Improving Material shader code generation

This commit is contained in:
Dynamitos
2020-09-19 14:36:50 +02:00
parent 6814587b54
commit facbfed79c
72 changed files with 1049 additions and 329 deletions
+42 -37
View File
@@ -3,9 +3,11 @@
#include "Graphics/Graphics.h"
#include "MeshAsset.h"
#include "Graphics/Mesh.h"
#include "Graphics/StaticMeshVertexInput.h"
#include "AssetRegistry.h"
#include "Material/Material.h"
#include <fstream>
#include <iostream>
#include <nlohmann/json.hpp>
#include <stb_image_write.h>
#include <assimp/config.h>
@@ -27,7 +29,8 @@ MeshLoader::~MeshLoader()
void MeshLoader::importAsset(const std::filesystem::path &path)
{
futures.add(std::async(std::launch::async, &MeshLoader::import, this, path));
//futures.add(std::async(std::launch::async, &MeshLoader::import, this, path));
import(path);
}
void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, Gfx::PGraphics graphics)
@@ -52,7 +55,7 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
matCode["params"]["diffuseTexture"] =
{
{"type", "Texture2D"},
{"default", texFilename}
{"default", texPath.C_Str()}
};
code.push_back("result.baseColor = diffuseTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
}
@@ -62,7 +65,7 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
matCode["params"]["specularTexture"] =
{
{"type", "Texture2D"},
{"default", texFilename}
{"default", texPath.C_Str()}
};
code.push_back("result.specular = specularTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
}
@@ -72,7 +75,7 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
matCode["params"]["normalTexture"] =
{
{"type", "Texture2D"},
{"default", texFilename}
{"default", texPath.C_Str()}
};
code.push_back("float3 bumpMapNormal = normalTexture.Sample(textureSampler, geometry.texCoord).xyz;\n");
code.push_back("bumpMapNormal = 2.0 * bumpMapNormal - float3(1.0f, 1.0f, 1.0f);\n");
@@ -80,10 +83,15 @@ void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials,
}
code.push_back("return result;\n");
matCode["code"] = code;
std::ofstream outMatFile("testMat.asset");
std::string outMatFilename = matCode["name"].get<std::string>().append(".asset");
std::ofstream outMatFile = AssetRegistry::createWriteStream(outMatFilename);
outMatFile << std::setw(4) << matCode;
outMatFile.flush();
PMaterial asset = new Material("testMat.asset");
outMatFile.close();
//TODO: let the material loader handle this instead
std::cout << matCode["name"] << std::endl;
AssetRegistry::importFile(outMatFilename);
PMaterialAsset asset = AssetRegistry::findMaterial(outMatFilename);
globalMaterials[i] = asset;
}
}
@@ -108,7 +116,7 @@ void loadToBuffer(Array<Vector>& buffer, const aiVector3D* sourceData, uint32 si
buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
}
}
Gfx::VertexStream createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
VertexStreamComponent createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
{
Array<Vector> buffer(size);
for(uint32 i = 0; i < size; ++i)
@@ -121,12 +129,10 @@ Gfx::VertexStream createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::P
vbInfo.resourceData.data = (uint8 *)buffer.data();
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
vbInfo.resourceData.size = buffer.size();
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
auto stream = Gfx::VertexStream(vbInfo.vertexSize, 0, false, vertexBuffer);
stream.addVertexElement(Gfx::VertexElement(0, Gfx::SE_FORMAT_R32G32_SFLOAT, 0));
return stream;
const Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
}
Gfx::VertexStream createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
{
Array<Vector2> buffer(size);
for(uint32 i = 0; i < size; ++i)
@@ -140,9 +146,7 @@ Gfx::VertexStream createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::P
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
vbInfo.resourceData.size = buffer.size();
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
auto stream = Gfx::VertexStream(vbInfo.vertexSize, 0, false, vertexBuffer);
stream.addVertexElement(Gfx::VertexElement(0, Gfx::SE_FORMAT_R32G32B32_SFLOAT, 0));
return stream;
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
}
void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PMaterialAsset> materials, Gfx::PGraphics graphics)
{
@@ -150,32 +154,29 @@ void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PM
{
aiMesh *mesh = scene->mMeshes[meshIndex];
MeshDescription description;
Gfx::PVertexDeclaration declaration = new Gfx::VertexDeclaration();
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
description.layout.add(Gfx::VertexAttribute::POSITION);
PStaticMeshVertexInput vertexShaderInput = new StaticMeshVertexInput(std::string(mesh->mName.C_Str()));
VertexStreamComponent positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
vertexShaderInput->setPositionStream(positionStream);
for(uint32 i = 0; i < MAX_TEX_CHANNELS; ++i)
for(uint32 i = 0; i < MAX_TEXCOORDS; ++i)
{
if(mesh->HasTextureCoords(i))
{
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics));
description.layout.add(Gfx::VertexAttribute::TEXCOORD);
VertexStreamComponent texCoordStream = createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics);
vertexShaderInput->setTexCoordStream(i, texCoordStream);
}
}
if(mesh->HasNormals())
{
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics));
description.layout.add(Gfx::VertexAttribute::NORMAL);
VertexStreamComponent normalStream = createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics);
vertexShaderInput->setTangentXStream(normalStream);
}
if(mesh->HasTangentsAndBitangents())
{
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics));
description.layout.add(Gfx::VertexAttribute::TANGENT);
description.layout.add(Gfx::VertexAttribute::BITANGENT);
//TODO: use bitangent to calculate sign for 4th coordinate of tangentstream
VertexStreamComponent tangentStream = createVertexStream(mesh->mNumVertices, mesh->mTangents, graphics);
vertexShaderInput->setTangentZStream(tangentStream);
}
description.declaration = declaration;
Array<uint32> indices(mesh->mNumFaces * 3);
for (uint32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
@@ -192,7 +193,7 @@ void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PM
Gfx::PIndexBuffer indexBuffer = graphics->createIndexBuffer(idxInfo);
indexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
globalMeshes[meshIndex] = new Mesh(description, indexBuffer);
globalMeshes[meshIndex] = new Mesh(vertexShaderInput, indexBuffer);
globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
}
}
@@ -247,23 +248,27 @@ void MeshLoader::import(const std::filesystem::path &path)
aiProcess_FindDegenerates |
aiProcess_EmbedTextures);
const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
Array<PMesh> globalMeshes(scene->mNumMeshes);
Array<PMaterialAsset> globalMaterials(scene->mNumMaterials);
loadMaterials(scene, globalMaterials, graphics);
loadGlobalMeshes(scene, globalMeshes, globalMaterials, graphics);
loadTextures(scene, graphics, path);
loadMaterials(scene, globalMaterials, graphics);
Array<PMesh> globalMeshes(scene->mNumMeshes);
loadGlobalMeshes(scene, globalMeshes, globalMaterials, graphics);
List<aiNode *> meshNodes;
findMeshRoots(scene->mRootNode, meshNodes);
std::filesystem::path filePath = path.filename();
filePath.replace_extension("asset");
PMeshAsset meshAsset = new MeshAsset(filePath.generic_string());
for (auto meshNode : meshNodes)
{
std::string fileName = std::string("arissa").append(".asset");
PMeshAsset meshAsset = new MeshAsset(fileName);
for(uint32 i = 0; i < meshNode->mNumMeshes; ++i)
{
meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]);
}
meshAsset->save();
AssetRegistry::get().meshes[meshAsset->getFileName()] = meshAsset;
}
meshAsset->save();
AssetRegistry::get().registerMesh(meshAsset);
}