implemented basic shader expressions
This commit is contained in:
@@ -31,6 +31,13 @@ Asset::~Asset()
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{
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}
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void Asset::updateByteSize()
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{
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ArchiveBuffer buffer;
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save(buffer);
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byteSize = buffer.size();
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}
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std::string Asset::getFolderPath() const
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{
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return folderPath;
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@@ -18,6 +18,8 @@ public:
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Asset(std::string_view folderPath, std::string_view name);
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virtual ~Asset();
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void updateByteSize();
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virtual void save(ArchiveBuffer& buffer) const = 0;
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virtual void load(ArchiveBuffer& buffer) = 0;
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@@ -27,6 +29,8 @@ public:
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std::string getFolderPath() const;
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// returns the identifier with which it can be found from the asset registry
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std::string getAssetIdentifier() const;
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// returns the size of the assets data in bytes(excluding name and folder)
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uint64 getByteSize() const { return byteSize; }
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constexpr Status getStatus()
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{
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@@ -41,7 +45,7 @@ protected:
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std::string name;
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std::string assetId;
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Status status;
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uint32 byteSize;
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uint64 byteSize;
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};
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DEFINE_REF(Asset)
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} // namespace Seele
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@@ -4,10 +4,6 @@
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#include "TextureAsset.h"
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#include "MaterialAsset.h"
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#include "MaterialInstanceAsset.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/Mesh.h"
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#include "Graphics/Graphics.h"
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#include "Window/WindowManager.h"
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@@ -29,46 +25,6 @@ void AssetRegistry::init(const std::string& rootFolder, Gfx::PGraphics graphics)
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get().initialize(rootFolder, graphics);
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}
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void AssetRegistry::importMesh(MeshImportArgs args)
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{
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if (get().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 AssetRegistry::importTexture(TextureImportArgs args)
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{
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if (get().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 AssetRegistry::importFont(FontImportArgs args)
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{
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if (get().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 AssetRegistry::importMaterial(MaterialImportArgs args)
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{
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if (get().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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PMeshAsset AssetRegistry::findMesh(const std::string &filePath)
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{
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AssetFolder* folder = get().assetRoot;
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@@ -150,15 +106,12 @@ void AssetRegistry::saveRegistry()
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get().saveRegistryInternal();
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}
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void AssetRegistry::initialize(const std::filesystem::path &_rootFolder, Gfx::PGraphics _graphics)
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{
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this->graphics = _graphics;
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this->rootFolder = _rootFolder;
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this->assetRoot = new AssetFolder("");
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this->fontLoader = new FontLoader(graphics);
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this->meshLoader = new MeshLoader(graphics);
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this->textureLoader = new TextureLoader(graphics);
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this->materialLoader = new MaterialLoader(graphics);
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loadRegistryInternal();
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}
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@@ -168,7 +121,6 @@ void AssetRegistry::loadRegistryInternal()
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loadFolder(assetRoot);
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}
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void AssetRegistry::peekFolder(AssetFolder* folder)
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{
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for (const auto& entry : std::filesystem::directory_iterator(rootFolder / folder->folderPath))
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@@ -192,49 +144,10 @@ void AssetRegistry::peekFolder(AssetFolder* folder)
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ArchiveBuffer buffer(graphics);
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buffer.readFromStream(stream);
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// Read asset type
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uint64 identifier;
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Serialization::load(buffer, identifier);
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// Read name
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std::string name;
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Serialization::load(buffer, name);
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// Read folder
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std::string folderPath;
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Serialization::load(buffer, folderPath);
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PAsset asset;
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switch (identifier)
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{
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case TextureAsset::IDENTIFIER:
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asset = new TextureAsset(folderPath, name);
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folder->textures[asset->getName()] = asset;
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break;
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case MeshAsset::IDENTIFIER:
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asset = new MeshAsset(folderPath, name);
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folder->meshes[asset->getName()] = asset;
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break;
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case MaterialAsset::IDENTIFIER:
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asset = new MaterialAsset(folderPath, name);
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folder->materials[asset->getName()] = asset;
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break;
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case MaterialInstanceAsset::IDENTIFIER:
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asset = new MaterialInstanceAsset(folderPath, name);
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// TODO
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break;
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case FontAsset::IDENTIFIER:
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asset = new FontAsset(folderPath, name);
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folder->fonts[asset->getName()] = asset;
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break;
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default:
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throw new std::logic_error("Unknown Identifier");
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}
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peekAsset(buffer);
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}
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}
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void AssetRegistry::loadFolder(AssetFolder* folder)
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{
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for (const auto& entry : std::filesystem::directory_iterator(rootFolder / folder->folderPath))
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@@ -251,45 +164,101 @@ void AssetRegistry::loadFolder(AssetFolder* folder)
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ArchiveBuffer buffer(graphics);
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buffer.readFromStream(stream);
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// Read asset type
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uint64 identifier;
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Serialization::load(buffer, identifier);
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// Read name
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std::string name;
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Serialization::load(buffer, name);
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// Read folder
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std::string folderPath;
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Serialization::load(buffer, folderPath);
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PAsset asset;
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switch (identifier)
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{
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case TextureAsset::IDENTIFIER:
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asset = folder->textures.at(name);
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break;
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case MeshAsset::IDENTIFIER:
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asset = folder->meshes.at(name);
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break;
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case MaterialAsset::IDENTIFIER:
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asset = folder->materials.at(name);
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break;
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case MaterialInstanceAsset::IDENTIFIER:
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//asset = new MaterialInstanceAsset(path);
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// TODO
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break;
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case FontAsset::IDENTIFIER:
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asset = folder->fonts.at(name);
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break;
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default:
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throw new std::logic_error("Unknown Identifier");
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}
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asset->load(buffer);
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loadAsset(buffer);
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}
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}
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void AssetRegistry::peekAsset(ArchiveBuffer& buffer)
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{
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// Read asset type
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uint64 identifier;
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Serialization::load(buffer, identifier);
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// Read name
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std::string name;
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Serialization::load(buffer, name);
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// Read folder
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std::string folderPath;
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Serialization::load(buffer, folderPath);
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uint64 assetSize;
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Serialization::load(buffer, assetSize);
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AssetFolder* folder = getOrCreateFolder(folderPath);
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PAsset asset;
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switch (identifier)
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{
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case TextureAsset::IDENTIFIER:
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asset = new TextureAsset(folderPath, name);
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folder->textures[asset->getName()] = asset;
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break;
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case MeshAsset::IDENTIFIER:
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asset = new MeshAsset(folderPath, name);
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folder->meshes[asset->getName()] = asset;
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break;
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case MaterialAsset::IDENTIFIER:
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asset = new MaterialAsset(folderPath, name);
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folder->materials[asset->getName()] = asset;
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break;
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case MaterialInstanceAsset::IDENTIFIER:
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asset = new MaterialInstanceAsset(folderPath, name);
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// TODO
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break;
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case FontAsset::IDENTIFIER:
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asset = new FontAsset(folderPath, name);
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folder->fonts[asset->getName()] = asset;
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break;
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default:
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throw new std::logic_error("Unknown Identifier");
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}
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}
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void AssetRegistry::loadAsset(ArchiveBuffer& buffer)
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{
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// Read asset type
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uint64 identifier;
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Serialization::load(buffer, identifier);
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// Read name
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std::string name;
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Serialization::load(buffer, name);
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// Read folder
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std::string folderPath;
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Serialization::load(buffer, folderPath);
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uint64 assetSize;
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Serialization::load(buffer, assetSize);
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AssetFolder* folder = getOrCreateFolder(folderPath);
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PAsset asset;
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switch (identifier)
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{
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case TextureAsset::IDENTIFIER:
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asset = folder->textures.at(name);
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break;
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case MeshAsset::IDENTIFIER:
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asset = folder->meshes.at(name);
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break;
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case MaterialAsset::IDENTIFIER:
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asset = folder->materials.at(name);
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break;
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case MaterialInstanceAsset::IDENTIFIER:
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//asset = new MaterialInstanceAsset(path);
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// TODO
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break;
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case FontAsset::IDENTIFIER:
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asset = folder->fonts.at(name);
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break;
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default:
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throw new std::logic_error("Unknown Identifier");
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}
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asset->load(buffer);
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}
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void AssetRegistry::saveRegistryInternal()
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{
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saveFolder("", assetRoot);
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@@ -334,6 +303,9 @@ void AssetRegistry::saveAsset(PAsset asset, uint64 identifier, const std::filesy
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Serialization::save(assetBuffer, name);
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// write folder
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Serialization::save(assetBuffer, folderPath.string());
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// write the asset size
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asset->updateByteSize();
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Serialization::save(assetBuffer, asset->getByteSize());
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// write asset data
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asset->save(assetBuffer);
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assetBuffer.writeToStream(assetStream);
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@@ -420,3 +392,4 @@ AssetRegistry::AssetFolder::~AssetFolder()
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delete child;
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}
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}
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@@ -6,10 +6,6 @@
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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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DECLARE_REF(TextureAsset)
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DECLARE_REF(FontAsset)
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DECLARE_REF(MeshAsset)
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@@ -32,22 +28,14 @@ public:
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static std::ofstream createWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::out);
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static std::ifstream createReadStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::in);
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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 set(AssetRegistry registry);
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static void loadRegistry();
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static void saveRegistry();
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AssetRegistry();
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private:
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struct AssetFolder
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{
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std::string folderPath;
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Map<std::string, AssetFolder*> children;
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//Todo: Seele::Map doesn't really work with strings for some reason, so just use std::map for now
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Map<std::string, PTextureAsset> textures;
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Map<std::string, PFontAsset> fonts;
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Map<std::string, PMeshAsset> meshes;
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@@ -55,13 +43,17 @@ private:
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AssetFolder(std::string_view folderPath);
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~AssetFolder();
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};
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AssetFolder* getOrCreateFolder(std::string foldername);
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AssetRegistry();
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private:
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static AssetRegistry& get();
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void initialize(const std::filesystem::path& rootFolder, Gfx::PGraphics graphics);
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void loadRegistryInternal();
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void peekFolder(AssetFolder* folder);
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void loadFolder(AssetFolder* folder);
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void peekAsset(ArchiveBuffer& buffer);
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void loadAsset(ArchiveBuffer& buffer);
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void saveRegistryInternal();
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void saveFolder(const std::filesystem::path& folderPath, AssetFolder* folder);
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void saveAsset(PAsset asset, uint64 identifier, const std::filesystem::path& folderPath, std::string name);
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@@ -71,18 +63,14 @@ private:
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void registerFont(PFontAsset font);
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void registerMaterial(PMaterialAsset material);
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AssetFolder* getOrCreateFolder(std::string foldername);
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std::ofstream internalCreateWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::out);
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std::ifstream internalCreateReadStream(const std::string& relaitvePath, std::ios_base::openmode openmode = std::ios::in);
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std::filesystem::path rootFolder;
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AssetFolder* assetRoot;
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Gfx::PGraphics graphics;
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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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ArchiveBuffer assetBuffer;
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bool release = false;
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friend class TextureLoader;
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friend class FontLoader;
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friend class MaterialLoader;
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@@ -6,22 +6,14 @@ target_sources(Engine
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AssetRegistry.cpp
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FontAsset.h
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FontAsset.cpp
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FontLoader.h
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FontLoader.cpp
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MaterialAsset.h
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MaterialAsset.cpp
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MaterialInstanceAsset.h
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MaterialInstanceAsset.cpp
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MaterialLoader.h
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MaterialLoader.cpp
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MeshAsset.h
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MeshAsset.cpp
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MeshLoader.h
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MeshLoader.cpp
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TextureAsset.h
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TextureAsset.cpp
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TextureLoader.h
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TextureLoader.cpp)
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TextureAsset.cpp)
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target_sources(Engine
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PUBLIC FILE_SET HEADERS
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@@ -29,11 +21,7 @@ target_sources(Engine
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Asset.h
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AssetRegistry.h
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FontAsset.h
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FontLoader.h
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MaterialAsset.h
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MaterialInstanceAsset.h
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MaterialLoader.h
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MeshAsset.h
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MeshLoader.h
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TextureAsset.h
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TextureLoader.h)
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TextureAsset.h)
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@@ -22,10 +22,9 @@ FontAsset::~FontAsset()
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void FontAsset::save(ArchiveBuffer& buffer) const
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{
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uint64 numGlyphs = glyphs.size();
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buffer.writeBytes(&numGlyphs, sizeof(uint64));
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Serialization::save(buffer, numGlyphs);
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for (auto& [index, glyph] : glyphs)
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{
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Serialization::save(buffer, index);
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Array<uint8> textureData;
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ktxTexture2* kTexture;
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@@ -36,6 +35,7 @@ void FontAsset::save(ArchiveBuffer& buffer) const
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.baseDepth = glyph.texture->getSizeZ(),
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.numDimensions = glyph.texture->getSizeZ() > 1 ? 3u : glyph.texture->getSizeY() > 1 ? 2u : 1u,
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.numLevels = glyph.texture->getMipLevels(),
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.numLayers = glyph.texture->getSizeZ(),
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.numFaces = glyph.texture->getNumFaces(),
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.isArray = false,
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.generateMipmaps = false,
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@@ -64,9 +64,13 @@ void FontAsset::save(ArchiveBuffer& buffer) const
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ktx_size_t texSize;
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ktxTexture_WriteToMemory(ktxTexture(kTexture), &texData, &texSize);
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buffer.writeBytes(texData, texSize);
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Array<uint8> rawData(texSize);
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std::memcpy(rawData.data(), texData, texSize);
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free(texData);
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Serialization::save(buffer, index);
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Serialization::save(buffer, rawData);
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Serialization::save(buffer, glyph.size);
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Serialization::save(buffer, glyph.bearing);
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Serialization::save(buffer, glyph.advance);
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@@ -77,7 +81,7 @@ void FontAsset::save(ArchiveBuffer& buffer) const
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void FontAsset::load(ArchiveBuffer& buffer)
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{
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uint64 numGlyphs = glyphs.size();
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buffer.readBytes(&numGlyphs, sizeof(uint64));
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Serialization::load(buffer, numGlyphs);
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for (uint64 x = 0; x < numGlyphs; ++x)
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{
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uint32 index;
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@@ -85,11 +89,8 @@ void FontAsset::load(ArchiveBuffer& buffer)
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Glyph& glyph = glyphs[index];
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uint64 texSize;
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buffer.readBytes(&texSize, sizeof(uint64));
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Array<uint8> rawTex;
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rawTex.resize(texSize);
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buffer.readBytes(rawTex.data(), rawTex.size());
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Serialization::load(buffer, rawTex);
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ktxTexture2* kTexture;
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ktxTexture2_CreateFromMemory(rawTex.data(),
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@@ -1,76 +0,0 @@
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#include "FontLoader.h"
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#include "Graphics/Graphics.h"
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#include "FontAsset.h"
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#include "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;
|
||||
|
||||
FontLoader::FontLoader(Gfx::PGraphics graphics)
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||||
: graphics(graphics)
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||||
{
|
||||
|
||||
}
|
||||
|
||||
FontLoader::~FontLoader()
|
||||
{
|
||||
}
|
||||
|
||||
void FontLoader::importAsset(FontImportArgs args)
|
||||
{
|
||||
std::filesystem::path assetPath = args.filePath.filename();
|
||||
assetPath.replace_extension("asset");
|
||||
PFontAsset asset = new FontAsset(args.importPath, assetPath.stem().string());
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
AssetRegistry::get().registerFont(asset);
|
||||
import(args, asset);
|
||||
}
|
||||
|
||||
// in case of the space character there is no bitmap
|
||||
// so we create a single pixel empty texture
|
||||
uint8 transparentPixel = 0;
|
||||
void FontLoader::import(FontImportArgs args, PFontAsset asset)
|
||||
{
|
||||
FT_Library ft;
|
||||
FT_Error error = FT_Init_FreeType(&ft);
|
||||
assert(!error);
|
||||
FT_Face face;
|
||||
error = FT_New_Face(ft, args.filePath.string().c_str(), 0, &face);
|
||||
assert(!error);
|
||||
FT_Set_Pixel_Sizes(face, 0, 48);
|
||||
for(uint32 c = 0; c < 256; ++c)
|
||||
{
|
||||
if(FT_Load_Char(face, c, FT_LOAD_RENDER))
|
||||
{
|
||||
std::cout << "error loading " << (char)c << std::endl;
|
||||
continue;
|
||||
}
|
||||
FontAsset::Glyph& glyph = asset->glyphs[c];
|
||||
glyph.size = IVector2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
|
||||
glyph.bearing = IVector2(face->glyph->bitmap_left, face->glyph->bitmap_top);
|
||||
glyph.advance = face->glyph->advance.x;
|
||||
TextureCreateInfo imageData;
|
||||
imageData.format = Gfx::SE_FORMAT_R8_UINT;
|
||||
imageData.width = face->glyph->bitmap.width;
|
||||
imageData.height = face->glyph->bitmap.rows;
|
||||
imageData.resourceData.data = face->glyph->bitmap.buffer;
|
||||
imageData.resourceData.size = imageData.width * imageData.height;
|
||||
if(imageData.width == 0 || imageData.height == 0)
|
||||
{
|
||||
glyph.size.x = 1;
|
||||
glyph.size.y = 1;
|
||||
glyph.bearing.x = 0;
|
||||
glyph.bearing.y = 0;
|
||||
imageData.width = 1;
|
||||
imageData.height = 1;
|
||||
imageData.resourceData.size = sizeof(uint8);
|
||||
imageData.resourceData.data = &transparentPixel;
|
||||
}
|
||||
glyph.texture = graphics->createTexture2D(imageData);
|
||||
}
|
||||
FT_Done_Face(face);
|
||||
FT_Done_FreeType(ft);
|
||||
asset->setStatus(Asset::Status::Ready);
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
#pragma once
|
||||
#include "MinimalEngine.h"
|
||||
#include "Containers/List.h"
|
||||
#include <filesystem>
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
DECLARE_REF(FontAsset)
|
||||
DECLARE_NAME_REF(Gfx, Graphics)
|
||||
struct FontImportArgs
|
||||
{
|
||||
std::filesystem::path filePath;
|
||||
std::string importPath;
|
||||
};
|
||||
class FontLoader
|
||||
{
|
||||
public:
|
||||
FontLoader(Gfx::PGraphics graphic);
|
||||
~FontLoader();
|
||||
void importAsset(FontImportArgs args);
|
||||
private:
|
||||
void import(FontImportArgs args, PFontAsset asset);
|
||||
Gfx::PGraphics graphics;
|
||||
};
|
||||
DEFINE_REF(FontLoader)
|
||||
} // namespace Seele
|
||||
@@ -1,149 +0,0 @@
|
||||
#include "MaterialLoader.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "MaterialAsset.h"
|
||||
#include "AssetRegistry.h"
|
||||
#include "Material/Material.h"
|
||||
#include "Material/BRDF.h"
|
||||
#include "Window/WindowManager.h"
|
||||
#include "Material/ShaderExpression.h"
|
||||
#include "TextureAsset.h"
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using namespace Seele;
|
||||
using json = nlohmann::json;
|
||||
|
||||
MaterialLoader::MaterialLoader(Gfx::PGraphics graphics)
|
||||
: graphics(graphics)
|
||||
{
|
||||
importAsset(MaterialImportArgs{
|
||||
.filePath = std::filesystem::absolute("./shaders/Placeholder.asset"),
|
||||
.importPath = "",
|
||||
});
|
||||
}
|
||||
|
||||
MaterialLoader::~MaterialLoader()
|
||||
{
|
||||
}
|
||||
|
||||
void MaterialLoader::importAsset(MaterialImportArgs args)
|
||||
{
|
||||
std::filesystem::path assetPath = args.filePath.filename();
|
||||
assetPath.replace_extension("asset");
|
||||
PMaterialAsset asset = new MaterialAsset(args.importPath, assetPath.stem().string());
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
AssetRegistry::get().registerMaterial(asset);
|
||||
import(args, asset);
|
||||
}
|
||||
|
||||
void MaterialLoader::import(MaterialImportArgs args, PMaterialAsset asset)
|
||||
{
|
||||
auto stream = std::ifstream(args.filePath.c_str());
|
||||
json j;
|
||||
stream >> j;
|
||||
std::string materialName = j["name"].get<std::string>() + "Material";
|
||||
Gfx::PDescriptorLayout layout = graphics->createDescriptorLayout(materialName + "Layout");
|
||||
//Shader file needs to conform to the slang standard, which prohibits _
|
||||
materialName.erase(std::remove(materialName.begin(), materialName.end(), '_'), materialName.end());
|
||||
materialName.erase(std::remove(materialName.begin(), materialName.end(), '.'), materialName.end());
|
||||
std::ofstream codeStream("./shaders/generated/"+materialName+".slang");
|
||||
std::string profile = j["profile"].get<std::string>();
|
||||
|
||||
codeStream << "import Material;" << std::endl;
|
||||
codeStream << "import BRDF;" << std::endl;
|
||||
codeStream << "import MaterialParameter;" << std::endl << std::endl;
|
||||
|
||||
codeStream << "struct " << materialName << " : IMaterial {" << std::endl;
|
||||
uint32 uniformBufferOffset = 0;
|
||||
uint32 bindingCounter = 0; // Uniform buffers are always binding 0
|
||||
uint32 uniformBinding = -1;
|
||||
Array<PShaderParameter> parameters;
|
||||
for(auto param : j["params"].items())
|
||||
{
|
||||
std::string type = param.value()["type"].get<std::string>();
|
||||
auto defaultValue = param.value().find("default");
|
||||
// TODO: ALIGNMENT RULES
|
||||
if(type.compare("float") == 0)
|
||||
{
|
||||
PFloatParameter p = new FloatParameter(param.key(), uniformBufferOffset, 0);
|
||||
codeStream << "\tlayout(offset = " << uniformBufferOffset << ")";
|
||||
if(uniformBinding == -1)
|
||||
{
|
||||
layout->addDescriptorBinding(bindingCounter, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
|
||||
uniformBinding = bindingCounter++;
|
||||
}
|
||||
uniformBufferOffset += 4;
|
||||
if(defaultValue != param.value().end())
|
||||
{
|
||||
p->data = std::stof(defaultValue.value().get<std::string>());
|
||||
}
|
||||
parameters.add(p);
|
||||
}
|
||||
// TODO: ALIGNMENT RULES
|
||||
else if(type.compare("float3") == 0)
|
||||
{
|
||||
PVectorParameter p = new VectorParameter(param.key(), uniformBufferOffset, 0);
|
||||
codeStream << "\tlayout(offset = " << uniformBufferOffset << ")";
|
||||
if(uniformBinding == -1)
|
||||
{
|
||||
layout->addDescriptorBinding(bindingCounter, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
|
||||
uniformBinding = bindingCounter++;
|
||||
}
|
||||
uniformBufferOffset += 12;
|
||||
if(defaultValue != param.value().end())
|
||||
{
|
||||
p->data = parseVector(defaultValue.value().get<std::string>().c_str());
|
||||
}
|
||||
parameters.add(p);
|
||||
}
|
||||
else if(type.compare("Texture2D") == 0)
|
||||
{
|
||||
PTextureParameter p = new TextureParameter(param.key(), 0, bindingCounter);
|
||||
layout->addDescriptorBinding(bindingCounter++, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
|
||||
if(defaultValue != param.value().end())
|
||||
{
|
||||
std::string defaultString = defaultValue.value().get<std::string>();
|
||||
p->data = AssetRegistry::findTexture(defaultString);
|
||||
}
|
||||
if(p->data == nullptr)
|
||||
{
|
||||
p->data = AssetRegistry::findTexture(""); // this will return placeholder texture
|
||||
}
|
||||
parameters.add(p);
|
||||
}
|
||||
else if(type.compare("SamplerState") == 0)
|
||||
{
|
||||
PSamplerParameter p = new SamplerParameter(param.key(), 0, bindingCounter);
|
||||
layout->addDescriptorBinding(bindingCounter++, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
|
||||
p->data = graphics->createSamplerState({});
|
||||
parameters.add(p);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Error unsupported parameter type" << std::endl;
|
||||
}
|
||||
codeStream << "\t" << type << " " << param.key() << ";\n";
|
||||
}
|
||||
uint32 uniformDataSize = uniformBufferOffset;
|
||||
|
||||
BRDF* brdf = BRDF::getBRDFByName(profile);
|
||||
brdf->generateMaterialCode(codeStream, j["code"]);
|
||||
codeStream << "};";
|
||||
codeStream.close();
|
||||
layout->create();
|
||||
asset->material = new Material(
|
||||
graphics,
|
||||
std::move(parameters),
|
||||
std::move(layout),
|
||||
uniformDataSize,
|
||||
uniformBinding,
|
||||
materialName
|
||||
);
|
||||
graphics->getShaderCompiler()->registerMaterial(asset->material);
|
||||
asset->setStatus(Asset::Status::Ready);
|
||||
////co_return;
|
||||
}
|
||||
|
||||
PMaterialAsset MaterialLoader::getPlaceHolderMaterial()
|
||||
{
|
||||
return placeholderMaterial;
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
#pragma once
|
||||
#include "MinimalEngine.h"
|
||||
#include "Containers/List.h"
|
||||
#include <filesystem>
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
DECLARE_REF(MaterialAsset)
|
||||
DECLARE_NAME_REF(Gfx, Graphics)
|
||||
struct MaterialImportArgs
|
||||
{
|
||||
std::filesystem::path filePath;
|
||||
std::string importPath;
|
||||
};
|
||||
class MaterialLoader
|
||||
{
|
||||
public:
|
||||
MaterialLoader(Gfx::PGraphics graphic);
|
||||
~MaterialLoader();
|
||||
void importAsset(MaterialImportArgs args);
|
||||
PMaterialAsset getPlaceHolderMaterial();
|
||||
private:
|
||||
void import(MaterialImportArgs args, PMaterialAsset asset);
|
||||
Gfx::PGraphics graphics;
|
||||
PMaterialAsset placeholderMaterial;
|
||||
};
|
||||
DEFINE_REF(MaterialLoader)
|
||||
} // namespace Seele
|
||||
@@ -1,311 +0,0 @@
|
||||
#include "MeshLoader.h"
|
||||
#include "Graphics/GraphicsResources.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "MeshAsset.h"
|
||||
#include "Graphics/Mesh.h"
|
||||
#include "Graphics/StaticMeshVertexInput.h"
|
||||
#include "AssetRegistry.h"
|
||||
#include "MaterialAsset.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <nlohmann/json.hpp>
|
||||
#include <stb_image_write.h>
|
||||
#include <assimp/config.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/material.h>
|
||||
#include <Asset/MaterialLoader.h>
|
||||
#include <Asset/TextureLoader.h>
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
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"]["baseColor"] = "return diffuseTexture.Sample(textureSampler, input.texCoords[0]).xyz;";
|
||||
}
|
||||
else
|
||||
{
|
||||
matCode["code"]["baseColor"] = "return input.vertexColor.xyz;";
|
||||
}
|
||||
if(material->GetTexture(aiTextureType_SPECULAR, 0, &texPath) == AI_SUCCESS)
|
||||
{
|
||||
std::string texFilename = std::filesystem::path(texPath.C_Str()).replace_extension("asset").stem().string();
|
||||
matCode["params"]["specularTexture"] =
|
||||
{
|
||||
{"type", "Texture2D"},
|
||||
{"default", texFilename}
|
||||
};
|
||||
matCode["code"]["specular"] = "return specularTexture.Sample(textureSampler, input.texCoords[0]).x;";
|
||||
}
|
||||
if(material->GetTexture(aiTextureType_NORMALS, 0, &texPath) == AI_SUCCESS)
|
||||
{
|
||||
std::string texFilename = std::filesystem::path(texPath.C_Str()).replace_extension("asset").stem().string();
|
||||
matCode["params"]["normalTexture"] =
|
||||
{
|
||||
{"type", "Texture2D"},
|
||||
{"default", texFilename}
|
||||
};
|
||||
matCode["code"]["normal"] = "return normalTexture.Sample(textureSampler, input.texCoords[0]).xyz;";
|
||||
}
|
||||
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;
|
||||
AssetRegistry::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;
|
||||
AssetRegistry::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;
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
#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
|
||||
@@ -25,7 +25,7 @@ TextureAsset::~TextureAsset()
|
||||
|
||||
void TextureAsset::save(ArchiveBuffer& buffer) const
|
||||
{
|
||||
Array<uint8> textureData;
|
||||
/*Array<uint8> textureData;
|
||||
ktxTexture2* kTexture;
|
||||
ktxTextureCreateInfo createInfo = {
|
||||
.vkFormat = (uint32_t)texture->getFormat(),
|
||||
@@ -66,25 +66,28 @@ void TextureAsset::save(ArchiveBuffer& buffer) const
|
||||
Array<uint8> rawData(texSize);
|
||||
std::memcpy(rawData.data(), texData, texSize);
|
||||
free(texData);
|
||||
|
||||
Serialization::save(buffer, rawData);
|
||||
*/
|
||||
Serialization::save(buffer, textureData);
|
||||
}
|
||||
|
||||
void TextureAsset::load(ArchiveBuffer& buffer)
|
||||
{
|
||||
setStatus(Status::Loading);
|
||||
|
||||
Array<uint8> rawData;
|
||||
Serialization::load(buffer, rawData);
|
||||
createFromMemory(std::move(rawData), buffer.getGraphics());
|
||||
}
|
||||
|
||||
void TextureAsset::createFromMemory(Array<uint8> memory, Gfx::PGraphics graphics)
|
||||
{
|
||||
textureData = std::move(memory);
|
||||
ktxTexture2* kTexture;
|
||||
std::cout << "Loading texture " << name << std::endl;
|
||||
KTX_CHECK(ktxTexture_CreateFromMemory(rawData.data(),
|
||||
rawData.size(),
|
||||
KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT,
|
||||
(ktxTexture**) & kTexture));
|
||||
KTX_CHECK(ktxTexture_CreateFromMemory(textureData.data(),
|
||||
textureData.size(),
|
||||
KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT,
|
||||
(ktxTexture**)&kTexture));
|
||||
|
||||
//ktxTexture2_TranscodeBasis(kTexture, KTX_TTF_BC7_RGBA, 0);
|
||||
ktxTexture2_TranscodeBasis(kTexture, KTX_TTF_BC7_RGBA, 0);
|
||||
|
||||
TextureCreateInfo createInfo = {
|
||||
.resourceData = {
|
||||
@@ -101,21 +104,18 @@ void TextureAsset::load(ArchiveBuffer& buffer)
|
||||
.format = Vulkan::cast((VkFormat)kTexture->vkFormat),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
|
||||
};
|
||||
Gfx::PTexture tex;
|
||||
if (kTexture->isCubemap)
|
||||
{
|
||||
tex = buffer.getGraphics()->createTextureCube(createInfo);
|
||||
texture = graphics->createTextureCube(createInfo);
|
||||
}
|
||||
else if (kTexture->isArray)
|
||||
{
|
||||
tex = buffer.getGraphics()->createTexture3D(createInfo);
|
||||
texture = graphics->createTexture3D(createInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
tex = buffer.getGraphics()->createTexture2D(createInfo);
|
||||
texture = graphics->createTexture2D(createInfo);
|
||||
}
|
||||
tex->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
setTexture(tex);
|
||||
texture->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
ktxTexture_Destroy(ktxTexture(kTexture));
|
||||
setStatus(Asset::Status::Ready);
|
||||
}
|
||||
@@ -13,6 +13,7 @@ public:
|
||||
virtual ~TextureAsset();
|
||||
virtual void save(ArchiveBuffer& buffer) const override;
|
||||
virtual void load(ArchiveBuffer& buffer) override;
|
||||
void createFromMemory(Array<uint8> memory, Gfx::PGraphics graphics);
|
||||
void setTexture(Gfx::PTexture _texture)
|
||||
{
|
||||
texture = _texture;
|
||||
@@ -22,6 +23,7 @@ public:
|
||||
return texture;
|
||||
}
|
||||
private:
|
||||
Array<uint8> textureData;
|
||||
Gfx::PTexture texture;
|
||||
friend class TextureLoader;
|
||||
};
|
||||
|
||||
@@ -1,154 +0,0 @@
|
||||
#include "TextureLoader.h"
|
||||
#include "TextureAsset.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "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);
|
||||
|
||||
stbi_image_free(data);
|
||||
|
||||
TextureCreateInfo texInfo = {
|
||||
.resourceData = {
|
||||
.size = ktxTexture_GetDataSize(ktxTexture(kTexture)),
|
||||
.data = ktxTexture_GetData(ktxTexture(kTexture)),
|
||||
},
|
||||
.width = createInfo.baseWidth,
|
||||
.height = createInfo.baseHeight,
|
||||
.depth = createInfo.baseDepth,
|
||||
.bArray = false,
|
||||
.arrayLayers = createInfo.numFaces,
|
||||
.mipLevels = 1,
|
||||
.samples = 1,
|
||||
.format = (Gfx::SeFormat)kTexture->vkFormat,
|
||||
.usage = args.usage,
|
||||
};
|
||||
|
||||
if (createInfo.numFaces == 1)
|
||||
{
|
||||
textureAsset->setTexture(graphics->createTexture2D(texInfo));
|
||||
}
|
||||
else
|
||||
{
|
||||
textureAsset->setTexture(graphics->createTextureCube(texInfo));
|
||||
}
|
||||
|
||||
ktxTexture_Destroy(ktxTexture(kTexture));
|
||||
textureAsset->setStatus(Asset::Status::Ready);
|
||||
////co_return;
|
||||
}
|
||||
@@ -1,37 +0,0 @@
|
||||
#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