#include "MeshLoader.h" #include "Graphics/Graphics.h" #include "Graphics/GraphicsResources.h" #include "MeshAsset.h" #include "Graphics/Mesh.h" #include "AssetRegistry.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) { futures.add(std::async(std::launch::async, &MeshLoader::import, this, path)); } 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); } } void loadToBuffer(Array& buffer, const aiVector3D* sourceData, uint32 size) { buffer.resize(size); for(uint32 i = 0; i < size; ++i) { buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z); } } Gfx::VertexStream 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 = 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; } Gfx::VertexStream 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 = 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; } void loadGlobalMeshes(const aiScene* scene, Array& globalMeshes, Gfx::PGraphics graphics) { for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex) { aiMesh *mesh = scene->mMeshes[meshIndex]; MeshDescription description; Gfx::PVertexDeclaration declaration = new Gfx::VertexDeclaration(); declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics)); description.layout.add(VertexAttribute::POSITION); for(uint32 i = 0; i < MAX_TEX_CHANNELS; ++i) { if(mesh->HasTextureCoords(i)) { declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics)); description.layout.add(VertexAttribute::TEXCOORD); } } if(mesh->HasNormals()) { declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics)); description.layout.add(VertexAttribute::NORMAL); } if(mesh->HasTangentsAndBitangents()) { declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics)); declaration->addVertexStream(createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics)); description.layout.add(VertexAttribute::TANGENT); description.layout.add(VertexAttribute::BITANGENT); } description.declaration = declaration; 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]; } 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 = indices.size(); Gfx::PIndexBuffer indexBuffer = graphics->createIndexBuffer(idxInfo); indexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS); globalMeshes[meshIndex] = new Mesh(description, indexBuffer); } } void 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 loadTextures(const aiScene* scene, Gfx::PGraphics graphics, const std::filesystem::path& meshPath) { for (uint32 i = 0; i < scene->mNumTextures; ++i) { aiTexture* tex = scene->mTextures[i]; auto texPath = std::filesystem::path(tex->mFilename.C_Str()); auto texPngPath = meshPath.parent_path().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; } AssetRegistry::importFile(texPngPath.string()); } } void loadMaterials(const aiScene* scene, Gfx::PGraphics graphics) { 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 std::vector code; aiString texPath; //TODO make samplers based on used textures matCode["params"]["texSampler"] = { {"type", "SamplerState"} }; if(material->GetTexture(aiTextureType_DIFFUSE, 0, &texPath) == AI_SUCCESS) { std::string texFilename = std::filesystem::path(texPath.C_Str()).stem().string(); matCode["params"]["diffuseTexture"] = { {"type", "Texture2D"}, {"default", texFilename} }; code.push_back("result.baseColor = diffuseTexture.Sample(textureSampler, geometry.texCoord).xyz;\n"); } if(material->GetTexture(aiTextureType_SPECULAR, 0, &texPath) == AI_SUCCESS) { std::string texFilename = std::filesystem::path(texPath.C_Str()).stem().string(); matCode["params"]["specularTexture"] = { {"type", "Texture2D"}, {"default", texFilename} }; code.push_back("result.specular = specularTexture.Sample(textureSampler, geometry.texCoord).xyz;\n"); } if(material->GetTexture(aiTextureType_NORMALS, 0, &texPath) == AI_SUCCESS) { std::string texFilename = std::filesystem::path(texPath.C_Str()).stem().string(); matCode["params"]["normalTexture"] = { {"type", "Texture2D"}, {"default", texFilename} }; 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"); code.push_back("result.normal = geometry.transformLocalToWorld(bumpMapNormal);\n"); } code.push_back("return result;\n"); matCode["code"] = code; std::ofstream outMatFile(material->GetName().C_Str()); outMatFile << std::setw(4) << matCode; outMatFile.flush(); } } void MeshLoader::import(const std::filesystem::path &path) { Assimp::Importer importer; importer.ReadFile(path.string().c_str(), aiProcess_FlipUVs | aiProcess_ImproveCacheLocality | aiProcess_OptimizeMeshes | aiProcess_GenBoundingBoxes | aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_GenSmoothNormals | aiProcess_GenUVCoords | aiProcess_FindDegenerates | aiProcess_EmbedTextures); const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace); Array globalMeshes(scene->mNumMeshes); loadGlobalMeshes(scene, globalMeshes, graphics); loadTextures(scene, graphics, path); loadMaterials(scene, graphics); List meshNodes; findMeshRoots(scene->mRootNode, meshNodes); for (auto meshNode : meshNodes) { std::string fileName = std::string(meshNode->mName.C_Str()).append(".asset"); PMeshAsset meshAsset = new MeshAsset(fileName); for(uint32 i = 0; i < meshNode->mNumMeshes; ++i) { meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]); } AssetRegistry::get().meshes[meshAsset->getFileName()] = meshAsset; } }