SP3-13 Assets Management #71
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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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//TODO: REMOVE AFTER PRESENTATION
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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/RaccoonPreTexturedVer1_Base9.dds");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/TD_Checker_Base_Color.dds");
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//SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/Cube.012.shmesh");
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//SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.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 id2 = 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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@ -42,7 +42,7 @@ namespace Sandbox
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std::vector<Handle<SHMesh>> handles;
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for (auto const& mesh : meshes)
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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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handles.push_back(graphicsSystem->AddMesh(
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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 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.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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// 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.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.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.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.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.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.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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#include <vector>
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@ -10,6 +22,7 @@ namespace SHADE
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{
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uint32_t vertexCount;
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uint32_t indexCount;
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std::string meshName;
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};
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struct SH_API SHMeshAsset
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@ -19,8 +32,6 @@ namespace SHADE
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SHMeshAssetHeader header;
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std::string meshName;
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std::vector<SHVec3> vertexPosition;
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std::vector<SHVec3> vertexTangent;
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std::vector<SHVec3> vertexNormal;
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@ -1,15 +1,14 @@
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#pragma once
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#include "tinyddsloader.h"
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#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
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#include <memory>
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namespace SHADE
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{
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struct SHTextureAsset
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{
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bool compiled;
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uint32_t numBytes;
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uint32_t width;
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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 "SHMeshLoader.h"
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#include <assimp/postprocess.h>
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#include <fstream>
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namespace SHADE
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{
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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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for (size_t i {0}; i < node.mNumMeshes; ++i)
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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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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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(void)scene;
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SHMeshAsset result
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{
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.compiled { false},
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.changed { false },
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.meshName { mesh.mName.C_Str() }
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.changed { false }
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};
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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.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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}
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bool SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path)
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{
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void SHMeshLoader::LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
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{
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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aiProcess_Triangulate
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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_TransformUVCoords
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// preprocess UV transformations (scaling, translation ...)
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| aiProcess_FindInstances
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// search for instanced meshes and remove them by references to one master
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| aiProcess_CalcTangentSpace
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// calculate tangents and bitangents if possible
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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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aiProcess_Triangulate // 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_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_JoinIdenticalVertices // 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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if (!scene || !scene->HasMeshes())
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{
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SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
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return false;
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return;
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}
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//TODO MATERIALS FROM MESHES
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//if (scene->HasMaterials())
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//{
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@ -116,14 +125,108 @@ namespace SHADE
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// {
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// if (scene->mMaterials[i]->mNumProperties > 0)
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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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//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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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;
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std::vector<SHVec2> texCoord;
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std::vector<uint32_t> indices;
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file.read(reinterpret_cast<char*>(&vertCount), sizeof(uint32_t));
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file.read(reinterpret_cast<char*>(&indexCount), sizeof(uint32_t));
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auto const vertexVec3Byte{ sizeof(SHVec3) * vertCount };
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auto const vertexVec2Byte{ sizeof(SHVec2) * vertCount };
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vertPos.resize(vertCount);
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vertTan.resize(vertCount);
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vertNorm.resize(vertCount);
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texCoord.resize(vertCount);
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indices.resize(indexCount);
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file.read(reinterpret_cast<char *>(vertPos.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char *>(vertTan.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char *>(vertNorm.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char *>(texCoord.data()), vertexVec2Byte);
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file.read(reinterpret_cast<char *>(indices.data()), sizeof(uint32_t) * indexCount);
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertPos[i].x;
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// file >> vertPos[i].y;
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// file >> vertPos[i].z;
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//}
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//
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertTan[i].x;
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// file >> vertTan[i].y;
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// file >> vertTan[i].z;
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//}
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertNorm[i].x;
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// file >> vertNorm[i].y;
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// file >> vertNorm[i].z;
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//}
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> texCoord[i].x;
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// file >> texCoord[i].y;
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//}
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//for (auto i{ 0 }; i < indexCount; ++i)
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//{
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// file >> indices[i];
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//}
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mesh.compiled = true;
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mesh.changed = false;
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mesh.header.indexCount = indexCount;
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mesh.header.vertexCount = vertCount;
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mesh.header.meshName = name;
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mesh.vertexPosition = std::move(vertPos);
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mesh.vertexTangent = std::move(vertTan);
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mesh.vertexNormal = std::move(vertNorm);
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mesh.texCoords = std::move(texCoord);
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mesh.indices = std::move(indices);
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file.close();
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}
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void SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
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{
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if (path.extension().string() == GLTF_EXTENSION)
|
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{
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LoadExternal(meshes, path);
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return;
|
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}
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meshes.emplace_back();
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LoadSHMesh(meshes.back(), path);
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}
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}
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|
|
|
@ -1,3 +1,14 @@
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/*************************************************************************//**
|
||||
* \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>
|
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#include <assimp/scene.h>
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|
@ -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;
|
||||
};
|
||||
}
|
|
@ -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 "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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
};
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
@ -110,8 +111,20 @@ namespace SHADE
|
|||
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();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue