SP3-237 SP3-103 SP3-104 Implemented SHTexture and SHMesh binary file writing and loading. NOT TESTED
Added file level comments
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@ -1,3 +1,15 @@
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/*************************************************************************//**
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* \file SHMeshAsset.h
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Struct to contain ready data for loading into GPU. Also used for
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* compilation into binary files
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#include <vector>
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@ -10,6 +22,7 @@ namespace SHADE
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{
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uint32_t vertexCount;
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uint32_t indexCount;
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std::string meshName;
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};
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struct SH_API SHMeshAsset
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@ -19,8 +32,6 @@ namespace SHADE
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SHMeshAssetHeader header;
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std::string meshName;
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std::vector<SHVec3> vertexPosition;
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std::vector<SHVec3> vertexTangent;
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std::vector<SHVec3> vertexNormal;
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@ -1,11 +1,8 @@
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#pragma once
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#include "tinyddsloader.h"
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#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
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#include <memory>
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namespace SHADE
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{
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struct SHTextureAsset
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@ -1,5 +1,18 @@
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/*************************************************************************//**
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* \file SHMeshCompiler.cpp
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Library to write data in SHMeshAsset into binary file for faster
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* loading in the future
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#include "SHpch.h"
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#include "SHMeshCompiler.h"
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#include "Graphics/MiddleEnd/Meshes/SHMeshData.h"
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#include <fstream>
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@ -21,6 +34,17 @@ void SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPat
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sizeof(uint32_t)
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);
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uint32_t charCount{static_cast<uint32_t>(asset.header.meshName.size())};
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file.write(
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reinterpret_cast<char const*>(&charCount),
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sizeof(uint32_t)
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);
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file.write(
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asset.header.meshName.c_str(),
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asset.header.meshName.size()
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);
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auto const vertexVec3Byte {sizeof(SHVec3) * asset.header.vertexCount};
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auto const vertexVec2Byte {sizeof(SHVec2) * asset.header.vertexCount};
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@ -44,5 +68,10 @@ void SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPat
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vertexVec2Byte
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);
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file.write(
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reinterpret_cast<char const*>(asset.indices.data()),
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sizeof(uint32_t)
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);
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file.close();
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}
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@ -1,3 +1,15 @@
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/*************************************************************************//**
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* \file SHMeshCompiler.h
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Library to write data in SHMeshAsset into binary file for faster
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* loading in the future
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#include "../Asset Types/SHMeshAsset.h"
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@ -1,6 +1,19 @@
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/*************************************************************************//**
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* \file SHMeshLoader.cpp
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Implementation for Mesh loader. Accounts for custom binary format
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* as well as GLTF file format.
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#include "SHpch.h"
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#include "SHMeshLoader.h"
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#include <assimp/postprocess.h>
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#include <fstream>
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namespace SHADE
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{
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@ -27,10 +40,11 @@ namespace SHADE
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SHMeshAsset result
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{
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.compiled { false},
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.changed { false },
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.meshName { mesh.mName.C_Str() }
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.changed { false }
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};
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result.header.meshName = mesh.mName.C_Str();
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for (size_t i{0}; i < mesh.mNumVertices; ++i)
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{
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// Vertex position
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@ -85,7 +99,7 @@ namespace SHADE
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return result;
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}
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bool SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path)
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void SHMeshLoader::LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
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{
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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@ -102,7 +116,7 @@ namespace SHADE
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if (!scene || !scene->HasMeshes())
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{
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SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
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return false;
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return;
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}
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//TODO MATERIALS FROM MESHES
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@ -119,7 +133,96 @@ namespace SHADE
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//}
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ProcessNode(*scene->mRootNode, *scene, meshes);
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}
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return true;
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void SHMeshLoader::LoadSHMesh(SHMeshAsset& mesh, AssetPath path) noexcept
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{
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std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
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if (!file.is_open())
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{
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SHLOG_ERROR("Unable to open SHMesh File: {}", path.string());
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}
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uint32_t vertCount, indexCount, charCount;
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std::vector<SHVec3> vertPos, vertTan, vertNorm;
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std::vector<SHVec2> texCoord;
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std::vector<uint32_t> indices;
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std::string name;
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file >> vertCount;
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file >> indexCount;
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file >> charCount;
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vertPos.resize(vertCount);
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vertTan.resize(vertCount);
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vertNorm.resize(vertCount);
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texCoord.resize(vertCount);
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indices.resize(indexCount);
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name.reserve(charCount);
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for (auto i{0}; i < charCount; ++i)
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{
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file >> name[i];
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}
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for (auto i{ 0 }; i < vertCount; ++i)
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{
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file >> vertPos[i].x;
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file >> vertPos[i].y;
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file >> vertPos[i].z;
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}
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for (auto i{ 0 }; i < vertCount; ++i)
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{
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file >> vertTan[i].x;
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file >> vertTan[i].y;
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file >> vertTan[i].z;
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}
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for (auto i{ 0 }; i < vertCount; ++i)
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{
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file >> vertNorm[i].x;
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file >> vertNorm[i].y;
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file >> vertNorm[i].z;
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}
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for (auto i{ 0 }; i < vertCount; ++i)
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{
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file >> texCoord[i].x;
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file >> texCoord[i].y;
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}
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for (auto i{ 0 }; i < indexCount; ++i)
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{
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file >> indices[i];
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}
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mesh.compiled = true;
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mesh.changed = false;
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mesh.header.indexCount = indexCount;
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mesh.header.vertexCount = vertCount;
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mesh.header.meshName = name;
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mesh.vertexPosition = std::move(vertPos);
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mesh.vertexTangent = std::move(vertTan);
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mesh.vertexNormal = std::move(vertNorm);
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mesh.texCoords = std::move(texCoord);
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mesh.indices = std::move(indices);
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file.close();
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}
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void SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path)
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{
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if (path.extension().string() == GLTF_EXTENSION)
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{
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LoadExternal(meshes, path);
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return;
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}
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meshes.emplace_back();
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LoadSHMesh(meshes.back(), path);
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}
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}
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@ -1,3 +1,14 @@
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/*************************************************************************//**
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* \file SHMeshLoader.h
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Library to load gltf mesh files and custom binary format
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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private:
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static Assimp::Importer aiImporter;
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static void ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes);
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static void ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept;
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static SHMeshAsset ProcessMesh(aiMesh const& mesh, aiScene const& scene);
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static SHMeshAsset ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept;
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static void LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
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static void LoadSHMesh(SHMeshAsset& meshes, AssetPath path) noexcept;
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public:
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static bool LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path);
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static void LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
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};
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}
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@ -1,3 +1,15 @@
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/*************************************************************************//**
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* \file SHTextureCompiler.cpp
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Library to write data in SHTextureAsset into binary file for
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* faster loading in the future
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#include "SHpch.h"
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#include "SHTextureCompiler.h"
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@ -15,6 +27,8 @@ namespace SHADE
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auto const intBytes{sizeof(uint32_t)};
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uint32_t mipOffsetCount{ static_cast<uint32_t>(asset.mipOffsets.size()) };
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file.write(
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reinterpret_cast<char const*>(&asset.numBytes),
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intBytes
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sizeof(SHTexture::PixelChannel)
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);
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file.write(
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reinterpret_cast<char const*>(&mipOffsetCount),
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intBytes
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);
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file.write(
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reinterpret_cast<char const*>(&asset.numBytes),
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intBytes
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);
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file.write(
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reinterpret_cast<char const*>(asset.mipOffsets.data()),
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intBytes * asset.mipOffsets.size()
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/*************************************************************************//**
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* \file SHTextureCompiler.h
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Library to write data in SHTextureAsset into binary file for
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* faster loading in the future
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#include "Assets/Asset Types/SHTextureAsset.h"
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/*************************************************************************//**
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* \file SHTextureLoader.cpp
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Library to load dds textures and custom binary format
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#include "SHpch.h"
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#include "SHTextureLoader.h"
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SHLOG_ERROR("Error opening SHTexture file: {}", path.string());
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}
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VkFormat format;
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tinyddsloader::DDSFile::DXGIFormat format;
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uint32_t formatCarrier;
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uint32_t mipCount;
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uint32_t byteCount;
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file >> asset.numBytes;
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file >> asset.width;
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file >> asset.height;
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//file >> format;
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file >> formatCarrier;
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asset.format = ddsLoaderToVkFormat(static_cast<tinyddsloader::DDSFile::DXGIFormat>(formatCarrier), true);
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file >> mipCount;
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file >> byteCount;
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std::vector<uint32_t> mips(mipCount);
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for (auto i {0}; i < mipCount; ++i)
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{
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file >> mips[i];
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}
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asset.mipOffsets = std::move(mips);
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auto pixel = new SHTexture::PixelChannel[byteCount];
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auto pixelIt{ pixel };
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while(!file.eof())
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{
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file >> *(pixelIt++);
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}
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asset.pixelData = std::move( pixel );
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file.close();
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}
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void SHTextureLoader::LoadImageAsset(AssetPath path, SHTextureAsset& asset)
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@ -1,3 +1,14 @@
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/*************************************************************************//**
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* \file SHTextureLoader.h
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Library to load dds textures and custom binary format
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* 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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#define TINYDDSLOADER_IMPLEMENTATION
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@ -1,3 +1,14 @@
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/*************************************************************************//**
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* \file SHAsset.h
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* \author Loh Xiao Qi
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* \date 30 September 2022
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* \brief Struct for asset identification and meta file writing
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*
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include "Filesystem/SHFileSystem.h"
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