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XCEngine/engine/src/Resources/BuiltinResources.cpp

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33 KiB
C++

#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Core/Math/Bounds.h>
#include <XCEngine/Core/Math/Vector2.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Resources/Shader/ShaderLoader.h>
#include <XCEngine/Resources/Texture/Texture.h>
#include <algorithm>
#include <cmath>
#include <filesystem>
#include <system_error>
#include <vector>
namespace XCEngine {
namespace Resources {
namespace {
constexpr const char* kBuiltinPrefix = "builtin://";
constexpr const char* kBuiltinMeshPrefix = "builtin://meshes/";
constexpr const char* kBuiltinMaterialPrefix = "builtin://materials/";
constexpr const char* kBuiltinShaderPrefix = "builtin://shaders/";
constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit";
constexpr const char* kBuiltinUnlitShaderPath = "builtin://shaders/unlit";
constexpr const char* kBuiltinDepthOnlyShaderPath = "builtin://shaders/depth-only";
constexpr const char* kBuiltinShadowCasterShaderPath = "builtin://shaders/shadow-caster";
constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id";
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
constexpr float kPi = 3.14159265358979323846f;
struct MeshBuffers {
std::vector<StaticMeshVertex> vertices;
std::vector<Core::uint32> indices;
};
size_t CalculateBuiltinShaderMemorySize(const Shader& shader);
constexpr const char* kBuiltinForwardLitShaderManifestRelativePath =
"engine/assets/builtin/shaders/forward-lit/forward-lit.shader";
constexpr const char* kBuiltinUnlitShaderManifestRelativePath =
"engine/assets/builtin/shaders/unlit/unlit.shader";
constexpr const char* kBuiltinDepthOnlyShaderManifestRelativePath =
"engine/assets/builtin/shaders/depth-only/depth-only.shader";
constexpr const char* kBuiltinShadowCasterShaderManifestRelativePath =
"engine/assets/builtin/shaders/shadow-caster/shadow-caster.shader";
constexpr const char* kBuiltinObjectIdShaderManifestRelativePath =
"engine/assets/builtin/shaders/object-id/object-id.shader";
Containers::String NormalizeBuiltinAssetPath(const std::filesystem::path& path) {
return Containers::String(path.lexically_normal().generic_string().c_str());
}
bool TryResolveBuiltinAssetPathFromAnchor(
const std::filesystem::path& anchor,
const std::filesystem::path& relativePath,
std::filesystem::path& outPath) {
if (anchor.empty()) {
return false;
}
std::error_code ec;
std::filesystem::path current = anchor.lexically_normal();
if (std::filesystem::is_regular_file(current, ec)) {
current = current.parent_path();
}
while (!current.empty()) {
const std::filesystem::path candidate = (current / relativePath).lexically_normal();
if (std::filesystem::exists(candidate, ec)) {
outPath = candidate;
return true;
}
const std::filesystem::path parent = current.parent_path();
if (parent == current) {
break;
}
current = parent;
}
return false;
}
bool TryResolveBuiltinShaderManifestPath(
const std::filesystem::path& relativePath,
Containers::String& outPath) {
std::filesystem::path resolvedPath;
std::error_code ec;
if (TryResolveBuiltinAssetPathFromAnchor(std::filesystem::current_path(ec), relativePath, resolvedPath)) {
outPath = NormalizeBuiltinAssetPath(resolvedPath);
return true;
}
const Containers::String& resourceRoot = ResourceManager::Get().GetResourceRoot();
if (!resourceRoot.Empty() &&
TryResolveBuiltinAssetPathFromAnchor(std::filesystem::path(resourceRoot.CStr()), relativePath, resolvedPath)) {
outPath = NormalizeBuiltinAssetPath(resolvedPath);
return true;
}
if (TryResolveBuiltinAssetPathFromAnchor(std::filesystem::path(__FILE__), relativePath, resolvedPath)) {
outPath = NormalizeBuiltinAssetPath(resolvedPath);
return true;
}
return false;
}
const char* GetBuiltinShaderManifestRelativePath(const Containers::String& builtinShaderPath) {
if (builtinShaderPath == Containers::String(kBuiltinForwardLitShaderPath)) {
return kBuiltinForwardLitShaderManifestRelativePath;
}
if (builtinShaderPath == Containers::String(kBuiltinUnlitShaderPath)) {
return kBuiltinUnlitShaderManifestRelativePath;
}
if (builtinShaderPath == Containers::String(kBuiltinDepthOnlyShaderPath)) {
return kBuiltinDepthOnlyShaderManifestRelativePath;
}
if (builtinShaderPath == Containers::String(kBuiltinShadowCasterShaderPath)) {
return kBuiltinShadowCasterShaderManifestRelativePath;
}
if (builtinShaderPath == Containers::String(kBuiltinObjectIdShaderPath)) {
return kBuiltinObjectIdShaderManifestRelativePath;
}
return nullptr;
}
bool TryResolveBuiltinShaderManifestPath(
const Containers::String& builtinShaderPath,
Containers::String& outPath) {
const char* relativePath = GetBuiltinShaderManifestRelativePath(builtinShaderPath);
if (relativePath == nullptr) {
return false;
}
return TryResolveBuiltinShaderManifestPath(std::filesystem::path(relativePath), outPath);
}
Shader* LoadBuiltinShaderFromManifest(
const Containers::String& builtinPath,
const Containers::String& manifestPath) {
ShaderLoader shaderLoader;
LoadResult result = shaderLoader.Load(manifestPath);
if (!result || result.resource == nullptr) {
return nullptr;
}
auto* shader = static_cast<Shader*>(result.resource);
shader->m_path = builtinPath;
shader->m_guid = ResourceGUID::Generate(builtinPath);
shader->m_memorySize = CalculateBuiltinShaderMemorySize(*shader);
return shader;
}
Shader* TryLoadBuiltinShaderFromManifest(const Containers::String& builtinPath) {
Containers::String manifestPath;
if (!TryResolveBuiltinShaderManifestPath(builtinPath, manifestPath)) {
return nullptr;
}
return LoadBuiltinShaderFromManifest(builtinPath, manifestPath);
}
Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) {
if (vertices.empty()) {
return Math::Bounds();
}
Math::Vector3 min = vertices.front().position;
Math::Vector3 max = vertices.front().position;
for (const StaticMeshVertex& vertex : vertices) {
min.x = std::min(min.x, vertex.position.x);
min.y = std::min(min.y, vertex.position.y);
min.z = std::min(min.z, vertex.position.z);
max.x = std::max(max.x, vertex.position.x);
max.y = std::max(max.y, vertex.position.y);
max.z = std::max(max.z, vertex.position.z);
}
Math::Bounds bounds;
bounds.SetMinMax(min, max);
return bounds;
}
StaticMeshVertex MakeVertex(
const Math::Vector3& position,
const Math::Vector3& normal,
const Math::Vector3& tangent,
const Math::Vector2& uv) {
StaticMeshVertex vertex;
vertex.position = position;
vertex.normal = normal.Normalized();
vertex.tangent = tangent.Normalized();
vertex.bitangent = Math::Vector3::Cross(vertex.normal, vertex.tangent).Normalized();
vertex.uv0 = uv;
return vertex;
}
void AppendQuad(
MeshBuffers& buffers,
const Math::Vector3& bottomLeft,
const Math::Vector3& bottomRight,
const Math::Vector3& topRight,
const Math::Vector3& topLeft,
const Math::Vector3& normal,
const Math::Vector3& tangent) {
const Core::uint32 baseIndex = static_cast<Core::uint32>(buffers.vertices.size());
buffers.vertices.push_back(MakeVertex(bottomLeft, normal, tangent, Math::Vector2(0.0f, 0.0f)));
buffers.vertices.push_back(MakeVertex(bottomRight, normal, tangent, Math::Vector2(1.0f, 0.0f)));
buffers.vertices.push_back(MakeVertex(topRight, normal, tangent, Math::Vector2(1.0f, 1.0f)));
buffers.vertices.push_back(MakeVertex(topLeft, normal, tangent, Math::Vector2(0.0f, 1.0f)));
buffers.indices.push_back(baseIndex + 0);
buffers.indices.push_back(baseIndex + 1);
buffers.indices.push_back(baseIndex + 2);
buffers.indices.push_back(baseIndex + 0);
buffers.indices.push_back(baseIndex + 2);
buffers.indices.push_back(baseIndex + 3);
}
void FlipTriangleWinding(MeshBuffers& buffers) {
for (size_t index = 0; index + 2 < buffers.indices.size(); index += 3) {
std::swap(buffers.indices[index + 1], buffers.indices[index + 2]);
}
}
MeshBuffers CreateCubeMeshBuffers() {
MeshBuffers buffers;
const float half = 0.5f;
AppendQuad(
buffers,
Math::Vector3(-half, -half, half),
Math::Vector3(half, -half, half),
Math::Vector3(half, half, half),
Math::Vector3(-half, half, half),
Math::Vector3::Forward(),
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::Back(),
Math::Vector3::Left());
AppendQuad(
buffers,
Math::Vector3(-half, -half, -half),
Math::Vector3(-half, -half, half),
Math::Vector3(-half, half, half),
Math::Vector3(-half, half, -half),
Math::Vector3::Left(),
Math::Vector3::Forward());
AppendQuad(
buffers,
Math::Vector3(half, -half, half),
Math::Vector3(half, -half, -half),
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;
}
size_t CalculateBuiltinShaderMemorySize(const Shader& shader) {
size_t memorySize = sizeof(Shader) + shader.GetName().Length() + shader.GetPath().Length();
for (const ShaderPropertyDesc& property : shader.GetProperties()) {
memorySize += property.name.Length();
memorySize += property.displayName.Length();
memorySize += property.defaultValue.Length();
memorySize += property.semantic.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 ShaderResourceBindingDesc& binding : pass.resources) {
memorySize += binding.name.Length();
memorySize += binding.semantic.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) {
return TryLoadBuiltinShaderFromManifest(path);
}
Shader* BuildBuiltinUnlitShader(const Containers::String& path) {
return TryLoadBuiltinShaderFromManifest(path);
}
Shader* BuildBuiltinDepthOnlyShader(const Containers::String& path) {
return TryLoadBuiltinShaderFromManifest(path);
}
Shader* BuildBuiltinShadowCasterShader(const Containers::String& path) {
return TryLoadBuiltinShaderFromManifest(path);
}
Shader* BuildBuiltinObjectIdShader(const Containers::String& path) {
return TryLoadBuiltinShaderFromManifest(path);
}
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);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
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);
}
bool IsBuiltinShaderPath(const Containers::String& path) {
return path.StartsWith(kBuiltinShaderPrefix);
}
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);
}
Containers::String GetBuiltinForwardLitShaderPath() {
return Containers::String(kBuiltinForwardLitShaderPath);
}
Containers::String GetBuiltinUnlitShaderPath() {
return Containers::String(kBuiltinUnlitShaderPath);
}
Containers::String GetBuiltinDepthOnlyShaderPath() {
return Containers::String(kBuiltinDepthOnlyShaderPath);
}
Containers::String GetBuiltinShadowCasterShaderPath() {
return Containers::String(kBuiltinShadowCasterShaderPath);
}
Containers::String GetBuiltinObjectIdShaderPath() {
return Containers::String(kBuiltinObjectIdShaderPath);
}
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:
return LoadResult(Containers::String("Unsupported builtin mesh: ") + path);
}
FlipTriangleWinding(buffers);
Mesh* mesh = BuildMeshResource(path, GetBuiltinPrimitiveDisplayName(primitiveType), std::move(buffers));
if (mesh == nullptr) {
return LoadResult(Containers::String("Failed to create builtin mesh: ") + path);
}
return LoadResult(mesh);
}
LoadResult CreateBuiltinMaterialResource(const Containers::String& path) {
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);
}
LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
Shader* shader = nullptr;
if (path == GetBuiltinForwardLitShaderPath()) {
shader = BuildBuiltinForwardLitShader(path);
} else if (path == GetBuiltinUnlitShaderPath()) {
shader = BuildBuiltinUnlitShader(path);
} else if (path == GetBuiltinDepthOnlyShaderPath()) {
shader = BuildBuiltinDepthOnlyShader(path);
} else if (path == GetBuiltinShadowCasterShaderPath()) {
shader = BuildBuiltinShadowCasterShader(path);
} else if (path == GetBuiltinObjectIdShaderPath()) {
shader = BuildBuiltinObjectIdShader(path);
} else {
return LoadResult(Containers::String("Unknown builtin shader: ") + path);
}
if (shader == nullptr) {
return LoadResult(Containers::String("Failed to create builtin shader: ") + path);
}
return LoadResult(shader);
}
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