implemented basic shader expressions
This commit is contained in:
@@ -0,0 +1,64 @@
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#include "AssetImporter.h"
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#include "FontLoader.h"
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#include "TextureLoader.h"
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#include "MaterialLoader.h"
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#include "MeshLoader.h"
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#include "Graphics/Graphics.h"
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using namespace Seele;
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void AssetImporter::importMesh(MeshImportArgs args)
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{
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if (get().registry->getOrCreateFolder(args.importPath)->meshes.contains(args.filePath.stem().string()))
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{
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// skip importing duplicates
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return;
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}
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get().meshLoader->importAsset(args);
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}
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void AssetImporter::importTexture(TextureImportArgs args)
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{
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if (get().registry->getOrCreateFolder(args.importPath)->textures.contains(args.filePath.stem().string()))
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{
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// skip importing duplicates
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return;
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}
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get().textureLoader->importAsset(args);
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}
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void AssetImporter::importFont(FontImportArgs args)
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{
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if (get().registry->getOrCreateFolder(args.importPath)->fonts.contains(args.filePath.stem().string()))
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{
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// skip importing duplicates
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return;
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}
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get().fontLoader->importAsset(args);
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}
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void AssetImporter::importMaterial(MaterialImportArgs args)
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{
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if (get().registry->getOrCreateFolder(args.importPath)->materials.contains(args.filePath.stem().string()))
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{
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// skip importing duplicates
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return;
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}
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get().materialLoader->importAsset(args);
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}
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void AssetImporter::init(Gfx::PGraphics graphics, AssetRegistry* registry)
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{
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get().registry = registry;
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get().meshLoader = new MeshLoader(graphics);
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get().textureLoader = new TextureLoader(graphics);
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get().materialLoader = new MaterialLoader(graphics);
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get().fontLoader = new FontLoader(graphics);
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}
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AssetImporter& AssetImporter::get()
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{
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static AssetImporter instance;
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return instance;
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}
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@@ -0,0 +1,27 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "Asset/AssetRegistry.h"
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namespace Seele
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{
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DECLARE_REF(TextureLoader)
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DECLARE_REF(FontLoader)
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DECLARE_REF(MeshLoader)
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DECLARE_REF(MaterialLoader)
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class AssetImporter
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{
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public:
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static void importMesh(struct MeshImportArgs args);
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static void importTexture(struct TextureImportArgs args);
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static void importFont(struct FontImportArgs args);
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static void importMaterial(struct MaterialImportArgs args);
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static void init(Gfx::PGraphics graphics, AssetRegistry* registry);
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private:
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static AssetImporter& get();
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UPTextureLoader textureLoader;
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UPFontLoader fontLoader;
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UPMeshLoader meshLoader;
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UPMaterialLoader materialLoader;
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AssetRegistry* registry;
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};
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} // namespace Seele
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@@ -0,0 +1,12 @@
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target_sources(Editor
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PRIVATE
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AssetImporter.h
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AssetImporter.cpp
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FontLoader.h
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FontLoader.cpp
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MaterialLoader.h
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MaterialLoader.cpp
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MeshLoader.h
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MeshLoader.cpp
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TextureLoader.h
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TextureLoader.cpp)
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@@ -0,0 +1,76 @@
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#include "FontLoader.h"
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#include "Graphics/Graphics.h"
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#include "Asset/FontAsset.h"
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#include "Asset/AssetRegistry.h"
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#include "Graphics/GraphicsResources.h"
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#include <ft2build.h>
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#include FT_FREETYPE_H
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using namespace Seele;
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FontLoader::FontLoader(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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}
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FontLoader::~FontLoader()
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{
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}
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void FontLoader::importAsset(FontImportArgs args)
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{
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std::filesystem::path assetPath = args.filePath.filename();
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assetPath.replace_extension("asset");
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PFontAsset asset = new FontAsset(args.importPath, assetPath.stem().string());
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asset->setStatus(Asset::Status::Loading);
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AssetRegistry::get().registerFont(asset);
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import(args, asset);
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}
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// in case of the space character there is no bitmap
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// so we create a single pixel empty texture
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uint8 transparentPixel = 0;
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void FontLoader::import(FontImportArgs args, PFontAsset asset)
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{
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FT_Library ft;
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FT_Error error = FT_Init_FreeType(&ft);
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assert(!error);
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FT_Face face;
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error = FT_New_Face(ft, args.filePath.string().c_str(), 0, &face);
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assert(!error);
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FT_Set_Pixel_Sizes(face, 0, 48);
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for(uint32 c = 0; c < 256; ++c)
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{
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if(FT_Load_Char(face, c, FT_LOAD_RENDER))
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{
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std::cout << "error loading " << (char)c << std::endl;
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continue;
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}
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FontAsset::Glyph& glyph = asset->glyphs[c];
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glyph.size = IVector2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
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glyph.bearing = IVector2(face->glyph->bitmap_left, face->glyph->bitmap_top);
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glyph.advance = face->glyph->advance.x;
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TextureCreateInfo imageData;
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imageData.format = Gfx::SE_FORMAT_R8_UINT;
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imageData.width = face->glyph->bitmap.width;
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imageData.height = face->glyph->bitmap.rows;
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imageData.resourceData.data = face->glyph->bitmap.buffer;
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imageData.resourceData.size = imageData.width * imageData.height;
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if(imageData.width == 0 || imageData.height == 0)
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{
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glyph.size.x = 1;
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glyph.size.y = 1;
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glyph.bearing.x = 0;
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glyph.bearing.y = 0;
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imageData.width = 1;
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imageData.height = 1;
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imageData.resourceData.size = sizeof(uint8);
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imageData.resourceData.data = &transparentPixel;
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}
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glyph.texture = graphics->createTexture2D(imageData);
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}
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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asset->setStatus(Asset::Status::Ready);
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}
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@@ -0,0 +1,26 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "Containers/List.h"
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#include <filesystem>
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namespace Seele
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{
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DECLARE_REF(FontAsset)
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DECLARE_NAME_REF(Gfx, Graphics)
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struct FontImportArgs
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{
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std::filesystem::path filePath;
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std::string importPath;
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};
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class FontLoader
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{
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public:
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FontLoader(Gfx::PGraphics graphic);
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~FontLoader();
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void importAsset(FontImportArgs args);
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private:
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void import(FontImportArgs args, PFontAsset asset);
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Gfx::PGraphics graphics;
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};
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DEFINE_REF(FontLoader)
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} // namespace Seele
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@@ -0,0 +1,233 @@
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#include "MaterialLoader.h"
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#include "Graphics/Graphics.h"
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#include "Asset/MaterialAsset.h"
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#include "Asset/AssetRegistry.h"
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#include "Material/Material.h"
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#include "Window/WindowManager.h"
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#include "Material/ShaderExpression.h"
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#include "Asset/TextureAsset.h"
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#include <nlohmann/json.hpp>
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using namespace Seele;
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using json = nlohmann::json;
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MaterialLoader::MaterialLoader(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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PMaterialAsset placeholderAsset = new MaterialAsset();
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import(MaterialImportArgs{
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.filePath = std::filesystem::absolute("./shaders/Placeholder.asset"),
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.importPath = "",
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}, placeholderAsset);
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AssetRegistry::get().assetRoot->materials[""] = placeholderAsset;
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}
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MaterialLoader::~MaterialLoader()
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{
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}
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void MaterialLoader::importAsset(MaterialImportArgs args)
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{
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std::filesystem::path assetPath = args.filePath.filename();
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assetPath.replace_extension("asset");
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PMaterialAsset asset = new MaterialAsset(args.importPath, assetPath.stem().string());
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asset->setStatus(Asset::Status::Loading);
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AssetRegistry::get().registerMaterial(asset);
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import(args, asset);
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}
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void MaterialLoader::import(MaterialImportArgs args, PMaterialAsset asset)
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{
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auto stream = std::ifstream(args.filePath.c_str());
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json j;
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stream >> j;
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std::string materialName = j["name"].get<std::string>() + "Material";
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Gfx::PDescriptorLayout layout = graphics->createDescriptorLayout(materialName + "Layout");
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//Shader file needs to conform to the slang standard, which prohibits _
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '_'), materialName.end());
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '.'), materialName.end());
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uint32 uniformBufferOffset = 0;
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uint32 bindingCounter = 0; // Uniform buffers are always binding 0
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uint32 uniformBinding = -1;
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Map<int32, PShaderExpression> expressions;
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int32 key = 0;
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int32 auxKey = -1;
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Map<std::string, PShaderParameter> parameters;
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for(auto param : j["params"].items())
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{
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std::string type = param.value()["type"].get<std::string>();
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auto defaultValue = param.value().find("default");
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// TODO: ALIGNMENT RULES
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if(type.compare("float") == 0)
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{
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PFloatParameter p = new FloatParameter(param.key(), uniformBufferOffset, 0);
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p->key = auxKey;
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if(uniformBinding == -1)
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{
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layout->addDescriptorBinding(bindingCounter, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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uniformBinding = bindingCounter++;
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}
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uniformBufferOffset += 4;
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if(defaultValue != param.value().end())
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{
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p->data = std::stof(defaultValue.value().get<std::string>());
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}
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expressions[auxKey--] = p;
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parameters[param.key()] = p;
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}
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// TODO: ALIGNMENT RULES
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else if(type.compare("float3") == 0)
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{
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PVectorParameter p = new VectorParameter(param.key(), uniformBufferOffset, 0);
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p->key = auxKey;
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if(uniformBinding == -1)
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{
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layout->addDescriptorBinding(bindingCounter, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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uniformBinding = bindingCounter++;
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}
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uniformBufferOffset += 12;
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if(defaultValue != param.value().end())
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{
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p->data = parseVector(defaultValue.value().get<std::string>().c_str());
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}
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expressions[auxKey--] = p;
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parameters[param.key()] = p;
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}
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else if(type.compare("Texture2D") == 0)
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{
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PTextureParameter p = new TextureParameter(param.key(), 0, bindingCounter);
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p->key = auxKey;
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layout->addDescriptorBinding(bindingCounter++, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
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if(defaultValue != param.value().end())
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{
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std::string defaultString = defaultValue.value().get<std::string>();
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p->data = AssetRegistry::findTexture(defaultString);
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}
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if(p->data == nullptr)
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{
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p->data = AssetRegistry::findTexture(""); // this will return placeholder texture
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}
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expressions[auxKey--] = p;
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parameters[param.key()] = p;
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}
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else if(type.compare("SamplerState") == 0)
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{
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PSamplerParameter p = new SamplerParameter(param.key(), 0, bindingCounter);
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p->key = auxKey;
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layout->addDescriptorBinding(bindingCounter++, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
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p->data = graphics->createSamplerState({});
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expressions[auxKey--] = p;
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parameters[param.key()] = p;
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}
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else
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{
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std::cout << "Error unsupported parameter type" << std::endl;
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}
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}
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uint32 uniformDataSize = uniformBufferOffset;
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auto referenceExpression = [&auxKey, &expressions](json obj) -> PShaderExpression
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{
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if(obj.is_string())
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{
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PConstantExpression c = new ConstantExpression(obj.get<std::string>(), ExpressionType::UNKNOWN);
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c->key = auxKey;
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expressions[auxKey--] = c;
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return c;
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}
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else
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{
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return expressions[obj.get<uint32>()];
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}
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};
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MaterialNode mat;
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for(auto param : j["code"].items())
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{
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auto obj = param.value();
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std::string exp = obj["exp"].get<std::string>();
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if(exp.compare("Add") == 0)
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{
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PAddExpression p = new AddExpression();
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p->key = key;
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p->inputs["lhs"].source = referenceExpression(obj["lhs"])->key;
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p->inputs["rhs"].source = referenceExpression(obj["rhs"])->key;
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expressions[key++] = p;
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}
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if(exp.compare("Sub") == 0)
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{
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PSubExpression p = new SubExpression();
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p->key = key;
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p->inputs["lhs"].source = referenceExpression(obj["lhs"])->key;
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p->inputs["rhs"].source = referenceExpression(obj["rhs"])->key;
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expressions[key++] = p;
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}
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if(exp.compare("Mul") == 0)
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{
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PMulExpression p = new MulExpression();
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p->key = key;
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p->inputs["lhs"].source = referenceExpression(obj["lhs"])->key;
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p->inputs["rhs"].source = referenceExpression(obj["rhs"])->key;
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expressions[key++] = p;
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}
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if(exp.compare("Swizzle") == 0)
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{
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PSwizzleExpression p = new SwizzleExpression();
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p->key = key;
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p->inputs["target"].source = referenceExpression(obj["target"])->key;
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int32 i = 0;
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for(auto c : obj["comp"].items())
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{
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p->comp[i++] = c.value().get<uint32>();
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}
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expressions[key++] = p;
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}
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if(exp.compare("Sample") == 0)
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{
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PSampleExpression p = new SampleExpression();
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p->key = key;
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p->inputs["texture"].source = parameters[obj["texture"].get<std::string>()]->key;
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p->inputs["sampler"].source = parameters[obj["sampler"].get<std::string>()]->key;
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p->inputs["coords"].source = referenceExpression(obj["coords"])->key;
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expressions[key++] = p;
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}
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if(exp.compare("BRDF") == 0)
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{
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mat.profile = obj["profile"].get<std::string>();
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for(auto val : obj["values"].items())
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{
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mat.variables[val.key()] = referenceExpression(val.value());
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}
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}
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}
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layout->create();
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Array<PShaderExpression> codeExp;
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for(const auto& [_, e] : expressions)
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{
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codeExp.add(e);
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}
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Array<PShaderParameter> params;
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for(const auto& [_, p] : parameters)
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{
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params.add(p);
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}
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asset->material = new Material(
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graphics,
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std::move(params),
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std::move(layout),
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uniformDataSize,
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uniformBinding,
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materialName,
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std::move(codeExp),
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std::move(mat)
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);
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asset->material->compile();
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graphics->getShaderCompiler()->registerMaterial(asset->material);
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asset->setStatus(Asset::Status::Ready);
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////co_return;
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}
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PMaterialAsset MaterialLoader::getPlaceHolderMaterial()
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{
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return placeholderMaterial;
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}
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@@ -0,0 +1,28 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "Containers/List.h"
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#include <filesystem>
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namespace Seele
|
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{
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DECLARE_REF(MaterialAsset)
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DECLARE_NAME_REF(Gfx, Graphics)
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struct MaterialImportArgs
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{
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std::filesystem::path filePath;
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std::string importPath;
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};
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class MaterialLoader
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{
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public:
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MaterialLoader(Gfx::PGraphics graphic);
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~MaterialLoader();
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void importAsset(MaterialImportArgs args);
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PMaterialAsset getPlaceHolderMaterial();
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private:
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void import(MaterialImportArgs args, PMaterialAsset asset);
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Gfx::PGraphics graphics;
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PMaterialAsset placeholderMaterial;
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};
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DEFINE_REF(MaterialLoader)
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} // namespace Seele
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@@ -0,0 +1,328 @@
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#include "MeshLoader.h"
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#include "Graphics/GraphicsResources.h"
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#include "Graphics/Graphics.h"
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#include "Asset/MeshAsset.h"
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#include "Graphics/Mesh.h"
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#include "Graphics/StaticMeshVertexInput.h"
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#include "Asset/AssetImporter.h"
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#include "Asset/MaterialAsset.h"
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#include <fstream>
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#include <iostream>
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#include <nlohmann/json.hpp>
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#include <stb_image_write.h>
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#include <assimp/config.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/material.h>
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#include <Asset/MaterialLoader.h>
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#include <Asset/TextureLoader.h>
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using namespace Seele;
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||||
MeshLoader::MeshLoader(Gfx::PGraphics graphics)
|
||||
: graphics(graphics)
|
||||
{
|
||||
}
|
||||
|
||||
MeshLoader::~MeshLoader()
|
||||
{
|
||||
}
|
||||
|
||||
void MeshLoader::importAsset(MeshImportArgs args)
|
||||
{
|
||||
std::filesystem::path assetPath = args.filePath.filename();
|
||||
assetPath.replace_extension("asset");
|
||||
PMeshAsset asset = new MeshAsset(args.importPath, assetPath.stem().string());
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
AssetRegistry::get().registerMesh(asset);
|
||||
import(args, asset);
|
||||
}
|
||||
|
||||
void MeshLoader::loadMaterials(const aiScene* scene, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialAsset>& globalMaterials)
|
||||
{
|
||||
using json = nlohmann::json;
|
||||
for(uint32 i = 0; i < scene->mNumMaterials; ++i)
|
||||
{
|
||||
aiMaterial* material = scene->mMaterials[i];
|
||||
json matCode;
|
||||
matCode["name"] = baseName + material->GetName().C_Str();
|
||||
matCode["profile"] = "BlinnPhong"; //TODO: other shading models
|
||||
aiString texPath;
|
||||
//TODO make samplers based on used textures
|
||||
matCode["params"]["textureSampler"] =
|
||||
{
|
||||
{"type", "SamplerState"}
|
||||
};
|
||||
if(material->GetTexture(aiTextureType_DIFFUSE, 0, &texPath) == AI_SUCCESS)
|
||||
{
|
||||
std::string texFilename = std::filesystem::path(texPath.C_Str()).replace_extension("asset").stem().string();
|
||||
matCode["params"]["diffuseTexture"] =
|
||||
{
|
||||
{"type", "Texture2D"},
|
||||
{"default", texFilename}
|
||||
};
|
||||
matCode["code"].push_back(
|
||||
{
|
||||
{ "exp", "Sample" },
|
||||
{ "texture", "diffuseTexture" },
|
||||
{ "sampler", "textureSampler" },
|
||||
{ "coords", "input.texCoords[0]"}
|
||||
}
|
||||
);
|
||||
matCode["code"].push_back(
|
||||
{
|
||||
{ "exp", "Swizzle" },
|
||||
{ "target", 0 },
|
||||
{ "comp", json::array({0, 1, 2}) },
|
||||
}
|
||||
);
|
||||
matCode["code"].push_back(
|
||||
{
|
||||
{ "exp", "BRDF" },
|
||||
{ "profile", "BlinnPhong" },
|
||||
{ "values", {
|
||||
{"baseColor", 1}
|
||||
}}
|
||||
}
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
matCode["code"].push_back(
|
||||
{
|
||||
{ "exp", "BRDF" },
|
||||
{ "profile", "BlinnPhong" },
|
||||
{ "values", {
|
||||
{"baseColor", "input.vertexColor.xyz"}
|
||||
}}
|
||||
}
|
||||
);
|
||||
}
|
||||
if(material->GetTexture(aiTextureType_SPECULAR, 0, &texPath) == AI_SUCCESS)
|
||||
{
|
||||
}
|
||||
if(material->GetTexture(aiTextureType_NORMALS, 0, &texPath) == AI_SUCCESS)
|
||||
{
|
||||
}
|
||||
std::string outMatFilename = matCode["name"].get<std::string>().append(".asset");
|
||||
std::ofstream outMatFile = std::ofstream(meshDirectory / outMatFilename);
|
||||
outMatFile << std::setw(4) << matCode;
|
||||
outMatFile.flush();
|
||||
outMatFile.close();
|
||||
|
||||
std::cout << "writing json to " << outMatFilename << std::endl;
|
||||
AssetImporter::importMaterial(MaterialImportArgs{
|
||||
.filePath = meshDirectory / outMatFilename,
|
||||
.importPath = importPath,
|
||||
});
|
||||
globalMaterials[i] = AssetRegistry::findMaterial(matCode["name"].get<std::string>());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
|
||||
{
|
||||
if (node->mNumMeshes > 0)
|
||||
{
|
||||
meshNodes.add(node);
|
||||
return;
|
||||
}
|
||||
for (uint32 i = 0; i < node->mNumChildren; ++i)
|
||||
{
|
||||
findMeshRoots(node->mChildren[i], meshNodes);
|
||||
}
|
||||
}
|
||||
VertexStreamComponent createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
|
||||
{
|
||||
Array<Vector> buffer(size);
|
||||
for(uint32 i = 0; i < size; ++i)
|
||||
{
|
||||
buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
|
||||
}
|
||||
VertexBufferCreateInfo vbInfo;
|
||||
vbInfo.numVertices = size;
|
||||
vbInfo.vertexSize = sizeof(Vector);
|
||||
vbInfo.resourceData.data = (uint8 *)buffer.data();
|
||||
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
vbInfo.resourceData.size = sizeof(Vector) * buffer.size();
|
||||
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
|
||||
vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
|
||||
}
|
||||
VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
|
||||
{
|
||||
Array<Vector2> buffer(size);
|
||||
for(uint32 i = 0; i < size; ++i)
|
||||
{
|
||||
buffer[i] = Vector2(sourceData[i].x, sourceData[i].y);
|
||||
}
|
||||
VertexBufferCreateInfo vbInfo;
|
||||
vbInfo.numVertices = size;
|
||||
vbInfo.vertexSize = sizeof(Vector2);
|
||||
vbInfo.resourceData.data = (uint8 *)buffer.data();
|
||||
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
vbInfo.resourceData.size = sizeof(Vector2) * buffer.size();
|
||||
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
|
||||
vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
|
||||
}
|
||||
VertexStreamComponent createVertexStream(uint32 size, aiColor4D* sourceData, Gfx::PGraphics graphics)
|
||||
{
|
||||
Array<Vector4> buffer(size);
|
||||
for(uint32 i = 0; i < size; ++i)
|
||||
{
|
||||
buffer[i] = Vector4(sourceData[i].r, sourceData[i].g, sourceData[i].b, sourceData[i].a);
|
||||
}
|
||||
VertexBufferCreateInfo vbInfo;
|
||||
vbInfo.numVertices = size;
|
||||
vbInfo.vertexSize = sizeof(Vector4);
|
||||
vbInfo.resourceData.data = (uint8 *)buffer.data();
|
||||
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
vbInfo.resourceData.size = sizeof(Vector4) * buffer.size();
|
||||
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
|
||||
vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32A32_SFLOAT);
|
||||
}
|
||||
void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialAsset>& materials, Array<PMesh>& globalMeshes, Component::Collider& collider)
|
||||
{
|
||||
for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
|
||||
{
|
||||
aiMesh *mesh = scene->mMeshes[meshIndex];
|
||||
collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
|
||||
collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
|
||||
|
||||
//! \todo duplicate from createVertexStream, clean up
|
||||
Array<Vector> vertices(mesh->mNumVertices);
|
||||
for(uint32 i = 0; i < mesh->mNumVertices; ++i)
|
||||
{
|
||||
vertices[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
|
||||
}
|
||||
|
||||
PStaticMeshVertexInput vertexShaderInput = new StaticMeshVertexInput(std::string(mesh->mName.C_Str()));
|
||||
StaticMeshDataType data;
|
||||
data.positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
|
||||
|
||||
for(uint32 i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
if(mesh->HasTextureCoords(i))
|
||||
{
|
||||
data.textureCoordinates[i] = createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics);
|
||||
}
|
||||
}
|
||||
if(mesh->HasNormals())
|
||||
{
|
||||
data.tangentBasisComponents[0] = createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics);
|
||||
}
|
||||
if(mesh->HasTangentsAndBitangents())
|
||||
{
|
||||
//TODO: use bitangent to calculate sign for 4th coordinate of tangentstream
|
||||
data.tangentBasisComponents[1] = createVertexStream(mesh->mNumVertices, mesh->mTangents, graphics);
|
||||
data.tangentBasisComponents[2] = createVertexStream(mesh->mNumVertices, mesh->mBitangents, graphics);
|
||||
}
|
||||
if(mesh->HasVertexColors(0))
|
||||
{
|
||||
data.colorComponent = createVertexStream(mesh->mNumVertices, mesh->mColors[0], graphics);
|
||||
}
|
||||
vertexShaderInput->setData(std::move(data));
|
||||
vertexShaderInput->init(graphics);
|
||||
|
||||
Array<uint32> indices(mesh->mNumFaces * 3);
|
||||
for (uint32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
|
||||
{
|
||||
indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
|
||||
indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
|
||||
indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
|
||||
}
|
||||
|
||||
collider.physicsMesh.addCollider(vertices, indices, Matrix4(1.0f));
|
||||
|
||||
IndexBufferCreateInfo idxInfo;
|
||||
idxInfo.indexType = Gfx::SE_INDEX_TYPE_UINT32;
|
||||
idxInfo.resourceData.data = (uint8 *)indices.data();
|
||||
idxInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
|
||||
idxInfo.resourceData.size = sizeof(uint32) * indices.size();
|
||||
Gfx::PIndexBuffer indexBuffer = graphics->createIndexBuffer(idxInfo);
|
||||
indexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
|
||||
globalMeshes[meshIndex] = new Mesh(vertexShaderInput, indexBuffer);
|
||||
globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
|
||||
}
|
||||
}
|
||||
void MeshLoader::convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels)
|
||||
{
|
||||
for(uint32 i = 0; i < numPixels; ++i)
|
||||
{
|
||||
dst[i * 4 + 0] = src[i].r;
|
||||
dst[i * 4 + 1] = src[i].g;
|
||||
dst[i * 4 + 2] = src[i].b;
|
||||
dst[i * 4 + 3] = src[i].a;
|
||||
}
|
||||
}
|
||||
void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath)
|
||||
{
|
||||
for (uint32 i = 0; i < scene->mNumTextures; ++i)
|
||||
{
|
||||
aiTexture* tex = scene->mTextures[i];
|
||||
auto texPath = std::filesystem::path(tex->mFilename.C_Str());
|
||||
auto texPngPath = meshDirectory;
|
||||
texPngPath.append(texPath.filename().string());
|
||||
if(tex->mHeight == 0)
|
||||
{
|
||||
// already compressed, just dump it to the disk
|
||||
std::ofstream file(texPngPath, std::ios::binary);
|
||||
file.write((const char*)tex->pcData, tex->mWidth);
|
||||
file.flush();
|
||||
}
|
||||
else
|
||||
{
|
||||
// recompress data so that the TextureLoader can read it
|
||||
unsigned char* texData = new unsigned char[tex->mWidth * tex->mHeight * 4];
|
||||
convertAssimpARGB(texData, tex->pcData, tex->mWidth * tex->mHeight);
|
||||
stbi_write_png(texPngPath.string().c_str(), tex->mWidth, tex->mHeight, 4, tex->pcData, tex->mWidth * 32);
|
||||
delete[] texData;
|
||||
}
|
||||
std::cout << "Loading model texture " << texPngPath.string() << std::endl;
|
||||
AssetImporter::importTexture(TextureImportArgs {
|
||||
.filePath = texPath,
|
||||
.importPath = importPath,
|
||||
});
|
||||
}
|
||||
}
|
||||
void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset)
|
||||
{
|
||||
std::cout << "Starting to import "<<args.filePath<< std::endl;
|
||||
meshAsset->setStatus(Asset::Status::Loading);
|
||||
Assimp::Importer importer;
|
||||
importer.ReadFile(args.filePath.string().c_str(), (uint32)(
|
||||
aiProcess_FlipUVs |
|
||||
aiProcess_Triangulate |
|
||||
aiProcess_SortByPType |
|
||||
aiProcess_GenBoundingBoxes |
|
||||
aiProcess_GenSmoothNormals |
|
||||
aiProcess_GenUVCoords |
|
||||
aiProcess_FindDegenerates));
|
||||
const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
|
||||
|
||||
Array<PMaterialAsset> globalMaterials(scene->mNumMaterials);
|
||||
loadTextures(scene, args.filePath.parent_path(), args.importPath);
|
||||
loadMaterials(scene, args.filePath.stem().string(), args.filePath.parent_path(), args.importPath, globalMaterials);
|
||||
|
||||
Array<PMesh> globalMeshes(scene->mNumMeshes);
|
||||
Component::Collider collider;
|
||||
loadGlobalMeshes(scene, globalMaterials, globalMeshes, collider);
|
||||
|
||||
List<aiNode *> meshNodes;
|
||||
findMeshRoots(scene->mRootNode, meshNodes);
|
||||
|
||||
for (auto meshNode : meshNodes)
|
||||
{
|
||||
for(uint32 i = 0; i < meshNode->mNumMeshes; ++i)
|
||||
{
|
||||
meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]);
|
||||
}
|
||||
}
|
||||
meshAsset->physicsMesh = std::move(collider);
|
||||
meshAsset->setStatus(Asset::Status::Ready);
|
||||
std::cout << "Finished loading " << args.filePath<< std::endl;
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
#include "MinimalEngine.h"
|
||||
#include "Containers/List.h"
|
||||
#include "Component/Collider.h"
|
||||
#include <filesystem>
|
||||
|
||||
struct aiScene;
|
||||
struct aiTexel;
|
||||
namespace Seele
|
||||
{
|
||||
DECLARE_REF(Mesh)
|
||||
DECLARE_REF(MeshAsset)
|
||||
DECLARE_REF(MaterialAsset)
|
||||
DECLARE_NAME_REF(Gfx, Graphics)
|
||||
struct MeshImportArgs
|
||||
{
|
||||
std::filesystem::path filePath;
|
||||
std::string importPath;
|
||||
};
|
||||
class MeshLoader
|
||||
{
|
||||
public:
|
||||
MeshLoader(Gfx::PGraphics graphic);
|
||||
~MeshLoader();
|
||||
void importAsset(MeshImportArgs args);
|
||||
private:
|
||||
void loadMaterials(const aiScene* scene, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialAsset>& globalMaterials);
|
||||
void loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath);
|
||||
void loadGlobalMeshes(const aiScene* scene, const Array<PMaterialAsset>& materials, Array<PMesh>& globalMeshes, Component::Collider& collider);
|
||||
void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels);
|
||||
|
||||
void import(MeshImportArgs args, PMeshAsset meshAsset);
|
||||
Gfx::PGraphics graphics;
|
||||
};
|
||||
DEFINE_REF(MeshLoader)
|
||||
} // namespace Seele
|
||||
@@ -0,0 +1,136 @@
|
||||
#include "TextureLoader.h"
|
||||
#include "Asset/TextureAsset.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "Asset/AssetRegistry.h"
|
||||
#include "Graphics/Vulkan/VulkanGraphicsEnums.h"
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#include <stb_image_write.h>
|
||||
#include "ktx.h"
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
TextureLoader::TextureLoader(Gfx::PGraphics graphics)
|
||||
: graphics(graphics)
|
||||
{
|
||||
//(std::filesystem::absolute("./textures/placeholder.ktx"));
|
||||
//placeholderAsset->load(graphics);
|
||||
//AssetRegistry::get().assetRoot.textures[""] = placeholderAsset;
|
||||
placeholderAsset = new TextureAsset();
|
||||
import(TextureImportArgs{
|
||||
.filePath = std::filesystem::absolute("./textures/placeholder.png"),
|
||||
.importPath = "",
|
||||
}, placeholderAsset);
|
||||
AssetRegistry::get().assetRoot->textures[""] = placeholderAsset;
|
||||
}
|
||||
|
||||
TextureLoader::~TextureLoader()
|
||||
{
|
||||
}
|
||||
|
||||
void TextureLoader::importAsset(TextureImportArgs args)
|
||||
{
|
||||
std::filesystem::path assetPath = args.filePath.filename();
|
||||
assetPath.replace_extension("asset");
|
||||
PTextureAsset asset = new TextureAsset(args.importPath, assetPath.stem().string());
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
asset->setTexture(placeholderAsset->getTexture());
|
||||
AssetRegistry::get().registerTexture(asset);
|
||||
import(args, asset);
|
||||
}
|
||||
|
||||
PTextureAsset TextureLoader::getPlaceholderTexture()
|
||||
{
|
||||
return placeholderAsset;
|
||||
}
|
||||
|
||||
void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset)
|
||||
{
|
||||
int totalWidth, totalHeight, n;
|
||||
unsigned char* data = stbi_load(args.filePath.string().c_str(), &totalWidth, &totalHeight, &n, 4);
|
||||
ktxTexture2* kTexture;
|
||||
ktxTextureCreateInfo createInfo;
|
||||
createInfo.vkFormat = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
createInfo.baseDepth = 1;
|
||||
createInfo.numLevels = 1;
|
||||
createInfo.numLayers = 1;
|
||||
createInfo.isArray = false;
|
||||
createInfo.generateMipmaps = false;
|
||||
|
||||
if (args.type == TextureImportType::TEXTURE_CUBEMAP)
|
||||
{
|
||||
uint32 faceWidth = totalWidth / 4;
|
||||
uint32 faceHeight = totalHeight / 3;
|
||||
// Cube map
|
||||
createInfo.baseWidth = totalWidth / 4;
|
||||
createInfo.baseHeight = totalHeight / 3;
|
||||
createInfo.numFaces = 6;
|
||||
createInfo.numDimensions = 2;
|
||||
|
||||
ktxTexture2_Create(&createInfo,
|
||||
KTX_TEXTURE_CREATE_ALLOC_STORAGE,
|
||||
&kTexture);
|
||||
|
||||
auto loadCubeFace = [&kTexture, &faceWidth, &totalWidth, &data](int xPos, int yPos, int faceName)
|
||||
{
|
||||
std::vector<unsigned char> vec(faceWidth * faceWidth * 4);
|
||||
for (int y = 0; y < faceWidth; ++y)
|
||||
{
|
||||
for (int x = 0; x < faceWidth; ++x)
|
||||
{
|
||||
int imgX = x + (xPos * faceWidth);
|
||||
int imgY = y + (yPos * faceWidth);
|
||||
std::memcpy(&vec[(x + (faceWidth * y)) * 4], &data[(imgX + (totalWidth * imgY)) * 4], 4);
|
||||
}
|
||||
}
|
||||
ktxTexture_SetImageFromMemory(ktxTexture(kTexture),
|
||||
0, 0, faceName, vec.data(), vec.size());
|
||||
};
|
||||
loadCubeFace(2, 1, 0); // +X
|
||||
loadCubeFace(0, 1, 1); // -X
|
||||
loadCubeFace(1, 0, 2); // +Y
|
||||
loadCubeFace(1, 2, 3); // -Y
|
||||
loadCubeFace(1, 1, 4); // +Z
|
||||
loadCubeFace(3, 1, 5); // -Z
|
||||
}
|
||||
else
|
||||
{
|
||||
createInfo.baseWidth = totalWidth;
|
||||
createInfo.baseHeight = totalHeight;
|
||||
createInfo.numFaces = 1;
|
||||
createInfo.numDimensions = 1 + (totalHeight > 1);
|
||||
|
||||
ktxTexture2_Create(&createInfo,
|
||||
KTX_TEXTURE_CREATE_ALLOC_STORAGE,
|
||||
&kTexture);
|
||||
|
||||
ktxTexture_SetImageFromMemory(ktxTexture(kTexture),
|
||||
0, 0, 0, data, totalWidth * totalHeight * 4 * sizeof(unsigned char));
|
||||
}
|
||||
std::cout << "starting compression of " << textureAsset->getAssetIdentifier() << std::endl;
|
||||
ktxBasisParams params = {
|
||||
.structSize = sizeof(ktxBasisParams),
|
||||
.uastc = KTX_TRUE,
|
||||
.threadCount = std::thread::hardware_concurrency(),
|
||||
.qualityLevel = 0,
|
||||
};
|
||||
ktx_error_code_e error = ktxTexture2_CompressBasisEx(kTexture, ¶ms);
|
||||
assert(error == KTX_SUCCESS);
|
||||
|
||||
//error = ktxTexture2_TranscodeBasis(kTexture, KTX_TTF_BC7_RGBA, 0);
|
||||
//assert(error == KTX_SUCCESS);
|
||||
|
||||
ktx_uint8_t* dest;
|
||||
ktx_size_t size;
|
||||
ktxTexture_WriteToMemory(ktxTexture(kTexture), &dest, &size);
|
||||
|
||||
Array<uint8> memory(size);
|
||||
std::memcpy(memory.data(), dest, size);
|
||||
|
||||
textureAsset->createFromMemory(std::move(memory), graphics);
|
||||
|
||||
free(dest);
|
||||
stbi_image_free(data);
|
||||
////co_return;
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
#include "MinimalEngine.h"
|
||||
#include "Containers/List.h"
|
||||
#include "Graphics/GraphicsEnums.h"
|
||||
#include <filesystem>
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
DECLARE_REF(TextureAsset)
|
||||
DECLARE_NAME_REF(Gfx, Graphics)
|
||||
DECLARE_NAME_REF(Gfx, Texture2D)
|
||||
enum class TextureImportType
|
||||
{
|
||||
TEXTURE_2D,
|
||||
TEXTURE_CUBEMAP,
|
||||
};
|
||||
struct TextureImportArgs
|
||||
{
|
||||
std::filesystem::path filePath;
|
||||
std::string importPath;
|
||||
TextureImportType type = TextureImportType::TEXTURE_2D;
|
||||
Gfx::SeImageUsageFlagBits usage = Gfx::SE_IMAGE_USAGE_SAMPLED_BIT;
|
||||
};
|
||||
class TextureLoader
|
||||
{
|
||||
public:
|
||||
TextureLoader(Gfx::PGraphics graphic);
|
||||
~TextureLoader();
|
||||
void importAsset(TextureImportArgs args);
|
||||
PTextureAsset getPlaceholderTexture();
|
||||
private:
|
||||
void import(TextureImportArgs args, PTextureAsset asset);
|
||||
Gfx::PGraphics graphics;
|
||||
PTextureAsset placeholderAsset;
|
||||
};
|
||||
DEFINE_REF(TextureLoader)
|
||||
} // namespace Seele
|
||||
Reference in New Issue
Block a user