Trying to fix invalid descriptorlayout
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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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