Re-restructured compilers to be more self contained

Loaders only load internal binary asset files
This commit is contained in:
Xiao Qi 2022-10-26 23:07:01 +08:00
parent f2e2b21d47
commit 5154b579d7
30 changed files with 386 additions and 760 deletions

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@ -1,3 +0,0 @@
Name: Cube.003
ID: 110152941
Type: 6

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@ -1,3 +0,0 @@
Name: Cube.012
ID: 107348815
Type: 6

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@ -1,3 +0,0 @@
Name: RaccoonPreTexturedVer1_Base9
ID: 91918845
Type: 4

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@ -53,7 +53,7 @@ namespace Sandbox
if (asset.name == "Cube.012")
handles.emplace_back(SHResourceManager::LoadOrGet<SHMesh>(asset.id));
break;
case AssetType::IMAGE:
case AssetType::TEXTURE:
texHandles.emplace_back(SHResourceManager::LoadOrGet<SHTexture>(asset.id));
break;
}

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@ -1,30 +0,0 @@
/*************************************************************************//**
* \file SHAnimationAsset.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 <vector>
#include <assimp/anim.h>
#include "SH_API.power h"
namespace SHADE
{
struct SH_API SHAnimationAsset
{
std::string name;
std::vector<aiNodeAnim*> nodeChannels;
std::vector<aiMeshAnim*> meshChannels;
std::vector<aiMeshMorphAnim*> morphMeshChannels;
double duration;
double ticksPerSecond;
};
}

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@ -1,141 +0,0 @@
/*************************************************************************//**
* \file SHAssimpLibrary.cpp
* \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.
*****************************************************************************/
#include "SHpch.h"
#include "SHAssimpLibrary.h"
#include <assimp/postprocess.h>
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)
{
aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
meshes.push_back(ProcessMesh(*mesh));
}
for (size_t i{ 0 }; i < node.mNumChildren; ++i)
{
ProcessNode(*node.mChildren[i], scene, meshes);
}
}
void SHAssimpLibrary::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]};
anims[i].name = anim.mName.C_Str();
anims[i].duration = anim.mDuration;
anims[i].ticksPerSecond = anim.mTicksPerSecond;
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* result = new SHMeshAsset();
result->compiled = false;
result->changed = false;
for (size_t i{0}; i < mesh.mNumVertices; ++i)
{
// Vertex position
SHVec3 vertex;
vertex.x = mesh.mVertices[i].x;
vertex.y = mesh.mVertices[i].y;
vertex.z = mesh.mVertices[i].z;
result->vertexPosition.push_back(vertex);
// Tex coords
SHVec2 texCoord{0.f, 0.f};
if (mesh.mTextureCoords[0])
{
texCoord.x = mesh.mTextureCoords[0][i].x;
texCoord.y = mesh.mTextureCoords[0][i].y;
}
result->texCoords.push_back(texCoord);
// Normals
SHVec3 normal{0.f, 0.f, 0.f};
if (mesh.mNormals)
{
normal.x = mesh.mNormals[i].x;
normal.y = mesh.mNormals[i].y;
normal.z = mesh.mNormals[i].z;
}
result->vertexNormal.push_back(normal);
// Tangent
SHVec3 tangent{0.f, 0.f, 0.f};
if (mesh.mTangents)
{
tangent.x = mesh.mTangents[i].x;
tangent.y = mesh.mTangents[i].y;
tangent.z = mesh.mTangents[i].z;
}
result->vertexTangent.push_back(tangent);
}
for (size_t i {0}; i < mesh.mNumFaces; ++i)
{
aiFace face = mesh.mFaces[i];
for (size_t j{0}; j < face.mNumIndices; ++j)
{
result->indices.push_back(face.mIndices[j]);
}
}
result->header.vertexCount = static_cast<uint32_t>(result->vertexPosition.size());
result->header.indexCount = static_cast<uint32_t>(result->indices.size());
result->header.name = mesh.mName.C_Str();
return result;
}
void SHAssimpLibrary::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
| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
| aiProcess_RemoveRedundantMaterials // remove redundant materials
| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
);
if (!scene || !scene->HasMeshes())
{
SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
return;
}
ExtractAnimations(*scene, anims);
ProcessNode(*scene->mRootNode, *scene, meshes);
aiImporter.FreeScene();
}
}

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@ -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 "Assets/SHAssetMacros.h"
#include "Assets/Asset Types/SHMeshAsset.h"
#include "Assets/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;
};
}

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@ -13,59 +13,189 @@
#include "SHpch.h"
#include "SHMeshCompiler.h"
#include "Graphics/MiddleEnd/Meshes/SHMeshData.h"
#include <assimp/postprocess.h>
#include <fstream>
std::string SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept
namespace SHADE
{
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());
}
Assimp::Importer SHMeshCompiler::aiImporter;
file.write(
reinterpret_cast<char const*>(&(asset.header.vertexCount)),
sizeof(uint32_t)
);
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));
}
file.write(
reinterpret_cast<const char*>(&(asset.header.indexCount)),
sizeof(uint32_t)
);
for (size_t i{ 0 }; i < node.mNumChildren; ++i)
{
ProcessNode(*node.mChildren[i], scene, meshes);
}
}
auto const vertexVec3Byte {sizeof(SHVec3) * asset.header.vertexCount};
auto const vertexVec2Byte {sizeof(SHVec2) * asset.header.vertexCount};
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] };
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
);
anims[i].name = anim.mName.C_Str();
file.write(
reinterpret_cast<char const*>(asset.indices.data()),
sizeof(uint32_t) * asset.header.indexCount
);
anims[i].duration = anim.mDuration;
anims[i].ticksPerSecond = anim.mTicksPerSecond;
file.close();
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());
}
}
}
return newPath;
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)
{
// Vertex position
SHVec3 vertex;
vertex.x = mesh.mVertices[i].x;
vertex.y = mesh.mVertices[i].y;
vertex.z = mesh.mVertices[i].z;
result->vertexPosition.push_back(vertex);
// Tex coords
SHVec2 texCoord{ 0.f, 0.f };
if (mesh.mTextureCoords[0])
{
texCoord.x = mesh.mTextureCoords[0][i].x;
texCoord.y = mesh.mTextureCoords[0][i].y;
}
result->texCoords.push_back(texCoord);
// Normals
SHVec3 normal{ 0.f, 0.f, 0.f };
if (mesh.mNormals)
{
normal.x = mesh.mNormals[i].x;
normal.y = mesh.mNormals[i].y;
normal.z = mesh.mNormals[i].z;
}
result->vertexNormal.push_back(normal);
// Tangent
SHVec3 tangent{ 0.f, 0.f, 0.f };
if (mesh.mTangents)
{
tangent.x = mesh.mTangents[i].x;
tangent.y = mesh.mTangents[i].y;
tangent.z = mesh.mTangents[i].z;
}
result->vertexTangent.push_back(tangent);
}
for (size_t i{ 0 }; i < mesh.mNumFaces; ++i)
{
aiFace face = mesh.mFaces[i];
for (size_t j{ 0 }; j < face.mNumIndices; ++j)
{
result->indices.push_back(face.mIndices[j]);
}
}
result->header.vertexCount = static_cast<uint32_t>(result->vertexPosition.size());
result->header.indexCount = static_cast<uint32_t>(result->indices.size());
result->header.name = mesh.mName.C_Str();
return result;
}
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
| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
| aiProcess_RemoveRedundantMaterials // remove redundant materials
| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
);
if (!scene || !scene->HasMeshes())
{
SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
return;
}
ExtractAnimations(*scene, anims);
ProcessNode(*scene->mRootNode, *scene, meshes);
aiImporter.FreeScene();
}
std::string 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;
}
}

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@ -12,6 +12,11 @@
*****************************************************************************/
#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"
@ -19,7 +24,17 @@ namespace SHADE
{
class SHMeshCompiler
{
public:
static std::string CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
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::string CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
};
}

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@ -17,6 +17,7 @@ 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;

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@ -17,6 +17,100 @@
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);
}
void SHTextureCompiler::LoadImageAsset(AssetPath path, SHTextureAsset& image)
{
LoadTinyDDS(path, image);
}
std::string SHTextureCompiler::CompileTextureBinary(SHTextureAsset const& asset, AssetPath path)
{
std::string newPath{ path.string() };

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@ -11,14 +11,22 @@
* 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
{
struct SHTextureCompiler
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;
public:
static void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
static std::string CompileTextureBinary(SHTextureAsset const& asset, AssetPath path);
};
}

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@ -15,7 +15,7 @@
namespace SHADE
{
struct SHShaderSourceLoader : SHAssetLoader
struct SHShaderSourceLoader final : SHAssetLoader
{
SHAssetData* Load(AssetPath path) override;
};

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@ -12,145 +12,47 @@
#include "SHpch.h"
#include "SHTextureLoader.h"
#include <fstream>
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::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());
}
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());
}
auto const intBytes{ sizeof(uint32_t) };
uint32_t mipCount;
size_t totalBytes{ 0 };
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));
std::vector<uint32_t> mipOff(file.GetMipCount());
file.read(reinterpret_cast<char*>(&mipCount), intBytes);
std::vector<uint32_t> mips(mipCount);
file.read(reinterpret_cast<char*>(mips.data()), intBytes * mipCount);
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;
}
auto pixel = new SHTexture::PixelChannel[asset.numBytes];
file.read(reinterpret_cast<char*>(pixel), asset.numBytes);
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.mipOffsets = std::move(mips);
asset.pixelData = std::move(pixel);
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);
}
asset.compiled = true;
file.close();
}
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());
}
SHAssetData* SHTextureLoader::Load(AssetPath path)
{
auto result = new SHTextureAsset();
auto const intBytes{ sizeof(uint32_t) };
uint32_t mipCount;
LoadSHTexture(path, *result);
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);
}
}
return result;
}
}

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@ -10,24 +10,15 @@
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#define TINYDDSLOADER_IMPLEMENTATION
#include "Assets/SHAssetMacros.h"
#include "Assets/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;
};

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@ -1,262 +0,0 @@
#include "SHPch.h"
#include <filesystem>
#include <fstream>
#include "SHShaderSourceLibrary.h"
#include "Tools/SHLogger.h"
namespace SHADE
{
/***************************************************************************/
/*!
\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 (path.extension() != ".glsl")
{
SHLOG_ERROR("Shader is not GLSL file, failed to load shader. ");
return false;
}
std::string spirvFilepath = path.replace_extension("spv").string();
SHShaderAsset 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
Move ctor for shader data.
\param rhs
The other shader data
*/
/***************************************************************************/
SHShaderAsset::SHShaderAsset(SHShaderAsset&& 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.
*/
/***************************************************************************/
SHShaderAsset::SHShaderAsset(void) noexcept
: spirvBinary{}
, shaderType{ SH_SHADER_TYPE::VERTEX }
, name{ }
, id{ }
{
}
SHShaderAsset::SHShaderAsset(SHShaderAsset const& rhs) noexcept
: spirvBinary{ rhs.spirvBinary }
, shaderType{ rhs.shaderType }
, name{ rhs.name }
, id{ rhs.id }
{
}
SHShaderAsset& SHShaderAsset::operator=(SHShaderAsset const& rhs) noexcept
{
if (this == &rhs)
return *this;
spirvBinary = rhs.spirvBinary;
shaderType = rhs.shaderType;
name = rhs.name;
id = rhs.id;
return *this;
}
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);
id = std::move (rhs.id);
return *this;
}
}

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@ -1,25 +0,0 @@
#ifndef SH_SHADER_SOURCE_LIBRARY_H
#define SH_SHADER_SOURCE_LIBRARY_H
#include "Graphics/MiddleEnd/Shaders/SHShaderType.h"
#include "shaderc/shaderc.hpp"
namespace SHADE
{
class SHShaderSourceLibrary
{
private:
/*-----------------------------------------------------------------------*/
/* 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:
bool LoadShader (uint32_t id, std::string glslFile, SH_SHADER_TYPE type, bool checkSpirvOutdated = true, bool recompileAnyway = false) noexcept;
};
}
#endif

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@ -42,19 +42,11 @@ constexpr std::string_view ASSET_META_VER { "1.0" };
// Asset type enum
enum class AssetType : AssetTypeMeta
{
INVALID = 0,
AUDIO = 1,
INVALID,
SHADER,
SHADER_BUILT_IN,
MATERIAL,
IMAGE,
TEXTURE,
MESH,
SCRIPT,
SCENE,
PREFAB,
AUDIO_WAV,
DDS,
TEXTURE,
MESH,
MAX_COUNT
};
constexpr size_t TYPE_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
@ -95,14 +87,12 @@ constexpr std::string_view EXTENSIONS[] = {
// EXTERNAL EXTENSIONS
constexpr std::string_view GLSL_EXTENSION{ ".glsl" };
constexpr std::string_view IMAGE_EXTENSION{ ".png" };
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,
IMAGE_EXTENSION,
DDS_EXTENSION,
FBX_EXTENSION,
GLTF_EXTENSION

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@ -18,10 +18,9 @@
#include "Libraries/Loaders/SHTextureLoader.h"
#include "Libraries/Loaders/SHShaderSourceLoader.h"
#include "Libraries/Compilers/SHAssimpLibrary.h"
#include "Libraries/Compilers/SHMeshCompiler.h"
#include "Libraries/Compilers/SHTextureCompiler.h"
#include "Libraries/Compilers/SHShaderSourceCompiler.h"
namespace SHADE
{
@ -112,17 +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 = "/";
@ -280,19 +272,55 @@ namespace SHADE
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)
{
auto const ext{ path.extension().string() };
if (ext == GLSL_EXTENSION.data())
{
SHShaderSourceCompiler::LoadAndCompileShader(path);
}
else if (ext == DDS_EXTENSION.data())
{
auto image = new SHTextureAsset();
SHTextureCompiler::LoadImageAsset(path, *image);
}
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)
{
SHMeshCompiler::CompileMeshBinary(*mesh, path);
}
}
}
}
void SHAssetManager::InitLoaders() noexcept
{
loaders[static_cast<size_t>(AssetType::AUDIO)] = 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::MATERIAL)] = nullptr;
loaders[static_cast<size_t>(AssetType::TEXTURE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
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::TEXTURE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
}
/****************************************************************************

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@ -84,20 +84,17 @@ namespace SHADE
static std::vector<SHAsset> GetAllRecordOfType(AssetType type) 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;

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@ -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

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@ -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

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