#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 #include #include #include #include #include #include #include #include using namespace Seele; MeshLoader::MeshLoader(Gfx::PGraphics graphics) : graphics(graphics) { } MeshLoader::~MeshLoader() { } void MeshLoader::importAsset(const std::filesystem::path &path, const std::string& importPath) { std::filesystem::path assetPath = path.filename(); assetPath.replace_extension("asset"); PMeshAsset asset = new MeshAsset(assetPath.generic_string()); asset->setStatus(Asset::Status::Loading); AssetRegistry::get().registerMesh(asset, importPath); import(path, asset); } void MeshLoader::loadMaterials(const aiScene* scene, Array& globalMaterials) { using json = nlohmann::json; for(uint32 i = 0; i < scene->mNumMaterials; ++i) { aiMaterial* material = scene->mMaterials[i]; json matCode; matCode["name"] = material->GetName().C_Str(); matCode["profile"] = "BlinnPhong"; //TODO: other shading models 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().append(".asset"); std::ofstream outMatFile = AssetRegistry::createWriteStream(outMatFilename); outMatFile << std::setw(4) << matCode; outMatFile.flush(); outMatFile.close(); std::cout << "writing json to " << outMatFilename << std::endl; AssetRegistry::importFile(AssetRegistry::getRootFolder() + "/" + outMatFilename); PMaterialAsset asset = AssetRegistry::findMaterial(matCode["name"].get()); globalMaterials[i] = asset->getMaterial(); } } void findMeshRoots(aiNode *node, List &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 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 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 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& materials, Array& 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 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.add(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 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) { 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::importFile(texPngPath.string()); } } void MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset) { std::cout << "Starting to import "<setStatus(Asset::Status::Loading); Assimp::Importer importer; importer.ReadFile(path.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 globalMaterials(scene->mNumMaterials); loadTextures(scene, path.parent_path()); loadMaterials(scene, globalMaterials); Array globalMeshes(scene->mNumMeshes); Component::Collider collider; loadGlobalMeshes(scene, globalMaterials, globalMeshes, collider); List 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 " << path << std::endl; }