Implementing basic asset serialization
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@@ -33,20 +33,20 @@ void MeshLoader::importAsset(MeshImportArgs args)
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{
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std::filesystem::path assetPath = args.filePath.filename();
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assetPath.replace_extension("asset");
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PMeshAsset asset = new MeshAsset(assetPath.generic_string());
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PMeshAsset asset = new MeshAsset(args.importPath, assetPath.stem().string());
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asset->setStatus(Asset::Status::Loading);
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AssetRegistry::get().registerMesh(asset, args.importPath);
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AssetRegistry::get().registerMesh(asset);
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import(args, asset);
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}
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void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterial>& globalMaterials)
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void MeshLoader::loadMaterials(const aiScene* scene, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialAsset>& globalMaterials)
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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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{
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aiMaterial* material = scene->mMaterials[i];
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json matCode;
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matCode["name"] = material->GetName().C_Str();
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matCode["name"] = baseName + material->GetName().C_Str();
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matCode["profile"] = "BlinnPhong"; //TODO: other shading models
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aiString texPath;
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//TODO make samplers based on used textures
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@@ -89,18 +89,17 @@ void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterial>& globalMat
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matCode["code"]["normal"] = "return normalTexture.Sample(textureSampler, input.texCoords[0]).xyz;";
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}
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std::string outMatFilename = matCode["name"].get<std::string>().append(".asset");
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std::ofstream outMatFile = AssetRegistry::createWriteStream(outMatFilename);
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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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AssetRegistry::importMaterial(MaterialImportArgs{
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.filePath = AssetRegistry::getRootFolder() + "/" + outMatFilename,
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.importPath = "",
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.filePath = meshDirectory / outMatFilename,
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.importPath = importPath,
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});
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PMaterialAsset asset = AssetRegistry::findMaterial(matCode["name"].get<std::string>());
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globalMaterials[i] = asset->getMaterial();
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globalMaterials[i] = AssetRegistry::findMaterial(matCode["name"].get<std::string>());
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}
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}
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@@ -168,7 +167,7 @@ VertexStreamComponent createVertexStream(uint32 size, aiColor4D* sourceData, Gfx
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32A32_SFLOAT);
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}
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterial>& materials, Array<PMesh>& globalMeshes, Component::Collider& collider)
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialAsset>& materials, Array<PMesh>& globalMeshes, Component::Collider& collider)
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{
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for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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{
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@@ -191,7 +190,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterial>&
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{
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if(mesh->HasTextureCoords(i))
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{
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data.textureCoordinates.add(createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics));
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data.textureCoordinates[i] = createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics);
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}
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}
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if(mesh->HasNormals())
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@@ -243,7 +242,7 @@ void MeshLoader::convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numP
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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)
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void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath)
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{
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for (uint32 i = 0; i < scene->mNumTextures; ++i)
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{
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@@ -269,7 +268,7 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
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std::cout << "Loading model texture " << texPngPath.string() << std::endl;
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AssetRegistry::importTexture(TextureImportArgs {
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.filePath = texPath,
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.importPath = ""
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.importPath = importPath,
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});
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}
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}
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@@ -288,9 +287,9 @@ void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset)
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aiProcess_FindDegenerates));
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const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
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Array<PMaterial> globalMaterials(scene->mNumMaterials);
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loadTextures(scene, args.filePath.parent_path());
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loadMaterials(scene, globalMaterials);
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Array<PMaterialAsset> globalMaterials(scene->mNumMaterials);
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loadTextures(scene, args.filePath.parent_path(), args.importPath);
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loadMaterials(scene, args.filePath.stem().string(), args.filePath.parent_path(), args.importPath, globalMaterials);
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Array<PMesh> globalMeshes(scene->mNumMeshes);
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Component::Collider collider;
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