Reworked mesh asset loading
This commit is contained in:
+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;
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break;
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case aiTextureMapMode_Mirror:
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samplerInfo.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
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samplerInfo.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
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samplerInfo.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
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break;
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}
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expressions.add(new SamplerParameter(samplerKey, graphics->createSampler(samplerInfo), bindingCounter));
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materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = bindingCounter,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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});
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parameters.add(samplerKey);
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bindingCounter++;
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std::string sampleKey = fmt::format("{0}Sample{1}", paramKey, index);
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expressions.add(new SampleExpression());
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expressions.back()->key = sampleKey;
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expressions.back()->inputs["texture"].source = textureKey;
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expressions.back()->inputs["sampler"].source = samplerKey;
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expressions.back()->inputs["coords"].source = fmt::format("input.texCoords[{0}]", uvIndex);
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std::string colorExtract = fmt::format("{0}Extract{1}", paramKey, index);
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expressions.add(new SwizzleExpression({ 0, 1, 2, -1 }));
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expressions.back()->key = colorExtract;
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expressions.back()->inputs["target"].source = sampleKey;
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//TODO: extract alpha, set opacity
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if (blend == std::numeric_limits<float>::max())
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{
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result = colorExtract;
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return;
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}
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std::string blendFactorKey = fmt::format("{0}BlendFactor{1}", paramKey, index);
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expressions.add(new FloatParameter(blendFactorKey, blend, uniformSize, 0));
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uniformSize += sizeof(float);
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parameters.add(blendFactorKey);
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std::string strengthKey = fmt::format("{0}Strength{1}", paramKey, index);
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expressions.add(new MulExpression());
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expressions.back()->key = strengthKey;
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expressions.back()->inputs["lhs"].source = colorExtract;
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expressions.back()->inputs["rhs"].source = blendFactorKey;
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std::string blendKey = fmt::format("{0}Blend{1}", paramKey, index);
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switch (op) {
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/** T = T1 * T2 */
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case aiTextureOp_Multiply:
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expressions.add(new MulExpression());
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break;
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/** T = T1 - T2 */
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case aiTextureOp_Subtract:
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expressions.add(new SubExpression());
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break;
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/** T = T1 / T2 */
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case aiTextureOp_Divide:
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//expressions[blendKey] = new DivExpression();
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throw std::logic_error("Not implemented");
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/** T = (T1 + T2) - (T1 * T2) */
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case aiTextureOp_SmoothAdd:
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throw std::logic_error("Not implemented");
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/** T = T1 + (T2-0.5) */
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case aiTextureOp_SignedAdd:
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throw std::logic_error("Not implemented");
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/** T = T1 + T2 */
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case aiTextureOp_Add:
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default:
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expressions.add(new AddExpression());
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break;
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}
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expressions.back()->key = blendKey;
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expressions.back()->inputs["lhs"].source = result;
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expressions.back()->inputs["rhs"].source = strengthKey;
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result = blendKey;
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};
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addVectorParameter(KEY_DIFFUSE_COLOR, AI_MATKEY_COLOR_DIFFUSE);
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addVectorParameter(KEY_SPECULAR_COLOR, AI_MATKEY_COLOR_SPECULAR);
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addVectorParameter(KEY_AMBIENT_COLOR, AI_MATKEY_COLOR_AMBIENT);
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std::string outputDiffuse = KEY_DIFFUSE_COLOR;
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std::string outputSpecular = KEY_SPECULAR_COLOR;
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std::string outputAmbient = KEY_AMBIENT_COLOR;
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std::string outputNormal = "";
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uint32 numDiffuseTextures = material->GetTextureCount(aiTextureType_DIFFUSE);
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for (uint32 i = 0; i < numDiffuseTextures; ++i)
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{
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materialAsset = matCode["name"].get<std::string>();
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addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputDiffuse);
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}
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else
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uint32 numSpecular = material->GetTextureCount(aiTextureType_SPECULAR);
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for (uint32 i = 0; i < numSpecular; ++i)
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{
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materialAsset = fmt::format("{0}/{1}", importPath, matCode["name"].get<std::string>());
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addTextureParameter(KEY_SPECULAR_TEXTURE, aiTextureType_SPECULAR, i, outputSpecular);
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}
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PMaterialAsset baseMat = AssetRegistry::findMaterial(materialAsset);
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uint32 numAmbient = material->GetTextureCount(aiTextureType_AMBIENT);
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for (uint32 i = 0; i < numSpecular; ++i)
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{
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addTextureParameter(KEY_AMBIENT_COLOR, aiTextureType_AMBIENT, i, outputAmbient);
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}
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uint32 numNormal = material->GetTextureCount(aiTextureType_NORMALS);
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if (numNormal > 1)
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{
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std::cout << "More than 1 normal??" << std::endl;
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}
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else if (numNormal == 1)
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{
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aiString texPath;
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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;
|
||||
|
||||
Reference in New Issue
Block a user