Add model and GaussianSplat asset pipelines

This commit is contained in:
2026-04-10 20:55:48 +08:00
parent 8f5c342799
commit 503e6408ed
39 changed files with 5900 additions and 141 deletions

View File

@@ -6,6 +6,7 @@
#include <XCEngine/Resources/Mesh/MeshLoader.h>
#include <XCEngine/Resources/Mesh/MeshImportSettings.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Model/Model.h>
#include <XCEngine/Resources/Texture/Texture.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
@@ -301,11 +302,15 @@ TEST(MeshLoader, ProjectBackpackSampleArtifactRetainsSectionMaterialTextures) {
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/Models/backpack/backpack.obj", ResourceType::Mesh, resolvedAsset));
ASSERT_TRUE(database.EnsureArtifact("Assets/Models/backpack/backpack.obj", ResourceType::Model, resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
EXPECT_EQ(fs::path(resolvedAsset.artifactMainPath.CStr()).filename().string(), "main.xcmodel");
const fs::path meshArtifactPath = fs::path(resolvedAsset.artifactDirectory.CStr()) / "mesh_0.xcmesh";
ASSERT_TRUE(fs::exists(meshArtifactPath));
MeshLoader loader;
const LoadResult result = loader.Load(resolvedAsset.artifactMainPath.CStr());
const LoadResult result = loader.Load(meshArtifactPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
@@ -370,21 +375,25 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Mesh, firstResolve));
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, firstResolve));
ASSERT_TRUE(firstResolve.exists);
ASSERT_TRUE(firstResolve.artifactReady);
EXPECT_EQ(fs::path(firstResolve.artifactMainPath.CStr()).filename().string(), "main.xcmodel");
EXPECT_TRUE(fs::exists(projectRoot / "Assets" / "textured_triangle.obj.meta"));
EXPECT_TRUE(fs::exists(projectRoot / "Library" / "SourceAssetDB" / "assets.db"));
EXPECT_TRUE(fs::exists(projectRoot / "Library" / "ArtifactDB" / "artifacts.db"));
EXPECT_TRUE(fs::exists(firstResolve.artifactMainPath.CStr()));
EXPECT_TRUE(fs::exists((fs::path(firstResolve.artifactDirectory.CStr()) /
("material_" + std::to_string(sourceMaterialIndex) + ".xcmat"))));
EXPECT_TRUE(fs::exists(fs::path(firstResolve.artifactDirectory.CStr()) / "mesh_0.xcmesh"));
EXPECT_TRUE(fs::exists(
fs::path(firstResolve.artifactDirectory.CStr()) /
("material_" + std::to_string(sourceMaterialIndex) + ".xcmat")));
EXPECT_TRUE(fs::exists((fs::path(firstResolve.artifactDirectory.CStr()) / "texture_0.xctex")));
MaterialLoader materialLoader;
LoadResult materialArtifactResult =
materialLoader.Load((fs::path(firstResolve.artifactDirectory.CStr()) /
("material_" + std::to_string(sourceMaterialIndex) + ".xcmat")).string().c_str());
materialLoader.Load(
(fs::path(firstResolve.artifactDirectory.CStr()) /
("material_" + std::to_string(sourceMaterialIndex) + ".xcmat")).string().c_str());
ASSERT_TRUE(materialArtifactResult);
ASSERT_NE(materialArtifactResult.resource, nullptr);
auto* artifactMaterial = static_cast<Material*>(materialArtifactResult.resource);
@@ -405,7 +414,8 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
delete artifactMaterial;
MeshLoader meshLoader;
LoadResult meshArtifactResult = meshLoader.Load(firstResolve.artifactMainPath.CStr());
LoadResult meshArtifactResult =
meshLoader.Load((fs::path(firstResolve.artifactDirectory.CStr()) / "mesh_0.xcmesh").string().c_str());
ASSERT_TRUE(meshArtifactResult);
ASSERT_NE(meshArtifactResult.resource, nullptr);
auto* artifactMesh = static_cast<Mesh*>(meshArtifactResult.resource);
@@ -430,14 +440,14 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
delete artifactMesh;
AssetRef assetRef;
ASSERT_TRUE(database.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Mesh, assetRef));
ASSERT_TRUE(database.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Model, assetRef));
EXPECT_TRUE(assetRef.IsValid());
const auto originalArtifactWriteTime = fs::last_write_time(firstResolve.artifactMainPath.CStr());
std::this_thread::sleep_for(50ms);
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Mesh, secondResolve));
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, secondResolve));
EXPECT_EQ(firstResolve.artifactMainPath, secondResolve.artifactMainPath);
EXPECT_EQ(originalArtifactWriteTime, fs::last_write_time(secondResolve.artifactMainPath.CStr()));
@@ -469,7 +479,7 @@ TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Mesh, firstResolve));
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, firstResolve));
ASSERT_TRUE(firstResolve.artifactReady);
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
@@ -484,7 +494,7 @@ TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Mesh, secondResolve));
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, secondResolve));
ASSERT_TRUE(secondResolve.artifactReady);
EXPECT_NE(firstArtifactPath, secondResolve.artifactMainPath);
const String secondArtifactPath = secondResolve.artifactMainPath;
@@ -495,7 +505,7 @@ TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset thirdResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Mesh, thirdResolve));
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, thirdResolve));
ASSERT_TRUE(thirdResolve.artifactReady);
EXPECT_NE(secondArtifactPath, thirdResolve.artifactMainPath);
EXPECT_TRUE(fs::exists(thirdResolve.artifactMainPath.CStr()));
@@ -504,7 +514,7 @@ TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
fs::remove_all(projectRoot);
}
TEST(MeshLoader, ResourceManagerLoadsModelByAssetRefFromProjectAssets) {
TEST(MeshLoader, ResourceManagerLoadsImportedMeshSubAssetByAssetRefFromProjectAssets) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
@@ -527,60 +537,97 @@ TEST(MeshLoader, ResourceManagerLoadsModelByAssetRefFromProjectAssets) {
manager.SetResourceRoot(projectRoot.string().c_str());
const auto firstHandle = manager.Load<Mesh>("Assets/textured_triangle.obj");
ASSERT_TRUE(firstHandle.IsValid());
EXPECT_EQ(firstHandle->GetVertexCount(), 3u);
EXPECT_EQ(firstHandle->GetIndexCount(), 3u);
EXPECT_GE(firstHandle->GetMaterials().Size(), 1u);
EXPECT_EQ(firstHandle->GetTextures().Size(), 0u);
const auto initialMaterialCount = firstHandle->GetMaterials().Size();
const XCEngine::Core::uint32 firstSectionMaterialIndex = GetFirstSectionMaterialIndex(*firstHandle.Get());
EXPECT_LT(firstSectionMaterialIndex, initialMaterialCount);
Material* firstMaterial = GetFirstSectionMaterial(*firstHandle.Get());
ASSERT_NE(firstMaterial, nullptr);
ASSERT_NE(firstMaterial->GetShader(), nullptr);
EXPECT_EQ(firstMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(firstMaterial->GetTextureBindingCount(), 1u);
EXPECT_EQ(firstMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(firstMaterial->GetTextureBindingPath(0).Empty());
const ResourceHandle<Texture> firstLazyTexture = firstMaterial->GetTexture("_MainTex");
EXPECT_FALSE(firstLazyTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> firstResolvedTexture = firstMaterial->GetTexture("_MainTex");
ASSERT_TRUE(firstResolvedTexture.IsValid());
EXPECT_EQ(firstResolvedTexture->GetWidth(), 2u);
EXPECT_EQ(firstResolvedTexture->GetHeight(), 2u);
{
const auto directSourceMesh = manager.Load<Mesh>("Assets/textured_triangle.obj");
ASSERT_TRUE(directSourceMesh.IsValid());
EXPECT_EQ(directSourceMesh->GetVertexCount(), 3u);
EXPECT_EQ(directSourceMesh->GetIndexCount(), 3u);
EXPECT_EQ(directSourceMesh->GetTextures().Size(), 1u);
Material* directMaterial = GetFirstSectionMaterial(*directSourceMesh.Get());
ASSERT_NE(directMaterial, nullptr);
const ResourceHandle<Texture> directTexture = directMaterial->GetTexture("_MainTex");
ASSERT_TRUE(directTexture.IsValid());
EXPECT_EQ(directTexture->GetWidth(), 2u);
EXPECT_EQ(directTexture->GetHeight(), 2u);
}
AssetRef assetRef;
ASSERT_TRUE(manager.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Mesh, assetRef));
EXPECT_TRUE(assetRef.IsValid());
AssetRef modelAssetRef;
AssetRef meshAssetRef;
String resolvedMeshPath;
{
const auto modelHandle = manager.Load<Model>("Assets/textured_triangle.obj");
ASSERT_TRUE(modelHandle.IsValid());
ASSERT_TRUE(manager.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Model, modelAssetRef));
ASSERT_TRUE(modelHandle->GetMeshBindings().Size() >= 1u);
meshAssetRef.assetGuid = modelAssetRef.assetGuid;
meshAssetRef.localID = modelHandle->GetMeshBindings()[0].meshLocalID;
meshAssetRef.resourceType = ResourceType::Mesh;
ASSERT_TRUE(meshAssetRef.IsValid());
ASSERT_TRUE(manager.TryResolveAssetPath(meshAssetRef, resolvedMeshPath));
EXPECT_EQ(fs::path(resolvedMeshPath.CStr()).filename().string(), "mesh_0.xcmesh");
}
manager.UnloadAll();
const auto secondHandle = manager.Load<Mesh>(assetRef);
ASSERT_TRUE(secondHandle.IsValid());
EXPECT_EQ(secondHandle->GetPath(), "Assets/textured_triangle.obj");
EXPECT_EQ(secondHandle->GetVertexCount(), 3u);
EXPECT_EQ(secondHandle->GetIndexCount(), 3u);
EXPECT_EQ(secondHandle->GetMaterials().Size(), initialMaterialCount);
EXPECT_EQ(secondHandle->GetTextures().Size(), 0u);
EXPECT_EQ(GetFirstSectionMaterialIndex(*secondHandle.Get()), firstSectionMaterialIndex);
Material* secondMaterial = GetFirstSectionMaterial(*secondHandle.Get());
ASSERT_NE(secondMaterial, nullptr);
ASSERT_NE(secondMaterial->GetShader(), nullptr);
EXPECT_EQ(secondMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(secondMaterial->GetTextureBindingCount(), 1u);
EXPECT_EQ(secondMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(secondMaterial->GetTextureBindingPath(0).Empty());
const ResourceHandle<Texture> secondLazyTexture = secondMaterial->GetTexture("_MainTex");
EXPECT_FALSE(secondLazyTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> secondResolvedTexture = secondMaterial->GetTexture("_MainTex");
ASSERT_TRUE(secondResolvedTexture.IsValid());
EXPECT_EQ(secondResolvedTexture->GetWidth(), 2u);
EXPECT_EQ(secondResolvedTexture->GetHeight(), 2u);
XCEngine::Core::uint32 initialMaterialCount = 0;
XCEngine::Core::uint32 firstSectionMaterialIndex = 0;
{
const auto firstHandle = manager.Load<Mesh>(meshAssetRef);
ASSERT_TRUE(firstHandle.IsValid());
EXPECT_EQ(firstHandle->GetPath(), resolvedMeshPath);
EXPECT_EQ(firstHandle->GetVertexCount(), 3u);
EXPECT_EQ(firstHandle->GetIndexCount(), 3u);
EXPECT_GE(firstHandle->GetMaterials().Size(), 1u);
EXPECT_EQ(firstHandle->GetTextures().Size(), 0u);
initialMaterialCount = firstHandle->GetMaterials().Size();
firstSectionMaterialIndex = GetFirstSectionMaterialIndex(*firstHandle.Get());
EXPECT_LT(firstSectionMaterialIndex, initialMaterialCount);
Material* firstMaterial = GetFirstSectionMaterial(*firstHandle.Get());
ASSERT_NE(firstMaterial, nullptr);
ASSERT_NE(firstMaterial->GetShader(), nullptr);
EXPECT_EQ(firstMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(firstMaterial->GetTextureBindingCount(), 1u);
EXPECT_EQ(firstMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(firstMaterial->GetTextureBindingPath(0).Empty());
const ResourceHandle<Texture> firstLazyTexture = firstMaterial->GetTexture("_MainTex");
EXPECT_FALSE(firstLazyTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> firstResolvedTexture = firstMaterial->GetTexture("_MainTex");
ASSERT_TRUE(firstResolvedTexture.IsValid());
EXPECT_EQ(firstResolvedTexture->GetWidth(), 2u);
EXPECT_EQ(firstResolvedTexture->GetHeight(), 2u);
}
manager.UnloadAll();
{
const auto secondHandle = manager.Load<Mesh>(meshAssetRef);
ASSERT_TRUE(secondHandle.IsValid());
EXPECT_EQ(secondHandle->GetPath(), resolvedMeshPath);
EXPECT_EQ(secondHandle->GetVertexCount(), 3u);
EXPECT_EQ(secondHandle->GetIndexCount(), 3u);
EXPECT_EQ(secondHandle->GetMaterials().Size(), initialMaterialCount);
EXPECT_EQ(secondHandle->GetTextures().Size(), 0u);
EXPECT_EQ(GetFirstSectionMaterialIndex(*secondHandle.Get()), firstSectionMaterialIndex);
Material* secondMaterial = GetFirstSectionMaterial(*secondHandle.Get());
ASSERT_NE(secondMaterial, nullptr);
ASSERT_NE(secondMaterial->GetShader(), nullptr);
EXPECT_EQ(secondMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(secondMaterial->GetTextureBindingCount(), 1u);
EXPECT_EQ(secondMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(secondMaterial->GetTextureBindingPath(0).Empty());
const ResourceHandle<Texture> secondLazyTexture = secondMaterial->GetTexture("_MainTex");
EXPECT_FALSE(secondLazyTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> secondResolvedTexture = secondMaterial->GetTexture("_MainTex");
ASSERT_TRUE(secondResolvedTexture.IsValid());
EXPECT_EQ(secondResolvedTexture->GetWidth(), 2u);
EXPECT_EQ(secondResolvedTexture->GetHeight(), 2u);
}
manager.SetResourceRoot("");
manager.Shutdown();