2026-04-02 03:03:36 +08:00
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Core/Math/Bounds.h>
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#include <XCEngine/Core/Math/Vector2.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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2026-04-02 19:00:48 +08:00
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#include <XCEngine/Resources/Shader/Shader.h>
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2026-04-02 03:03:36 +08:00
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#include <XCEngine/Resources/Texture/Texture.h>
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#include <algorithm>
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#include <cmath>
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#include <vector>
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namespace XCEngine {
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namespace Resources {
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namespace {
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constexpr const char* kBuiltinPrefix = "builtin://";
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constexpr const char* kBuiltinMeshPrefix = "builtin://meshes/";
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constexpr const char* kBuiltinMaterialPrefix = "builtin://materials/";
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2026-04-02 19:00:48 +08:00
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constexpr const char* kBuiltinShaderPrefix = "builtin://shaders/";
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2026-04-02 03:03:36 +08:00
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constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
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constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
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2026-04-02 19:00:48 +08:00
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constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit";
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2026-04-02 03:03:36 +08:00
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constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
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constexpr float kPi = 3.14159265358979323846f;
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struct MeshBuffers {
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std::vector<StaticMeshVertex> vertices;
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std::vector<Core::uint32> indices;
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};
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2026-04-02 19:00:48 +08:00
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const char kBuiltinForwardHlsl[] = R"(
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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cbuffer PerObjectConstants : register(b1) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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struct VSInput {
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
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output.texcoord = input.texcoord;
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return output;
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.a < 0.5f) {
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return baseColor;
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}
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float3 normalWS = normalize(input.normalWS);
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float3 lighting = float3(0.28f, 0.28f, 0.28f) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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return float4(baseColor.rgb * lighting, baseColor.a);
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}
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)";
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const char kBuiltinForwardVertexShader[] = R"(#version 430
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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out vec3 vNormalWS;
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out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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)";
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const char kBuiltinForwardFragmentShader[] = R"(#version 430
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layout(binding = 1) uniform sampler2D uBaseColorTexture;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(std140, binding = 2) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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in vec3 vNormalWS;
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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)";
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const char kBuiltinForwardVulkanVertexShader[] = R"(#version 450
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(location = 0) out vec3 vNormalWS;
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layout(location = 1) out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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)";
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const char kBuiltinForwardVulkanFragmentShader[] = R"(#version 450
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layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
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layout(set = 4, binding = 0) uniform sampler uLinearSampler;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(set = 2, binding = 0, std140) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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layout(location = 0) in vec3 vNormalWS;
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layout(location = 1) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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)";
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2026-04-02 03:03:36 +08:00
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Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) {
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if (vertices.empty()) {
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return Math::Bounds();
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}
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Math::Vector3 min = vertices.front().position;
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Math::Vector3 max = vertices.front().position;
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for (const StaticMeshVertex& vertex : vertices) {
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min.x = std::min(min.x, vertex.position.x);
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min.y = std::min(min.y, vertex.position.y);
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min.z = std::min(min.z, vertex.position.z);
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max.x = std::max(max.x, vertex.position.x);
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max.y = std::max(max.y, vertex.position.y);
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max.z = std::max(max.z, vertex.position.z);
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}
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Math::Bounds bounds;
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bounds.SetMinMax(min, max);
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return bounds;
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}
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StaticMeshVertex MakeVertex(
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const Math::Vector3& position,
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const Math::Vector3& normal,
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const Math::Vector3& tangent,
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const Math::Vector2& uv) {
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StaticMeshVertex vertex;
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vertex.position = position;
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vertex.normal = normal.Normalized();
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vertex.tangent = tangent.Normalized();
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vertex.bitangent = Math::Vector3::Cross(vertex.normal, vertex.tangent).Normalized();
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vertex.uv0 = uv;
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return vertex;
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}
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void AppendQuad(
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MeshBuffers& buffers,
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const Math::Vector3& bottomLeft,
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const Math::Vector3& bottomRight,
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const Math::Vector3& topRight,
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const Math::Vector3& topLeft,
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const Math::Vector3& normal,
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const Math::Vector3& tangent) {
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const Core::uint32 baseIndex = static_cast<Core::uint32>(buffers.vertices.size());
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buffers.vertices.push_back(MakeVertex(bottomLeft, normal, tangent, Math::Vector2(0.0f, 0.0f)));
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buffers.vertices.push_back(MakeVertex(bottomRight, normal, tangent, Math::Vector2(1.0f, 0.0f)));
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buffers.vertices.push_back(MakeVertex(topRight, normal, tangent, Math::Vector2(1.0f, 1.0f)));
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buffers.vertices.push_back(MakeVertex(topLeft, normal, tangent, Math::Vector2(0.0f, 1.0f)));
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buffers.indices.push_back(baseIndex + 0);
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buffers.indices.push_back(baseIndex + 1);
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buffers.indices.push_back(baseIndex + 2);
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buffers.indices.push_back(baseIndex + 0);
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buffers.indices.push_back(baseIndex + 2);
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buffers.indices.push_back(baseIndex + 3);
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}
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void FlipTriangleWinding(MeshBuffers& buffers) {
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for (size_t index = 0; index + 2 < buffers.indices.size(); index += 3) {
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std::swap(buffers.indices[index + 1], buffers.indices[index + 2]);
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}
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}
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MeshBuffers CreateCubeMeshBuffers() {
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MeshBuffers buffers;
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const float half = 0.5f;
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AppendQuad(
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buffers,
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Math::Vector3(-half, -half, half),
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Math::Vector3(half, -half, half),
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Math::Vector3(half, half, half),
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Math::Vector3(-half, half, half),
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Math::Vector3::Forward(),
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Math::Vector3::Right());
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AppendQuad(
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buffers,
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Math::Vector3(half, -half, -half),
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Math::Vector3(-half, -half, -half),
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Math::Vector3(-half, half, -half),
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Math::Vector3(half, half, -half),
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Math::Vector3::Back(),
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Math::Vector3::Left());
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AppendQuad(
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buffers,
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Math::Vector3(-half, -half, -half),
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Math::Vector3(-half, -half, half),
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Math::Vector3(-half, half, half),
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Math::Vector3(-half, half, -half),
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Math::Vector3::Left(),
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Math::Vector3::Forward());
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AppendQuad(
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buffers,
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Math::Vector3(half, -half, half),
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Math::Vector3(half, -half, -half),
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Math::Vector3(half, half, -half),
|
|
|
|
|
Math::Vector3(half, half, half),
|
|
|
|
|
Math::Vector3::Right(),
|
|
|
|
|
Math::Vector3::Back());
|
|
|
|
|
AppendQuad(
|
|
|
|
|
buffers,
|
|
|
|
|
Math::Vector3(-half, half, half),
|
|
|
|
|
Math::Vector3(half, half, half),
|
|
|
|
|
Math::Vector3(half, half, -half),
|
|
|
|
|
Math::Vector3(-half, half, -half),
|
|
|
|
|
Math::Vector3::Up(),
|
|
|
|
|
Math::Vector3::Right());
|
|
|
|
|
AppendQuad(
|
|
|
|
|
buffers,
|
|
|
|
|
Math::Vector3(-half, -half, -half),
|
|
|
|
|
Math::Vector3(half, -half, -half),
|
|
|
|
|
Math::Vector3(half, -half, half),
|
|
|
|
|
Math::Vector3(-half, -half, half),
|
|
|
|
|
Math::Vector3::Down(),
|
|
|
|
|
Math::Vector3::Right());
|
|
|
|
|
|
|
|
|
|
return buffers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MeshBuffers CreateQuadMeshBuffers() {
|
|
|
|
|
MeshBuffers buffers;
|
|
|
|
|
AppendQuad(
|
|
|
|
|
buffers,
|
|
|
|
|
Math::Vector3(-0.5f, -0.5f, 0.0f),
|
|
|
|
|
Math::Vector3(0.5f, -0.5f, 0.0f),
|
|
|
|
|
Math::Vector3(0.5f, 0.5f, 0.0f),
|
|
|
|
|
Math::Vector3(-0.5f, 0.5f, 0.0f),
|
|
|
|
|
Math::Vector3::Forward(),
|
|
|
|
|
Math::Vector3::Right());
|
|
|
|
|
return buffers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MeshBuffers CreatePlaneMeshBuffers() {
|
|
|
|
|
MeshBuffers buffers;
|
|
|
|
|
constexpr int kSegments = 10;
|
|
|
|
|
constexpr float kSize = 10.0f;
|
|
|
|
|
const float halfSize = kSize * 0.5f;
|
|
|
|
|
const float step = kSize / static_cast<float>(kSegments);
|
|
|
|
|
|
|
|
|
|
for (int z = 0; z <= kSegments; ++z) {
|
|
|
|
|
for (int x = 0; x <= kSegments; ++x) {
|
|
|
|
|
const float px = -halfSize + static_cast<float>(x) * step;
|
|
|
|
|
const float pz = -halfSize + static_cast<float>(z) * step;
|
|
|
|
|
const float u = static_cast<float>(x) / static_cast<float>(kSegments);
|
|
|
|
|
const float v = static_cast<float>(z) / static_cast<float>(kSegments);
|
|
|
|
|
buffers.vertices.push_back(MakeVertex(
|
|
|
|
|
Math::Vector3(px, 0.0f, pz),
|
|
|
|
|
Math::Vector3::Up(),
|
|
|
|
|
Math::Vector3::Right(),
|
|
|
|
|
Math::Vector2(u, v)));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int rowStride = kSegments + 1;
|
|
|
|
|
for (int z = 0; z < kSegments; ++z) {
|
|
|
|
|
for (int x = 0; x < kSegments; ++x) {
|
|
|
|
|
const Core::uint32 i0 = static_cast<Core::uint32>(z * rowStride + x);
|
|
|
|
|
const Core::uint32 i1 = i0 + 1;
|
|
|
|
|
const Core::uint32 i2 = i0 + static_cast<Core::uint32>(rowStride);
|
|
|
|
|
const Core::uint32 i3 = i2 + 1;
|
|
|
|
|
|
|
|
|
|
buffers.indices.push_back(i0);
|
|
|
|
|
buffers.indices.push_back(i3);
|
|
|
|
|
buffers.indices.push_back(i1);
|
|
|
|
|
buffers.indices.push_back(i0);
|
|
|
|
|
buffers.indices.push_back(i2);
|
|
|
|
|
buffers.indices.push_back(i3);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return buffers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MeshBuffers CreateUvSphereMeshBuffers() {
|
|
|
|
|
MeshBuffers buffers;
|
|
|
|
|
constexpr int kLongitudeSegments = 24;
|
|
|
|
|
constexpr int kLatitudeSegments = 16;
|
|
|
|
|
constexpr float kRadius = 0.5f;
|
|
|
|
|
|
|
|
|
|
for (int latitude = 0; latitude <= kLatitudeSegments; ++latitude) {
|
|
|
|
|
const float v = static_cast<float>(latitude) / static_cast<float>(kLatitudeSegments);
|
|
|
|
|
const float theta = v * kPi;
|
|
|
|
|
const float sinTheta = std::sin(theta);
|
|
|
|
|
const float cosTheta = std::cos(theta);
|
|
|
|
|
|
|
|
|
|
for (int longitude = 0; longitude <= kLongitudeSegments; ++longitude) {
|
|
|
|
|
const float u = static_cast<float>(longitude) / static_cast<float>(kLongitudeSegments);
|
|
|
|
|
const float phi = u * (2.0f * kPi);
|
|
|
|
|
const float sinPhi = std::sin(phi);
|
|
|
|
|
const float cosPhi = std::cos(phi);
|
|
|
|
|
|
|
|
|
|
const Math::Vector3 normal(cosPhi * sinTheta, cosTheta, sinPhi * sinTheta);
|
|
|
|
|
Math::Vector3 tangent(-sinPhi, 0.0f, cosPhi);
|
|
|
|
|
if (tangent.SqrMagnitude() <= 0.000001f) {
|
|
|
|
|
tangent = Math::Vector3::Right();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
buffers.vertices.push_back(MakeVertex(
|
|
|
|
|
normal * kRadius,
|
|
|
|
|
normal,
|
|
|
|
|
tangent,
|
|
|
|
|
Math::Vector2(u, 1.0f - v)));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int stride = kLongitudeSegments + 1;
|
|
|
|
|
for (int latitude = 0; latitude < kLatitudeSegments; ++latitude) {
|
|
|
|
|
for (int longitude = 0; longitude < kLongitudeSegments; ++longitude) {
|
|
|
|
|
const Core::uint32 i0 = static_cast<Core::uint32>(latitude * stride + longitude);
|
|
|
|
|
const Core::uint32 i1 = i0 + 1;
|
|
|
|
|
const Core::uint32 i2 = i0 + static_cast<Core::uint32>(stride);
|
|
|
|
|
const Core::uint32 i3 = i2 + 1;
|
|
|
|
|
|
|
|
|
|
buffers.indices.push_back(i0);
|
|
|
|
|
buffers.indices.push_back(i2);
|
|
|
|
|
buffers.indices.push_back(i1);
|
|
|
|
|
buffers.indices.push_back(i1);
|
|
|
|
|
buffers.indices.push_back(i2);
|
|
|
|
|
buffers.indices.push_back(i3);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return buffers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MeshBuffers CreateCylinderMeshBuffers() {
|
|
|
|
|
MeshBuffers buffers;
|
|
|
|
|
constexpr int kRadialSegments = 24;
|
|
|
|
|
constexpr float kRadius = 0.5f;
|
|
|
|
|
constexpr float kHalfHeight = 1.0f;
|
|
|
|
|
|
|
|
|
|
for (int ring = 0; ring <= 1; ++ring) {
|
|
|
|
|
const float y = ring == 0 ? -kHalfHeight : kHalfHeight;
|
|
|
|
|
const float v = static_cast<float>(ring);
|
|
|
|
|
for (int segment = 0; segment <= kRadialSegments; ++segment) {
|
|
|
|
|
const float u = static_cast<float>(segment) / static_cast<float>(kRadialSegments);
|
|
|
|
|
const float angle = u * (2.0f * kPi);
|
|
|
|
|
const float cosAngle = std::cos(angle);
|
|
|
|
|
const float sinAngle = std::sin(angle);
|
|
|
|
|
const Math::Vector3 normal(cosAngle, 0.0f, sinAngle);
|
|
|
|
|
const Math::Vector3 tangent(-sinAngle, 0.0f, cosAngle);
|
|
|
|
|
buffers.vertices.push_back(MakeVertex(
|
|
|
|
|
Math::Vector3(cosAngle * kRadius, y, sinAngle * kRadius),
|
|
|
|
|
normal,
|
|
|
|
|
tangent,
|
|
|
|
|
Math::Vector2(u, v)));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int sideStride = kRadialSegments + 1;
|
|
|
|
|
for (int segment = 0; segment < kRadialSegments; ++segment) {
|
|
|
|
|
const Core::uint32 i0 = static_cast<Core::uint32>(segment);
|
|
|
|
|
const Core::uint32 i1 = i0 + 1;
|
|
|
|
|
const Core::uint32 i2 = i0 + static_cast<Core::uint32>(sideStride);
|
|
|
|
|
const Core::uint32 i3 = i2 + 1;
|
|
|
|
|
|
|
|
|
|
buffers.indices.push_back(i0);
|
|
|
|
|
buffers.indices.push_back(i2);
|
|
|
|
|
buffers.indices.push_back(i1);
|
|
|
|
|
buffers.indices.push_back(i1);
|
|
|
|
|
buffers.indices.push_back(i2);
|
|
|
|
|
buffers.indices.push_back(i3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const auto appendCap = [&](bool topCap) {
|
|
|
|
|
const float y = topCap ? kHalfHeight : -kHalfHeight;
|
|
|
|
|
const Math::Vector3 normal = topCap ? Math::Vector3::Up() : Math::Vector3::Down();
|
|
|
|
|
const Core::uint32 centerIndex = static_cast<Core::uint32>(buffers.vertices.size());
|
|
|
|
|
buffers.vertices.push_back(MakeVertex(
|
|
|
|
|
Math::Vector3(0.0f, y, 0.0f),
|
|
|
|
|
normal,
|
|
|
|
|
Math::Vector3::Right(),
|
|
|
|
|
Math::Vector2(0.5f, 0.5f)));
|
|
|
|
|
|
|
|
|
|
for (int segment = 0; segment <= kRadialSegments; ++segment) {
|
|
|
|
|
const float u = static_cast<float>(segment) / static_cast<float>(kRadialSegments);
|
|
|
|
|
const float angle = u * (2.0f * kPi);
|
|
|
|
|
const float cosAngle = std::cos(angle);
|
|
|
|
|
const float sinAngle = std::sin(angle);
|
|
|
|
|
buffers.vertices.push_back(MakeVertex(
|
|
|
|
|
Math::Vector3(cosAngle * kRadius, y, sinAngle * kRadius),
|
|
|
|
|
normal,
|
|
|
|
|
Math::Vector3::Right(),
|
|
|
|
|
Math::Vector2(cosAngle * 0.5f + 0.5f, sinAngle * 0.5f + 0.5f)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int segment = 0; segment < kRadialSegments; ++segment) {
|
|
|
|
|
const Core::uint32 rim0 = centerIndex + 1 + static_cast<Core::uint32>(segment);
|
|
|
|
|
const Core::uint32 rim1 = rim0 + 1;
|
|
|
|
|
if (topCap) {
|
|
|
|
|
buffers.indices.push_back(centerIndex);
|
|
|
|
|
buffers.indices.push_back(rim0);
|
|
|
|
|
buffers.indices.push_back(rim1);
|
|
|
|
|
} else {
|
|
|
|
|
buffers.indices.push_back(centerIndex);
|
|
|
|
|
buffers.indices.push_back(rim1);
|
|
|
|
|
buffers.indices.push_back(rim0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
appendCap(true);
|
|
|
|
|
appendCap(false);
|
|
|
|
|
return buffers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MeshBuffers CreateCapsuleMeshBuffers() {
|
|
|
|
|
MeshBuffers buffers;
|
|
|
|
|
constexpr int kRadialSegments = 24;
|
|
|
|
|
constexpr int kHemisphereSegments = 8;
|
|
|
|
|
constexpr float kRadius = 0.5f;
|
|
|
|
|
constexpr float kHalfCylinderHeight = 0.5f;
|
|
|
|
|
|
|
|
|
|
struct RingDefinition {
|
|
|
|
|
float y = 0.0f;
|
|
|
|
|
float radius = 0.0f;
|
|
|
|
|
Math::Vector3 normalBase = Math::Vector3::Zero();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
std::vector<RingDefinition> rings;
|
|
|
|
|
rings.reserve(static_cast<size_t>(kHemisphereSegments * 2 + 2));
|
|
|
|
|
|
|
|
|
|
for (int step = 0; step <= kHemisphereSegments; ++step) {
|
|
|
|
|
const float t = static_cast<float>(step) / static_cast<float>(kHemisphereSegments);
|
|
|
|
|
const float angle = -0.5f * kPi + t * (0.5f * kPi);
|
|
|
|
|
const float ringRadius = std::cos(angle) * kRadius;
|
|
|
|
|
const float y = std::sin(angle) * kRadius - kHalfCylinderHeight;
|
|
|
|
|
const Math::Vector3 normalBase(0.0f, std::sin(angle), 0.0f);
|
|
|
|
|
rings.push_back({ y, ringRadius, normalBase });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int step = 0; step <= kHemisphereSegments; ++step) {
|
|
|
|
|
const float t = static_cast<float>(step) / static_cast<float>(kHemisphereSegments);
|
|
|
|
|
const float angle = t * (0.5f * kPi);
|
|
|
|
|
const float ringRadius = std::cos(angle) * kRadius;
|
|
|
|
|
const float y = std::sin(angle) * kRadius + kHalfCylinderHeight;
|
|
|
|
|
const Math::Vector3 normalBase(0.0f, std::sin(angle), 0.0f);
|
|
|
|
|
rings.push_back({ y, ringRadius, normalBase });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (size_t ringIndex = 0; ringIndex < rings.size(); ++ringIndex) {
|
|
|
|
|
const float v = rings.size() > 1
|
|
|
|
|
? static_cast<float>(ringIndex) / static_cast<float>(rings.size() - 1)
|
|
|
|
|
: 0.0f;
|
|
|
|
|
for (int segment = 0; segment <= kRadialSegments; ++segment) {
|
|
|
|
|
const float u = static_cast<float>(segment) / static_cast<float>(kRadialSegments);
|
|
|
|
|
const float angle = u * (2.0f * kPi);
|
|
|
|
|
const float cosAngle = std::cos(angle);
|
|
|
|
|
const float sinAngle = std::sin(angle);
|
|
|
|
|
const Math::Vector3 radial(cosAngle, 0.0f, sinAngle);
|
|
|
|
|
|
|
|
|
|
Math::Vector3 normal(
|
|
|
|
|
radial.x * rings[ringIndex].radius,
|
|
|
|
|
rings[ringIndex].normalBase.y * kRadius,
|
|
|
|
|
radial.z * rings[ringIndex].radius);
|
|
|
|
|
normal = normal.Normalized();
|
|
|
|
|
if (normal.SqrMagnitude() <= 0.000001f) {
|
|
|
|
|
normal = rings[ringIndex].y >= 0.0f ? Math::Vector3::Up() : Math::Vector3::Down();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const Math::Vector3 tangent(-sinAngle, 0.0f, cosAngle);
|
|
|
|
|
buffers.vertices.push_back(MakeVertex(
|
|
|
|
|
Math::Vector3(radial.x * rings[ringIndex].radius, rings[ringIndex].y, radial.z * rings[ringIndex].radius),
|
|
|
|
|
normal,
|
|
|
|
|
tangent,
|
|
|
|
|
Math::Vector2(u, 1.0f - v)));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int stride = kRadialSegments + 1;
|
|
|
|
|
for (size_t ringIndex = 0; ringIndex + 1 < rings.size(); ++ringIndex) {
|
|
|
|
|
for (int segment = 0; segment < kRadialSegments; ++segment) {
|
|
|
|
|
const Core::uint32 i0 = static_cast<Core::uint32>(ringIndex * stride + static_cast<size_t>(segment));
|
|
|
|
|
const Core::uint32 i1 = i0 + 1;
|
|
|
|
|
const Core::uint32 i2 = i0 + static_cast<Core::uint32>(stride);
|
|
|
|
|
const Core::uint32 i3 = i2 + 1;
|
|
|
|
|
|
|
|
|
|
buffers.indices.push_back(i0);
|
|
|
|
|
buffers.indices.push_back(i2);
|
|
|
|
|
buffers.indices.push_back(i1);
|
|
|
|
|
buffers.indices.push_back(i1);
|
|
|
|
|
buffers.indices.push_back(i2);
|
|
|
|
|
buffers.indices.push_back(i3);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return buffers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Mesh* BuildMeshResource(
|
|
|
|
|
const Containers::String& path,
|
|
|
|
|
const char* displayName,
|
|
|
|
|
MeshBuffers&& buffers) {
|
|
|
|
|
if (buffers.vertices.empty() || buffers.indices.empty()) {
|
|
|
|
|
return nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto* mesh = new Mesh();
|
|
|
|
|
IResource::ConstructParams params;
|
|
|
|
|
params.name = Containers::String(displayName);
|
|
|
|
|
params.path = path;
|
|
|
|
|
params.guid = ResourceGUID::Generate(path);
|
|
|
|
|
params.memorySize = 0;
|
|
|
|
|
mesh->Initialize(params);
|
|
|
|
|
|
|
|
|
|
mesh->SetVertexData(
|
|
|
|
|
buffers.vertices.data(),
|
|
|
|
|
buffers.vertices.size() * sizeof(StaticMeshVertex),
|
|
|
|
|
static_cast<Core::uint32>(buffers.vertices.size()),
|
|
|
|
|
sizeof(StaticMeshVertex),
|
|
|
|
|
VertexAttribute::Position |
|
|
|
|
|
VertexAttribute::Normal |
|
|
|
|
|
VertexAttribute::Tangent |
|
|
|
|
|
VertexAttribute::Bitangent |
|
|
|
|
|
VertexAttribute::UV0);
|
|
|
|
|
|
|
|
|
|
if (buffers.vertices.size() > 65535u) {
|
|
|
|
|
mesh->SetIndexData(
|
|
|
|
|
buffers.indices.data(),
|
|
|
|
|
buffers.indices.size() * sizeof(Core::uint32),
|
|
|
|
|
static_cast<Core::uint32>(buffers.indices.size()),
|
|
|
|
|
true);
|
|
|
|
|
} else {
|
|
|
|
|
std::vector<Core::uint16> compactIndices;
|
|
|
|
|
compactIndices.reserve(buffers.indices.size());
|
|
|
|
|
for (Core::uint32 index : buffers.indices) {
|
|
|
|
|
compactIndices.push_back(static_cast<Core::uint16>(index));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mesh->SetIndexData(
|
|
|
|
|
compactIndices.data(),
|
|
|
|
|
compactIndices.size() * sizeof(Core::uint16),
|
|
|
|
|
static_cast<Core::uint32>(compactIndices.size()),
|
|
|
|
|
false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const Math::Bounds bounds = ComputeBounds(buffers.vertices);
|
|
|
|
|
mesh->SetBounds(bounds);
|
|
|
|
|
|
|
|
|
|
MeshSection section = {};
|
|
|
|
|
section.baseVertex = 0;
|
|
|
|
|
section.vertexCount = static_cast<Core::uint32>(buffers.vertices.size());
|
|
|
|
|
section.startIndex = 0;
|
|
|
|
|
section.indexCount = static_cast<Core::uint32>(buffers.indices.size());
|
|
|
|
|
section.materialID = 0;
|
|
|
|
|
section.bounds = bounds;
|
|
|
|
|
mesh->AddSection(section);
|
|
|
|
|
|
|
|
|
|
return mesh;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-02 19:00:48 +08:00
|
|
|
void AddBuiltinShaderStageVariant(
|
|
|
|
|
Shader& shader,
|
|
|
|
|
const Containers::String& passName,
|
|
|
|
|
ShaderType stage,
|
|
|
|
|
ShaderLanguage language,
|
|
|
|
|
ShaderBackend backend,
|
|
|
|
|
const char* sourceCode,
|
|
|
|
|
const char* entryPoint,
|
|
|
|
|
const char* profile) {
|
|
|
|
|
ShaderStageVariant variant = {};
|
|
|
|
|
variant.stage = stage;
|
|
|
|
|
variant.language = language;
|
|
|
|
|
variant.backend = backend;
|
|
|
|
|
variant.sourceCode = Containers::String(sourceCode);
|
|
|
|
|
variant.entryPoint = Containers::String(entryPoint);
|
|
|
|
|
variant.profile = Containers::String(profile);
|
|
|
|
|
shader.AddPassVariant(passName, variant);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
size_t CalculateBuiltinShaderMemorySize(const Shader& shader) {
|
|
|
|
|
size_t memorySize = sizeof(Shader) + shader.GetName().Length() + shader.GetPath().Length();
|
|
|
|
|
for (const ShaderPass& pass : shader.GetPasses()) {
|
|
|
|
|
memorySize += pass.name.Length();
|
|
|
|
|
for (const ShaderPassTagEntry& tag : pass.tags) {
|
|
|
|
|
memorySize += tag.name.Length();
|
|
|
|
|
memorySize += tag.value.Length();
|
|
|
|
|
}
|
|
|
|
|
for (const ShaderStageVariant& variant : pass.variants) {
|
|
|
|
|
memorySize += variant.entryPoint.Length();
|
|
|
|
|
memorySize += variant.profile.Length();
|
|
|
|
|
memorySize += variant.sourceCode.Length();
|
|
|
|
|
memorySize += variant.compiledBinary.Size();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return memorySize;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Shader* BuildBuiltinForwardLitShader(const Containers::String& path) {
|
|
|
|
|
auto* shader = new Shader();
|
|
|
|
|
IResource::ConstructParams params;
|
|
|
|
|
params.name = Containers::String("Builtin Forward Lit");
|
|
|
|
|
params.path = path;
|
|
|
|
|
params.guid = ResourceGUID::Generate(path);
|
|
|
|
|
params.memorySize = 0;
|
|
|
|
|
shader->Initialize(params);
|
|
|
|
|
|
|
|
|
|
const Containers::String passName("ForwardLit");
|
|
|
|
|
shader->SetPassTag(passName, "LightMode", "ForwardBase");
|
|
|
|
|
|
|
|
|
|
AddBuiltinShaderStageVariant(
|
|
|
|
|
*shader,
|
|
|
|
|
passName,
|
|
|
|
|
ShaderType::Vertex,
|
|
|
|
|
ShaderLanguage::HLSL,
|
|
|
|
|
ShaderBackend::D3D12,
|
|
|
|
|
kBuiltinForwardHlsl,
|
|
|
|
|
"MainVS",
|
|
|
|
|
"vs_5_0");
|
|
|
|
|
AddBuiltinShaderStageVariant(
|
|
|
|
|
*shader,
|
|
|
|
|
passName,
|
|
|
|
|
ShaderType::Fragment,
|
|
|
|
|
ShaderLanguage::HLSL,
|
|
|
|
|
ShaderBackend::D3D12,
|
|
|
|
|
kBuiltinForwardHlsl,
|
|
|
|
|
"MainPS",
|
|
|
|
|
"ps_5_0");
|
|
|
|
|
|
|
|
|
|
AddBuiltinShaderStageVariant(
|
|
|
|
|
*shader,
|
|
|
|
|
passName,
|
|
|
|
|
ShaderType::Vertex,
|
|
|
|
|
ShaderLanguage::GLSL,
|
|
|
|
|
ShaderBackend::OpenGL,
|
|
|
|
|
kBuiltinForwardVertexShader,
|
|
|
|
|
"main",
|
|
|
|
|
"vs_4_30");
|
|
|
|
|
AddBuiltinShaderStageVariant(
|
|
|
|
|
*shader,
|
|
|
|
|
passName,
|
|
|
|
|
ShaderType::Fragment,
|
|
|
|
|
ShaderLanguage::GLSL,
|
|
|
|
|
ShaderBackend::OpenGL,
|
|
|
|
|
kBuiltinForwardFragmentShader,
|
|
|
|
|
"main",
|
|
|
|
|
"fs_4_30");
|
|
|
|
|
|
|
|
|
|
AddBuiltinShaderStageVariant(
|
|
|
|
|
*shader,
|
|
|
|
|
passName,
|
|
|
|
|
ShaderType::Vertex,
|
|
|
|
|
ShaderLanguage::GLSL,
|
|
|
|
|
ShaderBackend::Vulkan,
|
|
|
|
|
kBuiltinForwardVulkanVertexShader,
|
|
|
|
|
"main",
|
|
|
|
|
"vs_4_50");
|
|
|
|
|
AddBuiltinShaderStageVariant(
|
|
|
|
|
*shader,
|
|
|
|
|
passName,
|
|
|
|
|
ShaderType::Fragment,
|
|
|
|
|
ShaderLanguage::GLSL,
|
|
|
|
|
ShaderBackend::Vulkan,
|
|
|
|
|
kBuiltinForwardVulkanFragmentShader,
|
|
|
|
|
"main",
|
|
|
|
|
"fs_4_50");
|
|
|
|
|
|
|
|
|
|
shader->m_memorySize = CalculateBuiltinShaderMemorySize(*shader);
|
|
|
|
|
return shader;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-02 03:03:36 +08:00
|
|
|
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
|
|
|
|
|
auto* material = new Material();
|
|
|
|
|
IResource::ConstructParams params;
|
|
|
|
|
params.name = Containers::String("Default Primitive Material");
|
|
|
|
|
params.path = path;
|
|
|
|
|
params.guid = ResourceGUID::Generate(path);
|
|
|
|
|
params.memorySize = 0;
|
|
|
|
|
material->Initialize(params);
|
|
|
|
|
|
|
|
|
|
MaterialRenderState renderState = {};
|
|
|
|
|
renderState.cullMode = MaterialCullMode::Back;
|
|
|
|
|
material->SetRenderState(renderState);
|
|
|
|
|
material->SetRenderQueue(MaterialRenderQueue::Geometry);
|
2026-04-02 19:00:48 +08:00
|
|
|
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
|
2026-04-02 03:03:36 +08:00
|
|
|
material->SetTexture(
|
|
|
|
|
Containers::String("baseColorTexture"),
|
|
|
|
|
ResourceManager::Get().Load<Texture>(GetBuiltinDefaultPrimitiveTexturePath()));
|
|
|
|
|
material->RecalculateMemorySize();
|
|
|
|
|
return material;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Texture* BuildDefaultPrimitiveTexture(const Containers::String& path) {
|
|
|
|
|
static const unsigned char kTexturePixels[4] = { 214, 214, 214, 255 };
|
|
|
|
|
|
|
|
|
|
auto* texture = new Texture();
|
|
|
|
|
IResource::ConstructParams params;
|
|
|
|
|
params.name = Containers::String("Default Primitive Albedo");
|
|
|
|
|
params.path = path;
|
|
|
|
|
params.guid = ResourceGUID::Generate(path);
|
|
|
|
|
params.memorySize = 0;
|
|
|
|
|
texture->Initialize(params);
|
|
|
|
|
|
|
|
|
|
if (!texture->Create(
|
|
|
|
|
1,
|
|
|
|
|
1,
|
|
|
|
|
1,
|
|
|
|
|
1,
|
|
|
|
|
TextureType::Texture2D,
|
|
|
|
|
TextureFormat::RGBA8_UNORM,
|
|
|
|
|
kTexturePixels,
|
|
|
|
|
sizeof(kTexturePixels))) {
|
|
|
|
|
delete texture;
|
|
|
|
|
return nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return texture;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
bool IsBuiltinResourcePath(const Containers::String& path) {
|
|
|
|
|
return path.StartsWith(kBuiltinPrefix);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsBuiltinMeshPath(const Containers::String& path) {
|
|
|
|
|
return path.StartsWith(kBuiltinMeshPrefix);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsBuiltinMaterialPath(const Containers::String& path) {
|
|
|
|
|
return path.StartsWith(kBuiltinMaterialPrefix);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-02 19:00:48 +08:00
|
|
|
bool IsBuiltinShaderPath(const Containers::String& path) {
|
|
|
|
|
return path.StartsWith(kBuiltinShaderPrefix);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-02 03:03:36 +08:00
|
|
|
bool IsBuiltinTexturePath(const Containers::String& path) {
|
|
|
|
|
return path.StartsWith(kBuiltinTexturePrefix);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const char* GetBuiltinPrimitiveDisplayName(BuiltinPrimitiveType primitiveType) {
|
|
|
|
|
switch (primitiveType) {
|
|
|
|
|
case BuiltinPrimitiveType::Cube: return "Cube";
|
|
|
|
|
case BuiltinPrimitiveType::Sphere: return "Sphere";
|
|
|
|
|
case BuiltinPrimitiveType::Capsule: return "Capsule";
|
|
|
|
|
case BuiltinPrimitiveType::Cylinder: return "Cylinder";
|
|
|
|
|
case BuiltinPrimitiveType::Plane: return "Plane";
|
|
|
|
|
case BuiltinPrimitiveType::Quad: return "Quad";
|
|
|
|
|
default: return "Primitive";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType) {
|
|
|
|
|
switch (primitiveType) {
|
|
|
|
|
case BuiltinPrimitiveType::Cube: return Containers::String("builtin://meshes/cube");
|
|
|
|
|
case BuiltinPrimitiveType::Sphere: return Containers::String("builtin://meshes/sphere");
|
|
|
|
|
case BuiltinPrimitiveType::Capsule: return Containers::String("builtin://meshes/capsule");
|
|
|
|
|
case BuiltinPrimitiveType::Cylinder: return Containers::String("builtin://meshes/cylinder");
|
|
|
|
|
case BuiltinPrimitiveType::Plane: return Containers::String("builtin://meshes/plane");
|
|
|
|
|
case BuiltinPrimitiveType::Quad: return Containers::String("builtin://meshes/quad");
|
|
|
|
|
default: return Containers::String();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Containers::String GetBuiltinDefaultPrimitiveMaterialPath() {
|
|
|
|
|
return Containers::String(kBuiltinDefaultPrimitiveMaterialPath);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-02 19:00:48 +08:00
|
|
|
Containers::String GetBuiltinForwardLitShaderPath() {
|
|
|
|
|
return Containers::String(kBuiltinForwardLitShaderPath);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-02 03:03:36 +08:00
|
|
|
Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
|
|
|
|
|
return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType) {
|
|
|
|
|
if (path == GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType::Cube)) {
|
|
|
|
|
outPrimitiveType = BuiltinPrimitiveType::Cube;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (path == GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType::Sphere)) {
|
|
|
|
|
outPrimitiveType = BuiltinPrimitiveType::Sphere;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (path == GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType::Capsule)) {
|
|
|
|
|
outPrimitiveType = BuiltinPrimitiveType::Capsule;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (path == GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType::Cylinder)) {
|
|
|
|
|
outPrimitiveType = BuiltinPrimitiveType::Cylinder;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (path == GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType::Plane)) {
|
|
|
|
|
outPrimitiveType = BuiltinPrimitiveType::Plane;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (path == GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType::Quad)) {
|
|
|
|
|
outPrimitiveType = BuiltinPrimitiveType::Quad;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LoadResult CreateBuiltinMeshResource(const Containers::String& path) {
|
|
|
|
|
BuiltinPrimitiveType primitiveType = BuiltinPrimitiveType::Cube;
|
|
|
|
|
if (!TryParseBuiltinPrimitiveType(path, primitiveType)) {
|
|
|
|
|
return LoadResult(Containers::String("Unknown builtin mesh: ") + path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MeshBuffers buffers;
|
|
|
|
|
switch (primitiveType) {
|
|
|
|
|
case BuiltinPrimitiveType::Cube:
|
|
|
|
|
buffers = CreateCubeMeshBuffers();
|
|
|
|
|
break;
|
|
|
|
|
case BuiltinPrimitiveType::Sphere:
|
|
|
|
|
buffers = CreateUvSphereMeshBuffers();
|
|
|
|
|
break;
|
|
|
|
|
case BuiltinPrimitiveType::Capsule:
|
|
|
|
|
buffers = CreateCapsuleMeshBuffers();
|
|
|
|
|
break;
|
|
|
|
|
case BuiltinPrimitiveType::Cylinder:
|
|
|
|
|
buffers = CreateCylinderMeshBuffers();
|
|
|
|
|
break;
|
|
|
|
|
case BuiltinPrimitiveType::Plane:
|
|
|
|
|
buffers = CreatePlaneMeshBuffers();
|
|
|
|
|
break;
|
|
|
|
|
case BuiltinPrimitiveType::Quad:
|
|
|
|
|
buffers = CreateQuadMeshBuffers();
|
|
|
|
|
break;
|
|
|
|
|
default:
|
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return LoadResult(Containers::String("Unsupported builtin mesh: ") + path);
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|
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}
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FlipTriangleWinding(buffers);
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|
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Mesh* mesh = BuildMeshResource(path, GetBuiltinPrimitiveDisplayName(primitiveType), std::move(buffers));
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|
|
|
|
if (mesh == nullptr) {
|
|
|
|
|
return LoadResult(Containers::String("Failed to create builtin mesh: ") + path);
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|
|
|
|
}
|
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|
|
|
|
|
|
|
|
return LoadResult(mesh);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LoadResult CreateBuiltinMaterialResource(const Containers::String& path) {
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|
|
|
|
if (path != GetBuiltinDefaultPrimitiveMaterialPath()) {
|
|
|
|
|
return LoadResult(Containers::String("Unknown builtin material: ") + path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Material* material = BuildDefaultPrimitiveMaterial(path);
|
|
|
|
|
if (material == nullptr) {
|
|
|
|
|
return LoadResult(Containers::String("Failed to create builtin material: ") + path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return LoadResult(material);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-02 19:00:48 +08:00
|
|
|
LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
|
|
|
|
|
if (path != GetBuiltinForwardLitShaderPath()) {
|
|
|
|
|
return LoadResult(Containers::String("Unknown builtin shader: ") + path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Shader* shader = BuildBuiltinForwardLitShader(path);
|
|
|
|
|
if (shader == nullptr) {
|
|
|
|
|
return LoadResult(Containers::String("Failed to create builtin shader: ") + path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return LoadResult(shader);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-02 03:03:36 +08:00
|
|
|
LoadResult CreateBuiltinTextureResource(const Containers::String& path) {
|
|
|
|
|
if (path != GetBuiltinDefaultPrimitiveTexturePath()) {
|
|
|
|
|
return LoadResult(Containers::String("Unknown builtin texture: ") + path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Texture* texture = BuildDefaultPrimitiveTexture(path);
|
|
|
|
|
if (texture == nullptr) {
|
|
|
|
|
return LoadResult(Containers::String("Failed to create builtin texture: ") + path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return LoadResult(texture);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace Resources
|
|
|
|
|
} // namespace XCEngine
|