project-aster/samples/03_model_render/asset_loader.h

123 lines
3.5 KiB
C++

// =============================================
// Aster: asset_loader.h
// Copyright (c) 2020-2024 Anish Bhobe
// =============================================
#pragma once
#include "buffer.h"
#include "global.h"
#include "gpu_resource_manager.h"
#include "nodes.h"
namespace tinygltf
{
struct Image;
}
struct Image;
struct TextureHandle;
struct Texture;
constexpr auto GLTF_ASCII_FILE_EXTENSION = ".gltf";
constexpr auto GLTF_BINARY_FILE_EXTENSION = ".glb";
struct MeshPrimitive
{
u32 m_VertexOffset;
u32 m_FirstIndex;
u32 m_IndexCount;
i32 m_MaterialIdx; // <0 for invalid
i32 m_TransformIdx;
};
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
};
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
{
GpuResourceManager *m_ResourceManager;
eastl::vector<TextureHandle> m_TextureHandles;
Nodes m_Nodes;
struct ModelHandles
{
BufferHandle m_VertexPositionHandle;
BufferHandle m_VertexDataHandle;
BufferHandle m_MaterialsHandle;
BufferHandle m_NodeHandle;
} m_Handles;
IndexBuffer m_IndexBuffer;
eastl::vector<MeshPrimitive> m_MeshPrimitives;
[[nodiscard]] const mat4 &GetModelTransform() const;
void SetModelTransform(const mat4 &transform);
void Update();
Model(GpuResourceManager *resourceManager, eastl::vector<TextureHandle> &&textureHandles, Nodes &&nodes,
const ModelHandles &handles, const IndexBuffer &indexBuffer,
const eastl::vector<MeshPrimitive> &meshPrimitives);
~Model();
Model(Model &&other) noexcept;
Model &operator=(Model &&other) noexcept;
Model(const Model &) = delete;
const Model &operator=(const Model &) = delete;
};
struct AssetLoader
{
GpuResourceManager *m_ResourceManager;
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;
TextureHandle LoadImageToGpu(StagingBuffer *stagingBuffer, tinygltf::Image *image, bool isSrgb) 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(GpuResourceManager *resourceManager, vk::Queue transferQueue, u32 transferQueueIndex,
u32 graphicsQueueIndex);
~AssetLoader();
AssetLoader(AssetLoader &&other) noexcept;
AssetLoader &operator=(AssetLoader &&other) noexcept;
DISALLOW_COPY_AND_ASSIGN(AssetLoader);
};
void GenerateMipMaps(vk::CommandBuffer commandBuffer, Texture *texture, vk::ImageLayout initialLayout,
vk::ImageLayout finalLayout);