Trying to fix invalid descriptorlayout
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@@ -24,7 +24,6 @@ void AssetRegistry::importFile(const std::string &filePath)
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{
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std::filesystem::path fsPath = std::filesystem::path(filePath);
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std::string extension = fsPath.extension().string();
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std::cout << extension << std::endl;
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if (extension.compare(".fbx") == 0
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|| extension.compare(".obj") == 0)
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{
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@@ -46,6 +45,16 @@ PMeshAsset AssetRegistry::findMesh(const std::string &filePath)
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return get().meshes[filePath];
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}
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PTextureAsset AssetRegistry::findTexture(const std::string &filePath)
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{
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PTextureAsset result = get().textures[filePath];
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if(result == nullptr)
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{
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return get().textureLoader->getPlaceholderTexture();
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}
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return result;
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}
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PMaterialAsset AssetRegistry::findMaterial(const std::string &filePath)
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{
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return get().materials[filePath];
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@@ -61,11 +70,6 @@ std::ifstream AssetRegistry::createReadStream(const std::string& relativePath, s
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return get().internalCreateReadStream(relativePath, openmode);
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}
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PTextureAsset AssetRegistry::findTexture(const std::string &filePath)
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{
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return get().textures[filePath];
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}
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AssetRegistry &AssetRegistry::get()
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{
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static AssetRegistry instance;
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@@ -122,6 +126,11 @@ void AssetRegistry::registerMesh(PMeshAsset mesh)
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}
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}
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void AssetRegistry::registerMaterial(PMaterialAsset material)
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{
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materials[material->getFileName()] = material;
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}
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std::ofstream AssetRegistry::internalCreateWriteStream(const std::string& relativePath, std::ios_base::openmode openmode)
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{
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return std::ofstream(rootFolder.generic_string().append(relativePath), openmode);
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@@ -1,6 +1,7 @@
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#include "MaterialLoader.h"
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#include "Material/Material.h"
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#include "Graphics/Graphics.h"
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#include "AssetRegistry.h"
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using namespace Seele;
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@@ -21,7 +22,13 @@ PMaterial MaterialLoader::queueAsset(const std::filesystem::path& filePath)
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PMaterial result = new Material(filePath);
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result->compile();
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graphics->getShaderCompiler()->registerMaterial(result);
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AssetRegistry::get().registerMaterial(result);
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// TODO: There is actually no real reason to import a standalone material,
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// maybe in the future there could be a substance loader or something
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return result;
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}
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PMaterial MaterialLoader::getPlaceHolderMaterial()
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{
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return placeholderMaterial;
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}
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@@ -15,6 +15,7 @@ public:
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MaterialLoader(Gfx::PGraphics graphic);
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~MaterialLoader();
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PMaterial queueAsset(const std::filesystem::path& filePath);
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PMaterial getPlaceHolderMaterial();
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private:
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Gfx::PGraphics graphics;
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List<std::future<void>> futures;
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@@ -33,7 +33,7 @@ void MeshLoader::importAsset(const std::filesystem::path &path)
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import(path);
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}
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void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, Gfx::PGraphics graphics)
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void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, Gfx::PGraphics graphics)
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{
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using json = nlohmann::json;
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for(uint32 i = 0; i < scene->mNumMaterials; ++i)
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@@ -42,7 +42,6 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
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json matCode;
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matCode["name"] = material->GetName().C_Str();
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matCode["profile"] = "BlinnPhong"; //TODO: other shading models
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std::vector<std::string> code;
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aiString texPath;
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//TODO make samplers based on used textures
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matCode["params"]["texSampler"] =
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@@ -57,7 +56,7 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
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{"type", "Texture2D"},
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{"default", texPath.C_Str()}
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};
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code.push_back("result.baseColor = diffuseTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
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matCode["code"]["baseColor"] = "return diffuseTexture.Sample(textureSampler, geometry.texCoord).xyz;";
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}
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if(material->GetTexture(aiTextureType_SPECULAR, 0, &texPath) == AI_SUCCESS)
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{
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@@ -67,7 +66,7 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
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{"type", "Texture2D"},
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{"default", texPath.C_Str()}
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};
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code.push_back("result.specular = specularTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
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matCode["code"]["specular"] = "return specularTexture.Sample(textureSampler, geometry.texCoord).xyz;";
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}
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if(material->GetTexture(aiTextureType_NORMALS, 0, &texPath) == AI_SUCCESS)
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{
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@@ -77,21 +76,20 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
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{"type", "Texture2D"},
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{"default", texPath.C_Str()}
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};
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code.push_back("float3 bumpMapNormal = normalTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
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code.push_back("bumpMapNormal = 2.0 * bumpMapNormal - float3(1.0f, 1.0f, 1.0f);\n");
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code.push_back("result.normal = geometry.transformLocalToWorld(bumpMapNormal);\n");
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matCode["code"]["normal"] = "return normalTexture.Sample(textureSampler, geometry.texCoord).xyz;";
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}
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code.push_back("return result;\n");
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matCode["code"] = code;
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std::string outMatFilename = matCode["name"].get<std::string>().append(".asset");
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std::ofstream outMatFile = AssetRegistry::createWriteStream(outMatFilename);
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outMatFile << std::setw(4) << matCode;
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outMatFile.flush();
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outMatFile.close();
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//TODO: let the material loader handle this instead
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std::cout << matCode["name"] << std::endl;
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AssetRegistry::importFile(outMatFilename);
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PMaterialAsset asset = AssetRegistry::findMaterial(outMatFilename);
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//std::cout << matCode << std::endl;
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PMaterial result = new Material(outMatFilename);
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result->compile();
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graphics->getShaderCompiler()->registerMaterial(result);
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AssetRegistry::get().registerMaterial(result);
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PMaterialAsset asset = AssetRegistry::findMaterial(result->getFileName());
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globalMaterials[i] = asset;
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}
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}
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@@ -148,35 +146,38 @@ VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gf
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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}
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void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PMaterialAsset> materials, Gfx::PGraphics graphics)
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PMaterialAsset> materials, Gfx::PGraphics graphics)
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{
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for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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{
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aiMesh *mesh = scene->mMeshes[meshIndex];
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PStaticMeshVertexInput vertexShaderInput = new StaticMeshVertexInput(std::string(mesh->mName.C_Str()));
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VertexStreamComponent positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
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vertexShaderInput->setPositionStream(positionStream);
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StaticMeshDataType data;
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data.positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
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for(uint32 i = 0; i < MAX_TEXCOORDS; ++i)
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{
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if(mesh->HasTextureCoords(i))
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{
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VertexStreamComponent texCoordStream = createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics);
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vertexShaderInput->setTexCoordStream(i, texCoordStream);
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data.textureCoordinates.add(createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics));
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}
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}
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if(mesh->HasNormals())
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{
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VertexStreamComponent normalStream = createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics);
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vertexShaderInput->setTangentXStream(normalStream);
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data.tangentBasisComponents[0] = createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics);
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}
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if(mesh->HasTangentsAndBitangents())
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{
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//TODO: use bitangent to calculate sign for 4th coordinate of tangentstream
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VertexStreamComponent tangentStream = createVertexStream(mesh->mNumVertices, mesh->mTangents, graphics);
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vertexShaderInput->setTangentZStream(tangentStream);
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data.tangentBasisComponents[1] = createVertexStream(mesh->mNumVertices, mesh->mTangents, graphics);
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}
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if(mesh->HasVertexColors(0))
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{
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//data.colorComponent = createVertexStream(mesh->mNumVertices, mesh->mColors[0], graphics);
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}
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vertexShaderInput->setData(data);
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vertexShaderInput->init(graphics);
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Array<uint32> indices(mesh->mNumFaces * 3);
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for (uint32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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@@ -197,7 +198,7 @@ void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PM
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globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
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}
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}
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void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels)
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void MeshLoader::convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels)
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{
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for(uint32 i = 0; i < numPixels; ++i)
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{
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@@ -207,7 +208,7 @@ void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels)
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dst[i * 4 + 3] = src[i].a;
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}
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}
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void loadTextures(const aiScene* scene, Gfx::PGraphics graphics, const std::filesystem::path& meshPath)
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void MeshLoader::loadTextures(const aiScene* scene, Gfx::PGraphics graphics, const std::filesystem::path& meshPath)
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{
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for (uint32 i = 0; i < scene->mNumTextures; ++i)
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{
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@@ -5,9 +5,13 @@
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#include <future>
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#include <filesystem>
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struct aiScene;
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struct aiTexel;
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namespace Seele
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{
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DECLARE_REF(MeshAsset)
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DECLARE_REF(Mesh);
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DECLARE_REF(MeshAsset);
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DECLARE_REF(MaterialAsset);
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DECLARE_NAME_REF(Gfx, Graphics);
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class MeshLoader
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{
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@@ -16,6 +20,11 @@ public:
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~MeshLoader();
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void importAsset(const std::filesystem::path& filePath);
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private:
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void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, Gfx::PGraphics graphics);
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void loadTextures(const aiScene* scene, Gfx::PGraphics graphics, const std::filesystem::path& meshPath);
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void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PMaterialAsset> materials, Gfx::PGraphics graphics);
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void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels);
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void import(const std::filesystem::path& path);
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List<std::future<void>> futures;
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Gfx::PGraphics graphics;
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@@ -12,7 +12,10 @@ using namespace Seele;
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TextureLoader::TextureLoader(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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placeholderAsset = new TextureAsset();
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placeholderTexture = import("./textures/placeholder.png");
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placeholderAsset->setTexture(placeholderTexture);
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placeholderAsset->setStatus(Asset::Status::Ready);
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}
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TextureLoader::~TextureLoader()
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@@ -26,11 +29,16 @@ void TextureLoader::importAsset(const std::filesystem::path& filePath)
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asset->setStatus(Asset::Status::Loading);
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asset->setTexture(placeholderTexture);
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AssetRegistry::get().textures[filePath.string()] = asset;
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futures.add(std::async(std::launch::async, [this, filePath, asset] () mutable {
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//futures.add(std::async(std::launch::async, [this, filePath, asset] () mutable {
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Gfx::PTexture2D texture = import(filePath);
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asset->setTexture(texture);
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asset->setStatus(Asset::Status::Ready);
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}));
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//}));
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}
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PTextureAsset TextureLoader::getPlaceholderTexture()
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{
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return placeholderAsset;
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}
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Gfx::PTexture2D TextureLoader::import(const std::filesystem::path& path)
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@@ -16,11 +16,13 @@ public:
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TextureLoader(Gfx::PGraphics graphic);
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~TextureLoader();
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void importAsset(const std::filesystem::path& filePath);
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PTextureAsset getPlaceholderTexture();
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private:
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Gfx::PTexture2D import(const std::filesystem::path& path);
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Gfx::PGraphics graphics;
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List<std::future<void>> futures;
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Gfx::PTexture2D placeholderTexture;
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PTextureAsset placeholderAsset;
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};
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DEFINE_REF(TextureLoader);
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} // namespace Seele
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