Merge branch 'main' into SP3-6-c-scripting
This commit is contained in:
commit
392ecae434
|
@ -1,3 +1,3 @@
|
|||
Name: Cube.003
|
||||
ID: 110152941
|
||||
Type: 6
|
||||
Name: Cube.003
|
||||
ID: 71245919
|
||||
Type: 4
|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
Name: Cube.012
|
||||
ID: 107348815
|
||||
Type: 6
|
||||
Name: Cube.012
|
||||
ID: 80365422
|
||||
Type: 4
|
||||
|
|
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@ -0,0 +1,3 @@
|
|||
Name: RaccoonBag_Color_Ver4
|
||||
ID: 58303057
|
||||
Type: 3
|
|
@ -1,3 +1,3 @@
|
|||
Name: RaccoonPreTexturedVer1_Base9
|
||||
ID: 91918845
|
||||
Type: 4
|
||||
Name: RaccoonPreTexturedVer1_Base9
|
||||
ID: 64651793
|
||||
Type: 3
|
||||
|
|
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|
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|
|||
Name: Kirsch_CS
|
||||
ID: 19931255
|
||||
Type: 2
|
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|
@ -0,0 +1,3 @@
|
|||
Name: PureCopy_CS
|
||||
ID: 29659779
|
||||
Type: 2
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: TestCube_FS
|
||||
ID: 18415057
|
||||
Type: 2
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: TestCube_VS
|
||||
ID: 29315909
|
||||
Type: 2
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: TD_Checker_Base_Color
|
||||
ID: 51995224
|
||||
Type: 3
|
|
@ -110,14 +110,7 @@ namespace Sandbox
|
|||
SHComponentManager::CreateComponentSparseSet<SHRenderable>();
|
||||
SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
|
||||
|
||||
//TODO: REMOVE AFTER PRESENTATION
|
||||
//SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
|
||||
//SHAssetManager::LoadDataTemp("../../Assets/Cube.012.shmesh");
|
||||
//SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
|
||||
//SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
|
||||
//SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.shtex");
|
||||
//TODO: REMOVE AFTER PRESENTATION
|
||||
|
||||
SHAssetManager::Load();
|
||||
|
||||
auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
|
||||
auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
|
||||
|
@ -133,8 +126,6 @@ namespace Sandbox
|
|||
SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
|
||||
|
||||
SHFrameRateController::UpdateFRC();
|
||||
|
||||
SHAssetManager::Load();
|
||||
}
|
||||
|
||||
void SBApplication::Update(void)
|
||||
|
|
|
@ -53,7 +53,8 @@ namespace Sandbox
|
|||
if (asset.name == "Cube.012")
|
||||
handles.emplace_back(SHResourceManager::LoadOrGet<SHMesh>(asset.id));
|
||||
break;
|
||||
case AssetType::IMAGE:
|
||||
case AssetType::TEXTURE:
|
||||
if (asset.name == "RaccoonPreTexturedVer1_Base9")
|
||||
texHandles.emplace_back(SHResourceManager::LoadOrGet<SHTexture>(asset.id));
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,61 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHShaderAsset.cpp
|
||||
* \author Brandon Mak
|
||||
* \date 24 October 2022
|
||||
* \brief
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
|
||||
#include "SHpch.h"
|
||||
#include "SHShaderAsset.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHShaderAsset::SHShaderAsset() noexcept
|
||||
: spirvBinary{},
|
||||
shaderType{SH_SHADER_TYPE::VERTEX},
|
||||
name{}
|
||||
{
|
||||
}
|
||||
|
||||
SHShaderAsset::SHShaderAsset(SHShaderAsset const& rhs) noexcept
|
||||
: spirvBinary{rhs.spirvBinary},
|
||||
shaderType{ rhs.shaderType },
|
||||
name{rhs.name}
|
||||
{
|
||||
}
|
||||
|
||||
SHShaderAsset::SHShaderAsset(SHShaderAsset&& rhs) noexcept
|
||||
: spirvBinary{ std::move(rhs.spirvBinary) },
|
||||
shaderType{ std::move(rhs.shaderType) },
|
||||
name{ std::move(rhs.name) }
|
||||
{
|
||||
}
|
||||
|
||||
SHShaderAsset& SHShaderAsset::operator=(SHShaderAsset&& rhs) noexcept
|
||||
{
|
||||
if (this == &rhs)
|
||||
{
|
||||
return *this;
|
||||
}
|
||||
|
||||
spirvBinary = std::move(rhs.spirvBinary);
|
||||
shaderType = std::move(rhs.shaderType);
|
||||
name = std::move(rhs.name);
|
||||
}
|
||||
|
||||
SHShaderAsset& SHShaderAsset::operator=(SHShaderAsset const& rhs) noexcept
|
||||
{
|
||||
if (this == &rhs)
|
||||
{
|
||||
return *this;
|
||||
}
|
||||
|
||||
spirvBinary = rhs.spirvBinary;
|
||||
shaderType = rhs.shaderType;
|
||||
name = rhs.name;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,48 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHShaderAsset.h
|
||||
* \author Brandon Mak
|
||||
* \date 24 October 2022
|
||||
* \brief
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include "SHAssetData.h"
|
||||
#include "SH_API.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
enum class SH_SHADER_TYPE : uint8_t
|
||||
{
|
||||
VERTEX,
|
||||
FRAGMENT,
|
||||
COMPUTE,
|
||||
INAVLID_TYPE
|
||||
};
|
||||
|
||||
struct SH_API SHShaderAsset : SHAssetData
|
||||
{
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* MEMBER VARIABLES */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
//! container storing the spirv binary
|
||||
std::vector<uint32_t> spirvBinary;
|
||||
|
||||
//! For the compilation of the shader. Vulkan backend will use it too
|
||||
SH_SHADER_TYPE shaderType;
|
||||
|
||||
//! Name of the shader file (without parent path)
|
||||
std::string name;
|
||||
|
||||
SHShaderAsset() noexcept;
|
||||
SHShaderAsset(SHShaderAsset const& rhs) noexcept;
|
||||
SHShaderAsset(SHShaderAsset&& rhs) noexcept;
|
||||
SHShaderAsset& operator= (SHShaderAsset&& rhs) noexcept;
|
||||
SHShaderAsset& operator= (SHShaderAsset const& rhs) noexcept;
|
||||
};
|
||||
}
|
|
@ -1,24 +1,30 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHAssimpLibrary.cpp
|
||||
* \file SHMeshCompiler.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date October 2022
|
||||
* \brief
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHMeshAsset into binary file for faster
|
||||
* loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHAssimpLibrary.h"
|
||||
#include "SHMeshCompiler.h"
|
||||
#include "Graphics/MiddleEnd/Meshes/SHMeshData.h"
|
||||
#include <assimp/postprocess.h>
|
||||
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
Assimp::Importer SHAssimpLibrary::aiImporter;
|
||||
|
||||
void SHAssimpLibrary::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept
|
||||
{
|
||||
for (size_t i {0}; i < node.mNumMeshes; ++i)
|
||||
Assimp::Importer SHMeshCompiler::aiImporter;
|
||||
|
||||
void SHMeshCompiler::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept
|
||||
{
|
||||
for (size_t i{ 0 }; i < node.mNumMeshes; ++i)
|
||||
{
|
||||
aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
|
||||
meshes.push_back(ProcessMesh(*mesh));
|
||||
|
@ -28,16 +34,16 @@ namespace SHADE
|
|||
{
|
||||
ProcessNode(*node.mChildren[i], scene, meshes);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SHAssimpLibrary::ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept
|
||||
{
|
||||
if (scene.HasAnimations())
|
||||
void SHMeshCompiler::ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept
|
||||
{
|
||||
if (scene.HasAnimations())
|
||||
{
|
||||
std::vector<SHAnimationAsset> anims(scene.mNumAnimations);
|
||||
for (auto i{0}; i < scene.mNumAnimations; ++i)
|
||||
{
|
||||
auto const& anim {*scene.mAnimations[i]};
|
||||
std::vector<SHAnimationAsset> anims(scene.mNumAnimations);
|
||||
for (auto i{ 0 }; i < scene.mNumAnimations; ++i)
|
||||
{
|
||||
auto const& anim{ *scene.mAnimations[i] };
|
||||
|
||||
anims[i].name = anim.mName.C_Str();
|
||||
|
||||
|
@ -47,17 +53,17 @@ namespace SHADE
|
|||
std::copy_n(anim.mChannels, anim.mNumChannels, anims[i].nodeChannels.data());
|
||||
std::copy_n(anim.mMeshChannels, anim.mNumMeshChannels, anims[i].meshChannels.data());
|
||||
std::copy_n(anim.mMorphMeshChannels, anim.mNumMorphMeshChannels, anims[i].morphMeshChannels.data());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SHMeshAsset* SHAssimpLibrary::ProcessMesh(aiMesh const& mesh) noexcept
|
||||
{
|
||||
SHMeshAsset* SHMeshCompiler::ProcessMesh(aiMesh const& mesh) noexcept
|
||||
{
|
||||
SHMeshAsset* result = new SHMeshAsset();
|
||||
result->compiled = false;
|
||||
result->changed = false;
|
||||
|
||||
for (size_t i{0}; i < mesh.mNumVertices; ++i)
|
||||
for (size_t i{ 0 }; i < mesh.mNumVertices; ++i)
|
||||
{
|
||||
// Vertex position
|
||||
SHVec3 vertex;
|
||||
|
@ -67,7 +73,7 @@ namespace SHADE
|
|||
result->vertexPosition.push_back(vertex);
|
||||
|
||||
// Tex coords
|
||||
SHVec2 texCoord{0.f, 0.f};
|
||||
SHVec2 texCoord{ 0.f, 0.f };
|
||||
if (mesh.mTextureCoords[0])
|
||||
{
|
||||
texCoord.x = mesh.mTextureCoords[0][i].x;
|
||||
|
@ -76,7 +82,7 @@ namespace SHADE
|
|||
result->texCoords.push_back(texCoord);
|
||||
|
||||
// Normals
|
||||
SHVec3 normal{0.f, 0.f, 0.f};
|
||||
SHVec3 normal{ 0.f, 0.f, 0.f };
|
||||
if (mesh.mNormals)
|
||||
{
|
||||
normal.x = mesh.mNormals[i].x;
|
||||
|
@ -86,7 +92,7 @@ namespace SHADE
|
|||
result->vertexNormal.push_back(normal);
|
||||
|
||||
// Tangent
|
||||
SHVec3 tangent{0.f, 0.f, 0.f};
|
||||
SHVec3 tangent{ 0.f, 0.f, 0.f };
|
||||
if (mesh.mTangents)
|
||||
{
|
||||
tangent.x = mesh.mTangents[i].x;
|
||||
|
@ -96,10 +102,10 @@ namespace SHADE
|
|||
result->vertexTangent.push_back(tangent);
|
||||
}
|
||||
|
||||
for (size_t i {0}; i < mesh.mNumFaces; ++i)
|
||||
for (size_t i{ 0 }; i < mesh.mNumFaces; ++i)
|
||||
{
|
||||
aiFace face = mesh.mFaces[i];
|
||||
for (size_t j{0}; j < face.mNumIndices; ++j)
|
||||
for (size_t j{ 0 }; j < face.mNumIndices; ++j)
|
||||
{
|
||||
result->indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
|
@ -110,10 +116,10 @@ namespace SHADE
|
|||
result->header.name = mesh.mName.C_Str();
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
void SHAssimpLibrary::LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept
|
||||
{
|
||||
void SHMeshCompiler::LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept
|
||||
{
|
||||
const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
|
||||
aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
|
||||
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
|
||||
|
@ -132,10 +138,64 @@ namespace SHADE
|
|||
return;
|
||||
}
|
||||
|
||||
ExtractAnimations(*scene, anims);
|
||||
//ExtractAnimations(*scene, anims);
|
||||
|
||||
ProcessNode(*scene->mRootNode, *scene, meshes);
|
||||
|
||||
aiImporter.FreeScene();
|
||||
}
|
||||
}
|
||||
|
||||
std::optional<AssetPath> SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept
|
||||
{
|
||||
std::string newPath{ path.parent_path().string() + '/' };
|
||||
newPath += asset.header.name + MESH_EXTENSION.data();
|
||||
|
||||
std::ofstream file{ newPath, std::ios::out | std::ios::binary | std::ios::trunc };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open file for writing mesh file: {}", path.string());
|
||||
}
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&(asset.header.vertexCount)),
|
||||
sizeof(uint32_t)
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<const char*>(&(asset.header.indexCount)),
|
||||
sizeof(uint32_t)
|
||||
);
|
||||
|
||||
auto const vertexVec3Byte{ sizeof(SHVec3) * asset.header.vertexCount };
|
||||
auto const vertexVec2Byte{ sizeof(SHVec2) * asset.header.vertexCount };
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexPosition.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexTangent.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexNormal.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.texCoords.data()),
|
||||
vertexVec2Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.indices.data()),
|
||||
sizeof(uint32_t) * asset.header.indexCount
|
||||
);
|
||||
|
||||
file.close();
|
||||
|
||||
return newPath;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,40 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHMeshCompiler.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHMeshAsset into binary file for faster
|
||||
* loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <vector>
|
||||
|
||||
#include "Assets/Asset Types/SHAnimationAsset.h"
|
||||
#include "Assets/Asset Types/SHMeshAsset.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHMeshCompiler
|
||||
{
|
||||
|
||||
using MeshVectorRef = std::vector<SHMeshAsset*>&;
|
||||
using AnimVectorRef = std::vector<SHAnimationAsset*>&;
|
||||
|
||||
static Assimp::Importer aiImporter;
|
||||
static void ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept;
|
||||
static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
|
||||
static SHMeshAsset* ProcessMesh(aiMesh const& mesh) noexcept;
|
||||
|
||||
public:
|
||||
static void LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept;
|
||||
static std::optional<AssetPath> CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
|
||||
};
|
||||
}
|
|
@ -0,0 +1,162 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHShaderSourceCompiler.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 23 10 2022
|
||||
* \brief
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHShaderSourceCompiler.h"
|
||||
#include "shaderc/shaderc.hpp"
|
||||
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
std::string SHShaderSourceCompiler::CompileShaderSourceToBinary(AssetPath path, SHShaderAsset const& data) noexcept
|
||||
{
|
||||
std::string newPath{ path.string() };
|
||||
newPath = newPath.substr(0, newPath.find_last_of('.'));
|
||||
newPath += SHADER_BUILT_IN_EXTENSION.data();
|
||||
|
||||
std::ofstream file{ newPath, std::ios::binary | std::ios::out | std::ios::trunc };
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(& data.shaderType), sizeof(uint8_t)
|
||||
);
|
||||
|
||||
size_t const byteCount = sizeof(uint32_t) * data.spirvBinary.size();
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&byteCount), sizeof(size_t)
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(data.spirvBinary.data()), byteCount
|
||||
);
|
||||
|
||||
file.close();
|
||||
|
||||
return newPath;
|
||||
}
|
||||
|
||||
SHShaderAsset const* SHShaderSourceCompiler::CompileShaderSourceToMemory(std::string const& data, std::string const& name, SH_SHADER_TYPE type) noexcept
|
||||
{
|
||||
// shaderc compiler
|
||||
shaderc::Compiler compiler;
|
||||
shaderc::CompileOptions options;
|
||||
|
||||
options.AddMacroDefinition("MY_DEFINE", "1");
|
||||
|
||||
//TODO: Check if we need optimisation levels when compiling into spirv
|
||||
// Set optimization levels
|
||||
//if (opLevel != shaderc_optimization_level_zero)
|
||||
// options.SetOptimizationLevel(opLevel);
|
||||
|
||||
// Attempt to get the shaderc equivalent shader stage
|
||||
shaderc_shader_kind shaderKind;
|
||||
switch (type)
|
||||
{
|
||||
case SH_SHADER_TYPE::VERTEX:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
case SH_SHADER_TYPE::FRAGMENT:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_fragment_shader;
|
||||
break;
|
||||
case SH_SHADER_TYPE::COMPUTE:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_compute_shader;
|
||||
break;
|
||||
default:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
}
|
||||
|
||||
// Compile the shader and get the result
|
||||
shaderc::SpvCompilationResult compileResult = compiler.CompileGlslToSpv(data, shaderKind, name.c_str(), options);
|
||||
|
||||
if (compileResult.GetCompilationStatus() != shaderc_compilation_status_success)
|
||||
{
|
||||
SHLOG_ERROR("Shaderc failed to compile GLSL shader to binary | " + compileResult.GetErrorMessage());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto result = new SHShaderAsset();
|
||||
result->spirvBinary.resize(compileResult.end() - compileResult.begin());
|
||||
|
||||
std::ranges::copy(compileResult.begin(), compileResult.end(), result->spirvBinary.data());
|
||||
|
||||
result->name = name;
|
||||
result->shaderType = type;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
SH_SHADER_TYPE SHShaderSourceCompiler::GetShaderTypeFromFilename(std::string name) noexcept
|
||||
{
|
||||
for (auto i { 0}; i < SHADER_TYPE_MAX_COUNT; ++i)
|
||||
{
|
||||
if (name.find(SHADER_IDENTIFIERS[i].data()) != std::string::npos)
|
||||
{
|
||||
return static_cast<SH_SHADER_TYPE>(i);
|
||||
}
|
||||
}
|
||||
|
||||
return SH_SHADER_TYPE::INAVLID_TYPE;
|
||||
}
|
||||
|
||||
std::optional<AssetPath> SHShaderSourceCompiler::LoadAndCompileShader(AssetPath path) noexcept
|
||||
{
|
||||
auto type = GetShaderTypeFromFilename(path.filename().string());
|
||||
|
||||
if (type == SH_SHADER_TYPE::INAVLID_TYPE)
|
||||
{
|
||||
SHLOG_ERROR("Invalid filename for shaders, follow suffix in SHAssetMacros.h: {}", path.string());
|
||||
return {};
|
||||
}
|
||||
|
||||
path.make_preferred();
|
||||
|
||||
std::ifstream file{ path.string(), std::ios::in };
|
||||
|
||||
if (file.is_open())
|
||||
{
|
||||
std::stringstream stream;
|
||||
|
||||
stream << file.rdbuf();
|
||||
|
||||
std::string const content = stream.str();
|
||||
|
||||
auto data = CompileShaderSourceToMemory(content, path.filename().string(), type);
|
||||
|
||||
if (data == nullptr)
|
||||
{
|
||||
return{};
|
||||
}
|
||||
|
||||
return CompileShaderSourceToBinary(path, *data);
|
||||
}
|
||||
|
||||
SHLOG_ERROR("Unable to open shader file: {}", path.string());
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
std::optional<AssetPath> SHShaderSourceCompiler::CompileShaderFromString
|
||||
(std::string const& string, AssetPath path, SH_SHADER_TYPE type) noexcept
|
||||
{
|
||||
auto const data = CompileShaderSourceToMemory(string, path.filename().string(), type);
|
||||
|
||||
if (data == nullptr)
|
||||
{
|
||||
return{};
|
||||
}
|
||||
|
||||
return CompileShaderSourceToBinary(path, *data);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHShaderSourceCompiler.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date 23 10 2022
|
||||
* \brief
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Assets/Asset Types/SHShaderAsset.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHShaderSourceCompiler
|
||||
{
|
||||
private:
|
||||
static std::string CompileShaderSourceToBinary(AssetPath path, SHShaderAsset const& data) noexcept;
|
||||
static SHShaderAsset const* CompileShaderSourceToMemory(std::string const& data, std::string const& name, SH_SHADER_TYPE type) noexcept;
|
||||
|
||||
static SH_SHADER_TYPE GetShaderTypeFromFilename(std::string name) noexcept;
|
||||
|
||||
public:
|
||||
static std::optional<AssetPath> LoadAndCompileShader(AssetPath path) noexcept;
|
||||
static std::optional<AssetPath> CompileShaderFromString
|
||||
(std::string const& string, AssetPath path, SH_SHADER_TYPE type) noexcept;
|
||||
};
|
||||
}
|
|
@ -0,0 +1,171 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHTextureCompiler.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHTextureAsset into binary file for
|
||||
* faster loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHTextureCompiler.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
std::string SHTextureCompiler::TinyDDSResultToString(tinyddsloader::Result value)
|
||||
{
|
||||
switch (value)
|
||||
{
|
||||
case tinyddsloader::Result::ErrorFileOpen:
|
||||
return "File open err";
|
||||
case tinyddsloader::Result::ErrorRead:
|
||||
return "File read err";
|
||||
case tinyddsloader::Result::ErrorMagicWord:
|
||||
return "File header magic word err";
|
||||
case tinyddsloader::Result::ErrorSize:
|
||||
return "File size err";
|
||||
case tinyddsloader::Result::ErrorVerify:
|
||||
return "Pixel format err";
|
||||
case tinyddsloader::Result::ErrorNotSupported:
|
||||
return "Unsupported format";
|
||||
case tinyddsloader::Result::ErrorInvalidData:
|
||||
return "Invalid data";
|
||||
default:
|
||||
return "Unknown";
|
||||
}
|
||||
}
|
||||
|
||||
vk::Format SHTextureCompiler::ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eBc1RgbaUnormBlock : vk::Format::eBc1RgbaSrgbBlock;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eBc2UnormBlock : vk::Format::eBc2SrgbBlock;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eBc3UnormBlock : vk::Format::eBc3SrgbBlock;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC5_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC5_SNorm:
|
||||
return isLinear ? vk::Format::eBc5UnormBlock : vk::Format::eBc5SnormBlock;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eR8G8B8A8Unorm : vk::Format::eR8G8B8A8Srgb;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_SNorm:
|
||||
return vk::Format::eR8G8B8A8Snorm;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8A8Srgb;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8Srgb;
|
||||
default:
|
||||
throw std::runtime_error("Unsupported DDS format.");
|
||||
}
|
||||
}
|
||||
|
||||
void SHTextureCompiler::LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept
|
||||
{
|
||||
tinyddsloader::Result loadResult = tinyddsloader::Result::Success;
|
||||
tinyddsloader::DDSFile file;
|
||||
loadResult = file.Load(path.string().c_str());
|
||||
if (loadResult != tinyddsloader::Result::Success)
|
||||
{
|
||||
SHLOG_ERROR("Unable to load Texture file: {} at {}", TinyDDSResultToString(loadResult), path.string());
|
||||
}
|
||||
|
||||
size_t totalBytes{ 0 };
|
||||
|
||||
std::vector<uint32_t> mipOff(file.GetMipCount());
|
||||
|
||||
for (size_t i{ 0 }; i < file.GetMipCount(); ++i)
|
||||
{
|
||||
mipOff[i] = static_cast<uint32_t>(totalBytes);
|
||||
totalBytes += file.GetImageData(static_cast<uint32_t>(i), 0)->m_memSlicePitch;
|
||||
}
|
||||
|
||||
SHTexture::PixelChannel* pixel = new SHTexture::PixelChannel[totalBytes];
|
||||
std::memcpy(pixel, file.GetImageData()->m_mem, totalBytes);
|
||||
//pixel = std::move(reinterpret_cast<SHTexture::PixelChannel const*>(file.GetDDSData()));
|
||||
|
||||
asset.name = path.stem().string();
|
||||
asset.compiled = false;
|
||||
asset.numBytes = static_cast<uint32_t>(totalBytes);
|
||||
asset.width = file.GetWidth();
|
||||
asset.height = file.GetHeight();
|
||||
asset.format = ddsLoaderToVkFormat(file.GetFormat(), true);
|
||||
asset.mipOffsets = std::move(mipOff);
|
||||
asset.pixelData = std::move(pixel);
|
||||
}
|
||||
|
||||
std::string SHTextureCompiler::WriteToFile(SHTextureAsset const& asset, AssetPath path) noexcept
|
||||
{
|
||||
std::string newPath{ path.string() };
|
||||
newPath = newPath.substr(0, newPath.find_last_of('.'));
|
||||
newPath += TEXTURE_EXTENSION;
|
||||
|
||||
std::ofstream file{ newPath, std::ios::out | std::ios::binary };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open file for writing texture file: {}", path.string());
|
||||
}
|
||||
|
||||
constexpr auto intBytes{ sizeof(uint32_t) };
|
||||
|
||||
uint32_t const mipOffsetCount{ static_cast<uint32_t>(asset.mipOffsets.size()) };
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&asset.numBytes),
|
||||
intBytes
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&asset.width),
|
||||
intBytes
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&asset.height),
|
||||
intBytes
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&asset.format),
|
||||
sizeof(SHTexture::TextureFormat)
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&mipOffsetCount),
|
||||
intBytes
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.mipOffsets.data()),
|
||||
intBytes * asset.mipOffsets.size()
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.pixelData),
|
||||
asset.numBytes
|
||||
);
|
||||
|
||||
file.close();
|
||||
return newPath;
|
||||
}
|
||||
|
||||
std::optional<AssetPath> SHTextureCompiler::CompileTextureAsset(AssetPath path)
|
||||
{
|
||||
auto data = new SHTextureAsset();
|
||||
LoadTinyDDS(path, *data);
|
||||
return WriteToFile(*data, path);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHTextureCompiler.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHTextureAsset into binary file for
|
||||
* faster loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
#define TINYDDSLOADER_IMPLEMENTATION
|
||||
|
||||
#include "Assets/Asset Types/SHTextureAsset.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "tinyddsloader.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHTextureCompiler
|
||||
{
|
||||
private:
|
||||
static std::string TinyDDSResultToString(tinyddsloader::Result value);
|
||||
static vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
|
||||
static void LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||
|
||||
static std::string WriteToFile(SHTextureAsset const& asset, AssetPath path) noexcept;
|
||||
public:
|
||||
static std::optional<AssetPath> CompileTextureAsset(AssetPath path);
|
||||
};
|
||||
}
|
|
@ -10,6 +10,7 @@
|
|||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Assets/Asset Types/SHAssetData.h"
|
||||
|
||||
namespace SHADE
|
|
@ -10,13 +10,13 @@
|
|||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
#include "../SHAssetMacros.h"
|
||||
#include "../Asset Types/SHMeshAsset.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Assets/Asset Types/SHMeshAsset.h"
|
||||
#include "SHAssetLoader.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SHMeshLoader : public SHAssetLoader
|
||||
struct SHMeshLoader : SHAssetLoader
|
||||
{
|
||||
void LoadSHMesh(AssetPath path, SHMeshAsset& meshes) noexcept;
|
||||
SHAssetData* Load(AssetPath path) override;
|
|
@ -0,0 +1,46 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHShaderSourceLoader.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 23 10 2022
|
||||
* \brief
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
|
||||
#include "SHpch.h"
|
||||
#include "SHShaderSourceLoader.h"
|
||||
#include "Assets/Asset Types/SHShaderAsset.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHAssetData* SHShaderSourceLoader::Load(AssetPath path)
|
||||
{
|
||||
auto result = new SHShaderAsset();
|
||||
|
||||
result->name = path.stem().stem().string();
|
||||
|
||||
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open compiled shader file: {}", path.string());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
size_t byteCount = 0;
|
||||
|
||||
file.read(reinterpret_cast<char*>(&result->shaderType), sizeof(uint8_t));
|
||||
file.read(reinterpret_cast<char*>(&byteCount), sizeof(size_t));
|
||||
|
||||
result->spirvBinary.resize(byteCount / sizeof(uint32_t));
|
||||
|
||||
file.read(reinterpret_cast<char*>(result->spirvBinary.data()), byteCount);
|
||||
|
||||
file.close();
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHAnimationAsset.h
|
||||
* \file SHShaderSourceLoader.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date October 2022
|
||||
* \date 23 10 2022
|
||||
* \brief
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
|
@ -10,21 +10,13 @@
|
|||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <assimp/anim.h>
|
||||
#include "SH_API.power h"
|
||||
#include "Assets/Libraries/Loaders/SHAssetLoader.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SH_API SHAnimationAsset
|
||||
struct SHShaderSourceLoader : SHAssetLoader
|
||||
{
|
||||
std::string name;
|
||||
|
||||
std::vector<aiNodeAnim*> nodeChannels;
|
||||
std::vector<aiMeshAnim*> meshChannels;
|
||||
std::vector<aiMeshMorphAnim*> morphMeshChannels;
|
||||
|
||||
double duration;
|
||||
double ticksPerSecond;
|
||||
SHAssetData* Load(AssetPath path) override;
|
||||
};
|
||||
}
|
||||
}
|
|
@ -0,0 +1,58 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHTextureLoader.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to load dds textures and custom binary format
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHTextureLoader.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
void SHTextureLoader::LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept
|
||||
{
|
||||
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Error opening SHTexture file: {}", path.string());
|
||||
}
|
||||
|
||||
auto const intBytes{ sizeof(uint32_t) };
|
||||
uint32_t mipCount;
|
||||
|
||||
file.read(reinterpret_cast<char*>(&asset.numBytes), intBytes);
|
||||
file.read(reinterpret_cast<char*>(&asset.width), intBytes);
|
||||
file.read(reinterpret_cast<char*>(&asset.height), intBytes);
|
||||
file.read(reinterpret_cast<char*>(&asset.format), sizeof(SHTexture::TextureFormat));
|
||||
|
||||
file.read(reinterpret_cast<char*>(&mipCount), intBytes);
|
||||
std::vector<uint32_t> mips(mipCount);
|
||||
file.read(reinterpret_cast<char*>(mips.data()), intBytes * mipCount);
|
||||
|
||||
auto pixel = new SHTexture::PixelChannel[asset.numBytes];
|
||||
file.read(reinterpret_cast<char*>(pixel), asset.numBytes);
|
||||
|
||||
asset.mipOffsets = std::move(mips);
|
||||
asset.pixelData = std::move(pixel);
|
||||
|
||||
asset.compiled = true;
|
||||
file.close();
|
||||
}
|
||||
|
||||
SHAssetData* SHTextureLoader::Load(AssetPath path)
|
||||
{
|
||||
auto result = new SHTextureAsset();
|
||||
|
||||
LoadSHTexture(path, *result);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
|
@ -1,9 +1,8 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHTextureCompiler.h
|
||||
* \file SHTextureLoader.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHTextureAsset into binary file for
|
||||
* faster loading in the future
|
||||
* \brief Library to load dds textures and custom binary format
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
|
@ -12,13 +11,15 @@
|
|||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include "Assets/Asset Types/SHTextureAsset.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Assets/Asset Types/SHTextureAsset.h"
|
||||
#include "SHAssetLoader.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SHTextureCompiler
|
||||
class SHTextureLoader : public SHAssetLoader
|
||||
{
|
||||
static std::string CompileTextureBinary(SHTextureAsset const& asset, AssetPath path);
|
||||
void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||
SHAssetData* Load(AssetPath path) override;
|
||||
};
|
||||
}
|
||||
}
|
|
@ -1,36 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHAssimpLibrary.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date October 2022
|
||||
* \brief
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
|
||||
#pragma once
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <vector>
|
||||
#include "../SHAssetMacros.h"
|
||||
#include "../Asset Types/SHMeshAsset.h"
|
||||
#include "../Asset Types/SHAnimationAsset.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHAssimpLibrary
|
||||
{
|
||||
private:
|
||||
using MeshVectorRef = std::vector<SHMeshAsset*>&;
|
||||
using AnimVectorRef = std::vector<SHAnimationAsset*>&;
|
||||
|
||||
static Assimp::Importer aiImporter;
|
||||
static void ProcessNode(aiNode const& node, aiScene const& scene,MeshVectorRef meshes) noexcept;
|
||||
static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
|
||||
static SHMeshAsset* ProcessMesh(aiMesh const& mesh) noexcept;
|
||||
|
||||
public:
|
||||
static void LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept;
|
||||
};
|
||||
}
|
|
@ -1,72 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHMeshCompiler.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHMeshAsset into binary file for faster
|
||||
* loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHMeshCompiler.h"
|
||||
#include "Graphics/MiddleEnd/Meshes/SHMeshData.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
std::string SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept
|
||||
{
|
||||
std::string newPath{ path.string() };
|
||||
newPath = newPath.substr(0, newPath.find_last_of('/') + 1);
|
||||
newPath += asset.header.name + MESH_EXTENSION.data();
|
||||
|
||||
std::ofstream file{ newPath, std::ios::out | std::ios::binary | std::ios::trunc };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open file for writing mesh file: {}", path.string());
|
||||
}
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&(asset.header.vertexCount)),
|
||||
sizeof(uint32_t)
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<const char*>(&(asset.header.indexCount)),
|
||||
sizeof(uint32_t)
|
||||
);
|
||||
|
||||
auto const vertexVec3Byte {sizeof(SHVec3) * asset.header.vertexCount};
|
||||
auto const vertexVec2Byte {sizeof(SHVec2) * asset.header.vertexCount};
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexPosition.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexTangent.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexNormal.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.texCoords.data()),
|
||||
vertexVec2Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.indices.data()),
|
||||
sizeof(uint32_t) * asset.header.indexCount
|
||||
);
|
||||
|
||||
file.close();
|
||||
|
||||
return newPath;
|
||||
}
|
|
@ -1,26 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHMeshCompiler.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHMeshAsset into binary file for faster
|
||||
* loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include "../Asset Types/SHMeshAsset.h"
|
||||
#include "../SHAssetMacros.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHMeshCompiler
|
||||
{
|
||||
private:
|
||||
public:
|
||||
static std::string CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
|
||||
};
|
||||
}
|
|
@ -1,75 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHTextureCompiler.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHTextureAsset into binary file for
|
||||
* faster loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHTextureCompiler.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
std::string SHTextureCompiler::CompileTextureBinary(SHTextureAsset const& asset, AssetPath path)
|
||||
{
|
||||
std::string newPath{ path.string() };
|
||||
newPath = newPath.substr(0, newPath.find_last_of('.'));
|
||||
newPath += TEXTURE_EXTENSION;
|
||||
|
||||
std::ofstream file{ newPath, std::ios::out | std::ios::binary };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open file for writing texture file: {}", path.string());
|
||||
}
|
||||
|
||||
auto const intBytes{sizeof(uint32_t)};
|
||||
|
||||
uint32_t mipOffsetCount{ static_cast<uint32_t>(asset.mipOffsets.size()) };
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&asset.numBytes),
|
||||
intBytes
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&asset.width),
|
||||
intBytes
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&asset.height),
|
||||
intBytes
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&asset.format),
|
||||
sizeof(SHTexture::TextureFormat)
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&mipOffsetCount),
|
||||
intBytes
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.mipOffsets.data()),
|
||||
intBytes * asset.mipOffsets.size()
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.pixelData),
|
||||
asset.numBytes
|
||||
);
|
||||
|
||||
file.close();
|
||||
|
||||
return newPath;
|
||||
}
|
||||
}
|
|
@ -1,156 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHTextureLoader.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to load dds textures and custom binary format
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHTextureLoader.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
std::string SHTextureLoader::TinyDDSResultToString(tinyddsloader::Result value)
|
||||
{
|
||||
switch (value)
|
||||
{
|
||||
case tinyddsloader::Result::ErrorFileOpen:
|
||||
return "File open err";
|
||||
case tinyddsloader::Result::ErrorRead:
|
||||
return "File read err";
|
||||
case tinyddsloader::Result::ErrorMagicWord:
|
||||
return "File header magic word err";
|
||||
case tinyddsloader::Result::ErrorSize:
|
||||
return "File size err";
|
||||
case tinyddsloader::Result::ErrorVerify:
|
||||
return "Pixel format err";
|
||||
case tinyddsloader::Result::ErrorNotSupported:
|
||||
return "Unsupported format";
|
||||
case tinyddsloader::Result::ErrorInvalidData:
|
||||
return "Invalid data";
|
||||
default:
|
||||
return "Unknown";
|
||||
}
|
||||
}
|
||||
|
||||
vk::Format SHTextureLoader::ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eBc1RgbaUnormBlock : vk::Format::eBc1RgbaSrgbBlock;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eBc2UnormBlock : vk::Format::eBc2SrgbBlock;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eBc3UnormBlock : vk::Format::eBc3SrgbBlock;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC5_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::BC5_SNorm:
|
||||
return isLinear ? vk::Format::eBc5UnormBlock : vk::Format::eBc5SnormBlock;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eR8G8B8A8Unorm : vk::Format::eR8G8B8A8Srgb;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_SNorm:
|
||||
return vk::Format::eR8G8B8A8Snorm;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8A8Srgb;
|
||||
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm:
|
||||
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm_SRGB:
|
||||
return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8Srgb;
|
||||
default:
|
||||
throw std::runtime_error("Unsupported DDS format.");
|
||||
}
|
||||
}
|
||||
|
||||
void SHTextureLoader::LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept
|
||||
{
|
||||
tinyddsloader::Result loadResult = tinyddsloader::Result::Success;
|
||||
tinyddsloader::DDSFile file;
|
||||
loadResult = file.Load(path.string().c_str());
|
||||
if (loadResult != tinyddsloader::Result::Success)
|
||||
{
|
||||
SHLOG_ERROR("Unable to load Texture file: {} at {}", TinyDDSResultToString(loadResult), path.string());
|
||||
}
|
||||
|
||||
size_t totalBytes{ 0 };
|
||||
|
||||
std::vector<uint32_t> mipOff(file.GetMipCount());
|
||||
|
||||
for (size_t i{0}; i < file.GetMipCount(); ++i)
|
||||
{
|
||||
mipOff[i] = static_cast<uint32_t>(totalBytes);
|
||||
totalBytes += file.GetImageData(static_cast<uint32_t>(i), 0)->m_memSlicePitch;
|
||||
}
|
||||
|
||||
SHTexture::PixelChannel* pixel = new SHTexture::PixelChannel[totalBytes];
|
||||
std::memcpy(pixel, file.GetImageData()->m_mem, totalBytes);
|
||||
//pixel = std::move(reinterpret_cast<SHTexture::PixelChannel const*>(file.GetDDSData()));
|
||||
|
||||
asset.name = path.stem().string();
|
||||
asset.compiled = false;
|
||||
asset.numBytes = static_cast<uint32_t>(totalBytes);
|
||||
asset.width = file.GetWidth();
|
||||
asset.height = file.GetHeight();
|
||||
asset.format = ddsLoaderToVkFormat(file.GetFormat(), true);
|
||||
asset.mipOffsets = std::move(mipOff);
|
||||
asset.pixelData = std::move(pixel);
|
||||
}
|
||||
|
||||
void SHTextureLoader::LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept
|
||||
{
|
||||
std::ifstream file{path.string(), std::ios::in | std::ios::binary};
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Error opening SHTexture file: {}", path.string());
|
||||
}
|
||||
|
||||
auto const intBytes{ sizeof(uint32_t) };
|
||||
uint32_t mipCount;
|
||||
|
||||
file.read(reinterpret_cast<char*>(&asset.numBytes), intBytes);
|
||||
file.read(reinterpret_cast<char*>(&asset.width), intBytes);
|
||||
file.read(reinterpret_cast<char*>(&asset.height), intBytes);
|
||||
file.read(reinterpret_cast<char*>(&asset.format), sizeof(SHTexture::TextureFormat));
|
||||
|
||||
file.read(reinterpret_cast<char*>(&mipCount), intBytes);
|
||||
std::vector<uint32_t> mips(mipCount);
|
||||
file.read(reinterpret_cast<char*>(mips.data()), intBytes * mipCount);
|
||||
|
||||
auto pixel = new SHTexture::PixelChannel[asset.numBytes];
|
||||
file.read(reinterpret_cast<char*>(pixel), asset.numBytes);
|
||||
|
||||
asset.mipOffsets = std::move(mips);
|
||||
asset.pixelData = std::move( pixel );
|
||||
|
||||
asset.compiled = true;
|
||||
file.close();
|
||||
}
|
||||
|
||||
SHAssetData* SHTextureLoader::Load(AssetPath path)
|
||||
{
|
||||
auto result = new SHTextureAsset();
|
||||
|
||||
LoadImageAsset(path, *result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void SHTextureLoader::LoadImageAsset(AssetPath path, SHTextureAsset& asset)
|
||||
{
|
||||
if (path.extension().string() == DDS_EXTENSION)
|
||||
{
|
||||
LoadTinyDDS(path, asset);
|
||||
}
|
||||
else if (path.extension().string() == TEXTURE_EXTENSION)
|
||||
{
|
||||
LoadSHTexture(path, asset);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,34 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHTextureLoader.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to load dds textures and custom binary format
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
#define TINYDDSLOADER_IMPLEMENTATION
|
||||
|
||||
#include "../SHAssetMacros.h"
|
||||
#include "../Asset Types/SHTextureAsset.h"
|
||||
#include "tinyddsloader.h"
|
||||
#include "SHAssetLoader.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHTextureLoader : public SHAssetLoader
|
||||
{
|
||||
private:
|
||||
std::string TinyDDSResultToString(tinyddsloader::Result value);
|
||||
vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
|
||||
|
||||
void LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||
public:
|
||||
void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
|
||||
void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||
SHAssetData* Load(AssetPath path) override;
|
||||
};
|
||||
}
|
|
@ -42,20 +42,14 @@ constexpr std::string_view ASSET_META_VER { "1.0" };
|
|||
// Asset type enum
|
||||
enum class AssetType : AssetTypeMeta
|
||||
{
|
||||
INVALID = 0,
|
||||
AUDIO = 1,
|
||||
INVALID,
|
||||
SHADER,
|
||||
MATERIAL,
|
||||
IMAGE,
|
||||
TEXTURE,
|
||||
MESH,
|
||||
SCRIPT,
|
||||
SCENE,
|
||||
PREFAB,
|
||||
AUDIO_WAV,
|
||||
DDS,
|
||||
SHADER_BUILT_IN,
|
||||
TEXTURE,
|
||||
MESH,
|
||||
MAX_COUNT
|
||||
};
|
||||
constexpr size_t TYPE_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
|
||||
|
||||
//Directory
|
||||
#ifdef _PUBLISH
|
||||
|
@ -67,37 +61,55 @@ constexpr std::string_view ASSET_ROOT {"../../Assets"};
|
|||
|
||||
// ASSET EXTENSIONS
|
||||
constexpr std::string_view META_EXTENSION {".shmeta"};
|
||||
constexpr std::string_view IMAGE_EXTENSION {".png"};
|
||||
constexpr std::string_view AUDIO_EXTENSION {".ogg"};
|
||||
constexpr std::string_view AUDIO_WAV_EXTENSION {".wav"};
|
||||
constexpr std::string_view SHADER_EXTENSION {".glsl"};
|
||||
constexpr std::string_view SHADER_EXTENSION{ ".shshader" };
|
||||
constexpr std::string_view SHADER_BUILT_IN_EXTENSION{".shshaderb"};
|
||||
constexpr std::string_view SCRIPT_EXTENSION {".cs"};
|
||||
constexpr std::string_view SCENE_EXTENSION {".SHADE"};
|
||||
constexpr std::string_view PREFAB_EXTENSION {".SHPrefab"};
|
||||
constexpr std::string_view MATERIAL_EXTENSION {".SHMat"};
|
||||
constexpr std::string_view SCENE_EXTENSION {".shade"};
|
||||
constexpr std::string_view PREFAB_EXTENSION {".shprefab"};
|
||||
constexpr std::string_view MATERIAL_EXTENSION {".shmat"};
|
||||
constexpr std::string_view TEXTURE_EXTENSION {".shtex"};
|
||||
constexpr std::string_view DDS_EXTENSION {".dds"};
|
||||
constexpr std::string_view FBX_EXTENSION {".fbx"};
|
||||
constexpr std::string_view GLTF_EXTENSION {".gltf"};
|
||||
constexpr std::string_view MESH_EXTENSION {".shmesh"};
|
||||
|
||||
constexpr std::string_view EXTENSIONS[] = {
|
||||
AUDIO_EXTENSION,
|
||||
SHADER_EXTENSION,
|
||||
SHADER_BUILT_IN_EXTENSION,
|
||||
MATERIAL_EXTENSION,
|
||||
IMAGE_EXTENSION,
|
||||
TEXTURE_EXTENSION,
|
||||
DDS_EXTENSION,
|
||||
MESH_EXTENSION,
|
||||
SCRIPT_EXTENSION,
|
||||
SCENE_EXTENSION,
|
||||
PREFAB_EXTENSION,
|
||||
AUDIO_WAV_EXTENSION,
|
||||
};
|
||||
|
||||
// EXTERNAL EXTENSIONS
|
||||
constexpr std::string_view GLSL_EXTENSION{ ".glsl" };
|
||||
constexpr std::string_view DDS_EXTENSION{ ".dds" };
|
||||
constexpr std::string_view FBX_EXTENSION{ ".fbx" };
|
||||
constexpr std::string_view GLTF_EXTENSION{ ".gltf" };
|
||||
|
||||
constexpr std::string_view EXTERNALS[] = {
|
||||
GLSL_EXTENSION,
|
||||
DDS_EXTENSION,
|
||||
FBX_EXTENSION,
|
||||
GLTF_EXTENSION
|
||||
};
|
||||
|
||||
constexpr size_t TYPE_COUNT {static_cast<size_t>(AssetType::MAX_COUNT) };
|
||||
// SHADER IDENTIFIERS
|
||||
constexpr std::string_view VERTEX_SHADER{ "_VS" };
|
||||
constexpr std::string_view FRAGMENT_SHADER{ "_FS" };
|
||||
constexpr std::string_view COMPUTER_SHADER{ "_CS" };
|
||||
|
||||
constexpr std::string_view SHADER_IDENTIFIERS[] = {
|
||||
VERTEX_SHADER,
|
||||
FRAGMENT_SHADER,
|
||||
COMPUTER_SHADER
|
||||
};
|
||||
|
||||
constexpr size_t SHADER_TYPE_MAX_COUNT{ 3 };
|
||||
|
||||
// Error flags
|
||||
constexpr std::string_view FILE_NOT_FOUND_ERR {"FILE NOT FOUND"};
|
||||
|
|
|
@ -14,12 +14,13 @@
|
|||
#include "SHAssetMetaHandler.h"
|
||||
#include "Filesystem/SHFileSystem.h"
|
||||
|
||||
#include "Libraries/SHAssimpLibrary.h"
|
||||
#include "Libraries/SHMeshLoader.h"
|
||||
#include "Libraries/SHTextureLoader.h"
|
||||
#include "Libraries/Loaders/SHMeshLoader.h"
|
||||
#include "Libraries/Loaders/SHTextureLoader.h"
|
||||
#include "Libraries/Loaders/SHShaderSourceLoader.h"
|
||||
|
||||
#include "Libraries/SHMeshCompiler.h"
|
||||
#include "Libraries/SHTextureCompiler.h"
|
||||
#include "Libraries/Compilers/SHMeshCompiler.h"
|
||||
#include "Libraries/Compilers/SHTextureCompiler.h"
|
||||
#include "Libraries/Compilers/SHShaderSourceCompiler.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -44,7 +45,13 @@ namespace SHADE
|
|||
|
||||
result |= unique;
|
||||
|
||||
while (result == 0)
|
||||
while (result == 0 ||
|
||||
std::ranges::any_of(
|
||||
assetCollection.begin(),
|
||||
assetCollection.end(),
|
||||
[result](SHAsset const& asset) { return asset.id == result; }
|
||||
)
|
||||
)
|
||||
{
|
||||
result = GenerateAssetID(type);
|
||||
}
|
||||
|
@ -64,7 +71,20 @@ namespace SHADE
|
|||
// TODO
|
||||
}
|
||||
|
||||
AssetPath SHAssetManager::GenerateLocalPath(AssetPath path) noexcept
|
||||
void SHAssetManager::Exit() noexcept
|
||||
{
|
||||
for (auto const& loader : loaders)
|
||||
{
|
||||
delete loader;
|
||||
}
|
||||
|
||||
for (auto const& data : assetData)
|
||||
{
|
||||
delete data.second;
|
||||
}
|
||||
}
|
||||
|
||||
AssetPath SHAssetManager::GenerateLocalPath(AssetPath path) noexcept
|
||||
{
|
||||
if (!IsRecognised(path.extension().string().c_str()))
|
||||
{
|
||||
|
@ -91,17 +111,10 @@ namespace SHADE
|
|||
|
||||
switch(type)
|
||||
{
|
||||
case AssetType::SCENE:
|
||||
folder = "scenes/";
|
||||
break;
|
||||
|
||||
case AssetType::PREFAB:
|
||||
folder = "prefabs/";
|
||||
break;
|
||||
|
||||
case AssetType::MATERIAL:
|
||||
folder = "materials/";
|
||||
break;
|
||||
case AssetType::SHADER:
|
||||
case AssetType::SHADER_BUILT_IN:
|
||||
folder = "Shaders/";
|
||||
break;
|
||||
|
||||
default:
|
||||
folder = "/";
|
||||
|
@ -206,7 +219,56 @@ namespace SHADE
|
|||
|
||||
}
|
||||
|
||||
bool SHAssetManager::IsRecognised(char const* ext) noexcept
|
||||
std::vector<SHAssetData const*> SHAssetManager::GetAllDataOfType(AssetType type) noexcept
|
||||
{
|
||||
auto const toRetrieve = GetAllRecordOfType(type);
|
||||
std::vector<SHAssetData const*> result;
|
||||
result.reserve(toRetrieve.size());
|
||||
for (auto const& get : toRetrieve)
|
||||
{
|
||||
result.push_back(LoadData(get));
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<SHAsset> SHAssetManager::GetAllRecordOfType(AssetType type) noexcept
|
||||
{
|
||||
std::vector<SHAsset> result;
|
||||
for (auto const& asset : assetCollection)
|
||||
{
|
||||
if (asset.type == type)
|
||||
{
|
||||
result.push_back(asset);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
AssetID SHAssetManager::CompileAsset(AssetPath path) noexcept
|
||||
{
|
||||
SHAsset newAsset
|
||||
{
|
||||
.name = path.stem().string(),
|
||||
.location = 0
|
||||
};
|
||||
|
||||
auto const ext{ path.extension().string() };
|
||||
if (ext == GLSL_EXTENSION.data())
|
||||
{
|
||||
newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
|
||||
newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
|
||||
newAsset.type = AssetType::SHADER_BUILT_IN;
|
||||
}
|
||||
|
||||
assetCollection.push_back(newAsset);
|
||||
SHAssetMetaHandler::WriteMetaData(newAsset);
|
||||
|
||||
return newAsset.id;
|
||||
}
|
||||
|
||||
bool SHAssetManager::IsRecognised(char const* ext) noexcept
|
||||
{
|
||||
for (auto const& e : EXTENSIONS)
|
||||
{
|
||||
|
@ -227,23 +289,82 @@ namespace SHADE
|
|||
result.type = SHAssetMetaHandler::GetTypeFromExtension(path.extension().string());
|
||||
result.id = GenerateAssetID(result.type);
|
||||
result.path = path;
|
||||
result.location = 0;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void SHAssetManager::InitLoaders() noexcept
|
||||
void SHAssetManager::CompileAll() noexcept
|
||||
{
|
||||
std::vector<AssetPath> paths;
|
||||
|
||||
for (auto const& dir : std::filesystem::recursive_directory_iterator{ ASSET_ROOT })
|
||||
{
|
||||
if (dir.is_regular_file())
|
||||
{
|
||||
for (auto const& ext : EXTERNALS)
|
||||
{
|
||||
if (dir.path().extension().string() == ext.data())
|
||||
{
|
||||
paths.push_back(dir.path());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto const& path : paths)
|
||||
{
|
||||
SHAsset newAsset
|
||||
{
|
||||
.name = path.stem().string(),
|
||||
.location = 0
|
||||
};
|
||||
|
||||
auto const ext{ path.extension().string() };
|
||||
if (ext == GLSL_EXTENSION.data())
|
||||
{
|
||||
newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
|
||||
newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
|
||||
newAsset.type = AssetType::SHADER_BUILT_IN;
|
||||
}
|
||||
else if (ext == DDS_EXTENSION.data())
|
||||
{
|
||||
newAsset.path = SHTextureCompiler::CompileTextureAsset(path).value();
|
||||
newAsset.id = GenerateAssetID(AssetType::TEXTURE);
|
||||
newAsset.type = AssetType::TEXTURE;
|
||||
}
|
||||
else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data())
|
||||
{
|
||||
std::vector<SHMeshAsset*> meshes;
|
||||
std::vector<SHAnimationAsset*> anims;
|
||||
SHMeshCompiler::LoadFromFile(path, meshes, anims);
|
||||
|
||||
for (auto const& mesh : meshes)
|
||||
{
|
||||
SHAsset meshAsset{
|
||||
.name = mesh->header.name,
|
||||
.location = 0
|
||||
};
|
||||
meshAsset.path = SHMeshCompiler::CompileMeshBinary(*mesh, path).value();
|
||||
meshAsset.id = GenerateAssetID(AssetType::MESH);
|
||||
meshAsset.type = AssetType::MESH;
|
||||
assetCollection.push_back(meshAsset);
|
||||
SHAssetMetaHandler::WriteMetaData(meshAsset);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
assetCollection.push_back(newAsset);
|
||||
SHAssetMetaHandler::WriteMetaData(newAsset);
|
||||
}
|
||||
}
|
||||
|
||||
void SHAssetManager::InitLoaders() noexcept
|
||||
{
|
||||
loaders[static_cast<size_t>(AssetType::AUDIO)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::SHADER)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::MATERIAL)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::IMAGE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
|
||||
loaders[static_cast<size_t>(AssetType::TEXTURE)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
|
||||
loaders[static_cast<size_t>(AssetType::SCRIPT)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::SCENE)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::PREFAB)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::AUDIO_WAV)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::DDS)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::SHADER)] = dynamic_cast<SHAssetLoader*>(new SHShaderSourceLoader());
|
||||
loaders[static_cast<size_t>(AssetType::SHADER_BUILT_IN)] = loaders[static_cast<size_t>(AssetType::SHADER)];
|
||||
loaders[static_cast<size_t>(AssetType::TEXTURE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
|
||||
loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
|
@ -251,6 +372,7 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
void SHAssetManager::Load() noexcept
|
||||
{
|
||||
//CompileAll();
|
||||
InitLoaders();
|
||||
BuildAssetCollection();
|
||||
//LoadAllData();
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
#include "tinyddsloader.h"
|
||||
#include "SHAsset.h"
|
||||
#include "Asset Types/SHAssetData.h"
|
||||
#include "Libraries/SHAssetLoader.h"
|
||||
#include "Assets/Libraries/Loaders/SHAssetLoader.h"
|
||||
#include <memory>
|
||||
|
||||
#include "SH_API.h"
|
||||
|
@ -37,6 +37,8 @@ namespace SHADE
|
|||
static void Unload() noexcept;
|
||||
static void Unload(AssetID assetId) noexcept;
|
||||
|
||||
static void Exit() noexcept;
|
||||
|
||||
/****************************************************************************
|
||||
* \brief Load all resources that are in the folder
|
||||
****************************************************************************/
|
||||
|
@ -77,21 +79,24 @@ namespace SHADE
|
|||
|
||||
template<typename T>
|
||||
static std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T const* const> GetData(AssetID id) noexcept;
|
||||
|
||||
static std::vector<SHAssetData const*> GetAllDataOfType(AssetType type) noexcept;
|
||||
static std::vector<SHAsset> GetAllRecordOfType(AssetType type) noexcept;
|
||||
|
||||
static AssetID CompileAsset(AssetPath path) noexcept;
|
||||
|
||||
private:
|
||||
/****************************************************************************
|
||||
* \brief Load resource data into memory
|
||||
****************************************************************************/
|
||||
|
||||
static void InitLoaders() noexcept;
|
||||
static void LoadAllData() noexcept;
|
||||
|
||||
static SHAssetData* LoadData(SHAsset const& asset) noexcept;
|
||||
|
||||
inline static void BuildAssetCollection() noexcept;
|
||||
|
||||
static bool IsRecognised(char const*) noexcept;
|
||||
|
||||
static SHAsset CreateAssetFromPath(AssetPath path) noexcept;
|
||||
|
||||
static void InitLoaders() noexcept;
|
||||
static void CompileAll() noexcept;
|
||||
|
||||
static FMOD::System* audioSystem;
|
||||
static std::unordered_map<AssetID,SHSound>* audioSoundList;
|
||||
|
|
|
@ -118,24 +118,8 @@ namespace SHADE
|
|||
graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
|
||||
|
||||
|
||||
// TODO: This is VERY temporarily here until a more solid resource management system is implemented
|
||||
shaderSourceLibrary.Init("../../TempShaderFolder/");
|
||||
|
||||
shaderSourceLibrary.LoadShader(0, "TestCubeVs.glsl", SH_SHADER_TYPE::VERTEX, true);
|
||||
shaderSourceLibrary.LoadShader(1, "TestCubeFs.glsl", SH_SHADER_TYPE::FRAGMENT, true);
|
||||
|
||||
shaderSourceLibrary.LoadShader(2, "KirschCs.glsl", SH_SHADER_TYPE::COMPUTE, true);
|
||||
shaderSourceLibrary.LoadShader(3, "PureCopyCs.glsl", SH_SHADER_TYPE::COMPUTE, true);
|
||||
|
||||
shaderModuleLibrary.ImportFromSourceLibrary(device, shaderSourceLibrary);
|
||||
auto cubeVS = shaderModuleLibrary.GetShaderModule("TestCubeVs.glsl");
|
||||
auto cubeFS = shaderModuleLibrary.GetShaderModule("TestCubeFs.glsl");
|
||||
auto greyscale = shaderModuleLibrary.GetShaderModule("KirschCs.glsl");
|
||||
auto pureCopy = shaderModuleLibrary.GetShaderModule("PureCopyCs.glsl");
|
||||
cubeVS->Reflect();
|
||||
cubeFS->Reflect();
|
||||
greyscale->Reflect();
|
||||
pureCopy->Reflect();
|
||||
shaderModuleLibrary.ImportAllShaderSource(device);
|
||||
shaderModuleLibrary.ReflectAllShaderModules();
|
||||
}
|
||||
|
||||
void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
|
||||
|
@ -190,11 +174,11 @@ namespace SHADE
|
|||
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL);
|
||||
|
||||
//// kirsch
|
||||
//auto kirschShader = shaderModuleLibrary.GetShaderModule("KirschCs.glsl");
|
||||
//auto kirschShader = shaderModuleLibrary.GetShaderModule("KirschCs");
|
||||
//gBufferNode->AddNodeCompute(kirschShader, { "Scene Pre-Process", "Scene" });
|
||||
|
||||
// copy
|
||||
auto pureCopyShader = shaderModuleLibrary.GetShaderModule("PureCopyCs.glsl");
|
||||
auto pureCopyShader = shaderModuleLibrary.GetBuiltInShaderModule("PureCopy_CS");
|
||||
gBufferNode->AddNodeCompute(pureCopyShader, { "Scene Pre-Process", "Scene" });
|
||||
|
||||
|
||||
|
@ -212,8 +196,8 @@ namespace SHADE
|
|||
|
||||
worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
|
||||
|
||||
auto cubeVS = shaderModuleLibrary.GetShaderModule("TestCubeVs.glsl");
|
||||
auto cubeFS = shaderModuleLibrary.GetShaderModule("TestCubeFs.glsl");
|
||||
auto cubeVS = shaderModuleLibrary.GetBuiltInShaderModule("TestCube_VS");
|
||||
auto cubeFS = shaderModuleLibrary.GetBuiltInShaderModule("TestCube_FS");
|
||||
|
||||
defaultMaterial = AddMaterial(cubeVS, cubeFS, gBufferSubpass);
|
||||
|
||||
|
|
|
@ -25,7 +25,6 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "ECS_Base/System/SHSystemRoutine.h"
|
||||
#include "Graphics/Descriptors/SHVkDescriptorPool.h"
|
||||
#include "Graphics/RenderGraph/SHRenderGraph.h"
|
||||
#include "Graphics/MiddleEnd/Shaders/SHShaderSourceLibrary.h"
|
||||
#include "Graphics/MiddleEnd/Shaders/SHShaderModuleLibrary.h"
|
||||
#include "SHMeshLibrary.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialInstanceCache.h"
|
||||
|
@ -339,9 +338,7 @@ namespace SHADE
|
|||
// Temp Cameras
|
||||
Handle<SHCamera> worldCamera;
|
||||
Handle<SHCamera> screenCamera;
|
||||
|
||||
// TODO: Temporary only until resource library from Xiao Qi is implemented
|
||||
SHShaderSourceLibrary shaderSourceLibrary;
|
||||
|
||||
SHShaderModuleLibrary shaderModuleLibrary;
|
||||
|
||||
// Temp Materials
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "SHPch.h"
|
||||
#include "SHShaderModuleLibrary.h"
|
||||
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||
#include "Assets/SHAssetManager.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -18,33 +19,33 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHShaderModuleLibrary::ImportFromSourceLibrary(Handle<SHVkLogicalDevice>& logicalDeviceHdl, SHShaderSourceLibrary const& sourceLib) noexcept
|
||||
{
|
||||
auto const& sources = sourceLib.GetSourceLibrary();
|
||||
for (auto const& source : sources)
|
||||
{
|
||||
vk::ShaderStageFlagBits shaderType{};
|
||||
switch (source.shaderType)
|
||||
{
|
||||
case SH_SHADER_TYPE::VERTEX:
|
||||
shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
break;
|
||||
case SH_SHADER_TYPE::FRAGMENT:
|
||||
shaderType = vk::ShaderStageFlagBits::eFragment;
|
||||
break;
|
||||
case SH_SHADER_TYPE::COMPUTE:
|
||||
shaderType = vk::ShaderStageFlagBits::eCompute;
|
||||
break;
|
||||
default:
|
||||
shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
break;
|
||||
}
|
||||
//void SHShaderModuleLibrary::ImportFromSourceLibrary(Handle<SHVkLogicalDevice>& logicalDeviceHdl, SHShaderSourceLibrary const& sourceLib) noexcept
|
||||
//{
|
||||
// auto const& sources = sourceLib.GetSourceLibrary();
|
||||
// for (auto const& source : sources)
|
||||
// {
|
||||
// vk::ShaderStageFlagBits shaderType{};
|
||||
// switch (source.shaderType)
|
||||
// {
|
||||
// case SH_SHADER_TYPE::VERTEX:
|
||||
// shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
// break;
|
||||
// case SH_SHADER_TYPE::FRAGMENT:
|
||||
// shaderType = vk::ShaderStageFlagBits::eFragment;
|
||||
// break;
|
||||
// case SH_SHADER_TYPE::COMPUTE:
|
||||
// shaderType = vk::ShaderStageFlagBits::eCompute;
|
||||
// break;
|
||||
// default:
|
||||
// shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
// break;
|
||||
// }
|
||||
|
||||
Handle<SHVkShaderModule> newShaderModule = logicalDeviceHdl->CreateShaderModule(source.spirvBinary, "main", shaderType, source.name);
|
||||
shaderModules.emplace(source.id, newShaderModule);
|
||||
stringToID.emplace(source.name, source.id);
|
||||
}
|
||||
}
|
||||
// Handle<SHVkShaderModule> newShaderModule = logicalDeviceHdl->CreateShaderModule(source.spirvBinary, "main", shaderType, source.name);
|
||||
// shaderModules.emplace(source.id, newShaderModule);
|
||||
// stringToID.emplace(source.name, source.id);
|
||||
// }
|
||||
//}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
@ -58,12 +59,81 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
Handle<SHVkShaderModule> SHShaderModuleLibrary::GetShaderModule(std::string shaderName) const noexcept
|
||||
//Handle<SHVkShaderModule> SHShaderModuleLibrary::GetShaderModule(std::string shaderName) const noexcept
|
||||
//{
|
||||
// if (stringToID.contains(shaderName))
|
||||
// return shaderModules.at(stringToID.at(shaderName));
|
||||
// else
|
||||
// return {};
|
||||
//}
|
||||
|
||||
vk::ShaderStageFlagBits SHShaderModuleLibrary::GetVkShaderFlag(SH_SHADER_TYPE type) noexcept
|
||||
{
|
||||
if (stringToID.contains(shaderName))
|
||||
return shaderModules.at(stringToID.at(shaderName));
|
||||
else
|
||||
return {};
|
||||
vk::ShaderStageFlagBits shaderType{};
|
||||
switch (type)
|
||||
{
|
||||
case SH_SHADER_TYPE::VERTEX:
|
||||
shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
break;
|
||||
case SH_SHADER_TYPE::FRAGMENT:
|
||||
shaderType = vk::ShaderStageFlagBits::eFragment;
|
||||
break;
|
||||
case SH_SHADER_TYPE::COMPUTE:
|
||||
shaderType = vk::ShaderStageFlagBits::eCompute;
|
||||
break;
|
||||
default:
|
||||
shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
break;
|
||||
}
|
||||
|
||||
return shaderType;
|
||||
}
|
||||
|
||||
}
|
||||
Handle<SHVkShaderModule> SHShaderModuleLibrary::GetBuiltInShaderModule(std::string shaderName) const noexcept
|
||||
{
|
||||
if (builtInShaderModules.contains(shaderName))
|
||||
return builtInShaderModules.at(shaderName);
|
||||
else
|
||||
return {};
|
||||
}
|
||||
|
||||
void SHShaderModuleLibrary::ImportAllShaderSource(Handle<SHVkLogicalDevice>& logicalDeviceHdl) noexcept
|
||||
{
|
||||
uint32_t idCounter{ 0 };
|
||||
|
||||
auto const data = SHAssetManager::GetAllDataOfType(AssetType::SHADER);
|
||||
for (auto const& dataPtr : data)
|
||||
{
|
||||
auto const shader = dynamic_cast<SHShaderAsset const*>(dataPtr);
|
||||
|
||||
Handle<SHVkShaderModule> newShaderModule =
|
||||
logicalDeviceHdl->CreateShaderModule(shader->spirvBinary, "main", GetVkShaderFlag(shader->shaderType), shader->name);
|
||||
|
||||
shaderModules.emplace(idCounter++, newShaderModule);
|
||||
}
|
||||
|
||||
auto const builtIn = SHAssetManager::GetAllDataOfType(AssetType::SHADER_BUILT_IN);
|
||||
for (auto const& dataPtr : builtIn)
|
||||
{
|
||||
auto const shader = dynamic_cast<SHShaderAsset const*>(dataPtr);
|
||||
|
||||
Handle<SHVkShaderModule> newShaderModule =
|
||||
logicalDeviceHdl->CreateShaderModule(shader->spirvBinary, "main", GetVkShaderFlag(shader->shaderType), shader->name);
|
||||
|
||||
builtInShaderModules.emplace(shader->name, newShaderModule);
|
||||
}
|
||||
}
|
||||
|
||||
void SHShaderModuleLibrary::ReflectAllShaderModules() noexcept
|
||||
{
|
||||
for (auto& module : shaderModules)
|
||||
{
|
||||
module.second->Reflect();
|
||||
}
|
||||
|
||||
for (auto& module : builtInShaderModules)
|
||||
{
|
||||
module.second->Reflect();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,8 +2,7 @@
|
|||
#define SH_SHADER_MODULE_LIBRARY_H
|
||||
|
||||
#include "Graphics/Shaders/SHVkShaderModule.h"
|
||||
#include "SHShaderSourceLibrary.h"
|
||||
#include <map>
|
||||
#include "Assets/Asset Types/SHShaderAsset.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -22,20 +21,23 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------*/
|
||||
//! Stored shader modules
|
||||
std::unordered_map<uint32_t, Handle<SHVkShaderModule>> shaderModules;
|
||||
std::unordered_map<std::string, Handle<SHVkShaderModule>> builtInShaderModules;
|
||||
|
||||
//! We want some sort of interface with strings, instead of ints
|
||||
std::map<std::string, uint32_t> stringToID;
|
||||
inline vk::ShaderStageFlagBits GetVkShaderFlag(SH_SHADER_TYPE type) noexcept;
|
||||
|
||||
public:
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PUBLIC MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
void ImportFromSourceLibrary(Handle<SHVkLogicalDevice>& logicalDeviceHdl, SHShaderSourceLibrary const& sourceLib) noexcept;
|
||||
//void ImportFromSourceLibrary(Handle<SHVkLogicalDevice>& logicalDeviceHdl, SHShaderSourceLibrary const& sourceLib) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* SETTERS AND GETTERS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
Handle<SHVkShaderModule> GetShaderModule(std::string shaderName) const noexcept;
|
||||
Handle<SHVkShaderModule> GetBuiltInShaderModule(std::string shaderName) const noexcept;
|
||||
|
||||
void ImportAllShaderSource(Handle<SHVkLogicalDevice>& logicalDeviceHdl) noexcept;
|
||||
void ReflectAllShaderModules() noexcept;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -1,308 +0,0 @@
|
|||
#include "SHPch.h"
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include "SHShaderSourceLibrary.h"
|
||||
#include "Tools/SHLogger.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Initializes the directory to take assets from. TODO: Only temporary until
|
||||
the resource manager is implemented.
|
||||
|
||||
\param directory
|
||||
|
||||
\return
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHShaderSourceLibrary::Init (std::string directory) noexcept
|
||||
{
|
||||
shaderDirectory = directory;
|
||||
if (shaderDirectory.back() != '/')
|
||||
{
|
||||
shaderDirectory += '/';
|
||||
}
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Private member function to compile a shader STRING source to binary and
|
||||
returns a vector of 4 bytes.
|
||||
|
||||
\param glslSource
|
||||
The GLSL string source.
|
||||
|
||||
\param type
|
||||
Type of the shader: vertex, fragment, compute, etc.
|
||||
|
||||
\param opLevel
|
||||
Optimization level.
|
||||
|
||||
\return
|
||||
Returns a vector of the binary data.
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
std::vector<uint32_t> SHShaderSourceLibrary::CompileToBinary(std::string const& glslSource, char const* const spirvFilename, SH_SHADER_TYPE type, shaderc_optimization_level opLevel /*= shaderc_optimization_level_zero*/)
|
||||
{
|
||||
// shaderc compiler
|
||||
shaderc::Compiler compiler;
|
||||
shaderc::CompileOptions options;
|
||||
|
||||
options.AddMacroDefinition("MY_DEFINE", "1");
|
||||
|
||||
// Set optimization levels
|
||||
if (opLevel != shaderc_optimization_level_zero)
|
||||
options.SetOptimizationLevel(opLevel);
|
||||
|
||||
// Attempt to get the shaderc equivalent shader stage
|
||||
shaderc_shader_kind shaderKind;
|
||||
switch (type)
|
||||
{
|
||||
case SH_SHADER_TYPE::VERTEX:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
case SH_SHADER_TYPE::FRAGMENT:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_fragment_shader;
|
||||
break;
|
||||
case SH_SHADER_TYPE::COMPUTE:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_compute_shader;
|
||||
break;
|
||||
default:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
}
|
||||
|
||||
// Compile the shader and get the result
|
||||
shaderc::SpvCompilationResult compileResult = compiler.CompileGlslToSpv(glslSource, shaderKind, spirvFilename, options);
|
||||
|
||||
if (compileResult.GetCompilationStatus() != shaderc_compilation_status_success)
|
||||
{
|
||||
SHLOG_ERROR("Shaderc failed to compile GLSL shader to binary | " + compileResult.GetErrorMessage());
|
||||
}
|
||||
|
||||
return { compileResult.begin(), compileResult.end() };
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
TODO: Delete after file IO is implemented. Loads a shader from disk.
|
||||
|
||||
\param filePath
|
||||
file path to the shader in the asset directory.
|
||||
|
||||
\return
|
||||
Returns the data in the file in string form.
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
std::string SHShaderSourceLibrary::GetStringFromFile(char const* filePath) noexcept
|
||||
{
|
||||
// Retrieve contents from filePath
|
||||
// Ensure ifstream objects can throw exceptions
|
||||
std::ifstream iFile;
|
||||
iFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
std::string fileContent = "";
|
||||
|
||||
try
|
||||
{
|
||||
// Open file
|
||||
// Read file's buffer contents into streams
|
||||
iFile.open(filePath);
|
||||
std::stringstream fileStream;
|
||||
fileStream << iFile.rdbuf();
|
||||
|
||||
fileContent = fileStream.str();
|
||||
|
||||
// Close file handler
|
||||
iFile.close();
|
||||
}
|
||||
catch (std::ifstream::failure e)
|
||||
{
|
||||
std::cerr << "File was not successfully read" << filePath << std::endl;
|
||||
}
|
||||
|
||||
return fileContent;
|
||||
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Load a shader into the library.
|
||||
|
||||
\param filePath
|
||||
file path to the shader in the asset directory.
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
bool SHShaderSourceLibrary::LoadShader (uint32_t id, std::string glslFile, SH_SHADER_TYPE type, bool checkSpirvOutdated/* = true*/, bool recompileAnyway /*= false*/) noexcept
|
||||
{
|
||||
//if (sourceLibrary.contains(id))
|
||||
//{
|
||||
// SHLOG_ERROR("Shader with ID passed in already exists. Use a different ID");
|
||||
// return false;
|
||||
//}
|
||||
|
||||
std::string fullGLSLPath = shaderDirectory + glslFile;
|
||||
auto path = std::filesystem::path(fullGLSLPath);
|
||||
|
||||
if (path.extension() != ".glsl")
|
||||
{
|
||||
SHLOG_ERROR("Shader is not GLSL file, failed to load shader. ");
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string spirvFilepath = path.replace_extension("spv").string();
|
||||
|
||||
SHShaderData newShaderData{};
|
||||
newShaderData.shaderType = type;
|
||||
|
||||
// spirv file
|
||||
std::ifstream spirvFile(spirvFilepath, std::ios::ate | std::ios::binary);
|
||||
|
||||
// If we disable spirv validation, file is not checked
|
||||
if (!recompileAnyway &&
|
||||
spirvFile.is_open() &&
|
||||
(checkSpirvOutdated ? (std::filesystem::last_write_time(spirvFilepath) > std::filesystem::last_write_time(fullGLSLPath)) : true))
|
||||
{
|
||||
// Get file size of binary
|
||||
uint32_t fileSize = static_cast<uint32_t>(spirvFile.tellg());
|
||||
|
||||
// resize container to store binary
|
||||
newShaderData.spirvBinary.resize(fileSize / sizeof(uint32_t));
|
||||
|
||||
// Read data from binary file to container
|
||||
spirvFile.seekg(0);
|
||||
spirvFile.read(reinterpret_cast<char*>(newShaderData.spirvBinary.data()), fileSize);
|
||||
|
||||
// close file
|
||||
spirvFile.close();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use glslc to generate spirv file
|
||||
newShaderData.spirvBinary = CompileToBinary(GetStringFromFile(fullGLSLPath.c_str()), spirvFilepath.c_str(), type);
|
||||
|
||||
std::ofstream binaryFile(spirvFilepath, std::ios::binary);
|
||||
|
||||
if (binaryFile.is_open())
|
||||
{
|
||||
// write all data to binary file
|
||||
binaryFile.write(reinterpret_cast<const char*>(newShaderData.spirvBinary.data()), newShaderData.spirvBinary.size() * sizeof(uint32_t));
|
||||
}
|
||||
else
|
||||
{
|
||||
SHLOG_ERROR("Failed to modify spirv file. ");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
newShaderData.name = glslFile;
|
||||
newShaderData.id = id;
|
||||
|
||||
sourceLibrary.emplace_back(std::move (newShaderData));
|
||||
return true;
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Gets the entire source library.
|
||||
|
||||
\return
|
||||
The container of binary data.
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
std::vector<SHShaderData> const& SHShaderSourceLibrary::GetSourceLibrary(void) const noexcept
|
||||
{
|
||||
return sourceLibrary;
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Move ctor for shader data.
|
||||
|
||||
\param rhs
|
||||
The other shader data
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
SHShaderData::SHShaderData(SHShaderData&& rhs) noexcept
|
||||
: spirvBinary{ std::move (rhs.spirvBinary)}
|
||||
, shaderType{std::move (rhs.shaderType)}
|
||||
, name{ std::move (rhs.name)}
|
||||
, id {std::move (rhs.id)}
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Default ctor for shader data. Does nothing.
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
SHShaderData::SHShaderData(void) noexcept
|
||||
: spirvBinary{}
|
||||
, shaderType{SH_SHADER_TYPE::VERTEX}
|
||||
, name{ }
|
||||
, id{ }
|
||||
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SHShaderData::SHShaderData(SHShaderData const& rhs) noexcept
|
||||
: spirvBinary{rhs.spirvBinary}
|
||||
, shaderType{ rhs.shaderType}
|
||||
, name{rhs.name }
|
||||
, id{rhs.id }
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SHShaderData& SHShaderData::operator=(SHShaderData const& rhs) noexcept
|
||||
{
|
||||
if (this == &rhs)
|
||||
return *this;
|
||||
|
||||
spirvBinary = rhs.spirvBinary;
|
||||
shaderType = rhs.shaderType;
|
||||
name = rhs.name;
|
||||
id = rhs.id;
|
||||
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
SHShaderData& SHShaderData::operator=(SHShaderData&& rhs) noexcept
|
||||
{
|
||||
if (this == &rhs)
|
||||
return *this;
|
||||
|
||||
spirvBinary = std::move(rhs.spirvBinary);
|
||||
shaderType = std::move (rhs.shaderType);
|
||||
name = std::move (rhs.name);
|
||||
id = std::move (rhs.id);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
}
|
|
@ -1,70 +0,0 @@
|
|||
#ifndef SH_SHADER_SOURCE_LIBRARY_H
|
||||
#define SH_SHADER_SOURCE_LIBRARY_H
|
||||
|
||||
#include <map>
|
||||
#include "SHShaderType.h"
|
||||
#include "shaderc/shaderc.hpp"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SHShaderData
|
||||
{
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* MEMBER VARIABLES */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
//! container storing the spirv binary
|
||||
std::vector<uint32_t> spirvBinary;
|
||||
|
||||
//! For the compilation of the shader. Vulkan backend will use it too
|
||||
SH_SHADER_TYPE shaderType;
|
||||
|
||||
//! Name of the shader file (without parent path)
|
||||
std::string name;
|
||||
|
||||
//! id of the shader
|
||||
uint32_t id;
|
||||
|
||||
SHShaderData(void) noexcept;
|
||||
SHShaderData(SHShaderData const& rhs) noexcept;
|
||||
SHShaderData(SHShaderData&& rhs) noexcept;
|
||||
SHShaderData& operator= (SHShaderData&& rhs) noexcept;
|
||||
SHShaderData& operator= (SHShaderData const& rhs) noexcept;
|
||||
};
|
||||
|
||||
// TODO: This class is purely temporary and will be converted/changed when XQ implements his resource manager
|
||||
class SHShaderSourceLibrary
|
||||
{
|
||||
private:
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PRIVATE MEMBER VARIABLES */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
//! Stores all the source data. Take note that the source here is GLSL source and NOT binary data.
|
||||
//! Binary data gets passed to the backend to convert to spirv.
|
||||
std::vector<SHShaderData> sourceLibrary;
|
||||
|
||||
//! The directory where the shaders are located.
|
||||
std::string shaderDirectory;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PRIVATE MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
std::vector<uint32_t> CompileToBinary(std::string const& glslSource, char const* const spirvFilename, SH_SHADER_TYPE type, shaderc_optimization_level opLevel = shaderc_optimization_level_zero);
|
||||
|
||||
// TODO: Delete after file IO is implemented
|
||||
std::string GetStringFromFile(char const* filePath) noexcept;
|
||||
|
||||
public:
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PUBLIC MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
void Init (std::string directory) noexcept;
|
||||
bool LoadShader (uint32_t id, std::string glslFile, SH_SHADER_TYPE type, bool checkSpirvOutdated = true, bool recompileAnyway = false) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* SETTERS AND GETTERS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
std::vector<SHShaderData> const& GetSourceLibrary(void) const noexcept;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,14 +0,0 @@
|
|||
#ifndef SH_SHADER_TYPE_H
|
||||
#define SH_SHADER_TYPE_H
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
enum class SH_SHADER_TYPE
|
||||
{
|
||||
VERTEX,
|
||||
FRAGMENT,
|
||||
COMPUTE
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,11 +0,0 @@
|
|||
#define SET_STATIC_GLOBALS 0
|
||||
#define SET_DYNAMIC_GLOBALS 1
|
||||
#define SET_HIGH_FREQUENCY_GLOBALS 2
|
||||
|
||||
#define BINDING_GENERIC_DATA 0
|
||||
#define BINDING_IMAGE_AND_SAMPLERS_DATA 1
|
||||
#define BINDING_LIGHTS_DATA 0
|
||||
#define BINDING_CAMERA_DATA 0
|
||||
#define BINDING_BATCHED_PER_INST_DATA 0
|
||||
|
||||
|
Loading…
Reference in New Issue