Merge remote-tracking branch 'origin/main' into SP3-1-Rendering

This commit is contained in:
Brandon Mak 2022-10-01 15:00:01 +08:00
commit ec2ec82163
34 changed files with 597 additions and 127 deletions

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@ -32,6 +32,8 @@
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Tools/SHLogger.h"
using namespace SHADE; using namespace SHADE;
namespace Sandbox namespace Sandbox
@ -81,11 +83,17 @@ namespace Sandbox
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>(); SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
//TODO: REMOVE AFTER PRESENTATION //TODO: REMOVE AFTER PRESENTATION
SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf"); //SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds"); SHADE::SHAssetManager::LoadDataTemp("../../Assets/Cube.012.shmesh");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds"); //SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/TD_Checker_Base_Color.dds"); //SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.shtex");
//TODO: REMOVE AFTER PRESENTATION //TODO: REMOVE AFTER PRESENTATION
auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
//SHADE::SHSystemManager::RegisterRoutine<SHADE::SHAudioSystem, SHADE::SHAudioSystem::AudioRoutine>(); //SHADE::SHSystemManager::RegisterRoutine<SHADE::SHAudioSystem, SHADE::SHAudioSystem::AudioRoutine>();
@ -100,7 +108,9 @@ namespace Sandbox
#else #else
#endif #endif
SHSceneManager::InitSceneManager<SBTestScene>("TestScene"); SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
SHFrameRateController::UpdateFRC(); SHFrameRateController::UpdateFRC();
} }

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@ -42,7 +42,7 @@ namespace Sandbox
std::vector<Handle<SHMesh>> handles; std::vector<Handle<SHMesh>> handles;
for (auto const& mesh : meshes) for (auto const& mesh : meshes)
{ {
if (mesh.meshName == "Cube.012") if (mesh.header.meshName == "Cube.012")
{ {
handles.push_back(graphicsSystem->AddMesh( handles.push_back(graphicsSystem->AddMesh(
mesh.header.vertexCount, mesh.header.vertexCount,
@ -71,7 +71,7 @@ namespace Sandbox
auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance(); auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst); auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f)); 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); customMat->SetProperty("data.alpha", 0.1f);
// Create Stress Test Objects // Create Stress Test Objects
@ -115,7 +115,7 @@ namespace Sandbox
renderable.SetMaterial(customMat); renderable.SetMaterial(customMat);
renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f)); 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.alpha", 1.0f);
renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 1); renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
transform.SetWorldPosition ({-3.0f, -1.0f, -1.0f}); transform.SetWorldPosition ({-3.0f, -1.0f, -1.0f});
transform.SetLocalScale({5.0f, 5.0f, 5.0f}); transform.SetLocalScale({5.0f, 5.0f, 5.0f});
@ -147,7 +147,7 @@ namespace Sandbox
renderableShowcase.SetMaterial(customMat); renderableShowcase.SetMaterial(customMat);
renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f)); 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.alpha", 1.0f);
renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 1); renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
transformShowcase.SetWorldPosition({ 3.0f, -1.0f, -1.0f }); transformShowcase.SetWorldPosition({ 3.0f, -1.0f, -1.0f });
transformShowcase.SetLocalScale({ 5.0f, 5.0f, 5.0f }); 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 #pragma once
#include <vector> #include <vector>
@ -10,6 +22,7 @@ namespace SHADE
{ {
uint32_t vertexCount; uint32_t vertexCount;
uint32_t indexCount; uint32_t indexCount;
std::string meshName;
}; };
struct SH_API SHMeshAsset struct SH_API SHMeshAsset
@ -19,8 +32,6 @@ namespace SHADE
SHMeshAssetHeader header; SHMeshAssetHeader header;
std::string meshName;
std::vector<SHVec3> vertexPosition; std::vector<SHVec3> vertexPosition;
std::vector<SHVec3> vertexTangent; std::vector<SHVec3> vertexTangent;
std::vector<SHVec3> vertexNormal; std::vector<SHVec3> vertexNormal;

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@ -1,15 +1,14 @@
#pragma once #pragma once
#include "tinyddsloader.h" #include "tinyddsloader.h"
#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h" #include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
#include <memory>
namespace SHADE namespace SHADE
{ {
struct SHTextureAsset struct SHTextureAsset
{ {
bool compiled;
uint32_t numBytes; uint32_t numBytes;
uint32_t width; uint32_t width;
uint32_t height; 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 "SHpch.h"
#include "SHMeshLoader.h" #include "SHMeshLoader.h"
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
#include <fstream>
namespace SHADE namespace SHADE
{ {
Assimp::Importer SHMeshLoader::aiImporter; 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) 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; (void)scene;
SHMeshAsset result SHMeshAsset result
{ {
.compiled { false}, .compiled { false},
.changed { false }, .changed { false }
.meshName { mesh.mName.C_Str() }
}; };
for (size_t i{0}; i < mesh.mNumVertices; ++i) for (size_t i{0}; i < mesh.mNumVertices; ++i)
@ -81,34 +93,31 @@ namespace SHADE
result.header.vertexCount = result.vertexPosition.size(); result.header.vertexCount = result.vertexPosition.size();
result.header.indexCount = result.indices.size(); result.header.indexCount = result.indices.size();
result.header.meshName = mesh.mName.C_Str();
return result; 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(), const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
aiProcess_Triangulate aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
// Make sure we get triangles rather than nvert polygons | aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping | aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
| aiProcess_TransformUVCoords | aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
// preprocess UV transformations (scaling, translation ...) | aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
| aiProcess_FindInstances | aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
// search for instanced meshes and remove them by references to one master | aiProcess_RemoveRedundantMaterials // remove redundant materials
| aiProcess_CalcTangentSpace | aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
// calculate tangents and bitangents if possible | aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
| 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()) if (!scene || !scene->HasMeshes())
{ {
SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string()); SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
return false; return;
} }
//TODO MATERIALS FROM MESHES //TODO MATERIALS FROM MESHES
//if (scene->HasMaterials()) //if (scene->HasMaterials())
//{ //{
@ -116,14 +125,108 @@ namespace SHADE
// { // {
// if (scene->mMaterials[i]->mNumProperties > 0) // 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); 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 #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;
}; };
} }

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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 "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);
}
}
} }

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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 #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);
}; };

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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 #pragma once
#include "Filesystem/SHFileSystem.h" #include "Filesystem/SHFileSystem.h"

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@ -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);
}
} }
/**************************************************************************** /****************************************************************************

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@ -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();
} }

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@ -14,6 +14,7 @@
#include "SHpch.h" #include "SHpch.h"
#include "../SHECSMacros.h" #include "../SHECSMacros.h"
#include "SH_API.h" #include "SH_API.h"
#include "ECS_Base/General/SHFamily.h"
namespace SHADE namespace SHADE
{ {
@ -117,4 +118,7 @@ namespace SHADE
}; };
template class SH_API SHFamilyID<SHComponent>;
} }

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@ -0,0 +1,12 @@
#pragma once
#include "ECS_Base/Components/SHComponent.h"
namespace SHADE
{
struct SHComponentAddedEvent
{
EntityID eid;
ComponentTypeID addedComponentType;
};
}

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@ -0,0 +1,12 @@
#pragma once
#include "ECS_Base/Components/SHComponent.h"
namespace SHADE
{
struct SHComponentRemovedEvent
{
EntityID eid;
ComponentTypeID removedComponentType;
};
}

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@ -0,0 +1,14 @@
#pragma once
#include "SHFamily.h"
#include "SHpch.h"
namespace SHADE
{
//initialize currentID as 0
}

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@ -14,16 +14,17 @@
#pragma once #pragma once
#include "../SHECSMacros.h" #include "../SHECSMacros.h"
#include "SH_API.h"
namespace SHADE namespace SHADE
{ {
template<typename BaseClass> template<typename BaseClass>
class SHFamilyID class SH_API SHFamilyID
{ {
private: private:
//this is used to keep track of the new current ID to be assign to a new Derived class type.
static ComponentTypeID currentID;
/*!************************************************************************* /*!*************************************************************************
* \brief Construct a new SHFamilyID object * \brief Construct a new SHFamilyID object
@ -46,6 +47,9 @@ namespace SHADE
} }
public: public:
//this is used to keep track of the new current ID to be assign to a new Derived class type.
static inline ComponentTypeID currentID = 0;
/*!************************************************************************* /*!*************************************************************************
* \brief * \brief
* Checks if this identifier is cuurrently in use / valid. * Checks if this identifier is cuurrently in use / valid.
@ -59,7 +63,6 @@ namespace SHADE
{ {
return(id < currentID); return(id < currentID);
} }
/*!************************************************************************* /*!*************************************************************************
* \brief * \brief
* Get the ID of a derived class type. * Get the ID of a derived class type.
@ -68,16 +71,27 @@ namespace SHADE
* @tparam DerivedClass * @tparam DerivedClass
* The derived class type that we are trying to get the ID of. * The derived class type that we are trying to get the ID of.
***************************************************************************/ ***************************************************************************/
#ifdef SH_API_EXPORT
template<typename DerivedClass> template<typename DerivedClass>
static ENABLE_IF_DERIVED(ComponentTypeID, BaseClass, DerivedClass) GetID() noexcept static SH_API ENABLE_IF_DERIVED(ComponentTypeID, BaseClass, DerivedClass) GetID() noexcept
{ {
//The first time a new derived class type call this get id, it will initialize id using the currentID from familyID class. //The first time a new derived class type call this get id, it will initialize id using the currentID from familyID class.
static ComponentTypeID id = currentID++; static ComponentTypeID id = SHFamilyID<BaseClass>::currentID++;
return id; return id;
//return 0;
} }
#else
template<typename DerivedClass>
static SH_API ENABLE_IF_DERIVED(ComponentTypeID, BaseClass, DerivedClass) GetID() noexcept;
#endif // SH_API_EXPORT
}; };
//initialize currentID as 0
template<typename BaseClass>
ComponentTypeID SHFamilyID<BaseClass>::currentID = 0;
} }

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@ -17,8 +17,11 @@
#include "../General/SHSparseSetContainer.h" #include "../General/SHSparseSetContainer.h"
#include "../Components/SHComponent.h" #include "../Components/SHComponent.h"
#include "../Components/SHComponentGroup.h" #include "../Components/SHComponentGroup.h"
#include "../Events/SHComponentAddedEvent.h"
#include "../Events/SHComponentRemovedEvent.h"
//#include "Scene/SHSceneNode.h" //#include "Scene/SHSceneNode.h"
#include "SH_API.h" #include "SH_API.h"
#include "Events/SHEventManager.hpp"
#include <cassert> #include <cassert>
@ -216,6 +219,11 @@ namespace SHADE
comp->OnCreate(); comp->OnCreate();
} }
SHComponentAddedEvent eventData;
eventData.eid = entityID;
eventData.addedComponentType = ComponentFamily::GetID<T>();
SHEventManager::BroadcastEvent<SHComponentAddedEvent>(eventData, SH_COMPONENT_ADDED_EVENT);
} }
/************************************************************************** /**************************************************************************
@ -247,6 +255,13 @@ namespace SHADE
{ {
comp->OnCreate(); comp->OnCreate();
} }
SHComponentAddedEvent eventData;
eventData.eid = entityID;
eventData.addedComponentType = componentTypeID;
SHEventManager::BroadcastEvent<SHComponentAddedEvent>(eventData, SH_COMPONENT_ADDED_EVENT);
} }
@ -313,6 +328,12 @@ namespace SHADE
componentSet.GetSparseSet<T>()->Remove(EntityHandleGenerator::GetIndex(entityID)); componentSet.GetSparseSet<T>()->Remove(EntityHandleGenerator::GetIndex(entityID));
SHComponentRemovedEvent eventData;
eventData.eid = entityID;
eventData.removedComponentType = ComponentFamily::GetID<T>();
SHEventManager::BroadcastEvent<SHComponentRemovedEvent>(eventData, SH_COMPONENT_REMOVED_EVENT);
} }
/*!************************************************************************* /*!*************************************************************************
@ -464,11 +485,6 @@ namespace SHADE
return componentGroups[index]; return componentGroups[index];
} }
static void AddScriptComponent(EntityID eid, std::string const& scriptClassName) noexcept;
static void RemoveScriptComponent(EntityID eid, std::string const& scriptClassName) noexcept;
};// end SHComponentManager };// end SHComponentManager

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@ -68,6 +68,9 @@ namespace SHADE
id = ((SystemID)version << sizeof(SystemVersionID) * CHAR_BIT) + typeID; id = ((SystemID)version << sizeof(SystemVersionID) * CHAR_BIT) + typeID;
} }
systemContainer.emplace(id, std::make_unique<T>()); systemContainer.emplace(id, std::make_unique<T>());
auto size = systemContainer.size();
systemContainer[id].get()->systemID = id; systemContainer[id].get()->systemID = id;
return id; return id;

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@ -26,4 +26,6 @@ const EntityIndex MAX_EID = 51000;
#define ENABLE_IF_UINT(_TYPE, _RETURN)\ #define ENABLE_IF_UINT(_TYPE, _RETURN)\
typename std::enable_if<(std::is_integral<_TYPE>::value && !std::is_signed<_TYPE>::value),_RETURN>::type typename std::enable_if<(std::is_integral<_TYPE>::value && !std::is_signed<_TYPE>::value),_RETURN>::type
#endif #endif

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@ -12,6 +12,7 @@
#include "../SHECSMacros.h" #include "../SHECSMacros.h"
#include "SH_API.h" #include "SH_API.h"
#include "ECS_Base/General/SHFamily.h"
namespace SHADE namespace SHADE
{ {
@ -69,5 +70,9 @@ namespace SHADE
}; };
template class SH_API SHFamilyID<SHSystem>;
} }

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@ -23,6 +23,8 @@
#include "SHEditor.hpp" #include "SHEditor.hpp"
#include "SHEditorWidgets.hpp" #include "SHEditorWidgets.hpp"
#include "Math/Transform/SHTransformSystem.h"
//#==============================================================# //#==============================================================#
//|| Editor Window Includes || //|| Editor Window Includes ||
//#==============================================================# //#==============================================================#
@ -87,6 +89,11 @@ namespace SHADE
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; //Enable docking io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; //Enable docking
InitFonts(); InitFonts();
auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id2 = SHFamilyID<SHSystem>::GetID<SHTransformSystem>();
auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
InitBackend(sdlWindow); InitBackend(sdlWindow);
SetStyle(Style::SHADE); SetStyle(Style::SHADE);
@ -104,7 +111,6 @@ namespace SHADE
{ {
(void)dt; (void)dt;
NewFrame(); NewFrame();
for (const auto& window : editorWindows | std::views::values) for (const auto& window : editorWindows | std::views::values)
{ {
if(window->isOpen) if(window->isOpen)

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@ -8,3 +8,5 @@ typedef uint32_t SHEventHandle;
constexpr SHEventIdentifier SH_EXAMPLE_EVENT{0}; constexpr SHEventIdentifier SH_EXAMPLE_EVENT{0};
constexpr SHEventIdentifier SH_ENTITY_DESTROYED_EVENT{ 1 }; constexpr SHEventIdentifier SH_ENTITY_DESTROYED_EVENT{ 1 };
constexpr SHEventIdentifier SH_ENTITY_CREATION_EVENT{ 2 }; constexpr SHEventIdentifier SH_ENTITY_CREATION_EVENT{ 2 };
constexpr SHEventIdentifier SH_COMPONENT_ADDED_EVENT{ 3 };
constexpr SHEventIdentifier SH_COMPONENT_REMOVED_EVENT{ 4 };

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@ -13,6 +13,7 @@
#include <string> #include <string>
#include "SHSceneGraph.h" #include "SHSceneGraph.h"
#include "ECS_Base/General/SHFamily.h"
namespace SHADE namespace SHADE
{ {
@ -42,6 +43,7 @@ namespace SHADE
virtual void Unload() = 0; virtual void Unload() = 0;
}; };
template class SH_API SHFamilyID<SHScene>;
} }

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@ -84,7 +84,8 @@ namespace SHADE
{ {
//prevSceneCreate = newScene; //prevSceneCreate = newScene;
newScene = [sceneName]() { currentScene = new T(); currentScene->sceneName = sceneName; }; newScene = [sceneName]() { currentScene = new T(); currentScene->sceneName = sceneName; };
nextSceneID = SHFamilyID<SHScene>::template GetID<T>(); //nextSceneID = SHFamilyID<SHScene>::GetID<T>();
nextSceneID = 0;
sceneChanged = true; sceneChanged = true;
} }
@ -101,13 +102,13 @@ namespace SHADE
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> ChangeScene(std::string const& sceneName) noexcept static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> ChangeScene(std::string const& sceneName) noexcept
{ {
//check if this new Scene is current Scene (Use RestartScene instead) //check if this new Scene is current Scene (Use RestartScene instead)
if (currentSceneID == SHFamilyID<SHScene>::template GetID<T>()) if (currentSceneID == SHFamilyID<SHScene>::GetID<T>())
{ {
return; return;
} }
//prevSceneCreate = newScene; //prevSceneCreate = newScene;
newScene = [sceneName]() { currentScene = new T(); currentScene->sceneName; }; newScene = [sceneName]() { currentScene = new T(); currentScene->sceneName; };
nextSceneID = SHFamilyID<SHScene>::template GetID<T>(); nextSceneID = SHFamilyID<SHScene>::GetID<T>();
sceneChanged = true; sceneChanged = true;
} }

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@ -254,8 +254,8 @@ namespace SHADE
</ItemGroup>\n\ </ItemGroup>\n\
<ItemGroup>\n\ <ItemGroup>\n\
<Reference Include=\"SHADE_Managed\">\n\ <Reference Include=\"SHADE_Managed\">\n\
<HintPath Condition=\"Exists('..\\bin\\Debug\\SHADE_Managed.dll')\">..\\bin\\Debug\\SHADE_Managed.dll</HintPath>\ <HintPath Condition=\"Exists('..\\bin\\Debug\\SHADE_Managed.dll')\">..\\bin\\Debug\\SHADE_Managed.dll</HintPath>\n\
<HintPath Condition=\"Exists('..\\bin\\Release\\SHADE_Managed.dll')\">..\\bin\\Release\\SHADE_Managed.dll</HintPath>\ <HintPath Condition=\"Exists('..\\bin\\Release\\SHADE_Managed.dll')\">..\\bin\\Release\\SHADE_Managed.dll</HintPath>\n\
</Reference>\n\ </Reference>\n\
</ItemGroup>\n\ </ItemGroup>\n\
</Project>"; </Project>";
@ -520,7 +520,7 @@ namespace SHADE
std::wostringstream oss; std::wostringstream oss;
oss << "dotnet build \"" << SHStringUtils::StrToWstr(CSPROJ_PATH) << "\" -c "; oss << "dotnet build \"" << SHStringUtils::StrToWstr(CSPROJ_PATH) << "\" -c ";
oss << debug ? "Debug" : "Release"; oss << debug ? "Debug" : "Release";
oss << " -o \"./tmp/\" -fl -flp:LogFile=build.log;Verbosity=quiet"; oss << " -o \"./tmp/\" -fl -flp:LogFile=build.log;Verbosity=quiet -r \"win-x64\"";
return oss.str(); return oss.str();
} }
} }