|
||||
Component::Collider collider;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
#include "MinimalEngine.h"
|
||||
#include "Containers/List.h"
|
||||
#include "Containers/Map.h"
|
||||
#include "Component/Collider.h"
|
||||
#include <filesystem>
|
||||
|
||||
@@ -12,6 +13,7 @@ namespace Seele
|
||||
DECLARE_REF(Mesh)
|
||||
DECLARE_REF(MeshAsset)
|
||||
DECLARE_REF(MaterialInstanceAsset)
|
||||
DECLARE_REF(TextureAsset)
|
||||
DECLARE_NAME_REF(Gfx, Graphics)
|
||||
struct MeshImportArgs
|
||||
{
|
||||
@@ -25,8 +27,8 @@ public:
|
||||
~MeshLoader();
|
||||
void importAsset(MeshImportArgs args);
|
||||
private:
|
||||
void loadMaterials(const aiScene* scene, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialInstanceAsset>& globalMaterials);
|
||||
void loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath);
|
||||
void loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath, Map<std::string, PTextureAsset>& textures);
|
||||
void loadMaterials(const aiScene* scene, const Map<std::string, PTextureAsset>& textures, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialInstanceAsset>& globalMaterials);
|
||||
void loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes, Component::Collider& collider);
|
||||
void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels);
|
||||
|
||||
|
||||
@@ -35,10 +35,11 @@ TextureLoader::~TextureLoader()
|
||||
|
||||
void TextureLoader::importAsset(TextureImportArgs args)
|
||||
{
|
||||
std::filesystem::path assetPath = args.filePath.filename();
|
||||
assetPath.replace_extension("asset");
|
||||
std::string str = args.filePath.filename().string();
|
||||
auto pos = str.rfind(".");
|
||||
str.replace(str.begin() + pos, str.end(), "");
|
||||
|
||||
OTextureAsset asset = new TextureAsset(args.importPath, assetPath.stem().string());
|
||||
OTextureAsset asset = new TextureAsset(args.importPath, str);
|
||||
PTextureAsset ref = asset;
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
AssetRegistry::get().registerTexture(std::move(asset));
|
||||
@@ -55,14 +56,15 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset)
|
||||
int totalWidth = 0, totalHeight = 0, n = 0;
|
||||
unsigned char* data = stbi_load(args.filePath.string().c_str(), &totalWidth, &totalHeight, &n, 4);
|
||||
ktxTexture2* kTexture = nullptr;
|
||||
ktxTextureCreateInfo createInfo;
|
||||
createInfo.vkFormat = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
createInfo.baseDepth = 1;
|
||||
createInfo.numLevels = 1;
|
||||
createInfo.numLayers = 1;
|
||||
createInfo.isArray = false;
|
||||
createInfo.generateMipmaps = false;
|
||||
|
||||
ktxTextureCreateInfo createInfo = {
|
||||
.vkFormat = VK_FORMAT_R8G8B8A8_UNORM,
|
||||
.baseDepth = 1,
|
||||
.numLevels = 1,
|
||||
.numLayers = 1,
|
||||
.isArray = false,
|
||||
.generateMipmaps = false,
|
||||
};
|
||||
|
||||
if (args.type == TextureImportType::TEXTURE_CUBEMAP)
|
||||
{
|
||||
uint32 faceWidth = totalWidth / 4;
|
||||
@@ -113,18 +115,17 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset)
|
||||
ktxTexture_SetImageFromMemory(ktxTexture(kTexture),
|
||||
0, 0, 0, data, totalWidth * totalHeight * 4 * sizeof(unsigned char));
|
||||
}
|
||||
std::cout << "starting compression of " << textureAsset->getAssetIdentifier() << std::endl;
|
||||
|
||||
ktxBasisParams params2 = {
|
||||
.structSize = sizeof(ktxBasisParams),
|
||||
.uastc = false,
|
||||
.threadCount = std::thread::hardware_concurrency(),
|
||||
.compressionLevel = 0,
|
||||
.qualityLevel = 0,
|
||||
.qualityLevel = 1,
|
||||
};
|
||||
|
||||
ktx_error_code_e error = ktxTexture2_CompressBasisEx(kTexture, ¶ms2);
|
||||
assert(error == KTX_SUCCESS);
|
||||
//ktx_error_code_e error = ktxTexture2_CompressBasisEx(kTexture, ¶ms2);
|
||||
//assert(error == KTX_SUCCESS);
|
||||
|
||||
ktx_uint8_t* dest;
|
||||
ktx_size_t size;
|
||||
@@ -134,13 +135,9 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset)
|
||||
std::memcpy(memory.data(), dest, size);
|
||||
free(dest);
|
||||
|
||||
Array<uint8> rawPixels(totalWidth * totalHeight * 4);
|
||||
std::memcpy(rawPixels.data(), data, rawPixels.size());
|
||||
|
||||
stbi_image_free(data);
|
||||
|
||||
ArchiveBuffer temp(graphics);
|
||||
Serialization::save(temp, rawPixels);
|
||||
Serialization::save(temp, memory);
|
||||
temp.rewind();
|
||||
textureAsset->load(temp);
|
||||
@@ -148,16 +145,6 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset)
|
||||
{
|
||||
return;
|
||||
}
|
||||
auto stream = AssetRegistry::createWriteStream((std::filesystem::path(textureAsset->folderPath) / textureAsset->getName()).replace_extension("asset").string(), std::ios::binary);
|
||||
|
||||
ArchiveBuffer archive;
|
||||
Serialization::save(archive, TextureAsset::IDENTIFIER);
|
||||
Serialization::save(archive, textureAsset->getName());
|
||||
Serialization::save(archive, textureAsset->getFolderPath());
|
||||
Serialization::save(archive, rawPixels);
|
||||
Serialization::save(archive, memory);
|
||||
archive.writeToStream(stream);
|
||||
|
||||
|
||||
////co_return;
|
||||
AssetRegistry::get().saveAsset(textureAsset, TextureAsset::IDENTIFIER, textureAsset->getFolderPath(), textureAsset->getName());
|
||||
}
|
||||
|
||||
+1
-1
@@ -59,7 +59,7 @@ int main() {
|
||||
.filePath = sourcePath / "import/models/cube.fbx",
|
||||
});
|
||||
AssetImporter::importMesh(MeshImportArgs{
|
||||
.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.obj",
|
||||
.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.fbx",
|
||||
.importPath = "Whitechapel"
|
||||
});
|
||||
WindowCreateInfo mainWindowInfo;
|
||||
|
||||
Reference in New Issue
Block a user