Deserialization flow is now as follows:

Create entities and components >> Fetch Assets needed >> Load assets needed >> Initialize entities
Some other bug fixes
This commit is contained in:
Sri Sham Haran 2022-11-04 18:27:25 +08:00
parent 4ee0294977
commit 1267442210
12 changed files with 455 additions and 335 deletions

View File

@ -32,7 +32,7 @@
Scale: {x: 49.4798889, y: 0.5, z: 17.5} Scale: {x: 49.4798889, y: 0.5, z: 17.5}
Renderable Component: Renderable Component:
Mesh: 80365422 Mesh: 80365422
Material: 126974645 Material: 0
RigidBody Component: RigidBody Component:
Type: Static Type: Static
Mass: 1 Mass: 1

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@ -189,12 +189,17 @@ namespace SHADE
switch (file.assetMeta->type) switch (file.assetMeta->type)
{ {
case AssetType::INVALID: break; case AssetType::INVALID: break;
case AssetType::SHADER: icon = ICON_FA_FILE_CODE; break; case AssetType::SHADER: break;
case AssetType::SHADER_BUILT_IN: icon = ICON_FA_FILE_CODE; break; case AssetType::SHADER_BUILT_IN: break;
case AssetType::TEXTURE: icon = ICON_FA_IMAGES; break; case AssetType::TEXTURE: break;
case AssetType::MESH: icon = ICON_FA_CUBES; break; case AssetType::MESH: break;
case AssetType::SCENE: icon = ICON_MD_IMAGE; break; case AssetType::SCENE:
case AssetType::PREFAB: icon = ICON_FA_BOX_OPEN; break; if(auto editor = SHSystemManager::GetSystem<SHEditor>())
{
editor->LoadScene(file.assetMeta->id);
}
break;
case AssetType::PREFAB: break;
case AssetType::MATERIAL: case AssetType::MATERIAL:
if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>()) if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>())
{ {

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@ -6,8 +6,8 @@
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Editor/IconsMaterialDesign.h" #include "Editor/IconsMaterialDesign.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Editor/SHEditorWidgets.hpp" #include "Editor/SHEditorWidgets.hpp"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Resource/SHResourceManager.h" #include "Resource/SHResourceManager.h"
namespace SHADE namespace SHADE

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@ -88,6 +88,7 @@ namespace SHADE
/* Getter Functions */ /* Getter Functions */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
Handle<SHVkPipeline> GetPipeline() const noexcept { return pipeline; }; Handle<SHVkPipeline> GetPipeline() const noexcept { return pipeline; };
bool IsEmpty() const noexcept { return subBatches.empty(); }
private: private:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -68,6 +68,10 @@ namespace SHADE
return; return;
batch->Remove(renderable); batch->Remove(renderable);
// If batch is empty, remove batch
if (batch->IsEmpty())
batches.erase(batch);
} }
void SHSuperBatch::Clear() noexcept void SHSuperBatch::Clear() noexcept

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@ -270,7 +270,15 @@ namespace SHADE
worldRenderer->SetCameraDirector(cameraSystem->CreateDirector()); worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
// Create default materials // Create default materials
std::array<SHTexture::PixelChannel, 4> defaultTexture = { 255, 255, 255, 255 };
std::vector<uint32_t> mipOffsets{};
mipOffsets.push_back(0);
auto tex = AddTexture(4, defaultTexture.data(), 1, 1, SHTexture::TextureFormat::eR8G8B8A8Unorm, mipOffsets);
BuildTextures();
defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass); defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
defaultMaterial->SetProperty("data.textureIndex", tex->TextureArrayIndex);
// Create debug draw pipeline // Create debug draw pipeline
debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass); debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass);

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@ -156,14 +156,15 @@ namespace SHADE
/* Build Descriptor Set with all the Textures only if there are textures */ /* Build Descriptor Set with all the Textures only if there are textures */
if (!texOrder.empty()) if (!texOrder.empty())
{ {
if (!texDescriptors) if (texDescriptors)
{ {
texDescriptors = descPool->Allocate texDescriptors.Free();
(
{ SHGraphicsGlobalData::GetDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS] },
{ static_cast<uint32_t>(texOrder.size()) }
);
} }
texDescriptors = descPool->Allocate
(
{ SHGraphicsGlobalData::GetDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS] },
{ static_cast<uint32_t>(texOrder.size()) }
);
texDescriptors->ModifyWriteDescImage texDescriptors->ModifyWriteDescImage
( (
SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS, SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS,

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@ -24,7 +24,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Shaders/SHVkShaderModule.h" #include "Graphics/Shaders/SHVkShaderModule.h"
#include "Graphics/Devices/SHVkLogicalDevice.h" #include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h" #include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Serialization/SHSerializationHelper.hpp" #include "Serialization/SHYAMLConverters.h"
namespace SHADE namespace SHADE
{ {

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@ -1,8 +1,8 @@
#include "SHpch.h" #include "SHpch.h"
#include <yaml-cpp/yaml.h> #include <yaml-cpp/yaml.h>
#include "SHSerializationHelper.hpp"
#include "SHSerialization.h" #include "SHSerialization.h"
#include "SHSerializationHelper.hpp"
#include "ECS_Base/Managers/SHEntityManager.h" #include "ECS_Base/Managers/SHEntityManager.h"
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
@ -118,8 +118,15 @@ namespace SHADE
SHLOG_ERROR("Failed to create entities from deserializaiton") SHLOG_ERROR("Failed to create entities from deserializaiton")
return NewSceneName.data(); return NewSceneName.data();
} }
//Initialize Entity
auto entityVecIt = createdEntities.begin(); auto entityVecIt = createdEntities.begin();
AssetQueue assetQueue;
for (auto it = entities.begin(); it != entities.end(); ++it)
{
SHSerializationHelper::FetchAssetsFromComponent<SHRenderable>((*it)[ComponentsNode], *entityVecIt, assetQueue);
}
LoadAssetsFromAssetQueue(assetQueue);
//Initialize Entity
entityVecIt = createdEntities.begin();
for (auto it = entities.begin(); it != entities.end(); ++it) for (auto it = entities.begin(); it != entities.end(); ++it)
{ {
InitializeEntity(*it, *entityVecIt++); InitializeEntity(*it, *entityVecIt++);
@ -256,6 +263,33 @@ namespace SHADE
return componentIDList; return componentIDList;
} }
void SHSerialization::LoadAssetsFromAssetQueue(AssetQueue& assetQueue)
{
for (auto& [assetId, assetType] : assetQueue)
{
switch(assetType)
{
case AssetType::INVALID: break;
case AssetType::SHADER: break;
case AssetType::SHADER_BUILT_IN: break;
case AssetType::TEXTURE:
SHResourceManager::LoadOrGet<SHTexture>(assetId);
break;
case AssetType::MESH:
SHResourceManager::LoadOrGet<SHMesh>(assetId);
break;
case AssetType::SCENE: break;
case AssetType::PREFAB: break;
case AssetType::MATERIAL:
SHResourceManager::LoadOrGet<SHMaterial>(assetId);
break;
case AssetType::MAX_COUNT: break;
default: ;
}
}
SHResourceManager::FinaliseChanges();
}
void SHSerialization::InitializeEntity(YAML::Node const& entityNode, EntityID const& eid) void SHSerialization::InitializeEntity(YAML::Node const& entityNode, EntityID const& eid)
{ {
auto const componentsNode = entityNode[ComponentsNode]; auto const componentsNode = entityNode[ComponentsNode];

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@ -4,8 +4,10 @@
#include <string> #include <string>
#include <filesystem> #include <filesystem>
#include <ECS_Base/Components/SHComponent.h>
#include "ECS_Base/SHECSMacros.h"
#include <Assets/SHAssetMacros.h> #include <Assets/SHAssetMacros.h>
#include <unordered_map>
namespace YAML namespace YAML
{ {
@ -42,6 +44,8 @@ namespace SHADE
static EntityID DeserializeEntitiesFromString(std::string const& data, EntityID const& parentEID = MAX_EID) noexcept; static EntityID DeserializeEntitiesFromString(std::string const& data, EntityID const& parentEID = MAX_EID) noexcept;
static std::vector<ComponentTypeID> GetComponentIDList(YAML::Node const& componentsNode); static std::vector<ComponentTypeID> GetComponentIDList(YAML::Node const& componentsNode);
static void LoadAssetsFromAssetQueue(std::unordered_map<AssetID, AssetType>& assetQueue);
private: private:
static void InitializeEntity(YAML::Node const& entityNode, EntityID const& eid); static void InitializeEntity(YAML::Node const& entityNode, EntityID const& eid);

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@ -1,329 +1,20 @@
#pragma once #pragma once
#include "SHYAMLConverters.h"
#include <yaml-cpp/yaml.h> #include <yaml-cpp/yaml.h>
#include "ECS_Base/Components/SHComponent.h" #include "ECS_Base/Components/SHComponent.h"
#include <rttr/registration> #include <rttr/registration>
#include <unordered_map>
#include "ECS_Base/Managers/SHComponentManager.h" #include "ECS_Base/Managers/SHComponentManager.h"
#include "Math/Vector/SHVec2.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h"
#include "Resource/SHResourceManager.h"
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
#include "SHSerializationTools.h"
#include "Physics/Components/SHColliderComponent.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h" #include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Tools/SHLog.h" #include "Tools/SHLog.h"
namespace YAML
{
using namespace SHADE;
template<>
struct convert<SHVec4>
{
static constexpr const char* x = "x";
static constexpr const char* y = "y";
static constexpr const char* z = "z";
static constexpr const char* w = "w";
static Node encode(SHVec4 const& rhs)
{
Node node;
node.SetStyle(EmitterStyle::Flow);
node[x] = rhs.x;
node[y] = rhs.y;
node[z] = rhs.z;
node[w] = rhs.w;
return node;
}
static bool decode(Node const& node, SHVec4& rhs)
{
if (node[x].IsDefined())
rhs.x = node[x].as<float>();
if (node[y].IsDefined())
rhs.y = node[y].as<float>();
if (node[z].IsDefined())
rhs.z = node[z].as<float>();
if (node[w].IsDefined())
rhs.w = node[w].as<float>();
return true;
}
};
template<>
struct convert<SHVec3>
{
static constexpr const char* x = "x";
static constexpr const char* y = "y";
static constexpr const char* z = "z";
static Node encode(SHVec3 const& rhs)
{
Node node;
node.SetStyle(EmitterStyle::Flow);
node[x] = rhs.x;
node[y] = rhs.y;
node[z] = rhs.z;
return node;
}
static bool decode(Node const& node, SHVec3& rhs)
{
if (node[x].IsDefined())
rhs.x = node[x].as<float>();
if (node[y].IsDefined())
rhs.y = node[y].as<float>();
if (node[z].IsDefined())
rhs.z = node[z].as<float>();
return true;
}
};
template<>
struct convert<SHVec2>
{
static constexpr const char* x = "x";
static constexpr const char* y = "y";
static Node encode(SHVec2 const& rhs)
{
Node node;
node.SetStyle(EmitterStyle::Flow);
node[x] = rhs.x;
node[y] = rhs.y;
return node;
}
static bool decode(Node const& node, SHVec2& rhs)
{
if (node[x].IsDefined())
rhs.x = node[x].as<float>();
if (node[y].IsDefined())
rhs.y = node[y].as<float>();
return true;
}
};
template<>
struct convert<SHCollider>
{
static constexpr const char* IsTrigger = "Is Trigger";
static constexpr const char* Type = "Type";
static constexpr const char* HalfExtents = "Half Extents";
static constexpr const char* Radius = "Radius";
static constexpr const char* Friction = "Friction";
static constexpr const char* Bounciness = "Bounciness";
static constexpr const char* Density = "Density";
static constexpr const char* PositionOffset = "Position Offset";
static Node encode(SHCollider& rhs)
{
Node node;
node[IsTrigger] = rhs.IsTrigger();
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
SHCollider::Type colliderType = rhs.GetType();
node[Type] = enumAlign.value_to_name(colliderType).data();
switch (colliderType)
{
case SHCollider::Type::BOX:
{
auto const bb = reinterpret_cast<SHBoundingBox*>(rhs.GetShape());
node[HalfExtents] = bb->GetHalfExtents();
}
break;
case SHCollider::Type::SPHERE:
{
auto const bs = reinterpret_cast<SHBoundingSphere*>(rhs.GetShape());
node[Radius] = bs->GetRadius();
}
break;
case SHCollider::Type::CAPSULE: break;
default:;
}
node[Friction] = rhs.GetFriction();
node[Bounciness] = rhs.GetBounciness();
node[Density] = rhs.GetDensity();
node[PositionOffset] = rhs.GetPositionOffset();
return node;
}
static bool decode(Node const& node, SHCollider& rhs)
{
if (node[IsTrigger].IsDefined())
rhs.SetIsTrigger(node[IsTrigger].as<bool>());
if (!node[Type].IsDefined())
return false;
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
bool ok;
const SHCollider::Type colliderType = enumAlign.name_to_value(node[Type].as<std::string>()).convert<SHCollider::Type>(&ok);
if (!ok)
return false;
switch (colliderType)
{
case SHCollider::Type::BOX:
{
if (node[HalfExtents].IsDefined())
rhs.SetBoundingBox(node[HalfExtents].as<SHVec3>());
}
break;
case SHCollider::Type::SPHERE:
{
if (node[Radius].IsDefined())
rhs.SetBoundingSphere(node[Radius].as<float>());
}
break;
case SHCollider::Type::CAPSULE: break;
default:;
}
if (node[Friction].IsDefined())
rhs.SetFriction(node[Friction].as<float>());
if (node[Bounciness].IsDefined())
rhs.SetBounciness(rhs.GetBounciness());
if (node[Density].IsDefined())
rhs.SetDensity(node[Density].as<float>());
if (node[PositionOffset].IsDefined())
rhs.SetPositionOffset(node[PositionOffset].as<SHVec3>());
return true;
}
};
template<>
struct convert<SHColliderComponent>
{
static constexpr const char* Colliders = "Colliders";
static Node encode(SHColliderComponent& rhs)
{
Node node, collidersNode;
auto const& colliders = rhs.GetColliders();
int const numColliders = static_cast<int>(colliders.size());
for (int i = 0; i < numColliders; ++i)
{
auto& collider = rhs.GetCollider(i);
Node colliderNode = convert<SHCollider>::encode(collider);
if (colliderNode.IsDefined())
collidersNode[i] = colliderNode;
}
node[Colliders] = collidersNode;
return node;
}
static bool decode(Node const& node, SHColliderComponent& rhs)
{
if (node[Colliders].IsDefined())
{
int numColliders{};
for (auto const& colliderNode : node[Colliders])
{
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
bool ok = false;
const SHCollider::Type colliderType = enumAlign.name_to_value(colliderNode[convert<SHCollider>::Type].as<std::string>()).convert<SHCollider::Type>(&ok);
if (!ok)
return false;
switch (colliderType)
{
case SHCollider::Type::BOX: rhs.AddBoundingBox(); break;
case SHCollider::Type::SPHERE: rhs.AddBoundingSphere(); break;
case SHCollider::Type::CAPSULE: break;
default:;
}
YAML::convert<SHCollider>::decode(colliderNode, rhs.GetCollider(numColliders++));
}
}
return true;
}
};
template<>
struct convert<SHMaterialSpec>
{
static constexpr std::string_view VERT_SHADER_YAML_TAG = "VertexShader";
static constexpr std::string_view FRAG_SHADER_YAML_TAG = "FragmentShader";
static constexpr std::string_view SUBPASS_YAML_TAG = "SubPass";
static constexpr std::string_view PROPS_YAML_TAG = "Properties";
static YAML::Node encode(SHMaterialSpec const& rhs)
{
YAML::Node node;
node[VERT_SHADER_YAML_TAG.data()] = rhs.vertexShader;
node[FRAG_SHADER_YAML_TAG.data()] = rhs.fragShader;
node[SUBPASS_YAML_TAG.data()] = rhs.subpassName;
node[PROPS_YAML_TAG.data()] = rhs.properties;
return node;
}
static bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
{
// Retrieve Shader Asset IDs
if (node[VERT_SHADER_YAML_TAG.data()].IsDefined())
rhs.vertexShader = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
if (node[FRAG_SHADER_YAML_TAG.data()].IsDefined())
rhs.fragShader = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
// Retrieve Subpass
if (node[SUBPASS_YAML_TAG.data()].IsDefined())
rhs.subpassName = node[SUBPASS_YAML_TAG.data()].as<std::string>();
// Retrieve
if (node[PROPS_YAML_TAG.data()].IsDefined())
rhs.properties = node[PROPS_YAML_TAG.data()];
return true;
}
};
template<>
struct convert<SHRenderable>
{
static constexpr std::string_view MESH_YAML_TAG = "Mesh";
static constexpr std::string_view MAT_YAML_TAG = "Material";
static YAML::Node encode(SHRenderable const& rhs)
{
YAML::Node node;
node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
return node;
}
static bool decode(YAML::Node const& node, SHRenderable& rhs)
{
if (node[MESH_YAML_TAG.data()].IsDefined())
{
rhs.SetMesh(SHResourceManager::LoadOrGet<SHMesh>(node[MESH_YAML_TAG.data()].as<AssetID>()));
}
if (node[MAT_YAML_TAG.data()].IsDefined())
{
// Temporarily, use default material
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (!gfxSystem)
return false;
Handle<SHMaterial> baseMat = SHResourceManager::LoadOrGet<SHMaterial>(node[MAT_YAML_TAG.data()].as<AssetID>());
if (!baseMat)
{
baseMat = gfxSystem->GetDefaultMaterial();
SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
}
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
}
return true;
}
};
}
namespace SHADE namespace SHADE
{ {
using AssetQueue = std::unordered_map<AssetID, AssetType>;
struct SHSerializationHelper struct SHSerializationHelper
{ {
@ -517,18 +208,73 @@ namespace SHADE
} }
} }
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
static YAML::Node GetComponentNode(YAML::Node const& componentsNode, EntityID const& eid)
{
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
if (componentsNode.IsNull() && !component)
return {};
auto rttrType = rttr::type::get<ComponentType>();
auto componentNode = componentsNode[rttrType.get_name().data()];
if (!componentNode.IsDefined())
return {};
return componentNode;
}
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true> template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
static void ConvertNodeToComponent(YAML::Node const& componentsNode, EntityID const& eid) static void ConvertNodeToComponent(YAML::Node const& componentsNode, EntityID const& eid)
{ {
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid); auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
if (componentsNode.IsNull() && !component) if (componentsNode.IsNull() && !component)
return; return;
auto rttrType = rttr::type::get<ComponentType>();
auto componentNode = componentsNode[rttrType.get_name().data()]; YAML::convert<ComponentType>::decode(GetComponentNode<ComponentType>(componentsNode, eid), *component);
if (!componentNode.IsDefined())
return;
YAML::convert<ComponentType>::decode(componentNode, *component);
} }
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
static void FetchAssetsFromComponent(YAML::Node const& componentsNode, EntityID const& eid, AssetQueue& assetQueue)
{
}
template<>
static void FetchAssetsFromComponent<SHRenderable>(YAML::Node const& componentsNode, EntityID const& eid, AssetQueue& assetQueue)
{
auto node = GetComponentNode<SHRenderable>(componentsNode, eid);
if(!node.IsDefined())
return;
if (auto const& meshNode = node[YAML::convert<SHRenderable>::MESH_YAML_TAG.data()]; meshNode.IsDefined())
{
assetQueue.insert({meshNode.as<AssetID>(), AssetType::MESH});
//SHResourceManager::LoadOrGet<SHMesh>(node[YAML::convert<SHRenderable>::MESH_YAML_TAG.data()].as<AssetID>());
}
if (auto const& matNode = node[YAML::convert<SHRenderable>::MAT_YAML_TAG.data()]; matNode.IsDefined())
{
auto const matAsset = SHAssetManager::GetData<SHMaterialAsset>(matNode.as<AssetID>());
if(matAsset)
{
SHMaterialSpec spec;
YAML::convert<SHMaterialSpec>::decode(*YAML::Load(matAsset->data).begin(), spec);
if(spec.properties.IsDefined())
{
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(spec.fragShader);
auto interface = fragShader->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface(SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE, SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA);
/*int const varCount = static_cast<int>(interface->GetVariableCount());
for (int i = 0; i < varCount; ++i)
{
auto variable = interface->GetVariable(i);
if(variable->type != SHShaderBlockInterface::Variable::Type::INT)
return;
const std::string& VAR_NAME = interface->GetVariableName(i);
if(VAR_NAME.empty())
continue;
assetQueue.insert({matNode.as<AssetID>(), AssetType::TEXTURE});
}*/
}
}
assetQueue.insert({matNode.as<AssetID>(), AssetType::MATERIAL});
//SHResourceManager::LoadOrGet<SHMaterial>(node[YAML::convert<SHRenderable>::MAT_YAML_TAG.data()].as<AssetID>());
}
}
}; };
} }

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@ -0,0 +1,317 @@
#pragma once
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Math/Geometry/SHBoundingBox.h"
#include "Math/Geometry/SHBoundingSphere.h"
#include "Physics/SHCollider.h"
#include "Resource/SHResourceManager.h"
#include "Math/Vector/SHVec2.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h"
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
#include "SHSerializationTools.h"
#include "Physics/Components/SHColliderComponent.h"
namespace YAML
{
using namespace SHADE;
template<>
struct convert<SHVec4>
{
static constexpr const char* x = "x";
static constexpr const char* y = "y";
static constexpr const char* z = "z";
static constexpr const char* w = "w";
static Node encode(SHVec4 const& rhs)
{
Node node;
node.SetStyle(EmitterStyle::Flow);
node[x] = rhs.x;
node[y] = rhs.y;
node[z] = rhs.z;
node[w] = rhs.w;
return node;
}
static bool decode(Node const& node, SHVec4& rhs)
{
if (node[x].IsDefined())
rhs.x = node[x].as<float>();
if (node[y].IsDefined())
rhs.y = node[y].as<float>();
if (node[z].IsDefined())
rhs.z = node[z].as<float>();
if (node[w].IsDefined())
rhs.w = node[w].as<float>();
return true;
}
};
template<>
struct convert<SHVec3>
{
static constexpr const char* x = "x";
static constexpr const char* y = "y";
static constexpr const char* z = "z";
static Node encode(SHVec3 const& rhs)
{
Node node;
node.SetStyle(EmitterStyle::Flow);
node[x] = rhs.x;
node[y] = rhs.y;
node[z] = rhs.z;
return node;
}
static bool decode(Node const& node, SHVec3& rhs)
{
if (node[x].IsDefined())
rhs.x = node[x].as<float>();
if (node[y].IsDefined())
rhs.y = node[y].as<float>();
if (node[z].IsDefined())
rhs.z = node[z].as<float>();
return true;
}
};
template<>
struct convert<SHVec2>
{
static constexpr const char* x = "x";
static constexpr const char* y = "y";
static Node encode(SHVec2 const& rhs)
{
Node node;
node.SetStyle(EmitterStyle::Flow);
node[x] = rhs.x;
node[y] = rhs.y;
return node;
}
static bool decode(Node const& node, SHVec2& rhs)
{
if (node[x].IsDefined())
rhs.x = node[x].as<float>();
if (node[y].IsDefined())
rhs.y = node[y].as<float>();
return true;
}
};
template<>
struct convert<SHCollider>
{
static constexpr const char* IsTrigger = "Is Trigger";
static constexpr const char* Type = "Type";
static constexpr const char* HalfExtents = "Half Extents";
static constexpr const char* Radius = "Radius";
static constexpr const char* Friction = "Friction";
static constexpr const char* Bounciness = "Bounciness";
static constexpr const char* Density = "Density";
static constexpr const char* PositionOffset = "Position Offset";
static Node encode(SHCollider& rhs)
{
Node node;
node[IsTrigger] = rhs.IsTrigger();
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
SHCollider::Type colliderType = rhs.GetType();
node[Type] = enumAlign.value_to_name(colliderType).data();
switch (colliderType)
{
case SHCollider::Type::BOX:
{
auto const bb = reinterpret_cast<SHBoundingBox*>(rhs.GetShape());
node[HalfExtents] = bb->GetHalfExtents();
}
break;
case SHCollider::Type::SPHERE:
{
auto const bs = reinterpret_cast<SHBoundingSphere*>(rhs.GetShape());
node[Radius] = bs->GetRadius();
}
break;
case SHCollider::Type::CAPSULE: break;
default:;
}
node[Friction] = rhs.GetFriction();
node[Bounciness] = rhs.GetBounciness();
node[Density] = rhs.GetDensity();
node[PositionOffset] = rhs.GetPositionOffset();
return node;
}
static bool decode(Node const& node, SHCollider& rhs)
{
if (node[IsTrigger].IsDefined())
rhs.SetIsTrigger(node[IsTrigger].as<bool>());
if (!node[Type].IsDefined())
return false;
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
bool ok;
const SHCollider::Type colliderType = enumAlign.name_to_value(node[Type].as<std::string>()).convert<SHCollider::Type>(&ok);
if (!ok)
return false;
switch (colliderType)
{
case SHCollider::Type::BOX:
{
if (node[HalfExtents].IsDefined())
rhs.SetBoundingBox(node[HalfExtents].as<SHVec3>());
}
break;
case SHCollider::Type::SPHERE:
{
if (node[Radius].IsDefined())
rhs.SetBoundingSphere(node[Radius].as<float>());
}
break;
case SHCollider::Type::CAPSULE: break;
default:;
}
if (node[Friction].IsDefined())
rhs.SetFriction(node[Friction].as<float>());
if (node[Bounciness].IsDefined())
rhs.SetBounciness(rhs.GetBounciness());
if (node[Density].IsDefined())
rhs.SetDensity(node[Density].as<float>());
if (node[PositionOffset].IsDefined())
rhs.SetPositionOffset(node[PositionOffset].as<SHVec3>());
return true;
}
};
template<>
struct convert<SHColliderComponent>
{
static constexpr const char* Colliders = "Colliders";
static Node encode(SHColliderComponent& rhs)
{
Node node, collidersNode;
auto const& colliders = rhs.GetColliders();
int const numColliders = static_cast<int>(colliders.size());
for (int i = 0; i < numColliders; ++i)
{
auto& collider = rhs.GetCollider(i);
Node colliderNode = convert<SHCollider>::encode(collider);
if (colliderNode.IsDefined())
collidersNode[i] = colliderNode;
}
node[Colliders] = collidersNode;
return node;
}
static bool decode(Node const& node, SHColliderComponent& rhs)
{
if (node[Colliders].IsDefined())
{
int numColliders{};
for (auto const& colliderNode : node[Colliders])
{
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
bool ok = false;
const SHCollider::Type colliderType = enumAlign.name_to_value(colliderNode[convert<SHCollider>::Type].as<std::string>()).convert<SHCollider::Type>(&ok);
if (!ok)
return false;
switch (colliderType)
{
case SHCollider::Type::BOX: rhs.AddBoundingBox(); break;
case SHCollider::Type::SPHERE: rhs.AddBoundingSphere(); break;
case SHCollider::Type::CAPSULE: break;
default:;
}
YAML::convert<SHCollider>::decode(colliderNode, rhs.GetCollider(numColliders++));
}
}
return true;
}
};
template<>
struct convert<SHMaterialSpec>
{
static constexpr std::string_view VERT_SHADER_YAML_TAG = "VertexShader";
static constexpr std::string_view FRAG_SHADER_YAML_TAG = "FragmentShader";
static constexpr std::string_view SUBPASS_YAML_TAG = "SubPass";
static constexpr std::string_view PROPS_YAML_TAG = "Properties";
static YAML::Node encode(SHMaterialSpec const& rhs)
{
YAML::Node node;
node[VERT_SHADER_YAML_TAG.data()] = rhs.vertexShader;
node[FRAG_SHADER_YAML_TAG.data()] = rhs.fragShader;
node[SUBPASS_YAML_TAG.data()] = rhs.subpassName;
node[PROPS_YAML_TAG.data()] = rhs.properties;
return node;
}
static bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
{
// Retrieve Shader Asset IDs
if (node[VERT_SHADER_YAML_TAG.data()].IsDefined())
rhs.vertexShader = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
if (node[FRAG_SHADER_YAML_TAG.data()].IsDefined())
rhs.fragShader = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
// Retrieve Subpass
if (node[SUBPASS_YAML_TAG.data()].IsDefined())
rhs.subpassName = node[SUBPASS_YAML_TAG.data()].as<std::string>();
// Retrieve
if (node[PROPS_YAML_TAG.data()].IsDefined())
rhs.properties = node[PROPS_YAML_TAG.data()];
return true;
}
};
template<>
struct convert<SHRenderable>
{
static constexpr std::string_view MESH_YAML_TAG = "Mesh";
static constexpr std::string_view MAT_YAML_TAG = "Material";
static YAML::Node encode(SHRenderable const& rhs)
{
YAML::Node node;
node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
return node;
}
static bool decode(YAML::Node const& node, SHRenderable& rhs)
{
if (node[MESH_YAML_TAG.data()].IsDefined())
{
rhs.SetMesh(SHResourceManager::LoadOrGet<SHMesh>(node[MESH_YAML_TAG.data()].as<AssetID>()));
}
if (node[MAT_YAML_TAG.data()].IsDefined())
{
// Temporarily, use default material
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (!gfxSystem)
return false;
Handle<SHMaterial> baseMat = SHResourceManager::LoadOrGet<SHMaterial>(node[MAT_YAML_TAG.data()].as<AssetID>());
if (!baseMat)
{
baseMat = gfxSystem->GetDefaultMaterial();
SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
}
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
}
return true;
}
};
}