Merge branch 'main' into SP3-6-c-scripting

This commit is contained in:
Kah Wei 2022-10-01 14:50:46 +08:00
commit b3b565454f
20 changed files with 475 additions and 107 deletions

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@ -83,16 +83,17 @@ namespace Sandbox
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
//TODO: REMOVE AFTER PRESENTATION
SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/TD_Checker_Base_Color.dds");
//SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/Cube.012.shmesh");
//SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
//SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.shtex");
//TODO: REMOVE AFTER PRESENTATION
auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
//TODO: REMOVE AFTER PRESENTATION
//SHADE::SHSystemManager::RegisterRoutine<SHADE::SHAudioSystem, SHADE::SHAudioSystem::AudioRoutine>();

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@ -42,7 +42,7 @@ namespace Sandbox
std::vector<Handle<SHMesh>> handles;
for (auto const& mesh : meshes)
{
if (mesh.meshName == "Cube.012")
if (mesh.header.meshName == "Cube.012")
{
handles.push_back(graphicsSystem->AddMesh(
mesh.header.vertexCount,
@ -71,7 +71,7 @@ namespace Sandbox
auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
customMat->SetProperty("data.textureIndex", 1);
customMat->SetProperty("data.textureIndex", 0);
customMat->SetProperty("data.alpha", 0.1f);
// Create Stress Test Objects
@ -115,7 +115,7 @@ namespace Sandbox
renderable.SetMaterial(customMat);
renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
renderable.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 1);
renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
transform.SetWorldPosition ({-3.0f, -1.0f, -1.0f});
transform.SetLocalScale({5.0f, 5.0f, 5.0f});
@ -147,7 +147,7 @@ namespace Sandbox
renderableShowcase.SetMaterial(customMat);
renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
renderableShowcase.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 1);
renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
transformShowcase.SetWorldPosition({ 3.0f, -1.0f, -1.0f });
transformShowcase.SetLocalScale({ 5.0f, 5.0f, 5.0f });

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@ -1,3 +1,15 @@
/*************************************************************************//**
* \file SHMeshAsset.h
* \author Loh Xiao Qi
* \date 30 September 2022
* \brief Struct to contain ready data for loading into GPU. Also used for
* compilation into binary files
*
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include <vector>
@ -10,6 +22,7 @@ namespace SHADE
{
uint32_t vertexCount;
uint32_t indexCount;
std::string meshName;
};
struct SH_API SHMeshAsset
@ -19,8 +32,6 @@ namespace SHADE
SHMeshAssetHeader header;
std::string meshName;
std::vector<SHVec3> vertexPosition;
std::vector<SHVec3> vertexTangent;
std::vector<SHVec3> vertexNormal;

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@ -1,15 +1,14 @@
#pragma once
#include "tinyddsloader.h"
#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
#include <memory>
namespace SHADE
{
struct SHTextureAsset
{
bool compiled;
uint32_t numBytes;
uint32_t width;
uint32_t height;

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@ -0,0 +1,70 @@
/*************************************************************************//**
* \file SHMeshCompiler.cpp
* \author Loh Xiao Qi
* \date 30 September 2022
* \brief Library to write data in SHMeshAsset into binary file for faster
* loading in the future
*
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#include "SHpch.h"
#include "SHMeshCompiler.h"
#include "Graphics/MiddleEnd/Meshes/SHMeshData.h"
#include <fstream>
void SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept
{
std::string newPath{ path.string() };
newPath = newPath.substr(0, newPath.find_last_of('/') + 1);
newPath += asset.header.meshName + MESH_EXTENSION;
std::ofstream file{ newPath, std::ios::out | std::ios::binary | std::ios::trunc };
if (!file.is_open())
{
SHLOG_ERROR("Unable to open file for writing mesh file: {}", path.string());
}
file.write(
reinterpret_cast<char const*>(&(asset.header.vertexCount)),
sizeof(uint32_t)
);
file.write(
reinterpret_cast<const char*>(&(asset.header.indexCount)),
sizeof(uint32_t)
);
auto const vertexVec3Byte {sizeof(SHVec3) * asset.header.vertexCount};
auto const vertexVec2Byte {sizeof(SHVec2) * asset.header.vertexCount};
file.write(
reinterpret_cast<char const*>(asset.vertexPosition.data()),
vertexVec3Byte
);
file.write(
reinterpret_cast<char const*>(asset.vertexTangent.data()),
vertexVec3Byte
);
file.write(
reinterpret_cast<char const*>(asset.vertexNormal.data()),
vertexVec3Byte
);
file.write(
reinterpret_cast<char const*>(asset.texCoords.data()),
vertexVec2Byte
);
file.write(
reinterpret_cast<char const*>(asset.indices.data()),
sizeof(uint32_t) * asset.header.indexCount
);
file.close();
}

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@ -0,0 +1,26 @@
/*************************************************************************//**
* \file SHMeshCompiler.h
* \author Loh Xiao Qi
* \date 30 September 2022
* \brief Library to write data in SHMeshAsset into binary file for faster
* loading in the future
*
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include "../Asset Types/SHMeshAsset.h"
#include "../SHAssetMacros.h"
namespace SHADE
{
class SHMeshCompiler
{
private:
public:
static void CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
};
}

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@ -1,12 +1,25 @@
/*************************************************************************//**
* \file SHMeshLoader.cpp
* \author Loh Xiao Qi
* \date 30 September 2022
* \brief Implementation for Mesh loader. Accounts for custom binary format
* as well as GLTF file 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 "SHMeshLoader.h"
#include <assimp/postprocess.h>
#include <fstream>
namespace SHADE
{
Assimp::Importer SHMeshLoader::aiImporter;
void SHMeshLoader::ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes)
void SHMeshLoader::ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept
{
for (size_t i {0}; i < node.mNumMeshes; ++i)
{
@ -20,15 +33,14 @@ namespace SHADE
}
}
SHMeshAsset SHMeshLoader::ProcessMesh(aiMesh const& mesh, aiScene const& scene)
SHMeshAsset SHMeshLoader::ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept
{
(void)scene;
SHMeshAsset result
{
.compiled { false},
.changed { false },
.meshName { mesh.mName.C_Str() }
.changed { false }
};
for (size_t i{0}; i < mesh.mNumVertices; ++i)
@ -81,34 +93,31 @@ namespace SHADE
result.header.vertexCount = result.vertexPosition.size();
result.header.indexCount = result.indices.size();
result.header.meshName = mesh.mName.C_Str();
return result;
}
bool SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path)
{
void SHMeshLoader::LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
{
const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
aiProcess_Triangulate
// Make sure we get triangles rather than nvert polygons
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
| aiProcess_TransformUVCoords
// preprocess UV transformations (scaling, translation ...)
| aiProcess_FindInstances
// search for instanced meshes and remove them by references to one master
| aiProcess_CalcTangentSpace
// calculate tangents and bitangents if possible
| aiProcess_JoinIdenticalVertices
// join identical vertices/ optimize indexing
| aiProcess_RemoveRedundantMaterials // remove redundant materials
| aiProcess_FindInvalidData// detect invalid model data, such as invalid normal vectors
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
| aiProcess_RemoveRedundantMaterials // remove redundant materials
| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
);
if (!scene || !scene->HasMeshes())
{
SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
return false;
return;
}
//TODO MATERIALS FROM MESHES
//if (scene->HasMaterials())
//{
@ -116,14 +125,108 @@ namespace SHADE
// {
// if (scene->mMaterials[i]->mNumProperties > 0)
// {
// for (int j{0}; j < scene->mMaterials[i]->mProperties[j].)
// for (int j{0}; j < scene->mMaterials[i]->mProperties[j].)
// }
//std::cout << scene->mMaterials[i]->;
//std::cout << scene->mMaterials[i]->;
// }
//}
ProcessNode(*scene->mRootNode, *scene, meshes);
}
return true;
void SHMeshLoader::LoadSHMesh(SHMeshAsset& mesh, AssetPath path) noexcept
{
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
if (!file.is_open())
{
SHLOG_ERROR("Unable to open SHMesh File: {}", path.string());
}
std::string name{ path.filename().string() };
name = name.substr(0, name.find_last_of('.'));
file.seekg(0);
uint32_t vertCount, indexCount;
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);
}
}

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@ -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
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
@ -12,10 +23,14 @@ namespace SHADE
private:
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:
static bool LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path);
static void LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
};
}

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@ -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();
}

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@ -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;
};
}

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@ -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();
}
}

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@ -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);
};
}

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@ -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 "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::DDSFile file;
@ -82,6 +93,7 @@ namespace SHADE
std::memcpy(pixel, file.GetImageData()->m_mem, totalBytes);
//pixel = std::move(reinterpret_cast<SHTexture::PixelChannel const*>(file.GetDDSData()));
asset.compiled = false;
asset.numBytes = totalBytes;
asset.width = file.GetWidth();
asset.height = file.GetHeight();
@ -89,4 +101,46 @@ namespace SHADE
asset.mipOffsets = std::move(mipOff);
asset.pixelData = std::move(pixel);
}
void SHTextureLoader::LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept
{
std::ifstream file{path.string(), std::ios::in | std::ios::binary};
if (!file.is_open())
{
SHLOG_ERROR("Error opening SHTexture file: {}", path.string());
}
auto const intBytes{ sizeof(uint32_t) };
uint32_t mipCount;
file.read(reinterpret_cast<char*>(&asset.numBytes), intBytes);
file.read(reinterpret_cast<char*>(&asset.width), intBytes);
file.read(reinterpret_cast<char*>(&asset.height), intBytes);
file.read(reinterpret_cast<char*>(&asset.format), sizeof(SHTexture::TextureFormat));
file.read(reinterpret_cast<char*>(&mipCount), intBytes);
std::vector<uint32_t> mips(mipCount);
file.read(reinterpret_cast<char*>(mips.data()), intBytes * mipCount);
auto pixel = new SHTexture::PixelChannel[asset.numBytes];
file.read(reinterpret_cast<char*>(pixel), asset.numBytes);
asset.mipOffsets = std::move(mips);
asset.pixelData = std::move( pixel );
asset.compiled = true;
file.close();
}
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);
}
}
}

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@ -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
#define TINYDDSLOADER_IMPLEMENTATION
@ -13,6 +24,9 @@ namespace SHADE
static std::string TinyDDSResultToString(tinyddsloader::Result value);
static vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
static void LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept;
static void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept;
public:
static void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
};

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@ -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
#include "Filesystem/SHFileSystem.h"

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@ -17,6 +17,9 @@
#include "Libraries/SHMeshLoader.h"
#include "Libraries/SHTextureLoader.h"
#include "Libraries/SHMeshCompiler.h"
#include "Libraries/SHTextureCompiler.h"
namespace SHADE
{
FMOD::System* SHAssetManager::audioSystem;
@ -199,7 +202,9 @@ namespace SHADE
{
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(
{
@ -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(
{
@ -300,6 +306,11 @@ namespace SHADE
for (auto const& mesh : meshes)
{
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);
textureCollection.emplace(GenerateAssetID(AssetType::DDS), image);
if (!image.compiled)
{
SHTextureCompiler::CompileTextureBinary(image, asset.path);
}
}
/****************************************************************************

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@ -99,6 +99,7 @@ namespace SHADE
****************************************************************************/
void SHAssetMetaHandler::WriteMetaData(SHAsset const& meta) noexcept
{
//TODO: Write into binary eventually
std::string path{ meta.path.string() };
path.append(META_EXTENSION);
@ -109,9 +110,21 @@ namespace SHADE
SHLOG_ERROR("Asset write path is invalid: {}", path);
return;
}
metaFile << "Name: " << meta.name << "\n";
metaFile << "ID: " << meta.id << "\n";
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();
}