Fixing slang compilation temporarily, renaming vertexfactory

This commit is contained in:
Dynamitos
2020-08-06 00:54:43 +02:00
parent ab4a3b5e23
commit f27859a02c
66 changed files with 1005 additions and 627 deletions
+72 -66
View File
@@ -1,10 +1,10 @@
#include "MeshLoader.h"
#include "Graphics/Graphics.h"
#include "Graphics/GraphicsResources.h"
#include "Graphics/Graphics.h"
#include "MeshAsset.h"
#include "Graphics/Mesh.h"
#include "AssetRegistry.h"
#include <filesystem>
#include "Material/Material.h"
#include <fstream>
#include <nlohmann/json.hpp>
#include <stb_image_write.h>
@@ -30,6 +30,64 @@ void MeshLoader::importAsset(const std::filesystem::path &path)
futures.add(std::async(std::launch::async, &MeshLoader::import, this, path));
}
void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, 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("testMat.asset");
outMatFile << std::setw(4) << matCode;
outMatFile.flush();
PMaterial asset = new Material("testMat.asset");
globalMaterials[i] = asset;
}
}
void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
{
if (node->mNumMeshes > 0)
@@ -86,7 +144,7 @@ Gfx::VertexStream createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::P
stream.addVertexElement(Gfx::VertexElement(0, Gfx::SE_FORMAT_R32G32B32_SFLOAT, 0));
return stream;
}
void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Gfx::PGraphics graphics)
void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PMaterialAsset> materials, Gfx::PGraphics graphics)
{
for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
{
@@ -95,27 +153,27 @@ void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Gfx::PGr
MeshDescription description;
Gfx::PVertexDeclaration declaration = new Gfx::VertexDeclaration();
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
description.layout.add(VertexAttribute::POSITION);
description.layout.add(Gfx::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);
description.layout.add(Gfx::VertexAttribute::TEXCOORD);
}
}
if(mesh->HasNormals())
{
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics));
description.layout.add(VertexAttribute::NORMAL);
description.layout.add(Gfx::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.layout.add(Gfx::VertexAttribute::TANGENT);
description.layout.add(Gfx::VertexAttribute::BITANGENT);
}
description.declaration = declaration;
@@ -135,6 +193,7 @@ void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Gfx::PGr
indexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
globalMeshes[meshIndex] = new Mesh(description, indexBuffer);
globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
}
}
void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels)
@@ -173,61 +232,6 @@ void loadTextures(const aiScene* scene, Gfx::PGraphics graphics, const std::file
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)
{
Assimp::Importer importer;
@@ -244,20 +248,22 @@ void MeshLoader::import(const std::filesystem::path &path)
aiProcess_EmbedTextures);
const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
Array<PMesh> globalMeshes(scene->mNumMeshes);
loadGlobalMeshes(scene, globalMeshes, graphics);
Array<PMaterialAsset> globalMaterials(scene->mNumMaterials);
loadMaterials(scene, globalMaterials, graphics);
loadGlobalMeshes(scene, globalMeshes, globalMaterials, graphics);
loadTextures(scene, graphics, path);
loadMaterials(scene, graphics);
List<aiNode *> meshNodes;
findMeshRoots(scene->mRootNode, meshNodes);
for (auto meshNode : meshNodes)
{
std::string fileName = std::string(meshNode->mName.C_Str()).append(".asset");
std::string fileName = std::string("arissa").append(".asset");
PMeshAsset meshAsset = new MeshAsset(fileName);
for(uint32 i = 0; i < meshNode->mNumMeshes; ++i)
{
meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]);
}
meshAsset->save();
AssetRegistry::get().meshes[meshAsset->getFileName()] = meshAsset;
}
}