Implementing basic asset serialization
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@@ -1,6 +1,8 @@
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#include "ShaderExpression.h"
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#include "Graphics/GraphicsResources.h"
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#include "Asset/TextureAsset.h"
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#include "Asset/AssetRegistry.h"
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#include "Graphics/Graphics.h"
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using namespace Seele;
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@@ -15,8 +17,23 @@ ShaderParameter::~ShaderParameter()
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{
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}
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void ShaderParameter::save(ArchiveBuffer& buffer) const
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{
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Serialization::save(buffer, name);
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Serialization::save(buffer, byteOffset);
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Serialization::save(buffer, binding);
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}
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void ShaderParameter::load(ArchiveBuffer& buffer)
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{
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Serialization::load(buffer, name);
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Serialization::load(buffer, byteOffset);
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Serialization::load(buffer, binding);
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}
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FloatParameter::FloatParameter(std::string name, uint32 byteOffset, uint32 binding)
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: ShaderParameter(name, byteOffset, binding)
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, data(0)
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{
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}
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@@ -24,6 +41,18 @@ FloatParameter::~FloatParameter()
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{
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}
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void FloatParameter::save(ArchiveBuffer& buffer) const
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{
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ShaderParameter::save(buffer);
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Serialization::save(buffer, data);
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}
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void FloatParameter::load(ArchiveBuffer& buffer)
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{
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ShaderParameter::load(buffer);
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Serialization::load(buffer, data);
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}
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void FloatParameter::updateDescriptorSet(Gfx::PDescriptorSet, uint8* dst)
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{
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std::memcpy(dst + byteOffset, &data, sizeof(float));
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@@ -31,6 +60,7 @@ void FloatParameter::updateDescriptorSet(Gfx::PDescriptorSet, uint8* dst)
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VectorParameter::VectorParameter(std::string name, uint32 byteOffset, uint32 binding)
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: ShaderParameter(name, byteOffset, binding)
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, data()
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{
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}
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@@ -38,11 +68,24 @@ VectorParameter::~VectorParameter()
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{
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}
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void VectorParameter::updateDescriptorSet(Gfx::PDescriptorSet, uint8* dst)
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{
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std::memcpy(dst + byteOffset, &data, sizeof(Vector));
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}
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void VectorParameter::save(ArchiveBuffer& buffer) const
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{
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ShaderParameter::save(buffer);
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Serialization::save(buffer, data);
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}
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void VectorParameter::load(ArchiveBuffer& buffer)
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{
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ShaderParameter::load(buffer);
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Serialization::load(buffer, data);
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}
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TextureParameter::TextureParameter(std::string name, uint32 byteOffset, uint32 binding)
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: ShaderParameter(name, byteOffset, binding)
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{
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@@ -57,6 +100,20 @@ void TextureParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, ui
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descriptorSet->updateTexture(binding, data->getTexture());
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}
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void TextureParameter::save(ArchiveBuffer& buffer) const
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{
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ShaderParameter::save(buffer);
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Serialization::save(buffer, data->getAssetIdentifier());
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}
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void TextureParameter::load(ArchiveBuffer& buffer)
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{
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ShaderParameter::load(buffer);
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std::string filename;
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Serialization::load(buffer, filename);
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data = AssetRegistry::findTexture(filename);
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}
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SamplerParameter::SamplerParameter(std::string name, uint32 byteOffset, uint32 binding)
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: ShaderParameter(name, byteOffset, binding)
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{
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@@ -72,6 +129,18 @@ void SamplerParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, ui
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descriptorSet->updateSampler(binding, data);
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}
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void SamplerParameter::save(ArchiveBuffer& buffer) const
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{
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ShaderParameter::save(buffer);
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}
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void SamplerParameter::load(ArchiveBuffer& buffer)
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{
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ShaderParameter::load(buffer);
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data = buffer.getGraphics()->createSamplerState({});
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}
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CombinedTextureParameter::CombinedTextureParameter(std::string name, uint32 byteOffset, uint32 binding)
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: ShaderParameter(name, byteOffset, binding)
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{
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@@ -82,7 +151,56 @@ CombinedTextureParameter::~CombinedTextureParameter()
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}
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void CombinedTextureParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8*)
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{
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descriptorSet->updateTexture(binding, data->getTexture(), sampler);
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}
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void CombinedTextureParameter::save(ArchiveBuffer& buffer) const
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{
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ShaderParameter::save(buffer);
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Serialization::save(buffer, data->getAssetIdentifier());
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}
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void CombinedTextureParameter::load(ArchiveBuffer& buffer)
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{
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ShaderParameter::load(buffer);
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std::string filename;
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Serialization::load(buffer, filename);
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data = AssetRegistry::findTexture(filename);
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sampler = buffer.getGraphics()->createSamplerState({});
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}
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void Serialization::save(ArchiveBuffer& buffer, const PShaderParameter& parameter)
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{
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Serialization::save(buffer, parameter->getIdentifier());
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parameter->save(buffer);
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}
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void Serialization::load(ArchiveBuffer& buffer, PShaderParameter& parameter)
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{
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uint64 identifier = 0;
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Serialization::load(buffer, identifier);
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switch (identifier)
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{
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case FloatParameter::IDENTIFIER:
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parameter = new FloatParameter();
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break;
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case VectorParameter::IDENTIFIER:
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parameter = new VectorParameter();
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break;
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case TextureParameter::IDENTIFIER:
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parameter = new TextureParameter();
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break;
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case SamplerParameter::IDENTIFIER:
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parameter = new SamplerParameter();
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break;
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case CombinedTextureParameter::IDENTIFIER:
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parameter = new CombinedTextureParameter();
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break;
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default:
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throw std::runtime_error("Unknown Identifier");
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}
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parameter->load(buffer);
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}
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