Loading logic moved to Asset classes
This commit is contained in:
@@ -19,10 +19,6 @@ Asset::Asset(const std::filesystem::path& path)
|
||||
name = fullPath.stem();
|
||||
extension = fullPath.extension();
|
||||
}
|
||||
Asset::Asset(const std::string &fullPath)
|
||||
: Asset(std::filesystem::path(fullPath))
|
||||
{
|
||||
}
|
||||
|
||||
Asset::Asset(const std::string &directory, const std::string &fileName)
|
||||
: Asset(std::filesystem::path(directory + fileName))
|
||||
|
||||
@@ -13,12 +13,12 @@ public:
|
||||
Ready
|
||||
};
|
||||
Asset();
|
||||
Asset(const std::filesystem::path& path);
|
||||
Asset(const std::string& directory, const std::string& name);
|
||||
Asset(const std::string& fullPath);
|
||||
Asset(const std::filesystem::path& path);
|
||||
virtual ~Asset();
|
||||
std::ifstream& getReadStream();
|
||||
std::ofstream& getWriteStream();
|
||||
|
||||
virtual void save() = 0;
|
||||
virtual void load() = 0;
|
||||
|
||||
// returns the name of the file, without extension
|
||||
std::string getFileName();
|
||||
@@ -38,6 +38,8 @@ public:
|
||||
}
|
||||
protected:
|
||||
std::mutex lock;
|
||||
std::ifstream& getReadStream();
|
||||
std::ofstream& getWriteStream();
|
||||
private:
|
||||
Status status;
|
||||
std::filesystem::path fullPath;
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "Material/Material.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "graphics/WindowManager.h"
|
||||
#include <filesystem>
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
@@ -21,21 +22,22 @@ void AssetRegistry::init(const std::string& rootFolder)
|
||||
|
||||
void AssetRegistry::importFile(const std::string &filePath)
|
||||
{
|
||||
std::string extension = filePath.substr(filePath.find_last_of(".") + 1);
|
||||
std::filesystem::path fsPath = std::filesystem::path(filePath);
|
||||
std::string extension = fsPath.extension().string();
|
||||
std::cout << extension << std::endl;
|
||||
if (extension.compare("fbx") == 0
|
||||
|| extension.compare("obj") == 0)
|
||||
if (extension.compare(".fbx") == 0
|
||||
|| extension.compare(".obj") == 0)
|
||||
{
|
||||
get().registerMesh(filePath);
|
||||
get().registerMesh(fsPath);
|
||||
}
|
||||
if (extension.compare("png") == 0
|
||||
|| extension.compare("jpg") == 0)
|
||||
if (extension.compare(".png") == 0
|
||||
|| extension.compare(".jpg") == 0)
|
||||
{
|
||||
get().registerTexture(filePath);
|
||||
get().registerTexture(fsPath);
|
||||
}
|
||||
if (extension.compare("semat") == 0)
|
||||
if (extension.compare(".semat") == 0)
|
||||
{
|
||||
get().registerMaterial(filePath);
|
||||
get().registerMaterial(fsPath);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -64,7 +66,7 @@ AssetRegistry::AssetRegistry()
|
||||
{
|
||||
}
|
||||
|
||||
void AssetRegistry::init(const std::string &rootFolder, Gfx::PGraphics graphics)
|
||||
void AssetRegistry::init(const std::filesystem::path &rootFolder, Gfx::PGraphics graphics)
|
||||
{
|
||||
AssetRegistry ® = get();
|
||||
reg.rootFolder = rootFolder;
|
||||
@@ -73,17 +75,17 @@ void AssetRegistry::init(const std::string &rootFolder, Gfx::PGraphics graphics)
|
||||
reg.materialLoader = new MaterialLoader(graphics);
|
||||
}
|
||||
|
||||
void AssetRegistry::registerMesh(const std::string &filePath)
|
||||
void AssetRegistry::registerMesh(const std::filesystem::path &filePath)
|
||||
{
|
||||
meshLoader->importAsset(filePath);
|
||||
}
|
||||
|
||||
void AssetRegistry::registerTexture(const std::string &filePath)
|
||||
void AssetRegistry::registerTexture(const std::filesystem::path &filePath)
|
||||
{
|
||||
textureLoader->importAsset(filePath);
|
||||
}
|
||||
|
||||
void AssetRegistry::registerMaterial(const std::string &filePath)
|
||||
void AssetRegistry::registerMaterial(const std::filesystem::path &filePath)
|
||||
{
|
||||
materialLoader->queueAsset(filePath);
|
||||
}
|
||||
@@ -27,13 +27,13 @@ private:
|
||||
static AssetRegistry& get();
|
||||
|
||||
AssetRegistry();
|
||||
void init(const std::string& rootFolder, Gfx::PGraphics graphics);
|
||||
void init(const std::filesystem::path& rootFolder, Gfx::PGraphics graphics);
|
||||
|
||||
void registerMesh(const std::string& filePath);
|
||||
void registerTexture(const std::string& filePath);
|
||||
void registerMaterial(const std::string& filePath);
|
||||
void registerMesh(const std::filesystem::path& filePath);
|
||||
void registerTexture(const std::filesystem::path& filePath);
|
||||
void registerMaterial(const std::filesystem::path& filePath);
|
||||
|
||||
std::string rootFolder;
|
||||
std::filesystem::path rootFolder;
|
||||
Map<std::string, PTextureAsset> textures;
|
||||
Map<std::string, PMeshAsset> meshes;
|
||||
Map<std::string, PMaterialAsset> materials;
|
||||
|
||||
@@ -14,9 +14,10 @@ MaterialLoader::~MaterialLoader()
|
||||
{
|
||||
}
|
||||
|
||||
PMaterial MaterialLoader::queueAsset(const std::string& filePath)
|
||||
PMaterial MaterialLoader::queueAsset(const std::filesystem::path& filePath)
|
||||
{
|
||||
PMaterial result = new Material(filePath);
|
||||
//TODO
|
||||
// TODO: There is actually no real reason to import a standalone material,
|
||||
// maybe in the future there could be a substance loader or something
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -13,7 +13,7 @@ class MaterialLoader
|
||||
public:
|
||||
MaterialLoader(Gfx::PGraphics graphic);
|
||||
~MaterialLoader();
|
||||
PMaterial queueAsset(const std::string& filePath);
|
||||
PMaterial queueAsset(const std::filesystem::path& filePath);
|
||||
private:
|
||||
List<std::future<void>> futures;
|
||||
PMaterial placeholderMaterial;
|
||||
|
||||
@@ -7,11 +7,24 @@ using namespace Seele;
|
||||
MeshAsset::MeshAsset()
|
||||
{
|
||||
}
|
||||
|
||||
MeshAsset::MeshAsset(const std::string& directory, const std::string& name)
|
||||
: Asset(directory, name)
|
||||
{
|
||||
}
|
||||
MeshAsset::MeshAsset(const std::string& fullPath)
|
||||
MeshAsset::MeshAsset(const std::filesystem::path& fullPath)
|
||||
: Asset(fullPath)
|
||||
{
|
||||
}
|
||||
MeshAsset::~MeshAsset()
|
||||
{
|
||||
|
||||
}
|
||||
void MeshAsset::save()
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
void MeshAsset::load()
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
@@ -4,19 +4,28 @@
|
||||
namespace Seele
|
||||
{
|
||||
DECLARE_REF(Mesh);
|
||||
DECLARE_REF(MaterialAsset);
|
||||
class MeshAsset : public Asset
|
||||
{
|
||||
public:
|
||||
MeshAsset();
|
||||
MeshAsset(const std::string& directory, const std::string& name);
|
||||
MeshAsset(const std::string& fullPath);
|
||||
void setMesh(PMesh mesh)
|
||||
MeshAsset(const std::filesystem::path& fullPath);
|
||||
virtual ~MeshAsset();
|
||||
virtual void save() override;
|
||||
virtual void load() override;
|
||||
void addMesh(PMesh mesh)
|
||||
{
|
||||
std::scoped_lock lck(lock);
|
||||
this->mesh = mesh;
|
||||
meshes.add(mesh);
|
||||
}
|
||||
const Array<PMesh> getMeshes() const
|
||||
{
|
||||
return meshes;
|
||||
}
|
||||
private:
|
||||
PMesh mesh;
|
||||
Array<PMesh> meshes;
|
||||
Array<PMaterialAsset> referencedMaterials;
|
||||
};
|
||||
DEFINE_REF(MeshAsset);
|
||||
} // namespace Seele
|
||||
+222
-20
@@ -1,10 +1,18 @@
|
||||
#include "MeshLoader.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "Graphics/GraphicsResources.h"
|
||||
#include "MeshAsset.h"
|
||||
#include "Graphics/Mesh.h"
|
||||
#include "AssetRegistry.h"
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <nlohmann/json.hpp>
|
||||
#include <stb_image_write.h>
|
||||
#include <assimp/config.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/material.h>
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
@@ -17,45 +25,239 @@ MeshLoader::~MeshLoader()
|
||||
{
|
||||
}
|
||||
|
||||
void MeshLoader::importAsset(const std::string& path)
|
||||
void MeshLoader::importAsset(const std::filesystem::path &path)
|
||||
{
|
||||
futures.add(std::async(std::launch::async, &MeshLoader::import, this, path));
|
||||
}
|
||||
|
||||
void findMeshRoots(aiNode* node, List<aiNode*>& meshNodes)
|
||||
void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
|
||||
{
|
||||
if(node->mNumMeshes > 0)
|
||||
if (node->mNumMeshes > 0)
|
||||
{
|
||||
meshNodes.add(node);
|
||||
return;
|
||||
}
|
||||
for(uint32 i = 0; i < node->mNumChildren; ++i)
|
||||
for (uint32 i = 0; i < node->mNumChildren; ++i)
|
||||
{
|
||||
findMeshRoots(node->mChildren[i], meshNodes);
|
||||
}
|
||||
}
|
||||
void loadToBuffer(Array<Vector>& buffer, const aiVector3D* sourceData, uint32 size)
|
||||
{
|
||||
buffer.resize(size);
|
||||
for(uint32 i = 0; i < size; ++i)
|
||||
{
|
||||
buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
|
||||
}
|
||||
}
|
||||
Gfx::VertexStream createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
|
||||
{
|
||||
Array<Vector> buffer(size);
|
||||
for(uint32 i = 0; i < size; ++i)
|
||||
{
|
||||
buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
|
||||
}
|
||||
VertexBufferCreateInfo vbInfo;
|
||||
vbInfo.numVertices = size;
|
||||
vbInfo.vertexSize = sizeof(Vector);
|
||||
vbInfo.resourceData.data = (uint8 *)buffer.data();
|
||||
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
vbInfo.resourceData.size = buffer.size();
|
||||
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
|
||||
auto stream = Gfx::VertexStream(vbInfo.vertexSize, 0, false, vertexBuffer);
|
||||
stream.addVertexElement(Gfx::VertexElement(0, Gfx::SE_FORMAT_R32G32_SFLOAT, 0));
|
||||
return stream;
|
||||
}
|
||||
Gfx::VertexStream createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
|
||||
{
|
||||
Array<Vector2> buffer(size);
|
||||
for(uint32 i = 0; i < size; ++i)
|
||||
{
|
||||
buffer[i] = Vector2(sourceData[i].x, sourceData[i].y);
|
||||
}
|
||||
VertexBufferCreateInfo vbInfo;
|
||||
vbInfo.numVertices = size;
|
||||
vbInfo.vertexSize = sizeof(Vector2);
|
||||
vbInfo.resourceData.data = (uint8 *)buffer.data();
|
||||
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
vbInfo.resourceData.size = buffer.size();
|
||||
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
|
||||
auto stream = Gfx::VertexStream(vbInfo.vertexSize, 0, false, vertexBuffer);
|
||||
stream.addVertexElement(Gfx::VertexElement(0, Gfx::SE_FORMAT_R32G32B32_SFLOAT, 0));
|
||||
return stream;
|
||||
}
|
||||
void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Gfx::PGraphics graphics)
|
||||
{
|
||||
for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
|
||||
{
|
||||
aiMesh *mesh = scene->mMeshes[meshIndex];
|
||||
|
||||
void MeshLoader::import(const std::string& path)
|
||||
MeshDescription description;
|
||||
Gfx::PVertexDeclaration declaration = new Gfx::VertexDeclaration();
|
||||
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
|
||||
description.layout.add(VertexAttribute::POSITION);
|
||||
|
||||
for(uint32 i = 0; i < MAX_TEX_CHANNELS; ++i)
|
||||
{
|
||||
if(mesh->HasTextureCoords(i))
|
||||
{
|
||||
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics));
|
||||
description.layout.add(VertexAttribute::TEXCOORD);
|
||||
}
|
||||
}
|
||||
if(mesh->HasNormals())
|
||||
{
|
||||
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics));
|
||||
description.layout.add(VertexAttribute::NORMAL);
|
||||
}
|
||||
if(mesh->HasTangentsAndBitangents())
|
||||
{
|
||||
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
|
||||
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
|
||||
description.layout.add(VertexAttribute::TANGENT);
|
||||
description.layout.add(VertexAttribute::BITANGENT);
|
||||
}
|
||||
description.declaration = declaration;
|
||||
|
||||
Array<uint32> indices(mesh->mNumFaces * 3);
|
||||
for (uint32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
|
||||
{
|
||||
indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
|
||||
indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
|
||||
indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
|
||||
}
|
||||
IndexBufferCreateInfo idxInfo;
|
||||
idxInfo.indexType = Gfx::SE_INDEX_TYPE_UINT32;
|
||||
idxInfo.resourceData.data = (uint8 *)indices.data();
|
||||
idxInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
idxInfo.resourceData.size = indices.size();
|
||||
Gfx::PIndexBuffer indexBuffer = graphics->createIndexBuffer(idxInfo);
|
||||
indexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
|
||||
globalMeshes[meshIndex] = new Mesh(description, indexBuffer);
|
||||
}
|
||||
}
|
||||
void 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 loadTextures(const aiScene* scene, Gfx::PGraphics graphics, const std::filesystem::path& meshPath)
|
||||
{
|
||||
for (uint32 i = 0; i < scene->mNumTextures; ++i)
|
||||
{
|
||||
aiTexture* tex = scene->mTextures[i];
|
||||
auto texPath = std::filesystem::path(tex->mFilename.C_Str());
|
||||
auto texPngPath = meshPath.parent_path().append(texPath.filename().string());
|
||||
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;
|
||||
}
|
||||
|
||||
AssetRegistry::importFile(texPngPath.string());
|
||||
}
|
||||
}
|
||||
void loadMaterials(const aiScene* scene, Gfx::PGraphics graphics)
|
||||
{
|
||||
using json = nlohmann::json;
|
||||
for(uint32 i = 0; i < scene->mNumMaterials; ++i)
|
||||
{
|
||||
aiMaterial* material = scene->mMaterials[i];
|
||||
json matCode;
|
||||
matCode["name"] = material->GetName().C_Str();
|
||||
matCode["profile"] = "BlinnPhong"; //TODO: other shading models
|
||||
std::vector<std::string> code;
|
||||
aiString texPath;
|
||||
//TODO make samplers based on used textures
|
||||
matCode["params"]["texSampler"] =
|
||||
{
|
||||
{"type", "SamplerState"}
|
||||
};
|
||||
if(material->GetTexture(aiTextureType_DIFFUSE, 0, &texPath) == AI_SUCCESS)
|
||||
{
|
||||
std::string texFilename = std::filesystem::path(texPath.C_Str()).stem().string();
|
||||
matCode["params"]["diffuseTexture"] =
|
||||
{
|
||||
{"type", "Texture2D"},
|
||||
{"default", texFilename}
|
||||
};
|
||||
code.push_back("result.baseColor = diffuseTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
|
||||
}
|
||||
if(material->GetTexture(aiTextureType_SPECULAR, 0, &texPath) == AI_SUCCESS)
|
||||
{
|
||||
std::string texFilename = std::filesystem::path(texPath.C_Str()).stem().string();
|
||||
matCode["params"]["specularTexture"] =
|
||||
{
|
||||
{"type", "Texture2D"},
|
||||
{"default", texFilename}
|
||||
};
|
||||
code.push_back("result.specular = specularTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
|
||||
}
|
||||
if(material->GetTexture(aiTextureType_NORMALS, 0, &texPath) == AI_SUCCESS)
|
||||
{
|
||||
std::string texFilename = std::filesystem::path(texPath.C_Str()).stem().string();
|
||||
matCode["params"]["normalTexture"] =
|
||||
{
|
||||
{"type", "Texture2D"},
|
||||
{"default", texFilename}
|
||||
};
|
||||
code.push_back("float3 bumpMapNormal = normalTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
|
||||
code.push_back("bumpMapNormal = 2.0 * bumpMapNormal - float3(1.0f, 1.0f, 1.0f);\n");
|
||||
code.push_back("result.normal = geometry.transformLocalToWorld(bumpMapNormal);\n");
|
||||
}
|
||||
code.push_back("return result;\n");
|
||||
matCode["code"] = code;
|
||||
std::ofstream outMatFile(material->GetName().C_Str());
|
||||
outMatFile << std::setw(4) << matCode;
|
||||
outMatFile.flush();
|
||||
}
|
||||
}
|
||||
void MeshLoader::import(const std::filesystem::path &path)
|
||||
{
|
||||
PMeshAsset asset = new MeshAsset(path);
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path.c_str(),
|
||||
aiProcess_CalcTangentSpace |
|
||||
importer.ReadFile(path.string().c_str(),
|
||||
aiProcess_FlipUVs |
|
||||
aiProcess_ImproveCacheLocality |
|
||||
aiProcess_OptimizeMeshes |
|
||||
aiProcess_GenBoundingBoxes |
|
||||
aiProcessPreset_TargetRealtime_Fast);
|
||||
|
||||
List<aiNode*> meshNodes;
|
||||
findMeshRoots(scene->mRootNode, meshNodes);
|
||||
for(auto meshNode : meshNodes)
|
||||
{
|
||||
std::cout << "Test:" << meshNode->mNumMeshes << std::endl;
|
||||
}
|
||||
aiProcess_Triangulate |
|
||||
aiProcess_SortByPType |
|
||||
aiProcess_GenSmoothNormals |
|
||||
aiProcess_GenUVCoords |
|
||||
aiProcess_FindDegenerates |
|
||||
aiProcess_EmbedTextures);
|
||||
const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
|
||||
Array<PMesh> globalMeshes(scene->mNumMeshes);
|
||||
loadGlobalMeshes(scene, globalMeshes, graphics);
|
||||
loadTextures(scene, graphics, path);
|
||||
loadMaterials(scene, graphics);
|
||||
|
||||
PMesh mesh = new Mesh(nullptr, nullptr);
|
||||
asset->setMesh(mesh);
|
||||
asset->setStatus(Asset::Status::Ready);
|
||||
List<aiNode *> meshNodes;
|
||||
findMeshRoots(scene->mRootNode, meshNodes);
|
||||
for (auto meshNode : meshNodes)
|
||||
{
|
||||
std::string fileName = std::string(meshNode->mName.C_Str()).append(".asset");
|
||||
PMeshAsset meshAsset = new MeshAsset(fileName);
|
||||
for(uint32 i = 0; i < meshNode->mNumMeshes; ++i)
|
||||
{
|
||||
meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]);
|
||||
}
|
||||
AssetRegistry::get().meshes[meshAsset->getFileName()] = meshAsset;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,9 +13,9 @@ class MeshLoader
|
||||
public:
|
||||
MeshLoader(Gfx::PGraphics graphic);
|
||||
~MeshLoader();
|
||||
void importAsset(const std::string& filePath);
|
||||
void importAsset(const std::filesystem::path& filePath);
|
||||
private:
|
||||
void import(const std::string& path);
|
||||
void import(const std::filesystem::path& path);
|
||||
List<std::future<void>> futures;
|
||||
Gfx::PGraphics graphics;
|
||||
};
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
#include "TextureAsset.h"
|
||||
#include "Graphics/GraphicsResources.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "Graphics/WindowManager.h"
|
||||
#include <stb_image.h>
|
||||
#include <stb_image_write.h>
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
@@ -11,7 +15,38 @@ TextureAsset::TextureAsset(const std::string& directory, const std::string& name
|
||||
: Asset(directory, name)
|
||||
{
|
||||
}
|
||||
TextureAsset::TextureAsset(const std::string& fullPath)
|
||||
TextureAsset::TextureAsset(const std::filesystem::path& fullPath)
|
||||
: Asset(fullPath)
|
||||
{
|
||||
}
|
||||
|
||||
TextureAsset::~TextureAsset()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TextureAsset::save()
|
||||
{
|
||||
//TODO: make this an actual file, not just a png wrapper
|
||||
}
|
||||
|
||||
void TextureAsset::load()
|
||||
{
|
||||
setStatus(Status::Loading);
|
||||
int x, y, n;
|
||||
unsigned char* data = stbi_load(getFullPath().c_str(), &x, &y, &n, 4);
|
||||
TextureCreateInfo createInfo;
|
||||
|
||||
//TODO: support other formats
|
||||
createInfo.format = Gfx::SE_FORMAT_R8G8B8A8_UINT;
|
||||
createInfo.resourceData.data = data;
|
||||
createInfo.resourceData.size = x * y * 4 * sizeof(unsigned char);
|
||||
createInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
createInfo.width = x;
|
||||
createInfo.height = y;
|
||||
Gfx::PTexture2D texture = WindowManager::getGraphics()->createTexture2D(createInfo);
|
||||
stbi_image_free(data);
|
||||
texture->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
setTexture(texture);
|
||||
setStatus(Asset::Status::Ready);
|
||||
}
|
||||
@@ -8,7 +8,10 @@ class TextureAsset : public Asset
|
||||
public:
|
||||
TextureAsset();
|
||||
TextureAsset(const std::string& directory, const std::string& name);
|
||||
TextureAsset(const std::string& fullPath);
|
||||
TextureAsset(const std::filesystem::path& fullPath);
|
||||
virtual ~TextureAsset();
|
||||
virtual void save() override;
|
||||
virtual void load() override;
|
||||
void setTexture(Gfx::PTexture texture)
|
||||
{
|
||||
std::scoped_lock lck(lock);
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
#include "AssetRegistry.h"
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#include <stb_image_write.h>
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
@@ -18,44 +20,30 @@ TextureLoader::~TextureLoader()
|
||||
{
|
||||
}
|
||||
|
||||
void TextureLoader::importAsset(const std::string& filePath)
|
||||
void TextureLoader::importAsset(const std::filesystem::path& filePath)
|
||||
{
|
||||
futures.add(std::async(std::launch::async, &TextureLoader::import, this, filePath));
|
||||
}
|
||||
|
||||
void TextureLoader::import(const std::string& path)
|
||||
void TextureLoader::import(const std::filesystem::path& path)
|
||||
{
|
||||
PTextureAsset asset = new TextureAsset(path);
|
||||
AssetRegistry::get().textures[path] = asset;
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
std::filesystem::path assetPath = path.stem().append(".asset");
|
||||
PTextureAsset asset = new TextureAsset(assetPath);
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
int x, y, n;
|
||||
const std::string fullPath = std::string(asset->getFullPath());
|
||||
unsigned char* data = stbi_load(fullPath.c_str(), &x, &y, &n, 0);
|
||||
unsigned char* data = stbi_load(path.string().c_str(), &x, &y, &n, 4);
|
||||
TextureCreateInfo createInfo;
|
||||
createInfo.format = Gfx::SE_FORMAT_R8G8B8A8_UINT;
|
||||
createInfo.resourceData.data = data;
|
||||
createInfo.resourceData.size = x * y * n * sizeof(unsigned char);
|
||||
createInfo.resourceData.size = x * y * 4 * sizeof(unsigned char);
|
||||
createInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
createInfo.width = x;
|
||||
createInfo.height = y;
|
||||
switch (n)
|
||||
{
|
||||
case 1:
|
||||
createInfo.format = Gfx::SE_FORMAT_R8_UINT;
|
||||
break;
|
||||
case 2:
|
||||
createInfo.format = Gfx::SE_FORMAT_R8G8_UINT;
|
||||
break;
|
||||
case 3:
|
||||
createInfo.format = Gfx::SE_FORMAT_R8G8B8_UINT;
|
||||
break;
|
||||
case 4:
|
||||
createInfo.format = Gfx::SE_FORMAT_R8G8B8A8_UINT;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
createInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
Gfx::PTexture2D texture = graphics->createTexture2D(createInfo);
|
||||
stbi_image_free(data);
|
||||
texture->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
asset->setTexture(texture);
|
||||
asset->setStatus(Asset::Status::Ready);
|
||||
AssetRegistry::get().textures[assetPath.string()] = asset;
|
||||
}
|
||||
@@ -13,9 +13,9 @@ class TextureLoader
|
||||
public:
|
||||
TextureLoader(Gfx::PGraphics graphic);
|
||||
~TextureLoader();
|
||||
void importAsset(const std::string& filePath);
|
||||
void importAsset(const std::filesystem::path& filePath);
|
||||
private:
|
||||
void import(const std::string& path);
|
||||
void import(const std::filesystem::path& path);
|
||||
Gfx::PGraphics graphics;
|
||||
List<std::future<void>> futures;
|
||||
PTextureAsset placeholderTexture;
|
||||
|
||||
Reference in New Issue
Block a user