project-aster/samples/04_scenes/asset_loader.h

117 lines
3.6 KiB
C++

// =============================================
// Aster: asset_loader.h
// Copyright (c) 2020-2024 Anish Bhobe
// =============================================
#pragma once
#include "global.h"
#include "buffer.h"
#include "render_resource_manager.h"
#include "ecs_adapter.h"
namespace tinygltf
{
class Model;
struct Image;
} // namespace tinygltf
struct Image;
struct Texture;
constexpr auto GLTF_ASCII_FILE_EXTENSION = ".gltf";
constexpr auto GLTF_BINARY_FILE_EXTENSION = ".glb";
struct Material
{
vec4 m_AlbedoFactor; // 16 16
vec3 m_EmissionFactor; // 12 28
f32 m_MetalFactor; // 04 32
f32 m_RoughFactor; // 04 36
TextureHandle m_AlbedoTex; // 04 40
TextureHandle m_NormalTex; // 04 44
TextureHandle m_MetalRoughTex; // 04 48
TextureHandle m_OcclusionTex; // 04 52
TextureHandle m_EmissionTex; // 04 56
f32 m_AlphaBlend; /* 04 60
AlphaBlend < 0 means Opaque
AlphaBlend > 1 means Blend
AlphaBlend in [0,1] means cutoff */
};
// If this is changed, ensure the shaders are changed accordingly.
static_assert(sizeof(Material) == 60);
struct VertexData
{
vec4 m_Normal;
vec2 m_TexCoord0 = vec2{0.0f, 0.0f};
vec2 m_TexCoord1 = vec2{0.0f, 0.0f};
vec4 m_Color0 = vec4{1.0f, 1.0f, 1.0f, 1.0f};
};
struct Model
{
eastl::vector<TextureHandle> m_Textures;
eastl::vector<Entity> m_Entities;
IndexHandle m_IndexHandle;
GeometryHandle m_VertexPositionHandle;
GeometryHandle m_VertexDataHandle;
MaterialHandle m_MaterialHandle;
Entity m_RootEntity;
void Destroy(RenderResourceManager *resourceManager, EcsRegistry *registry);
};
struct CModel
{
};
struct AssetLoader
{
RenderResourceManager *m_ResourceManager;
entt::registry *m_Registry;
vk::CommandPool m_CommandPool;
vk::CommandBuffer m_CommandBuffer;
vk::Queue m_TransferQueue;
u32 m_TransferQueueIndex;
u32 m_GraphicsQueueIndex;
void LoadHdrImage(Texture *texture, cstr path, cstr name = nullptr) const;
Model LoadModelToGpu(cstr path, cstr name = nullptr);
constexpr static auto ANormal = "NORMAL";
constexpr static auto APosition = "POSITION";
constexpr static auto ATangent = "TANGENT";
constexpr static auto ATexCoord0 = "TEXCOORD_0";
constexpr static auto ATexCoord1 = "TEXCOORD_1";
constexpr static auto AColor0 = "COLOR_0";
constexpr static auto AJoints0 = "JOINTS_0";
constexpr static auto AWeights0 = "WEIGHTS_0";
AssetLoader(RenderResourceManager *resourceManager, EcsRegistry *registry, vk::Queue transferQueue,
u32 transferQueueIndex, u32 graphicsQueueIndex);
~AssetLoader();
AssetLoader(AssetLoader &&other) noexcept;
AssetLoader &operator=(AssetLoader &&other) noexcept;
private:
TextureHandle LoadImageToGpu(StagingBuffer *stagingBuffer, tinygltf::Image *image, bool isSrgb) const;
void
ProcessNode(tinygltf::Model *model, eastl::vector<vec4> *vertexPositions, eastl::vector<VertexData> *vertexData,
eastl::vector<u32> *indices, eastl::vector<Entity> *entities,
const std::function<u32(i32)> &loadMaterial, int current, Entity parent);
public:
DISALLOW_COPY_AND_ASSIGN(AssetLoader);
};
void GenerateMipMaps(vk::CommandBuffer commandBuffer, Texture *texture, vk::ImageLayout initialLayout,
vk::ImageLayout finalLayout,
vk::PipelineStageFlags2 prevStage = vk::PipelineStageFlagBits2::eAllCommands,
vk::PipelineStageFlags2 finalStage = vk::PipelineStageFlagBits2::eAllCommands);