Initial environment loading (not working)
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#include "EnvironmentLoader.h"
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#include "Asset/AssetRegistry.h"
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#include "Asset/EnvironmentMapAsset.h"
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#include "Graphics/Descriptor.h"
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#include "stb_image.h"
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using namespace Seele;
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EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphics) {
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cubeRenderViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
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.dimensions =
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{
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.size = {1024, 1024},
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.offset = {0, 0},
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},
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});
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cubeRenderLayout = graphics->createDescriptorLayout("pViewParams");
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cubeRenderLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "view",
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.uniformLength = sizeof(Matrix4) * 6,
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});
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cubeRenderLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "projection",
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.uniformLength = sizeof(Matrix4),
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});
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cubeRenderLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "equirectangularMap",
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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});
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cubeRenderLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "sampler",
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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});
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cubeRenderLayout->create();
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cubePipelineLayout = graphics->createPipelineLayout("CubeRenderLayout");
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cubePipelineLayout->addDescriptorLayout(cubeRenderLayout);
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graphics->beginShaderCompilation(ShaderCompilationInfo{
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.name = "CubeRenderPipeline",
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.modules = {"EnvironmentMapping"},
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.entryPoints =
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{
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{"vertMain", "EnvironmentMapping"},
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{"fragMain", "EnvironmentMapping"},
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},
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.rootSignature = cubePipelineLayout,
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});
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cubePipelineLayout->create();
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cubeRenderVertex = graphics->createVertexShader({0});
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cubeRenderFrag = graphics->createFragmentShader({1});
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cubeSampler = graphics->createSampler({
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.magFilter = Gfx::SE_FILTER_LINEAR,
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.minFilter = Gfx::SE_FILTER_LINEAR,
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.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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});
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}
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EnvironmentLoader::~EnvironmentLoader() {}
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void EnvironmentLoader::importAsset(EnvironmentImportArgs args) {
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std::filesystem::path assetPath = args.filePath.filename();
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assetPath.replace_extension("asset");
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OEnvironmentMapAsset asset = new EnvironmentMapAsset(args.importPath, assetPath.stem().string());
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asset->setStatus(Asset::Status::Loading);
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// the registry takes ownership, but we need to edit the reference
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PEnvironmentMapAsset ref = asset;
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AssetRegistry::get().registerEnvironmentMap(std::move(asset));
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import(args, ref);
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}
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void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset asset) {
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stbi_set_flip_vertically_on_load(true);
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int width, height, nrComponents;
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float* data = stbi_loadf(args.filePath.string().c_str(), &width, &height, &nrComponents, 4);
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stbi_set_flip_vertically_on_load(false);
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assert(data);
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Gfx::OTexture2D hdrTexture = graphics->createTexture2D(TextureCreateInfo{
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.sourceData =
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{
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.size = width * height * 4 * sizeof(float),
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.data = (uint8*)data,
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},
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = (uint32)width,
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.height = (uint32)height,
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.name = "HDRRaw",
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});
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Matrix4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
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Matrix4 captureViews[] = {
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glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(0.0f, 0.0f, 1.0f), Vector(0.0f, 1.0f, 0.0f)),
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glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(0.0f, 0.0f, -1.0f), Vector(0.0f, 1.0f, 0.0f)),
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glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(0.0f, -1.0f, 0.0f), Vector(1.0f, 0.0f, 0.0f)),
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glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f), Vector(1.0f, 0.0f, 0.0f)),
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glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(-1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)),
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glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)),
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};
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Gfx::PDescriptorSet set = cubeRenderLayout->allocateDescriptorSet();
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set->updateConstants("view", 0, captureViews);
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set->updateConstants("projection", 0, &captureProjection);
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set->updateTexture("equirectangularMap", 0, Gfx::PTexture2D(hdrTexture));
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set->updateSampler("sampler", 0, cubeSampler);
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set->writeChanges();
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Gfx::OTextureCube cubeMap = graphics->createTextureCube(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = 1024,
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.height = 1024,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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});
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cubeRenderPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(cubeMap, Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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},
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{},
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URect{
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.size = {1024, 1024},
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.offset = {0, 0},
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},
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"EnvironmentRenderPass", {0b111111}, {0b111111});
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cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = cubeRenderFrag,
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.renderPass = cubeRenderPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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});
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graphics->beginRenderPass(cubeRenderPass);
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Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("CubeMapRender");
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renderCommand->bindPipeline(cubeRenderPipeline);
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renderCommand->bindDescriptor({set});
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renderCommand->setViewport(cubeRenderViewport);
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renderCommand->draw(6, 1, 0, 0);
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graphics->executeCommands(std::move(renderCommand));
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graphics->endRenderPass();
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graphics->waitDeviceIdle();
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asset->diffuseMap = std::move(cubeMap);
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}
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