Now able to import stuff properly
This commit is contained in:
@@ -32,7 +32,8 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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}
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result += brdf.evaluateAmbient();
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// gamma correction
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result = result / (result + float3(1.0));
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float3 gammaCorrected = pow(result, float3(1.0/2.2));
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return float4(gammaCorrected, 1.0f);
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result = pow(result, float3(1.0/2.2));
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return float4(result, 1.0f);
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}
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@@ -0,0 +1,15 @@
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{
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"name": "Placeholder",
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"params": {
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},
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"code": [
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{
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"exp": "BRDF",
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"profile": "BlinnPhong",
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"values": {
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"baseColor": "float3(0, 1, 0)",
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"normal": "float3(0, 0, 1)"
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}
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}
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]
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}
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@@ -21,12 +21,12 @@ struct Phong : IBRDF
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float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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{
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float3 n = normalize(normal);
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float3 nDotL = dot(n, lightDir_TS);
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float3 r = 2 * (nDotL) * n - lightDir_TS;
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float3 normal_TS = normalize(normal);
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float3 nDotL = dot(normal_TS, lightDir_TS);
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float3 r = 2 * (nDotL) * normal_TS - lightDir_TS;
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float rDotV = dot(r, viewDir_TS);
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return baseColor * max(nDotL, 0.0) * lightColor + specular * pow(max(rDotV, 0.0), shininess) * lightColor;
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return baseColor * max(nDotL, 0.0) * lightColor + specular * pow(max(rDotV, 0.0), shininess);
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}
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float3 evaluateAmbient()
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@@ -40,6 +40,7 @@ struct BlinnPhong : IBRDF
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float3 baseColor;
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float3 specularColor;
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float3 normal;
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float shininess;
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float3 ambient;
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__init()
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@@ -52,9 +53,9 @@ struct BlinnPhong : IBRDF
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float3 normal_TS = normalize(normal);
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float diffuse = max(dot(normal_TS, lightDir_TS), 0);
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float specular = saturate(dot(normal_TS, h));
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float specular = pow(saturate(dot(normal_TS, h)), shininess);
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return (baseColor * diffuse * lightColor) + (specularColor * specular) * lightColor;
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return (baseColor * diffuse * lightColor) + (specularColor * specular);
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}
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float3 evaluateAmbient()
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@@ -1,5 +1,6 @@
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const static float PI = 3.1415926535897932f;
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const static uint BLOCK_SIZE = 32;
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static const uint64_t MAX_TEXCOORDS = 8;
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struct ViewParameter
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{
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@@ -33,21 +33,21 @@ struct PointLight : ILightEnv
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return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, -normalize(lightDir_TS), colorRange.xyz);
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}
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bool insidePlane(Plane plane, float3 position_VS)
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bool insidePlane(Plane plane, float3 position)
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{
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return dot(plane.n, position_VS) - plane.d < -colorRange.w;
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return dot(plane.n, position) - plane.d < -colorRange.w;
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}
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bool insideFrustum(Frustum frustum, float3 position_VS, float minDepth, float maxDepth)
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bool insideFrustum(Frustum frustum, float3 position, float minDepth, float maxDepth)
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{
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bool result = true;
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if(position_VS.z - colorRange.w > minDepth || position_VS.z + colorRange.w < maxDepth)
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if(position.z - colorRange.w > minDepth || position.z + colorRange.w < maxDepth)
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{
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result = false;
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}
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for(int i = 0; i < 4 && result; ++i)
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{
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if(insidePlane(frustum.sides[i], position_VS))
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if(insidePlane(frustum.sides[i], position))
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{
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result = false;
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}
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@@ -3,7 +3,7 @@ import Common;
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struct MaterialParameter
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{
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float3 position_WS;
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float2 texCoords[1];
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float2 texCoords[MAX_TEXCOORDS];
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float3 vertexColor;
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};
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@@ -25,13 +25,16 @@ struct FragmentParameter
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float3 biTangent_WS : TANGENT1;
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float3 position_WS : POSITION2;
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float3 vertexColor : COLOR0;
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float2 texCoords : TEXCOORD0;
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float2 texCoords[MAX_TEXCOORDS] : TEXCOORD0;
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MaterialParameter getMaterialParameter()
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{
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MaterialParameter result;
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result.position_WS = position_WS;
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result.vertexColor = vertexColor;
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result.texCoords[0] = texCoords;
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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result.texCoords[i] = texCoords[i];
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}
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return result;
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}
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LightingParameter getLightingParameter()
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@@ -52,16 +55,16 @@ struct VertexAttributes
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float3 tangent_MS;
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float3 biTangent_MS;
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float3 vertexColor;
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float2 texCoords;
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float2 texCoords[MAX_TEXCOORDS];
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FragmentParameter getParameter(float4x4 transformMatrix)
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{
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float4 modelPos = float4(position_MS, 1);
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float4 worldPos = mul(transformMatrix, modelPos);
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float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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float3 tangent_WS = mul(float3x3(transformMatrix), tangent_MS);
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float3 biTangent_WS = mul(float3x3(transformMatrix), biTangent_MS);
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float3 normal_WS = mul(float3x3(transformMatrix), normal_MS);
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float3 tangent_WS = normalize(mul(transformMatrix, float4(tangent_MS, 0.0)).xyz);
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float3 biTangent_WS = normalize(mul(transformMatrix, float4(biTangent_MS, 0.0)).xyz);
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float3 normal_WS = normalize(mul(transformMatrix, float4(normal_MS, 0.0)).xyz);
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FragmentParameter result;
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result.viewDir_WS = pViewParams.cameraPos_WS.xyz - worldPos.xyz;
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result.normal_WS = normal_WS;
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@@ -70,7 +73,10 @@ struct VertexAttributes
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result.position_WS = worldPos.xyz;
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result.position_CS = clipPos;
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result.vertexColor = vertexColor;
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result.texCoords = texCoords;
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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result.texCoords[i] = texCoords[i];
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}
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return result;
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}
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};
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@@ -11,14 +11,17 @@ struct StaticMeshVertexData : IVertexData
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attributes.normal_MS = float3(normals[3 * index + 0], normals[3 * index + 1], normals[3 * index + 2]);
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attributes.tangent_MS = float3(tangents[3 * index + 0], tangents[3 * index + 1], tangents[3 * index + 2]);
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attributes.biTangent_MS = float3(biTangents[3 * index + 0], biTangents[3 * index + 1], biTangents[3 * index + 2]);
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attributes.texCoords = float2(texCoords[2 * index + 0], texCoords[2 * index + 1]);
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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attributes.texCoords[i] = float2(texCoords[i][2 * index + 0], texCoords[i][2 * index + 1]);
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}
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attributes.vertexColor = float3(color[3 * index + 0], color[3 * index + 1], color[3 * index + 2]);
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return attributes;
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}
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StructuredBuffer<float> positions;
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StructuredBuffer<float> texCoords;
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StructuredBuffer<float> normals;
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StructuredBuffer<float> tangents;
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StructuredBuffer<float> biTangents;
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StructuredBuffer<float> color;
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StructuredBuffer<float> texCoords[MAX_TEXCOORDS];
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};
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@@ -52,7 +52,7 @@ 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, const std::string& importPath, Map<std::string, PTextureAsset>& textures)
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void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<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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@@ -66,6 +66,7 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
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}
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else
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{
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texPath = (meshDirectory / texPath).replace_extension("png");
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if (tex->mHeight == 0)
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{
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// already compressed, just dump it to the disk
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@@ -87,7 +88,7 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
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.filePath = texPath,
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.importPath = importPath,
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});
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textures[texPath.string()] = AssetRegistry::findTexture(importPath, texPath.string());
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textures.add(AssetRegistry::findTexture(importPath, texPath.stem().string()));
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}
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}
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@@ -107,7 +108,7 @@ constexpr const char* KEY_ROUGHNESS_TEXTURE = "tex_r";
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constexpr const char* KEY_METALLIC_TEXTURE = "tex_m";
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constexpr const char* KEY_AMBIENT_OCCLUSION_TEXTURE = "tex_ao";
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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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void MeshLoader::loadMaterials(const aiScene* scene, const Array<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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@@ -150,7 +151,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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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, StaticArray<int32, 4> extractMask = {0, 1, 2, -1})
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auto addTextureParameter = [&](std::string paramKey, aiTextureType type, int index, std::string& result, StaticArray<int32, 4> extractMask = { 0, 1, 2, -1 })
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{
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aiString texPath;
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aiTextureMapping mapping;
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@@ -162,13 +163,14 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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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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if (texFilename.string()[0] == '*')
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{
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texture = textures[texFilename.string()];
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texture = textures[atoi(texFilename.string().substr(1).c_str())];
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}
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else if (std::filesystem::exists(texFilename))
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{
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@@ -380,21 +382,32 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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brdf.variables["baseColor"] = outputDiffuse;
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if (!outputNormal.empty())
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{
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brdf.variables["normal"] = outputNormal;
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expressions.add(new MulExpression());
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expressions.back()->key = "NormalMul";
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expressions.back()->inputs["lhs"].source = "2";
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expressions.back()->inputs["rhs"].source = outputNormal;
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expressions.add(new SubExpression());
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expressions.back()->key = "NormalSub";
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expressions.back()->inputs["lhs"].source = "NormalMul";
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expressions.back()->inputs["rhs"].source = "float3(1,1,1)";
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brdf.variables["normal"] = "NormalSub";
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}
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aiShadingMode mode;
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material->Get(AI_MATKEY_SHADING_MODEL, mode);
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switch (mode) {
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case aiShadingMode_Blinn:
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brdf.profile = "Phong";
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brdf.variables["specular"] = outputSpecular;
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brdf.profile = "BlinnPhong";
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brdf.variables["specularColor"] = outputSpecular;
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brdf.variables["ambient"] = outputAmbient;
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brdf.variables["shininess"] = outputShininess;
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break;
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case aiShadingMode_Phong:
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brdf.profile = "BlinnPhong";
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brdf.variables["specularColor"] = outputSpecular;
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brdf.profile = "Phong";
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brdf.variables["specular"] = outputSpecular;
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brdf.variables["ambient"] = outputAmbient;
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brdf.variables["shininess"] = outputShininess;
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break;
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case aiShadingMode_Toon:
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brdf.profile = "CelShading";
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@@ -458,7 +471,11 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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// assume static mesh for now
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Array<Vector> positions(mesh->mNumVertices);
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Array<Vector2> texCoords(mesh->mNumVertices);
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StaticArray<Array<Vector2>, MAX_TEXCOORDS> texCoords;
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
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{
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texCoords[i].resize(mesh->mNumVertices);
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}
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Array<Vector> normals(mesh->mNumVertices);
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Array<Vector> tangents(mesh->mNumVertices);
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Array<Vector> biTangents(mesh->mNumVertices);
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@@ -469,13 +486,16 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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for (int32 i = 0; i < mesh->mNumVertices; ++i)
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{
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positions[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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if (mesh->HasTextureCoords(0))
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for (size_t j = 0; j < MAX_TEXCOORDS; ++j)
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{
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texCoords[i] = Vector2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
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}
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else
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{
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texCoords[i] = Vector2(0, 0);
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if (mesh->HasTextureCoords(j))
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{
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texCoords[j][i] = Vector2(mesh->mTextureCoords[j][i].x, mesh->mTextureCoords[j][i].y);
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}
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else
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{
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texCoords[j][i] = Vector2(0, 0);
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}
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}
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normals[i] = Vector(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
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if (mesh->HasTangentsAndBitangents())
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@@ -499,7 +519,11 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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}
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MeshId id = vertexData->allocateVertexData(mesh->mNumVertices);
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vertexData->loadPositions(id, positions);
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vertexData->loadTexCoords(id, texCoords);
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
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{
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vertexData->loadTexCoords(id, i, texCoords[i]);
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}
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vertexData->loadNormals(id, normals);
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vertexData->loadTangents(id, tangents);
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vertexData->loadBiTangents(id, biTangents);
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@@ -570,7 +594,7 @@ void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset)
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const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
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std::cout << importer.GetErrorString() << std::endl;
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Map<std::string, PTextureAsset> textures;
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Array<PTextureAsset> textures;
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loadTextures(scene, args.filePath.parent_path(), args.importPath, textures);
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Array<PMaterialInstanceAsset> globalMaterials(scene->mNumMaterials);
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loadMaterials(scene, textures, args.filePath.stem().string(), args.filePath.parent_path(), args.importPath, globalMaterials);
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@@ -27,8 +27,8 @@ public:
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~MeshLoader();
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void importAsset(MeshImportArgs args);
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private:
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void loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath, Map<std::string, PTextureAsset>& textures);
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void 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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void loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PTextureAsset>& textures);
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void loadMaterials(const aiScene* scene, const Array<PTextureAsset>& textures, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialInstanceAsset>& globalMaterials);
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void loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes, Component::Collider& collider);
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void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels);
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||||
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+1
-1
@@ -62,7 +62,7 @@ int main() {
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// .filePath = sourcePath / "import/models/Arissa.fbx",
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// });
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.fbx",
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.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
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.importPath = "Whitechapel"
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});
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//AssetImporter::importMesh(MeshImportArgs{
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@@ -61,6 +61,7 @@ public:
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||||
virtual void writeChanges() = 0;
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||||
virtual void updateBuffer(uint32 binding, PUniformBuffer uniformBuffer) = 0;
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||||
virtual void updateBuffer(uint32 binding, PShaderBuffer ShaderBuffer) = 0;
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virtual void updateBuffer(uint32_t binding, uint32 index, Gfx::PShaderBuffer uniformBuffer) = 0;
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||||
virtual void updateSampler(uint32 binding, PSampler sampler) = 0;
|
||||
virtual void updateTexture(uint32 binding, PTexture texture, PSampler samplerState = nullptr) = 0;
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||||
virtual void updateTextureArray(uint32_t binding, Array<PTexture> texture) = 0;
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||||
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||||
@@ -99,7 +99,7 @@ void BasePass::render()
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||||
pipelineInfo.fragmentShader = collection->fragmentShader;
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||||
pipelineInfo.pipelineLayout = collection->pipelineLayout;
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||||
pipelineInfo.renderPass = renderPass;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
|
||||
pipelineInfo.multisampleState.samples = viewport->getSamples();
|
||||
pipelineInfo.colorBlend.attachmentCount = 1;
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||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
@@ -112,7 +112,7 @@ void BasePass::render()
|
||||
pipelineInfo.fragmentShader = collection->fragmentShader;
|
||||
pipelineInfo.pipelineLayout = collection->pipelineLayout;
|
||||
pipelineInfo.renderPass = renderPass;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
|
||||
pipelineInfo.multisampleState.samples = viewport->getSamples();
|
||||
pipelineInfo.colorBlend.attachmentCount = 1;
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
|
||||
@@ -79,7 +79,7 @@ void DepthPrepass::render()
|
||||
pipelineInfo.fragmentShader = collection->fragmentShader;
|
||||
pipelineInfo.pipelineLayout = collection->pipelineLayout;
|
||||
pipelineInfo.renderPass = renderPass;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
|
||||
pipelineInfo.multisampleState.samples = viewport->getSamples();
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
@@ -92,7 +92,7 @@ void DepthPrepass::render()
|
||||
pipelineInfo.pipelineLayout = collection->pipelineLayout;
|
||||
pipelineInfo.renderPass = renderPass;
|
||||
//pipelineInfo.depthStencilState.depthWriteEnable = false;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
|
||||
pipelineInfo.multisampleState.samples = viewport->getSamples();
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
@@ -147,7 +147,6 @@ void DepthPrepass::publishOutputs()
|
||||
Gfx::RenderTargetAttachment(depthBuffer,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
depthAttachment.clear.depthStencil.depth = 1.0f;
|
||||
resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
|
||||
}
|
||||
|
||||
|
||||
@@ -76,7 +76,6 @@ void UIPass::publishOutputs()
|
||||
Gfx::RenderTargetAttachment(depthBuffer,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
depthAttachment.clear.depthStencil.depth = 1.0f;
|
||||
resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
|
||||
|
||||
TextureCreateInfo colorBufferInfo = {
|
||||
|
||||
@@ -32,7 +32,7 @@ void StaticMeshVertexData::loadPositions(MeshId id, const Array<Vector>& data)
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
void StaticMeshVertexData::loadTexCoords(MeshId id, const Array<Vector2>& data)
|
||||
void StaticMeshVertexData::loadTexCoords(MeshId id, uint64 index, const Array<Vector2>& data)
|
||||
{
|
||||
uint64 offset;
|
||||
{
|
||||
@@ -40,7 +40,7 @@ void StaticMeshVertexData::loadTexCoords(MeshId id, const Array<Vector2>& data)
|
||||
offset = meshOffsets[id];
|
||||
}
|
||||
assert(offset + data.size() <= head);
|
||||
std::memcpy(texCoordsData.data() + offset, data.data(), data.size() * sizeof(Vector2));
|
||||
std::memcpy(texCoordsData[index].data() + offset, data.data(), data.size() * sizeof(Vector2));
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
@@ -100,19 +100,23 @@ void StaticMeshVertexData::serializeMesh(MeshId id, uint64 numVertices, ArchiveB
|
||||
offset = meshOffsets[id];
|
||||
}
|
||||
Array<Vector> pos(numVertices);
|
||||
Array<Vector2> tex(numVertices);
|
||||
Array<Vector2> tex[MAX_TEXCOORDS];
|
||||
for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
tex[i].resize(numVertices);
|
||||
std::memcpy(tex[i].data(), texCoordsData[i].data() + offset, numVertices * sizeof(Vector2));
|
||||
Serialization::save(buffer, tex[i]);
|
||||
}
|
||||
Array<Vector> nor(numVertices);
|
||||
Array<Vector> tan(numVertices);
|
||||
Array<Vector> bit(numVertices);
|
||||
Array<Vector> col(numVertices);
|
||||
std::memcpy(pos.data(), positionData.data() + offset, numVertices * sizeof(Vector));
|
||||
std::memcpy(tex.data(), texCoordsData.data() + offset, numVertices * sizeof(Vector2));
|
||||
std::memcpy(nor.data(), normalData.data() + offset, numVertices * sizeof(Vector));
|
||||
std::memcpy(tan.data(), tangentData.data() + offset, numVertices * sizeof(Vector));
|
||||
std::memcpy(bit.data(), biTangentData.data() + offset, numVertices * sizeof(Vector));
|
||||
std::memcpy(col.data(), colorData.data() + offset, numVertices * sizeof(Vector));
|
||||
Serialization::save(buffer, pos);
|
||||
Serialization::save(buffer, tex);
|
||||
Serialization::save(buffer, nor);
|
||||
Serialization::save(buffer, tan);
|
||||
Serialization::save(buffer, bit);
|
||||
@@ -122,19 +126,22 @@ void StaticMeshVertexData::serializeMesh(MeshId id, uint64 numVertices, ArchiveB
|
||||
void StaticMeshVertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer)
|
||||
{
|
||||
Array<Vector> pos;
|
||||
Array<Vector2> tex;
|
||||
Array<Vector2> tex[MAX_TEXCOORDS];
|
||||
for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
Serialization::load(buffer, tex[i]);
|
||||
loadTexCoords(id, i, tex[i]);
|
||||
}
|
||||
Array<Vector> nor;
|
||||
Array<Vector> tan;
|
||||
Array<Vector> bit;
|
||||
Array<Vector> col;
|
||||
Serialization::load(buffer, pos);
|
||||
Serialization::load(buffer, tex);
|
||||
Serialization::load(buffer, nor);
|
||||
Serialization::load(buffer, tan);
|
||||
Serialization::load(buffer, bit);
|
||||
Serialization::load(buffer, col);
|
||||
loadPositions(id, pos);
|
||||
loadTexCoords(id, tex);
|
||||
loadNormals(id, nor);
|
||||
loadTangents(id, tan);
|
||||
loadBiTangents(id, bit);
|
||||
@@ -150,7 +157,7 @@ void StaticMeshVertexData::init(Gfx::PGraphics _graphics)
|
||||
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .descriptorCount = MAX_TEXCOORDS });
|
||||
descriptorLayout->create();
|
||||
descriptorSet = descriptorLayout->allocateDescriptorSet();
|
||||
}
|
||||
@@ -159,7 +166,10 @@ void StaticMeshVertexData::destroy()
|
||||
{
|
||||
VertexData::destroy();
|
||||
positions = nullptr;
|
||||
texCoords = nullptr;
|
||||
for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
texCoords[i] = nullptr;
|
||||
}
|
||||
normals = nullptr;
|
||||
tangents = nullptr;
|
||||
biTangents = nullptr;
|
||||
@@ -204,10 +214,13 @@ void StaticMeshVertexData::resizeBuffers()
|
||||
createInfo.sourceData.size = verticesAllocated * sizeof(Vector2);
|
||||
createInfo.name = "TexCoords";
|
||||
createInfo.numElements = verticesAllocated * 2;
|
||||
texCoords = graphics->createShaderBuffer(createInfo);
|
||||
for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
texCoords[i] = graphics->createShaderBuffer(createInfo);
|
||||
texCoordsData[i].resize(verticesAllocated);
|
||||
}
|
||||
|
||||
positionData.resize(verticesAllocated);
|
||||
texCoordsData.resize(verticesAllocated);
|
||||
normalData.resize(verticesAllocated);
|
||||
tangentData.resize(verticesAllocated);
|
||||
biTangentData.resize(verticesAllocated);
|
||||
@@ -220,10 +233,13 @@ void StaticMeshVertexData::updateBuffers()
|
||||
.size = positionData.size() * sizeof(Vector),
|
||||
.data = (uint8*)positionData.data(),
|
||||
});
|
||||
texCoords->updateContents(DataSource{
|
||||
.size = texCoordsData.size() * sizeof(Vector2),
|
||||
.data = (uint8*)texCoordsData.data(),
|
||||
});
|
||||
for (size_t i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
texCoords[i]->updateContents(DataSource{
|
||||
.size = texCoordsData[i].size() * sizeof(Vector2),
|
||||
.data = (uint8*)texCoordsData[i].data(),
|
||||
});
|
||||
}
|
||||
normals->updateContents(DataSource{
|
||||
.size = normalData.size() * sizeof(Vector),
|
||||
.data = (uint8*)normalData.data(),
|
||||
@@ -243,10 +259,12 @@ void StaticMeshVertexData::updateBuffers()
|
||||
descriptorLayout->reset();
|
||||
descriptorSet = descriptorLayout->allocateDescriptorSet();
|
||||
descriptorSet->updateBuffer(0, positions);
|
||||
descriptorSet->updateBuffer(1, texCoords);
|
||||
descriptorSet->updateBuffer(2, normals);
|
||||
descriptorSet->updateBuffer(3, tangents);
|
||||
descriptorSet->updateBuffer(4, biTangents);
|
||||
descriptorSet->updateBuffer(5, colors);
|
||||
descriptorSet->updateBuffer(1, normals);
|
||||
descriptorSet->updateBuffer(2, tangents);
|
||||
descriptorSet->updateBuffer(3, biTangents);
|
||||
descriptorSet->updateBuffer(4, colors);
|
||||
for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
|
||||
descriptorSet->updateBuffer(5, i, texCoords[i]);
|
||||
}
|
||||
descriptorSet->writeChanges();
|
||||
}
|
||||
|
||||
@@ -13,7 +13,7 @@ public:
|
||||
virtual ~StaticMeshVertexData();
|
||||
static StaticMeshVertexData* getInstance();
|
||||
void loadPositions(MeshId id, const Array<Vector>& data);
|
||||
void loadTexCoords(MeshId id, const Array<Vector2>& data);
|
||||
void loadTexCoords(MeshId id, uint64 index, const Array<Vector2>& data);
|
||||
void loadNormals(MeshId id, const Array<Vector>& data);
|
||||
void loadTangents(MeshId id, const Array<Vector>& data);
|
||||
void loadBiTangents(MeshId id, const Array<Vector>& data);
|
||||
@@ -32,8 +32,8 @@ private:
|
||||
std::mutex mutex;
|
||||
Gfx::OShaderBuffer positions;
|
||||
Array<Vector> positionData;
|
||||
Gfx::OShaderBuffer texCoords;
|
||||
Array<Vector2> texCoordsData;
|
||||
Gfx::OShaderBuffer texCoords[MAX_TEXCOORDS];
|
||||
Array<Vector2> texCoordsData[MAX_TEXCOORDS];
|
||||
Gfx::OShaderBuffer normals;
|
||||
Array<Vector> normalData;
|
||||
Gfx::OShaderBuffer tangents;
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
#include "Graphics/Buffer.h"
|
||||
#include "Meshlet.h"
|
||||
|
||||
constexpr uint64 MAX_TEXCOORDS = 8;
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
DECLARE_REF(Mesh)
|
||||
|
||||
@@ -218,6 +218,33 @@ void DescriptorSet::updateBuffer(uint32_t binding, Gfx::PShaderBuffer shaderBuff
|
||||
cachedData[binding] = vulkanBuffer.getHandle();
|
||||
}
|
||||
|
||||
void DescriptorSet::updateBuffer(uint32_t binding, uint32 index, Gfx::PShaderBuffer shaderBuffer) {
|
||||
PShaderBuffer vulkanBuffer = shaderBuffer.cast<ShaderBuffer>();
|
||||
ShaderBuffer* cachedBuffer = reinterpret_cast<ShaderBuffer*>(cachedData[binding]);
|
||||
if (vulkanBuffer.getHandle() == cachedBuffer) {
|
||||
return;
|
||||
}
|
||||
|
||||
bufferInfos.add(VkDescriptorBufferInfo{
|
||||
.buffer = vulkanBuffer->getHandle(),
|
||||
.offset = 0,
|
||||
.range = vulkanBuffer->getSize(),
|
||||
});
|
||||
|
||||
writeDescriptors.add(VkWriteDescriptorSet{
|
||||
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
||||
.pNext = nullptr,
|
||||
.dstSet = setHandle,
|
||||
.dstBinding = binding,
|
||||
.dstArrayElement = index,
|
||||
.descriptorCount = 1,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
.pBufferInfo = &bufferInfos.back(),
|
||||
});
|
||||
|
||||
cachedData[binding] = vulkanBuffer.getHandle();
|
||||
}
|
||||
|
||||
void DescriptorSet::updateSampler(uint32_t binding, Gfx::PSampler samplerState) {
|
||||
PSampler vulkanSampler = samplerState.cast<Sampler>();
|
||||
Sampler* cachedSampler = reinterpret_cast<Sampler*>(cachedData[binding]);
|
||||
|
||||
@@ -50,6 +50,7 @@ public:
|
||||
virtual void writeChanges() override;
|
||||
virtual void updateBuffer(uint32_t binding, Gfx::PUniformBuffer uniformBuffer) override;
|
||||
virtual void updateBuffer(uint32_t binding, Gfx::PShaderBuffer uniformBuffer) override;
|
||||
virtual void updateBuffer(uint32_t binding, uint32 index, Gfx::PShaderBuffer uniformBuffer) override;
|
||||
virtual void updateSampler(uint32_t binding, Gfx::PSampler samplerState) override;
|
||||
virtual void updateTexture(uint32_t binding, Gfx::PTexture texture, Gfx::PSampler sampler = nullptr) override;
|
||||
virtual void updateTextureArray(uint32_t binding, Array<Gfx::PTexture> texture) override;
|
||||
|
||||
@@ -361,8 +361,8 @@ Viewport::Viewport(PWindow owner, const ViewportCreateInfo &viewportInfo)
|
||||
handle.x = static_cast<float>(offsetX);
|
||||
handle.y = static_cast<float>(offsetY) + handle.height;
|
||||
handle.height = -handle.height;
|
||||
handle.minDepth = 0.f;
|
||||
handle.maxDepth = 1.f;
|
||||
handle.minDepth = 1.f;
|
||||
handle.maxDepth = 0.f;
|
||||
}
|
||||
|
||||
Viewport::~Viewport()
|
||||
|
||||
@@ -31,6 +31,18 @@ Matrix4 Viewport::getProjectionMatrix() const
|
||||
{
|
||||
if (fieldOfView > 0.0f)
|
||||
{
|
||||
//float h = 1.0 / tan(fieldOfView * 0.5);
|
||||
//float w = h / (sizeX / static_cast<float>(sizeY));
|
||||
//float zFar = 1000.0f;
|
||||
//float zNear = 0.1f;
|
||||
//float a = -zNear / (zFar - zNear);
|
||||
//float b = (zNear * zFar) / (zFar - zNear);
|
||||
//return Matrix4(
|
||||
// w, 0, 0, 0,
|
||||
// 0, -h, 0, 0,
|
||||
// 0, 0, a, b,
|
||||
// 0, 0, 1, 0
|
||||
//);
|
||||
return glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), 0.1f, 10000.0f);
|
||||
}
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user