Improving Material shader code generation
This commit is contained in:
@@ -1,4 +1,5 @@
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#include "Asset.h"
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#include "AssetRegistry.h"
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using namespace Seele;
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@@ -11,9 +12,18 @@ Asset::Asset()
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{
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}
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Asset::Asset(const std::filesystem::path& path)
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: fullPath(std::filesystem::absolute(path))
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, status(Status::Uninitialized)
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: status(Status::Uninitialized)
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{
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if(path.is_absolute())
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{
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fullPath = path;
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}
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else
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{
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fullPath = AssetRegistry::getRootFolder();
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fullPath.append(path.generic_string());
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}
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fullPath.make_preferred();
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parentDir = fullPath.parent_path();
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name = fullPath.stem();
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@@ -49,15 +59,15 @@ std::ofstream &Asset::getWriteStream()
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return outStream;
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}
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std::string Asset::getFileName()
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std::string Asset::getFileName() const
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{
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return name.generic_string();
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}
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std::string Asset::getFullPath()
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std::string Asset::getFullPath() const
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{
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return fullPath.generic_string();
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}
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std::string Asset::getExtension()
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std::string Asset::getExtension() const
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{
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return extension.generic_string();
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}
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@@ -23,11 +23,11 @@ public:
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virtual void load() = 0;
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// returns the name of the file, without extension
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std::string getFileName();
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std::string getFileName() const;
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// returns the full absolute path, from root to extension
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std::string getFullPath();
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std::string getFullPath() const;
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// returns the file extension, without preceding dot
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std::string getExtension();
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std::string getExtension() const;
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inline Status getStatus()
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{
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std::scoped_lock lck(lock);
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@@ -44,6 +44,7 @@ protected:
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std::ofstream& getWriteStream();
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private:
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Status status;
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// Path relative to the project root
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std::filesystem::path fullPath;
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std::filesystem::path parentDir;
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std::filesystem::path name;
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@@ -28,16 +28,16 @@ void AssetRegistry::importFile(const std::string &filePath)
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if (extension.compare(".fbx") == 0
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|| extension.compare(".obj") == 0)
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{
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get().registerMesh(fsPath);
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get().importMesh(fsPath);
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}
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if (extension.compare(".png") == 0
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|| extension.compare(".jpg") == 0)
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{
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get().registerTexture(fsPath);
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get().importTexture(fsPath);
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}
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if (extension.compare(".semat") == 0)
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{
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get().registerMaterial(fsPath);
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get().importMaterial(fsPath);
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}
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}
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@@ -51,6 +51,16 @@ PMaterialAsset AssetRegistry::findMaterial(const std::string &filePath)
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return get().materials[filePath];
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}
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std::ofstream AssetRegistry::createWriteStream(const std::string& relativePath, std::ios_base::openmode openmode)
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{
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return get().internalCreateWriteStream(relativePath, openmode);
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}
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std::ifstream AssetRegistry::createReadStream(const std::string& relativePath, std::ios_base::openmode openmode)
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{
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return get().internalCreateReadStream(relativePath, openmode);
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}
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PTextureAsset AssetRegistry::findTexture(const std::string &filePath)
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{
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return get().textures[filePath];
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@@ -75,17 +85,49 @@ void AssetRegistry::init(const std::filesystem::path &rootFolder, Gfx::PGraphics
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reg.materialLoader = new MaterialLoader(graphics);
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}
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void AssetRegistry::registerMesh(const std::filesystem::path &filePath)
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std::string AssetRegistry::getRootFolder()
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{
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return get().rootFolder.generic_string();
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}
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void AssetRegistry::importMesh(const std::filesystem::path &filePath)
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{
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meshLoader->importAsset(filePath);
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}
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void AssetRegistry::registerTexture(const std::filesystem::path &filePath)
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void AssetRegistry::importTexture(const std::filesystem::path &filePath)
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{
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textureLoader->importAsset(filePath);
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}
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void AssetRegistry::registerMaterial(const std::filesystem::path &filePath)
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void AssetRegistry::importMaterial(const std::filesystem::path &filePath)
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{
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materialLoader->queueAsset(filePath);
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}
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}
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void AssetRegistry::registerMesh(PMeshAsset mesh)
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{
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PMeshAsset existingMesh = meshes[mesh->getFileName()];
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if(existingMesh != nullptr)
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{
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auto newMeshes = mesh->getMeshes();
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for(uint32 i = 0; i < newMeshes.size(); ++i)
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{
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existingMesh->addMesh(newMeshes[i]);
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}
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}
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else
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{
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meshes[mesh->getFileName()] = mesh;
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}
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}
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std::ofstream AssetRegistry::internalCreateWriteStream(const std::string& relativePath, std::ios_base::openmode openmode)
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{
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return std::ofstream(rootFolder.generic_string().append(relativePath), openmode);
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}
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std::ifstream AssetRegistry::internalCreateReadStream(const std::string& relativePath, std::ios_base::openmode openmode)
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{
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return std::ifstream(rootFolder.generic_string().append(relativePath), openmode);
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}
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@@ -18,21 +18,33 @@ public:
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~AssetRegistry();
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static void init(const std::string& rootFolder);
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static std::string getRootFolder();
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static void importFile(const std::string& filePath);
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static PMeshAsset findMesh(const std::string& filePath);
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static PTextureAsset findTexture(const std::string& filePath);
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static PMaterialAsset findMaterial(const std::string& filePath);
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static std::ofstream createWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = 0);
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static std::ifstream createReadStream(const std::string& relativePath, std::ios_base::openmode openmode = 0);
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private:
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static AssetRegistry& get();
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AssetRegistry();
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void init(const std::filesystem::path& rootFolder, Gfx::PGraphics graphics);
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void registerMesh(const std::filesystem::path& filePath);
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void registerTexture(const std::filesystem::path& filePath);
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void registerMaterial(const std::filesystem::path& filePath);
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void importMesh(const std::filesystem::path& filePath);
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void importTexture(const std::filesystem::path& filePath);
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void importMaterial(const std::filesystem::path& filePath);
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void registerMesh(PMeshAsset mesh);
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void registerTexture(PTextureAsset texture);
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void registerMaterial(PMaterialAsset material);
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std::ofstream internalCreateWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = 0);
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std::ifstream internalCreateReadStream(const std::string& relaitvePath, std::ios_base::openmode openmode = 0);
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std::filesystem::path rootFolder;
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Map<std::string, PTextureAsset> textures;
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Map<std::string, PMeshAsset> meshes;
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@@ -5,9 +5,11 @@
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using namespace Seele;
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MaterialLoader::MaterialLoader(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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placeholderMaterial = new Material("shaders/Placeholder.semat");
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placeholderMaterial = new Material(std::filesystem::absolute("./shaders/Placeholder.asset"));
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placeholderMaterial->compile();
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graphics->getShaderCompiler()->registerMaterial(placeholderMaterial);
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}
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MaterialLoader::~MaterialLoader()
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@@ -17,6 +19,8 @@ MaterialLoader::~MaterialLoader()
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PMaterial MaterialLoader::queueAsset(const std::filesystem::path& filePath)
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{
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PMaterial result = new Material(filePath);
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result->compile();
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graphics->getShaderCompiler()->registerMaterial(result);
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// TODO: There is actually no real reason to import a standalone material,
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// maybe in the future there could be a substance loader or something
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return result;
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@@ -16,6 +16,7 @@ public:
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~MaterialLoader();
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PMaterial queueAsset(const std::filesystem::path& filePath);
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private:
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Gfx::PGraphics graphics;
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List<std::future<void>> futures;
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PMaterial placeholderMaterial;
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};
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@@ -3,9 +3,11 @@
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#include "Graphics/Graphics.h"
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#include "MeshAsset.h"
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#include "Graphics/Mesh.h"
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#include "Graphics/StaticMeshVertexInput.h"
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#include "AssetRegistry.h"
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#include "Material/Material.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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@@ -27,7 +29,8 @@ MeshLoader::~MeshLoader()
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void MeshLoader::importAsset(const std::filesystem::path &path)
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{
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futures.add(std::async(std::launch::async, &MeshLoader::import, this, path));
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//futures.add(std::async(std::launch::async, &MeshLoader::import, this, path));
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import(path);
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}
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void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, Gfx::PGraphics graphics)
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@@ -52,7 +55,7 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
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matCode["params"]["diffuseTexture"] =
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{
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{"type", "Texture2D"},
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{"default", texFilename}
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{"default", texPath.C_Str()}
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};
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code.push_back("result.baseColor = diffuseTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
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}
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@@ -62,7 +65,7 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
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matCode["params"]["specularTexture"] =
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{
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{"type", "Texture2D"},
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{"default", texFilename}
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{"default", texPath.C_Str()}
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};
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code.push_back("result.specular = specularTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
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}
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@@ -72,7 +75,7 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
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matCode["params"]["normalTexture"] =
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{
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{"type", "Texture2D"},
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{"default", texFilename}
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{"default", texPath.C_Str()}
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};
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code.push_back("float3 bumpMapNormal = normalTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
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code.push_back("bumpMapNormal = 2.0 * bumpMapNormal - float3(1.0f, 1.0f, 1.0f);\n");
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@@ -80,10 +83,15 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
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}
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code.push_back("return result;\n");
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matCode["code"] = code;
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std::ofstream outMatFile("testMat.asset");
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std::string outMatFilename = matCode["name"].get<std::string>().append(".asset");
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std::ofstream outMatFile = AssetRegistry::createWriteStream(outMatFilename);
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outMatFile << std::setw(4) << matCode;
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outMatFile.flush();
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PMaterial asset = new Material("testMat.asset");
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outMatFile.close();
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//TODO: let the material loader handle this instead
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std::cout << matCode["name"] << std::endl;
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AssetRegistry::importFile(outMatFilename);
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PMaterialAsset asset = AssetRegistry::findMaterial(outMatFilename);
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globalMaterials[i] = asset;
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}
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}
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@@ -108,7 +116,7 @@ void loadToBuffer(Array<Vector>& buffer, const aiVector3D* sourceData, uint32 si
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buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
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}
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}
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Gfx::VertexStream createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
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VertexStreamComponent createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Vector> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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@@ -121,12 +129,10 @@ Gfx::VertexStream createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::P
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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auto stream = Gfx::VertexStream(vbInfo.vertexSize, 0, false, vertexBuffer);
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stream.addVertexElement(Gfx::VertexElement(0, Gfx::SE_FORMAT_R32G32_SFLOAT, 0));
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return stream;
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const Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
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}
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Gfx::VertexStream createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
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VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Vector2> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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@@ -140,9 +146,7 @@ Gfx::VertexStream createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::P
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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auto stream = Gfx::VertexStream(vbInfo.vertexSize, 0, false, vertexBuffer);
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stream.addVertexElement(Gfx::VertexElement(0, Gfx::SE_FORMAT_R32G32B32_SFLOAT, 0));
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return stream;
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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}
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void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PMaterialAsset> materials, Gfx::PGraphics graphics)
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{
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@@ -150,32 +154,29 @@ void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PM
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{
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aiMesh *mesh = scene->mMeshes[meshIndex];
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MeshDescription description;
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Gfx::PVertexDeclaration declaration = new Gfx::VertexDeclaration();
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declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
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description.layout.add(Gfx::VertexAttribute::POSITION);
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PStaticMeshVertexInput vertexShaderInput = new StaticMeshVertexInput(std::string(mesh->mName.C_Str()));
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VertexStreamComponent positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
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vertexShaderInput->setPositionStream(positionStream);
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for(uint32 i = 0; i < MAX_TEX_CHANNELS; ++i)
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for(uint32 i = 0; i < MAX_TEXCOORDS; ++i)
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{
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if(mesh->HasTextureCoords(i))
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{
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declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics));
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description.layout.add(Gfx::VertexAttribute::TEXCOORD);
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VertexStreamComponent texCoordStream = createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics);
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vertexShaderInput->setTexCoordStream(i, texCoordStream);
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}
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}
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if(mesh->HasNormals())
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{
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declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics));
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description.layout.add(Gfx::VertexAttribute::NORMAL);
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VertexStreamComponent normalStream = createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics);
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vertexShaderInput->setTangentXStream(normalStream);
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}
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if(mesh->HasTangentsAndBitangents())
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{
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declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
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declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
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description.layout.add(Gfx::VertexAttribute::TANGENT);
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description.layout.add(Gfx::VertexAttribute::BITANGENT);
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//TODO: use bitangent to calculate sign for 4th coordinate of tangentstream
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VertexStreamComponent tangentStream = createVertexStream(mesh->mNumVertices, mesh->mTangents, graphics);
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vertexShaderInput->setTangentZStream(tangentStream);
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}
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description.declaration = declaration;
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Array<uint32> indices(mesh->mNumFaces * 3);
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for (uint32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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@@ -192,7 +193,7 @@ void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PM
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Gfx::PIndexBuffer indexBuffer = graphics->createIndexBuffer(idxInfo);
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indexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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globalMeshes[meshIndex] = new Mesh(description, indexBuffer);
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globalMeshes[meshIndex] = new Mesh(vertexShaderInput, indexBuffer);
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globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
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}
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}
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@@ -247,23 +248,27 @@ void MeshLoader::import(const std::filesystem::path &path)
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aiProcess_FindDegenerates |
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aiProcess_EmbedTextures);
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const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
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Array<PMesh> globalMeshes(scene->mNumMeshes);
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Array<PMaterialAsset> globalMaterials(scene->mNumMaterials);
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loadMaterials(scene, globalMaterials, graphics);
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loadGlobalMeshes(scene, globalMeshes, globalMaterials, graphics);
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loadTextures(scene, graphics, path);
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loadMaterials(scene, globalMaterials, graphics);
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Array<PMesh> globalMeshes(scene->mNumMeshes);
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loadGlobalMeshes(scene, globalMeshes, globalMaterials, graphics);
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List<aiNode *> meshNodes;
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findMeshRoots(scene->mRootNode, meshNodes);
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std::filesystem::path filePath = path.filename();
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filePath.replace_extension("asset");
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PMeshAsset meshAsset = new MeshAsset(filePath.generic_string());
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for (auto meshNode : meshNodes)
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{
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std::string fileName = std::string("arissa").append(".asset");
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PMeshAsset meshAsset = new MeshAsset(fileName);
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for(uint32 i = 0; i < meshNode->mNumMeshes; ++i)
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{
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meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]);
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}
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meshAsset->save();
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AssetRegistry::get().meshes[meshAsset->getFileName()] = meshAsset;
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}
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meshAsset->save();
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AssetRegistry::get().registerMesh(meshAsset);
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}
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@@ -12,8 +12,7 @@ using namespace Seele;
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TextureLoader::TextureLoader(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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import("textures/placeholder.png");
|
||||
placeholderTexture = AssetRegistry::findTexture("textures/placeholder.png");
|
||||
placeholderTexture = import("./textures/placeholder.png");
|
||||
}
|
||||
|
||||
TextureLoader::~TextureLoader()
|
||||
@@ -22,15 +21,20 @@ TextureLoader::~TextureLoader()
|
||||
|
||||
void TextureLoader::importAsset(const std::filesystem::path& filePath)
|
||||
{
|
||||
futures.add(std::async(std::launch::async, &TextureLoader::import, this, filePath));
|
||||
auto assetFileName = filePath;
|
||||
PTextureAsset asset = new TextureAsset(assetFileName.replace_extension("asset").filename().generic_string());
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
asset->setTexture(placeholderTexture);
|
||||
AssetRegistry::get().textures[filePath.string()] = asset;
|
||||
futures.add(std::async(std::launch::async, [this, filePath, asset] () mutable {
|
||||
Gfx::PTexture2D texture = import(filePath);
|
||||
asset->setTexture(texture);
|
||||
asset->setStatus(Asset::Status::Ready);
|
||||
}));
|
||||
}
|
||||
|
||||
void TextureLoader::import(const std::filesystem::path& path)
|
||||
Gfx::PTexture2D TextureLoader::import(const std::filesystem::path& path)
|
||||
{
|
||||
auto assetFileName = path;
|
||||
std::filesystem::path assetPath = AssetRegistry::get().rootFolder.append(assetFileName.replace_extension("asset").filename().string());
|
||||
PTextureAsset asset = new TextureAsset(assetPath);
|
||||
asset->setStatus(Asset::Status::Loading);
|
||||
int x, y, n;
|
||||
unsigned char* data = stbi_load(path.string().c_str(), &x, &y, &n, 4);
|
||||
TextureCreateInfo createInfo;
|
||||
@@ -43,7 +47,5 @@ void TextureLoader::import(const std::filesystem::path& path)
|
||||
Gfx::PTexture2D texture = graphics->createTexture2D(createInfo);
|
||||
stbi_image_free(data);
|
||||
texture->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
asset->setTexture(texture);
|
||||
asset->setStatus(Asset::Status::Ready);
|
||||
AssetRegistry::get().textures[path.string()] = asset;
|
||||
return texture;
|
||||
}
|
||||
@@ -9,6 +9,7 @@ namespace Seele
|
||||
{
|
||||
DECLARE_REF(TextureAsset);
|
||||
DECLARE_NAME_REF(Gfx, Graphics);
|
||||
DECLARE_NAME_REF(Gfx, Texture2D);
|
||||
class TextureLoader
|
||||
{
|
||||
public:
|
||||
@@ -16,10 +17,10 @@ public:
|
||||
~TextureLoader();
|
||||
void importAsset(const std::filesystem::path& filePath);
|
||||
private:
|
||||
void import(const std::filesystem::path& path);
|
||||
Gfx::PTexture2D import(const std::filesystem::path& path);
|
||||
Gfx::PGraphics graphics;
|
||||
List<std::future<void>> futures;
|
||||
PTextureAsset placeholderTexture;
|
||||
Gfx::PTexture2D placeholderTexture;
|
||||
};
|
||||
DEFINE_REF(TextureLoader);
|
||||
} // namespace Seele
|
||||
Reference in New Issue
Block a user