Tesseract-Engine/src/Engine/AssetManager.cpp

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#include "Engine/AssetManager.h"
#include <iostream>
#include <fstream>
#include <sstream>
#include <cstring>
#include <GL/glew.h>
#include <vector>
#include <filesystem>
#include <variant>
#define STB_IMAGE_IMPLEMENTATION
#include "stb/stb_image.h"
#include "imgui.h"
#include "gcml.h"
#include "Windows/LoggerWindow.h"
#include "Rendering/Shader.h"
GLuint LoadTextureFromList(const std::string &path);
Shader *LoadShaderFromList(const std::string &path);
Model *LoadModelFromList(const std::string &path);
int LoadedAssets = 0;
extern LoggerWindow *g_LoggerWindow;
std::string getDirectoryPath(const std::string &fullPath)
{
std::filesystem::path pathObj(fullPath);
std::filesystem::path dir = pathObj.parent_path();
return dir.string();
}
void AssetManager::DebugAssetMap()
{
std::cout << "[AssetManager] Debugging m_AssetMap:" << std::endl;
int i = 0;
for (const auto &[key, value] : m_AssetMap)
{
std::cout << " Key: " << key << ", Type Index: " << value.index() << std::endl;
i++;
}
if (i == 0)
{
DEBUG_PRINT("No Cashed Assets");
}
}
// Implementation of AssetManager::loadAssetFromDisk
AssetManager::AssetVariant AssetManager::loadAssetFromDisk(AssetType type, const std::string &path)
{
//DebugAssetMap();
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LoadedAssets = m_AssetMap.size();
switch (type)
{
case AssetType::TEXTURE:
return LoadTextureFromList(path); // Returns GLuint
case AssetType::SHADER:
return LoadShaderFromList(path); // Returns Shader*
case AssetType::SOUND:
return std::string("Loaded sound: " + path); // Example placeholder for sound
case AssetType::MODEL:
return LoadModelFromList(path); // Returns Model*
default:
throw std::invalid_argument("Unknown AssetType");
}
}
std::string AssetManager::generateKey(AssetType type, const std::string &path)
{
return std::to_string(static_cast<int>(type)) + ":" + path;
}
GLuint LoadTextureFromList(const std::string &path)
{
// --------------------------------------------
// Load a texture with stb_image
// --------------------------------------------
std::cout << "[AssetManager] Loading TEXTURE from: " << path << std::endl;
int width, height, channels;
unsigned char *data = stbi_load(path.c_str(), &width, &height, &channels, 0);
if (!data)
{
std::cerr << "[AssetManager] stb_image failed for: " << path << std::endl;
return 0;
}
GLenum format = GL_RGBA;
if (channels == 1)
format = GL_RED;
else if (channels == 3)
format = GL_RGB;
// if channels == 4, already GL_RGBA
GLuint texID = 0;
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
// Set texture params
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Cleanup
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(data);
// Return as void*
return texID;
}
Shader *LoadShaderFromList(const std::string &path)
{
// --------------------------------------------
// Load a shader using your existing "Shader" class
// --------------------------------------------
// Example usage: path = "shaders/UnlitMaterial" =>
// loads "shaders/UnlitMaterial.vert" and "shaders/UnlitMaterial.frag"
std::cout << "[AssetManager] Loading SHADER from: " << path << std::endl;
// Create a new Shader object on the heap
Shader *newShader = new Shader();
// Build actual paths from the base path
std::string vertPath = path + ".vert";
std::string fragPath = path + ".frag";
// Attempt to load
if (!newShader->Load(vertPath, fragPath))
{
std::cerr << "[AssetManager] Could not load shader: "
<< vertPath << " / " << fragPath << std::endl;
delete newShader; // Cleanup
return nullptr;
}
// Return as void*
return newShader;
}
GLuint LoadTexture(const std::string &path, const std::string &directory)
{
std::string fullPath = directory + path;
int width, height, channels;
unsigned char *data = stbi_load(fullPath.c_str(), &width, &height, &channels, 0);
if (!data)
{
std::cerr << "[AssetManager] failed to load texture: " << fullPath << " " << stbi_failure_reason() << std::endl;
return 0;
}
GLenum format;
if (channels == 1)
format = GL_RED;
else if (channels == 3)
format = GL_RGB;
else if (channels == 4)
format = GL_RGBA;
else
format = GL_RGB; // Default fallback
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(data);
return textureID;
}
Model* LoadModelFromList(const std::string &path)
{
// --------------------------------------------
// Load an OBJ model
// --------------------------------------------
std::cout << "[AssetManager] Loading MODEL from: " << path << std::endl;
std::ifstream objFile(path);
if (!objFile.is_open())
{
std::cerr << "[AssetManager] Failed to open OBJ file: " << path << std::endl;
return nullptr;
}
std::vector<float> temp_positions;
std::vector<float> temp_texCoords;
std::vector<float> temp_normals;
std::vector<unsigned int> vertexIndices, texCoordIndices, normalIndices;
// Preallocate vectors with estimated sizes for performance
temp_positions.reserve(1000);
temp_texCoords.reserve(500);
temp_normals.reserve(500);
vertexIndices.reserve(3000);
texCoordIndices.reserve(3000);
normalIndices.reserve(3000);
std::string directory;
size_t lastSlash = path.find_last_of("/\\");
if (lastSlash != std::string::npos)
directory = path.substr(0, lastSlash + 1);
else
directory = "";
std::cout << "[AssetManager] Asset Directory: " << directory << std::endl;
std::string line;
std::string mtlFileName;
while (std::getline(objFile, line))
{
if (line.empty() || line[0] == '#')
continue; // Skip empty lines and comments
std::istringstream iss(line);
std::string prefix;
iss >> prefix;
if (prefix == "v")
{
float x, y, z;
iss >> x >> y >> z;
// Flip the model vertically by inverting the y-axis
temp_positions.push_back(x);
temp_positions.push_back(-y); // Inverted
temp_positions.push_back(z);
}
else if (prefix == "vt")
{
float u, v;
iss >> u >> v;
temp_texCoords.push_back(u);
temp_texCoords.push_back(v);
}
else if (prefix == "vn")
{
float nx, ny, nz;
iss >> nx >> ny >> nz;
// Invert the y-axis for normals as well
temp_normals.push_back(nx);
temp_normals.push_back(-ny); // Inverted
temp_normals.push_back(nz);
}
else if (prefix == "f")
{
std::string vertexStr;
std::vector<std::tuple<unsigned int, unsigned int, unsigned int>> faceVertices;
while (iss >> vertexStr)
{
unsigned int vIdx = 0, tIdx = 0, nIdx = 0;
size_t firstSlash = vertexStr.find('/');
size_t secondSlash = vertexStr.find('/', firstSlash + 1);
if (firstSlash == std::string::npos)
{
// Format: f v1 v2 v3
vIdx = std::stoi(vertexStr);
}
else if (secondSlash == std::string::npos)
{
// Format: f v1/vt1 v2/vt2 v3/vt3
vIdx = std::stoi(vertexStr.substr(0, firstSlash));
tIdx = std::stoi(vertexStr.substr(firstSlash + 1));
}
else if (secondSlash > firstSlash + 1)
{
// Format: f v1/vt1/vn1 v2/vt2/vn2 v3/vt3/vn3
vIdx = std::stoi(vertexStr.substr(0, firstSlash));
tIdx = std::stoi(vertexStr.substr(firstSlash + 1, secondSlash - firstSlash - 1));
nIdx = std::stoi(vertexStr.substr(secondSlash + 1));
}
else
{
// Format: f v1//vn1 v2//vn2 v3//vn3
vIdx = std::stoi(vertexStr.substr(0, firstSlash));
nIdx = std::stoi(vertexStr.substr(secondSlash + 1));
}
faceVertices.emplace_back(vIdx, tIdx, nIdx);
}
// Triangulate if the face has more than 3 vertices
for (size_t i = 1; i + 1 < faceVertices.size(); ++i)
{
vertexIndices.push_back(std::get<0>(faceVertices[0]));
texCoordIndices.push_back(std::get<1>(faceVertices[0]));
normalIndices.push_back(std::get<2>(faceVertices[0]));
vertexIndices.push_back(std::get<0>(faceVertices[i]));
texCoordIndices.push_back(std::get<1>(faceVertices[i]));
normalIndices.push_back(std::get<2>(faceVertices[i]));
vertexIndices.push_back(std::get<0>(faceVertices[i + 1]));
texCoordIndices.push_back(std::get<1>(faceVertices[i + 1]));
normalIndices.push_back(std::get<2>(faceVertices[i + 1]));
}
}
else if (prefix == "mtllib")
{
iss >> mtlFileName;
}
}
objFile.close();
// Load MTL file if specified
std::vector<Texture> textures;
if (!mtlFileName.empty())
{
std::ifstream mtlFile(directory + mtlFileName);
if (mtlFile.is_open())
{
std::string mtlLine;
std::string currentMaterial;
std::unordered_map<std::string, std::string> materialTextures;
while (std::getline(mtlFile, mtlLine))
{
if (mtlLine.empty() || mtlLine[0] == '#')
continue; // Skip comments and empty lines
std::istringstream mtlIss(mtlLine);
std::string mtlPrefix;
mtlIss >> mtlPrefix;
if (mtlPrefix == "newmtl")
{
mtlIss >> currentMaterial;
}
else if (mtlPrefix == "map_Kd")
{
std::string texturePath;
mtlIss >> texturePath;
if (!texturePath.empty())
{
GLuint texID = LoadTexture(texturePath, directory);
if (texID != 0)
{
Texture texture;
texture.id = texID;
texture.type = "texture_diffuse";
texture.path = texturePath;
textures.push_back(texture);
}
}
}
else if (mtlPrefix == "map_Ks")
{
std::string texturePath;
mtlIss >> texturePath;
if (!texturePath.empty())
{
GLuint texID = LoadTexture(texturePath, directory);
if (texID != 0)
{
Texture texture;
texture.id = texID;
texture.type = "texture_specular";
texture.path = texturePath;
textures.push_back(texture);
}
}
}
else if (mtlPrefix == "map_Bump" || mtlPrefix == "map_bump" || mtlPrefix == "bump")
{
std::string texturePath;
mtlIss >> texturePath;
if (!texturePath.empty())
{
GLuint texID = LoadTexture(texturePath, directory);
if (texID != 0)
{
Texture texture;
texture.id = texID;
texture.type = "texture_normal";
texture.path = texturePath;
textures.push_back(texture);
}
}
}
// Add more texture types as needed
}
mtlFile.close();
}
else
{
std::cerr << "[AssetManager] Failed to open MTL file: " << mtlFileName << std::endl;
}
}
else
{
std::cout << "[AssetManager] No MTL file specified for OBJ: " << path << std::endl;
}
if (textures.empty())
{
std::cout << "[AssetManager] No textures found for OBJ: " << path << std::endl;
}
else
{
std::cout << "[AssetManager] Loaded " << textures.size() << " textures for OBJ: " << path << std::endl;
}
// Create Model object
Model *model = new Model();
model->textures = textures;
// Populate vertices with unique vertices
std::unordered_map<std::string, unsigned int> uniqueVertices;
uniqueVertices.reserve(vertexIndices.size());
model->vertices.reserve(vertexIndices.size());
model->indices.reserve(vertexIndices.size());
for (size_t i = 0; i < vertexIndices.size(); ++i)
{
std::ostringstream keyStream;
keyStream << vertexIndices[i] << "/" << texCoordIndices[i] << "/" << normalIndices[i];
std::string key = keyStream.str();
auto it = uniqueVertices.find(key);
if (it == uniqueVertices.end())
{
Vertex vertex;
// OBJ indices are 1-based
vertex.position[0] = temp_positions[(vertexIndices[i] - 1) * 3];
vertex.position[1] = temp_positions[(vertexIndices[i] - 1) * 3 + 1];
vertex.position[2] = temp_positions[(vertexIndices[i] - 1) * 3 + 2];
if (!temp_texCoords.empty() && texCoordIndices[i] > 0)
{
vertex.texCoord[0] = temp_texCoords[(texCoordIndices[i] - 1) * 2];
vertex.texCoord[1] = temp_texCoords[(texCoordIndices[i] - 1) * 2 + 1];
}
else
{
vertex.texCoord[0] = 0.0f;
vertex.texCoord[1] = 0.0f;
}
if (!temp_normals.empty() && normalIndices[i] > 0)
{
vertex.normal[0] = temp_normals[(normalIndices[i] - 1) * 3];
vertex.normal[1] = temp_normals[(normalIndices[i] - 1) * 3 + 1];
vertex.normal[2] = temp_normals[(normalIndices[i] - 1) * 3 + 2];
}
else
{
vertex.normal[0] = 0.0f;
vertex.normal[1] = 0.0f;
vertex.normal[2] = 0.0f;
}
model->vertices.push_back(vertex);
unsigned int newIndex = static_cast<unsigned int>(model->vertices.size() - 1);
uniqueVertices[key] = newIndex;
model->indices.push_back(newIndex);
}
else
{
model->indices.push_back(it->second);
}
}
// Generate OpenGL buffers
glGenVertexArrays(1, &model->vao);
glGenBuffers(1, &model->vbo);
glGenBuffers(1, &model->ebo);
glBindVertexArray(model->vao);
glBindBuffer(GL_ARRAY_BUFFER, model->vbo);
glBufferData(GL_ARRAY_BUFFER, model->vertices.size() * sizeof(Vertex), model->vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, model->indices.size() * sizeof(unsigned int), model->indices.data(), GL_STATIC_DRAW);
// Vertex positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// Texture coordinates
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(3 * sizeof(float)));
// Normals
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(5 * sizeof(float)));
glBindVertexArray(0);
// The textures are already loaded and stored in the model->textures vector
return model;
}