Merge pull request #71 from SHADE-DP/SP3-13-Assets-Manager
SP3-13 Assets Management SP3-103 SP3-104 SP3-237 GLTF/DDS Loading complete. Compilation/Loading of mesh and texture data into custom binary files implemented
This commit is contained in:
commit
a011e9a795
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@ -83,16 +83,17 @@ namespace Sandbox
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SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
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SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
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//TODO: REMOVE AFTER PRESENTATION
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//TODO: REMOVE AFTER PRESENTATION
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
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//SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/Cube.012.shmesh");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
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//SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/TD_Checker_Base_Color.dds");
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//SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.shtex");
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//TODO: REMOVE AFTER PRESENTATION
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auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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//TODO: REMOVE AFTER PRESENTATION
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//SHADE::SHSystemManager::RegisterRoutine<SHADE::SHAudioSystem, SHADE::SHAudioSystem::AudioRoutine>();
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//SHADE::SHSystemManager::RegisterRoutine<SHADE::SHAudioSystem, SHADE::SHAudioSystem::AudioRoutine>();
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@ -42,7 +42,7 @@ namespace Sandbox
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std::vector<Handle<SHMesh>> handles;
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std::vector<Handle<SHMesh>> handles;
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for (auto const& mesh : meshes)
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for (auto const& mesh : meshes)
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{
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{
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if (mesh.meshName == "Cube.012")
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if (mesh.header.meshName == "Cube.012")
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{
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{
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handles.push_back(graphicsSystem->AddMesh(
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handles.push_back(graphicsSystem->AddMesh(
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mesh.header.vertexCount,
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mesh.header.vertexCount,
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@ -71,7 +71,7 @@ namespace Sandbox
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
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auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
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customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
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customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
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customMat->SetProperty("data.textureIndex", 1);
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customMat->SetProperty("data.textureIndex", 0);
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customMat->SetProperty("data.alpha", 0.1f);
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customMat->SetProperty("data.alpha", 0.1f);
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// Create Stress Test Objects
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// Create Stress Test Objects
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@ -115,7 +115,7 @@ namespace Sandbox
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renderable.SetMaterial(customMat);
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renderable.SetMaterial(customMat);
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renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
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renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
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renderable.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
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renderable.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
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renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 1);
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renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
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transform.SetWorldPosition ({-3.0f, -1.0f, -1.0f});
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transform.SetWorldPosition ({-3.0f, -1.0f, -1.0f});
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transform.SetLocalScale({5.0f, 5.0f, 5.0f});
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transform.SetLocalScale({5.0f, 5.0f, 5.0f});
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@ -147,7 +147,7 @@ namespace Sandbox
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renderableShowcase.SetMaterial(customMat);
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renderableShowcase.SetMaterial(customMat);
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 1);
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
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transformShowcase.SetWorldPosition({ 3.0f, -1.0f, -1.0f });
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transformShowcase.SetWorldPosition({ 3.0f, -1.0f, -1.0f });
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transformShowcase.SetLocalScale({ 5.0f, 5.0f, 5.0f });
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transformShowcase.SetLocalScale({ 5.0f, 5.0f, 5.0f });
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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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#pragma once
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#include <vector>
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#include <vector>
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@ -10,6 +22,7 @@ namespace SHADE
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{
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{
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uint32_t vertexCount;
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uint32_t vertexCount;
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uint32_t indexCount;
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uint32_t indexCount;
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std::string meshName;
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};
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};
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struct SH_API SHMeshAsset
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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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SHMeshAssetHeader header;
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std::string meshName;
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std::vector<SHVec3> vertexPosition;
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std::vector<SHVec3> vertexPosition;
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std::vector<SHVec3> vertexTangent;
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std::vector<SHVec3> vertexTangent;
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std::vector<SHVec3> vertexNormal;
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std::vector<SHVec3> vertexNormal;
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@ -1,15 +1,14 @@
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#pragma once
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#pragma once
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#include "tinyddsloader.h"
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#include "tinyddsloader.h"
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#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.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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namespace SHADE
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{
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{
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struct SHTextureAsset
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struct SHTextureAsset
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{
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{
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bool compiled;
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uint32_t numBytes;
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uint32_t numBytes;
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uint32_t width;
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uint32_t width;
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uint32_t height;
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uint32_t height;
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@ -0,0 +1,70 @@
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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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void SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept
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{
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std::string newPath{ path.string() };
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newPath = newPath.substr(0, newPath.find_last_of('/') + 1);
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newPath += asset.header.meshName + MESH_EXTENSION;
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std::ofstream file{ newPath, std::ios::out | std::ios::binary | std::ios::trunc };
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if (!file.is_open())
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{
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SHLOG_ERROR("Unable to open file for writing mesh file: {}", path.string());
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}
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file.write(
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reinterpret_cast<char const*>(&(asset.header.vertexCount)),
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sizeof(uint32_t)
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);
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file.write(
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reinterpret_cast<const char*>(&(asset.header.indexCount)),
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sizeof(uint32_t)
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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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file.write(
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reinterpret_cast<char const*>(asset.vertexPosition.data()),
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vertexVec3Byte
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);
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file.write(
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reinterpret_cast<char const*>(asset.vertexTangent.data()),
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vertexVec3Byte
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);
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file.write(
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reinterpret_cast<char const*>(asset.vertexNormal.data()),
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vertexVec3Byte
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);
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file.write(
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reinterpret_cast<char const*>(asset.texCoords.data()),
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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) * asset.header.indexCount
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);
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file.close();
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}
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@ -0,0 +1,26 @@
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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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#include "../SHAssetMacros.h"
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namespace SHADE
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{
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class SHMeshCompiler
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{
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private:
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public:
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static void CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
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};
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}
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@ -1,12 +1,25 @@
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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 "SHpch.h"
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#include "SHMeshLoader.h"
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#include "SHMeshLoader.h"
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#include <assimp/postprocess.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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namespace SHADE
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{
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{
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Assimp::Importer SHMeshLoader::aiImporter;
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Assimp::Importer SHMeshLoader::aiImporter;
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void SHMeshLoader::ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes)
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void SHMeshLoader::ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept
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{
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{
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for (size_t i {0}; i < node.mNumMeshes; ++i)
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for (size_t i {0}; i < node.mNumMeshes; ++i)
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{
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{
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@ -20,15 +33,14 @@ namespace SHADE
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}
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}
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}
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}
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SHMeshAsset SHMeshLoader::ProcessMesh(aiMesh const& mesh, aiScene const& scene)
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SHMeshAsset SHMeshLoader::ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept
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{
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{
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(void)scene;
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(void)scene;
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SHMeshAsset result
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SHMeshAsset result
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{
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{
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.compiled { false},
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.compiled { false},
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.changed { false },
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.changed { false }
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.meshName { mesh.mName.C_Str() }
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};
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};
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for (size_t i{0}; i < mesh.mNumVertices; ++i)
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for (size_t i{0}; i < mesh.mNumVertices; ++i)
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@ -81,34 +93,31 @@ namespace SHADE
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result.header.vertexCount = result.vertexPosition.size();
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result.header.vertexCount = result.vertexPosition.size();
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result.header.indexCount = result.indices.size();
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result.header.indexCount = result.indices.size();
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result.header.meshName = mesh.mName.C_Str();
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return result;
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return result;
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}
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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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{
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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aiProcess_Triangulate
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aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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// Make sure we get triangles rather than nvert polygons
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| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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| aiProcess_TransformUVCoords
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| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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// preprocess UV transformations (scaling, translation ...)
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_FindInstances
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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// search for instanced meshes and remove them by references to one master
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| aiProcess_RemoveRedundantMaterials // remove redundant materials
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| aiProcess_CalcTangentSpace
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| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
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// calculate tangents and bitangents if possible
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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| aiProcess_JoinIdenticalVertices
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// join identical vertices/ optimize indexing
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| aiProcess_RemoveRedundantMaterials // remove redundant materials
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| aiProcess_FindInvalidData// detect invalid model data, such as invalid normal vectors
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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);
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);
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if (!scene || !scene->HasMeshes())
|
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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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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}
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//TODO MATERIALS FROM MESHES
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//TODO MATERIALS FROM MESHES
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//if (scene->HasMaterials())
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//if (scene->HasMaterials())
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//{
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//{
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@ -116,14 +125,108 @@ namespace SHADE
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// {
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// {
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// if (scene->mMaterials[i]->mNumProperties > 0)
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// if (scene->mMaterials[i]->mNumProperties > 0)
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// {
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// {
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// for (int j{0}; j < scene->mMaterials[i]->mProperties[j].)
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// for (int j{0}; j < scene->mMaterials[i]->mProperties[j].)
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// }
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// }
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//std::cout << scene->mMaterials[i]->;
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//std::cout << scene->mMaterials[i]->;
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// }
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// }
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//}
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//}
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ProcessNode(*scene->mRootNode, *scene, meshes);
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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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std::string name{ path.filename().string() };
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name = name.substr(0, name.find_last_of('.'));
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file.seekg(0);
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uint32_t vertCount, indexCount;
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||||||
|
std::vector<SHVec3> vertPos, vertTan, vertNorm;
|
||||||
|
std::vector<SHVec2> texCoord;
|
||||||
|
std::vector<uint32_t> indices;
|
||||||
|
|
||||||
|
file.read(reinterpret_cast<char*>(&vertCount), sizeof(uint32_t));
|
||||||
|
file.read(reinterpret_cast<char*>(&indexCount), sizeof(uint32_t));
|
||||||
|
|
||||||
|
auto const vertexVec3Byte{ sizeof(SHVec3) * vertCount };
|
||||||
|
auto const vertexVec2Byte{ sizeof(SHVec2) * vertCount };
|
||||||
|
|
||||||
|
vertPos.resize(vertCount);
|
||||||
|
vertTan.resize(vertCount);
|
||||||
|
vertNorm.resize(vertCount);
|
||||||
|
texCoord.resize(vertCount);
|
||||||
|
indices.resize(indexCount);
|
||||||
|
|
||||||
|
file.read(reinterpret_cast<char *>(vertPos.data()), vertexVec3Byte);
|
||||||
|
file.read(reinterpret_cast<char *>(vertTan.data()), vertexVec3Byte);
|
||||||
|
file.read(reinterpret_cast<char *>(vertNorm.data()), vertexVec3Byte);
|
||||||
|
file.read(reinterpret_cast<char *>(texCoord.data()), vertexVec2Byte);
|
||||||
|
file.read(reinterpret_cast<char *>(indices.data()), sizeof(uint32_t) * indexCount);
|
||||||
|
|
||||||
|
//for (auto i{ 0 }; i < vertCount; ++i)
|
||||||
|
//{
|
||||||
|
// file >> vertPos[i].x;
|
||||||
|
// file >> vertPos[i].y;
|
||||||
|
// file >> vertPos[i].z;
|
||||||
|
//}
|
||||||
|
//
|
||||||
|
//for (auto i{ 0 }; i < vertCount; ++i)
|
||||||
|
//{
|
||||||
|
// file >> vertTan[i].x;
|
||||||
|
// file >> vertTan[i].y;
|
||||||
|
// file >> vertTan[i].z;
|
||||||
|
//}
|
||||||
|
|
||||||
|
//for (auto i{ 0 }; i < vertCount; ++i)
|
||||||
|
//{
|
||||||
|
// file >> vertNorm[i].x;
|
||||||
|
// file >> vertNorm[i].y;
|
||||||
|
// file >> vertNorm[i].z;
|
||||||
|
//}
|
||||||
|
|
||||||
|
//for (auto i{ 0 }; i < vertCount; ++i)
|
||||||
|
//{
|
||||||
|
// file >> texCoord[i].x;
|
||||||
|
// file >> texCoord[i].y;
|
||||||
|
//}
|
||||||
|
|
||||||
|
//for (auto i{ 0 }; i < indexCount; ++i)
|
||||||
|
//{
|
||||||
|
// file >> indices[i];
|
||||||
|
//}
|
||||||
|
|
||||||
|
mesh.compiled = true;
|
||||||
|
mesh.changed = false;
|
||||||
|
|
||||||
|
mesh.header.indexCount = indexCount;
|
||||||
|
mesh.header.vertexCount = vertCount;
|
||||||
|
mesh.header.meshName = name;
|
||||||
|
|
||||||
|
mesh.vertexPosition = std::move(vertPos);
|
||||||
|
mesh.vertexTangent = std::move(vertTan);
|
||||||
|
mesh.vertexNormal = std::move(vertNorm);
|
||||||
|
mesh.texCoords = std::move(texCoord);
|
||||||
|
mesh.indices = std::move(indices);
|
||||||
|
|
||||||
|
file.close();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
|
||||||
|
{
|
||||||
|
if (path.extension().string() == GLTF_EXTENSION)
|
||||||
|
{
|
||||||
|
LoadExternal(meshes, path);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
meshes.emplace_back();
|
||||||
|
LoadSHMesh(meshes.back(), path);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,3 +1,14 @@
|
||||||
|
/*************************************************************************//**
|
||||||
|
* \file SHMeshLoader.h
|
||||||
|
* \author Loh Xiao Qi
|
||||||
|
* \date 30 September 2022
|
||||||
|
* \brief Library to load gltf mesh files and custom binary format
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||||
|
* disclosure of this file or its contents without the prior written consent
|
||||||
|
* of DigiPen Institute of Technology is prohibited.
|
||||||
|
*****************************************************************************/
|
||||||
#pragma once
|
#pragma once
|
||||||
#include <assimp/Importer.hpp>
|
#include <assimp/Importer.hpp>
|
||||||
#include <assimp/scene.h>
|
#include <assimp/scene.h>
|
||||||
|
@ -12,10 +23,14 @@ namespace SHADE
|
||||||
private:
|
private:
|
||||||
static Assimp::Importer aiImporter;
|
static Assimp::Importer aiImporter;
|
||||||
|
|
||||||
static void ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes);
|
static void ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept;
|
||||||
|
|
||||||
static SHMeshAsset ProcessMesh(aiMesh const& mesh, aiScene const& scene);
|
static SHMeshAsset ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept;
|
||||||
|
|
||||||
|
static void LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
|
||||||
|
|
||||||
|
static void LoadSHMesh(SHMeshAsset& meshes, AssetPath path) noexcept;
|
||||||
public:
|
public:
|
||||||
static bool LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path);
|
static void LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
|
||||||
};
|
};
|
||||||
}
|
}
|
|
@ -1,48 +0,0 @@
|
||||||
#include "SHpch.h"
|
|
||||||
#include "SHMeshWriter.h"
|
|
||||||
|
|
||||||
#include <fstream>
|
|
||||||
|
|
||||||
void SHADE::SHMeshWriter::WriteMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept
|
|
||||||
{
|
|
||||||
std::ofstream file{path, std::ios::out | std::ios::binary};
|
|
||||||
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.close();
|
|
||||||
}
|
|
|
@ -1,14 +0,0 @@
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "../Asset Types/SHMeshAsset.h"
|
|
||||||
#include "../SHAssetMacros.h"
|
|
||||||
|
|
||||||
namespace SHADE
|
|
||||||
{
|
|
||||||
class SHMeshWriter
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
public:
|
|
||||||
static void WriteMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
|
|
||||||
};
|
|
||||||
}
|
|
|
@ -0,0 +1,73 @@
|
||||||
|
/*************************************************************************//**
|
||||||
|
* \file SHTextureCompiler.cpp
|
||||||
|
* \author Loh Xiao Qi
|
||||||
|
* \date 30 September 2022
|
||||||
|
* \brief Library to write data in SHTextureAsset into binary file for
|
||||||
|
* faster loading in the future
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||||
|
* disclosure of this file or its contents without the prior written consent
|
||||||
|
* of DigiPen Institute of Technology is prohibited.
|
||||||
|
*****************************************************************************/
|
||||||
|
#include "SHpch.h"
|
||||||
|
#include "SHTextureCompiler.h"
|
||||||
|
|
||||||
|
#include <fstream>
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
void SHTextureCompiler::CompileTextureBinary(SHTextureAsset const& asset, AssetPath path)
|
||||||
|
{
|
||||||
|
std::string newPath{ path.string() };
|
||||||
|
newPath = newPath.substr(0, newPath.find_last_of('.'));
|
||||||
|
newPath += TEXTURE_EXTENSION;
|
||||||
|
|
||||||
|
std::ofstream file{ newPath, std::ios::out | std::ios::binary };
|
||||||
|
if (!file.is_open())
|
||||||
|
{
|
||||||
|
SHLOG_ERROR("Unable to open file for writing texture file: {}", path.string());
|
||||||
|
}
|
||||||
|
|
||||||
|
auto const intBytes{sizeof(uint32_t)};
|
||||||
|
|
||||||
|
uint32_t mipOffsetCount{ static_cast<uint32_t>(asset.mipOffsets.size()) };
|
||||||
|
|
||||||
|
file.write(
|
||||||
|
reinterpret_cast<char const*>(&asset.numBytes),
|
||||||
|
intBytes
|
||||||
|
);
|
||||||
|
|
||||||
|
file.write(
|
||||||
|
reinterpret_cast<char const*>(&asset.width),
|
||||||
|
intBytes
|
||||||
|
);
|
||||||
|
|
||||||
|
file.write(
|
||||||
|
reinterpret_cast<char const*>(&asset.height),
|
||||||
|
intBytes
|
||||||
|
);
|
||||||
|
|
||||||
|
file.write(
|
||||||
|
reinterpret_cast<char const*>(&asset.format),
|
||||||
|
sizeof(SHTexture::TextureFormat)
|
||||||
|
);
|
||||||
|
|
||||||
|
file.write(
|
||||||
|
reinterpret_cast<char const*>(&mipOffsetCount),
|
||||||
|
intBytes
|
||||||
|
);
|
||||||
|
|
||||||
|
file.write(
|
||||||
|
reinterpret_cast<char const*>(asset.mipOffsets.data()),
|
||||||
|
intBytes * asset.mipOffsets.size()
|
||||||
|
);
|
||||||
|
|
||||||
|
file.write(
|
||||||
|
reinterpret_cast<char const*>(asset.pixelData),
|
||||||
|
asset.numBytes
|
||||||
|
);
|
||||||
|
|
||||||
|
file.close();
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,24 @@
|
||||||
|
/*************************************************************************//**
|
||||||
|
* \file SHTextureCompiler.h
|
||||||
|
* \author Loh Xiao Qi
|
||||||
|
* \date 30 September 2022
|
||||||
|
* \brief Library to write data in SHTextureAsset into binary file for
|
||||||
|
* faster loading in the future
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||||
|
* disclosure of this file or its contents without the prior written consent
|
||||||
|
* of DigiPen Institute of Technology is prohibited.
|
||||||
|
*****************************************************************************/
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Assets/Asset Types/SHTextureAsset.h"
|
||||||
|
#include "Assets/SHAssetMacros.h"
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
struct SHTextureCompiler
|
||||||
|
{
|
||||||
|
static void CompileTextureBinary(SHTextureAsset const& asset, AssetPath path);
|
||||||
|
};
|
||||||
|
}
|
|
@ -1,3 +1,14 @@
|
||||||
|
/*************************************************************************//**
|
||||||
|
* \file SHTextureLoader.cpp
|
||||||
|
* \author Loh Xiao Qi
|
||||||
|
* \date 30 September 2022
|
||||||
|
* \brief Library to load dds textures and custom binary format
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||||
|
* disclosure of this file or its contents without the prior written consent
|
||||||
|
* of DigiPen Institute of Technology is prohibited.
|
||||||
|
*****************************************************************************/
|
||||||
#include "SHpch.h"
|
#include "SHpch.h"
|
||||||
#include "SHTextureLoader.h"
|
#include "SHTextureLoader.h"
|
||||||
|
|
||||||
|
@ -58,7 +69,7 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHTextureLoader::LoadImageAsset(AssetPath path, SHTextureAsset& asset)
|
void SHTextureLoader::LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept
|
||||||
{
|
{
|
||||||
tinyddsloader::Result loadResult = tinyddsloader::Result::Success;
|
tinyddsloader::Result loadResult = tinyddsloader::Result::Success;
|
||||||
tinyddsloader::DDSFile file;
|
tinyddsloader::DDSFile file;
|
||||||
|
@ -82,6 +93,7 @@ namespace SHADE
|
||||||
std::memcpy(pixel, file.GetImageData()->m_mem, totalBytes);
|
std::memcpy(pixel, file.GetImageData()->m_mem, totalBytes);
|
||||||
//pixel = std::move(reinterpret_cast<SHTexture::PixelChannel const*>(file.GetDDSData()));
|
//pixel = std::move(reinterpret_cast<SHTexture::PixelChannel const*>(file.GetDDSData()));
|
||||||
|
|
||||||
|
asset.compiled = false;
|
||||||
asset.numBytes = totalBytes;
|
asset.numBytes = totalBytes;
|
||||||
asset.width = file.GetWidth();
|
asset.width = file.GetWidth();
|
||||||
asset.height = file.GetHeight();
|
asset.height = file.GetHeight();
|
||||||
|
@ -89,4 +101,46 @@ namespace SHADE
|
||||||
asset.mipOffsets = std::move(mipOff);
|
asset.mipOffsets = std::move(mipOff);
|
||||||
asset.pixelData = std::move(pixel);
|
asset.pixelData = std::move(pixel);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SHTextureLoader::LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept
|
||||||
|
{
|
||||||
|
std::ifstream file{path.string(), std::ios::in | std::ios::binary};
|
||||||
|
if (!file.is_open())
|
||||||
|
{
|
||||||
|
SHLOG_ERROR("Error opening SHTexture file: {}", path.string());
|
||||||
|
}
|
||||||
|
|
||||||
|
auto const intBytes{ sizeof(uint32_t) };
|
||||||
|
uint32_t mipCount;
|
||||||
|
|
||||||
|
file.read(reinterpret_cast<char*>(&asset.numBytes), intBytes);
|
||||||
|
file.read(reinterpret_cast<char*>(&asset.width), intBytes);
|
||||||
|
file.read(reinterpret_cast<char*>(&asset.height), intBytes);
|
||||||
|
file.read(reinterpret_cast<char*>(&asset.format), sizeof(SHTexture::TextureFormat));
|
||||||
|
|
||||||
|
file.read(reinterpret_cast<char*>(&mipCount), intBytes);
|
||||||
|
std::vector<uint32_t> mips(mipCount);
|
||||||
|
file.read(reinterpret_cast<char*>(mips.data()), intBytes * mipCount);
|
||||||
|
|
||||||
|
auto pixel = new SHTexture::PixelChannel[asset.numBytes];
|
||||||
|
file.read(reinterpret_cast<char*>(pixel), asset.numBytes);
|
||||||
|
|
||||||
|
asset.mipOffsets = std::move(mips);
|
||||||
|
asset.pixelData = std::move( pixel );
|
||||||
|
|
||||||
|
asset.compiled = true;
|
||||||
|
file.close();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHTextureLoader::LoadImageAsset(AssetPath path, SHTextureAsset& asset)
|
||||||
|
{
|
||||||
|
if (path.extension().string() == DDS_EXTENSION)
|
||||||
|
{
|
||||||
|
LoadTinyDDS(path, asset);
|
||||||
|
}
|
||||||
|
else if (path.extension().string() == TEXTURE_EXTENSION)
|
||||||
|
{
|
||||||
|
LoadSHTexture(path, asset);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,3 +1,14 @@
|
||||||
|
/*************************************************************************//**
|
||||||
|
* \file SHTextureLoader.h
|
||||||
|
* \author Loh Xiao Qi
|
||||||
|
* \date 30 September 2022
|
||||||
|
* \brief Library to load dds textures and custom binary format
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||||
|
* disclosure of this file or its contents without the prior written consent
|
||||||
|
* of DigiPen Institute of Technology is prohibited.
|
||||||
|
*****************************************************************************/
|
||||||
#pragma once
|
#pragma once
|
||||||
#define TINYDDSLOADER_IMPLEMENTATION
|
#define TINYDDSLOADER_IMPLEMENTATION
|
||||||
|
|
||||||
|
@ -13,6 +24,9 @@ namespace SHADE
|
||||||
static std::string TinyDDSResultToString(tinyddsloader::Result value);
|
static std::string TinyDDSResultToString(tinyddsloader::Result value);
|
||||||
static vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
|
static vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
|
||||||
|
|
||||||
|
|
||||||
|
static void LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||||
|
static void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||||
public:
|
public:
|
||||||
static void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
|
static void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
|
||||||
};
|
};
|
||||||
|
|
|
@ -1,3 +1,14 @@
|
||||||
|
/*************************************************************************//**
|
||||||
|
* \file SHAsset.h
|
||||||
|
* \author Loh Xiao Qi
|
||||||
|
* \date 30 September 2022
|
||||||
|
* \brief Struct for asset identification and meta file writing
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* 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
|
#pragma once
|
||||||
|
|
||||||
#include "Filesystem/SHFileSystem.h"
|
#include "Filesystem/SHFileSystem.h"
|
||||||
|
|
|
@ -17,6 +17,9 @@
|
||||||
#include "Libraries/SHMeshLoader.h"
|
#include "Libraries/SHMeshLoader.h"
|
||||||
#include "Libraries/SHTextureLoader.h"
|
#include "Libraries/SHTextureLoader.h"
|
||||||
|
|
||||||
|
#include "Libraries/SHMeshCompiler.h"
|
||||||
|
#include "Libraries/SHTextureCompiler.h"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
FMOD::System* SHAssetManager::audioSystem;
|
FMOD::System* SHAssetManager::audioSystem;
|
||||||
|
@ -199,7 +202,9 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
AssetPath path{ p };
|
AssetPath path{ p };
|
||||||
|
|
||||||
if (path.extension().string() == GLTF_EXTENSION)
|
if (path.extension().string() == FBX_EXTENSION
|
||||||
|
|| path.extension().string() == GLTF_EXTENSION
|
||||||
|
|| path.extension().string() == MESH_EXTENSION)
|
||||||
{
|
{
|
||||||
LoadGLTF(
|
LoadGLTF(
|
||||||
{
|
{
|
||||||
|
@ -211,7 +216,8 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
else if (path.extension().string() == DDS_EXTENSION)
|
else if (path.extension().string() == DDS_EXTENSION
|
||||||
|
|| path.extension().string() == TEXTURE_EXTENSION)
|
||||||
{
|
{
|
||||||
LoadDDS(
|
LoadDDS(
|
||||||
{
|
{
|
||||||
|
@ -300,6 +306,11 @@ namespace SHADE
|
||||||
for (auto const& mesh : meshes)
|
for (auto const& mesh : meshes)
|
||||||
{
|
{
|
||||||
meshCollection.emplace(GenerateAssetID(AssetType::MESH), mesh);
|
meshCollection.emplace(GenerateAssetID(AssetType::MESH), mesh);
|
||||||
|
|
||||||
|
if (!mesh.compiled)
|
||||||
|
{
|
||||||
|
SHMeshCompiler::CompileMeshBinary(mesh, asset.path);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -310,6 +321,11 @@ namespace SHADE
|
||||||
SHTextureLoader::LoadImageAsset(asset.path, image);
|
SHTextureLoader::LoadImageAsset(asset.path, image);
|
||||||
|
|
||||||
textureCollection.emplace(GenerateAssetID(AssetType::DDS), image);
|
textureCollection.emplace(GenerateAssetID(AssetType::DDS), image);
|
||||||
|
|
||||||
|
if (!image.compiled)
|
||||||
|
{
|
||||||
|
SHTextureCompiler::CompileTextureBinary(image, asset.path);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/****************************************************************************
|
/****************************************************************************
|
||||||
|
|
|
@ -99,6 +99,7 @@ namespace SHADE
|
||||||
****************************************************************************/
|
****************************************************************************/
|
||||||
void SHAssetMetaHandler::WriteMetaData(SHAsset const& meta) noexcept
|
void SHAssetMetaHandler::WriteMetaData(SHAsset const& meta) noexcept
|
||||||
{
|
{
|
||||||
|
//TODO: Write into binary eventually
|
||||||
std::string path{ meta.path.string() };
|
std::string path{ meta.path.string() };
|
||||||
path.append(META_EXTENSION);
|
path.append(META_EXTENSION);
|
||||||
|
|
||||||
|
@ -109,9 +110,21 @@ namespace SHADE
|
||||||
SHLOG_ERROR("Asset write path is invalid: {}", path);
|
SHLOG_ERROR("Asset write path is invalid: {}", path);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
metaFile << "Name: " << meta.name << "\n";
|
||||||
metaFile << "ID: " << meta.id << "\n";
|
metaFile << "ID: " << meta.id << "\n";
|
||||||
metaFile << "Type: " << static_cast<int>(meta.type) << std::endl;
|
metaFile << "Type: " << static_cast<int>(meta.type) << std::endl;
|
||||||
|
|
||||||
|
//TODO Add in information that is specific to types like mesh
|
||||||
|
switch(meta.type)
|
||||||
|
{
|
||||||
|
case AssetType::MESH:
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
void;
|
||||||
|
}
|
||||||
|
|
||||||
metaFile.close();
|
metaFile.close();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue