Materials are now serializable and deserializable
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@ -0,0 +1,36 @@
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/************************************************************************************//*!
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\file SHMaterialSpec.h
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Oct 31, 2022
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\brief Contains the struct definition of SHMaterialSpec.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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#pragma once
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// Standard Library
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#include <string>
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#include <vector>
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#include <utility>
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// Project Includes
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#include "Assets/SHAssetMacros.h"
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namespace SHADE
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{
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/*************************************************************************************/
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/*!
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\brief
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Describes a Material's serialized properties. A representation of a material that is
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independent of GPU resources.
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*/
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/*************************************************************************************/
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struct SHMaterialSpec
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{
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AssetID vertexShader;
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AssetID fragShader;
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std::string subpassName;
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YAML::Node properties;
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};
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}
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@ -23,6 +23,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Graphics/Shaders/SHVkShaderModule.h"
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#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
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#include "Graphics/MiddleEnd/Interface/SHMeshLibrary.h"
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#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
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namespace SHADE
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{
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@ -47,6 +48,12 @@ namespace SHADE
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{
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using AssetType = SHShaderAsset;
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};
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template<>
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struct SHResourceLoader<SHMaterial>
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{
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using AssetType = std::string;
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};
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/// <summary>
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/// Static class responsible for loading and caching runtime resources from their
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@ -13,6 +13,8 @@ of DigiPen Institute of Technology is prohibited.
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#pragma once
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// Primary Include
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#include "SHResourceManager.h"
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// External Dependencies
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#include <yaml-cpp/yaml.h>
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// Project Includes
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#include "Assets/SHAssetManager.h"
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#include "Assets/Asset Types/SHAssetIncludes.h"
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@ -21,6 +23,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Tools/SHLog.h"
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#include "Graphics/Shaders/SHVkShaderModule.h"
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#include "Graphics/Devices/SHVkLogicalDevice.h"
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#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
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namespace SHADE
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{
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@ -179,7 +182,73 @@ namespace SHADE
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// Materials
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else if constexpr (std::is_same_v<ResourceType, SHMaterial>)
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{
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// Get the data we need to construct
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SHMaterialSpec matSpec = YAML::Node(assetData).as<SHMaterialSpec>();
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// Load shaders
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auto vertexShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(matSpec.vertexShader);
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auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(matSpec.fragShader);
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// Ensure that both shaders are present
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if (!(vertexShader && fragShader))
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{
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SHLOG_ERROR("[SHResourceManager] Failed to load material as shaders failed to be loaded.");
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return {};
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}
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// Grab subpass from worldRenderer
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auto renderPass = gfxSystem->GetPrimaryRenderpass();
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if (!renderPass)
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{
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SHLOG_ERROR("[SHResourceManager] Failed to load material as RenderPass could not be found.");
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return {};
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}
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auto subPass = renderPass->GetSubpass(matSpec.subpassName);
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if (!subPass)
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{
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SHLOG_ERROR("[SHResourceManager] Failed to load material as SubPass could not be found.");
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return {};
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}
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// Create material
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auto matHandle = gfxSystem->AddMaterial(vertexShader, fragShader, subPass);
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// Set properties for the material
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Handle<SHShaderBlockInterface> pipelineProperties = matHandle.GetShaderBlockInterface();
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for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
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{
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const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
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const auto& PROP_NODE = matSpec.properties;
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if (PROP_NODE)
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{
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const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
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const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
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switch (VARIABLE->type)
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{
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case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
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matHandle.SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::INT:
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matHandle.SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
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matHandle.SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec2>());
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
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matHandle.SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec3>());
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
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matHandle.SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec4>());
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
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default:
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continue;
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break;
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}
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}
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}
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return matHandle;
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}
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}
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}
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@ -12,8 +12,11 @@
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#include "Resource/SHResourceManager.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
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#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
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#include "SHSerializationTools.h"
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#include "Physics/Components/SHColliderComponent.h"
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#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
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#include "Tools/SHLog.h"
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namespace YAML
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{
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@ -310,88 +313,38 @@ namespace YAML
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return node;
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}
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static bool decode(YAML::Node const& node, SHMaterial& rhs)
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{
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// Retrieve Shader Asset IDs
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AssetID vertShaderId = 0;
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AssetID fragShaderId = 0;
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if (node[VERT_SHADER_YAML_TAG.data()])
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vertShaderId = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
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if (node[FRAG_SHADER_YAML_TAG.data()])
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fragShaderId = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
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};
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// Ensure that both shaders are present
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if (vertShaderId == 0 || fragShaderId == 0)
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return false; // No pipeline
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template<>
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struct convert<SHMaterialSpec>
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{
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static constexpr std::string_view VERT_SHADER_YAML_TAG = "VertexShader";
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static constexpr std::string_view FRAG_SHADER_YAML_TAG = "FragmentShader";
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static constexpr std::string_view SUBPASS_YAML_TAG = "SubPass";
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static constexpr std::string_view PROPS_YAML_TAG = "Properties";
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// Get Shader Modules
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Handle<SHVkShaderModule> vertexShader, fragShader;
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vertexShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(vertShaderId);
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fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(fragShaderId);
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static bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
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{
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// Retrieve Shader Asset IDs
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if (!node[VERT_SHADER_YAML_TAG.data()])
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return false;
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rhs.vertexShader = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
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if (!node[FRAG_SHADER_YAML_TAG.data()])
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return false;
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rhs.fragShader = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
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// Get Pipeline Library
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if (node[SUBPASS_YAML_TAG.data()])
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{
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auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
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if (!gfxSystem)
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return false;
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// Retrieve Subpass
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if (!node[SUBPASS_YAML_TAG.data()])
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return false;
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rhs.subpassName = node[SUBPASS_YAML_TAG.data()].as<std::string>();
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// Grab subpass from worldRenderer
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auto renderPass = gfxSystem->GetPrimaryRenderpass();
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if (!renderPass)
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return false;
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auto subPass = renderPass->GetSubpass(node[SUBPASS_YAML_TAG.data()].as<std::string>());
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if (!subPass)
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return false;
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// Retrieve
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if (!node[PROPS_YAML_TAG.data()])
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return false;
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rhs.properties = node[PROPS_YAML_TAG.data()];
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// Set Pipeline
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rhs.SetPipeline(renderPass->GetOrCreatePipeline
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(
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std::make_pair(vertexShader, fragShader),
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subPass
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));
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}
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if (node[PROPS_YAML_TAG.data()].IsDefined())
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{
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// Loop through all properties
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Handle<SHShaderBlockInterface> pipelineProperties = rhs.GetShaderBlockInterface();
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const YAML::Node& PROPS_NODE = node[PROPS_YAML_TAG.data()];
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for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
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{
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const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
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const auto& PROP_NODE = PROPS_NODE[PROP_NAME.data()];
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if (PROP_NODE)
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{
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const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
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const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
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switch (VARIABLE->type)
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{
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case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
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rhs.SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::INT:
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rhs.SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
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rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec2(PROP_NODE));
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
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rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec3(PROP_NODE));
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
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rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec4(PROP_NODE));
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break;
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case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
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default:
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continue;
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break;
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}
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}
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}
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}
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return true;
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}
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return true;
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}
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};
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template<>
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{
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YAML::Node node;
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node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
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node[MAT_YAML_TAG.data()] = 0; // TODO: Asset ID
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node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
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return node;
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}
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static bool decode(YAML::Node const& node, SHRenderable& rhs)
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}
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if (node[MAT_YAML_TAG.data()].IsDefined())
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{
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// TODO: Convert Asset ID To Material HAndle
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// Temporarily, use default material
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auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
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if (!gfxSystem)
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return false;
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rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(gfxSystem->GetDefaultMaterial()));
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Handle<SHMaterial> baseMat = SHResourceManager::LoadOrGet<SHMaterial>(node[MAT_YAML_TAG.data()].as<AssetID>());
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if (!baseMat)
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{
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baseMat = gfxSystem->GetDefaultMaterial();
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SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
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}
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rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
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}
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return true;
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}
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