Files
Destrum/destrum/src/Components/MeshRendererComponent.cpp
T

250 lines
9.2 KiB
C++

#include <destrum/Components/MeshRendererComponent.h>
#include <destrum/Assets/AssetReference.h>
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/Resources/PrimitiveMeshes.h>
#include <destrum/Graphics/Renderer.h>
#include <destrum/ObjectModel/Transform.h>
#include "destrum/Components/Animator.h"
#include "destrum/ObjectModel/GameObject.h"
#include "destrum/Util/GameState.h"
#include <imgui.h>
#include <filesystem>
#include <stdexcept>
#include <spdlog/spdlog.h>
MeshRendererComponent::MeshRendererComponent(GameObject& parent): Component(parent, "MeshRendererComponent") {
}
void MeshRendererComponent::Start() {
Component::Start();
ResolveReferences(ObjectMap{});
if (GetGameObject()->GetComponent<Animator>() &&
meshID != NULL_MESH_ID &&
GameState::GetInstance().HasGfxDevice() &&
GameState::GetInstance().HasRenderer()) {
const auto& gfxDevice = GameState::GetInstance().Gfx();
const auto& mesh = GameState::GetInstance().Renderer().getResources()->meshes().getMesh(meshID);
m_skinnedMesh = std::make_unique<SkinnedMesh>();
m_skinnedMesh->skinnedVertexBuffer = gfxDevice.createBuffer(
mesh.numVertices * sizeof(CPUMesh::Vertex),
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT
);
const std::string bufferName = GetGameObject()->GetName() + " (skinned vertices)";
vkutil::addDebugLabel(gfxDevice.getDevice(), m_skinnedMesh->skinnedVertexBuffer.buffer, bufferName.c_str());
}
}
void MeshRendererComponent::Destroy()
{
if (m_skinnedMesh && GameState::GetInstance().HasGfxDevice()) {
auto& gfxDevice = GameState::GetInstance().Gfx();
gfxDevice.destroyBuffer(m_skinnedMesh->skinnedVertexBuffer);
}
m_skinnedMesh.reset();
Component::Destroy();
}
void MeshRendererComponent::Update(float) {
}
nlohmann::json MeshRendererComponent::Serialize() const {
// Only keys are saved, mesh and material ids are cache slots that change between runs
std::string savedMeshKey = meshKey;
std::string savedMaterialKey = materialKey;
if (GameState::GetInstance().HasRenderer()) {
if (const auto* resources = GameState::GetInstance().Renderer().getResources()) {
if (savedMeshKey.empty() && meshID != NULL_MESH_ID) {
savedMeshKey = resources->meshes().getMeshKey(meshID);
}
if (savedMaterialKey.empty() && materialID != NULL_MATERIAL_ID) {
savedMaterialKey = resources->materials().getMaterialKey(materialID);
}
}
}
if (savedMeshKey.empty() && meshID != NULL_MESH_ID) {
throw std::runtime_error("MeshRendererComponent has a mesh without a key, it cannot be saved");
}
if (savedMaterialKey.empty() && materialID != NULL_MATERIAL_ID) {
throw std::runtime_error("MeshRendererComponent has a material without a key, it cannot be saved");
}
return {
{"meshKey", savedMeshKey},
{"materialKey", savedMaterialKey}
};
}
void MeshRendererComponent::Deserialize(const nlohmann::json& data) {
meshKey = data.value("meshKey", std::string{});
materialKey = data.value("materialKey", std::string{});
// Older scenes also stored raw ids, only trust them when there is no key
meshID = meshKey.empty() ? data.value("meshId", NULL_MESH_ID) : NULL_MESH_ID;
materialID = materialKey.empty() ? data.value("materialId", NULL_MATERIAL_ID) : NULL_MATERIAL_ID;
}
void MeshRendererComponent::ResolveReferences(const ObjectMap&) {
if (!GameState::GetInstance().HasRenderer()) {
return;
}
RenderResources* resources = GameState::GetInstance().Renderer().getResources();
if (resources == nullptr) {
return;
}
const auto loadAssetForKey = [&](const std::string& key) {
const auto asset = AssetReference::fromCacheKey(key);
// Runtime-only keys such as "BulbMaterial#2" also contain a '#', they are not files
if (!asset || (asset->path.find("://") == std::string::npos &&
!std::filesystem::exists(asset->path))) {
return;
}
if (!GameState::GetInstance().HasGfxDevice()) {
throw std::runtime_error(
"Cannot load mesh asset without a graphics device: " + asset->path);
}
resources->loadModelAsset(GameState::GetInstance().Gfx(), asset->path);
};
if (!meshKey.empty()) {
auto resolved = resources->meshes().findMeshByKey(meshKey);
if (!resolved && PrimitiveMeshes::IsPrimitiveKey(meshKey)) {
resolved = resources->meshes().findMeshByKey(PrimitiveMeshes::StripDuplicateSuffix(meshKey));
if (!resolved) {
auto primitive = PrimitiveMeshes::MakeFromKey(meshKey);
if (!primitive) {
throw std::runtime_error("Invalid primitive mesh key: " + meshKey);
}
if (!GameState::GetInstance().HasGfxDevice()) {
throw std::runtime_error("Cannot build primitive mesh without a graphics device: " + meshKey);
}
resolved = resources->meshes().addMesh(GameState::GetInstance().Gfx(), *primitive);
}
meshKey = resources->meshes().getMeshKey(*resolved);
}
if (!resolved) {
loadAssetForKey(meshKey);
resolved = resources->meshes().findMeshByKey(meshKey);
}
if (!resolved) {
throw std::runtime_error("Mesh resource not found: " + meshKey);
}
meshID = *resolved;
}
if (!materialKey.empty()) {
auto resolved = resources->materials().findMaterialByKey(materialKey);
if (!resolved) {
loadAssetForKey(materialKey);
resolved = resources->materials().findMaterialByKey(materialKey);
}
if (!resolved) {
const auto meshAsset = AssetReference::fromCacheKey(meshKey);
resolved = resources->materials().findMaterialByName(
materialKey,
meshAsset ? meshAsset->path : std::string_view{});
}
if (!resolved) {
resolved = resources->materials().findMaterialByName(materialKey);
}
if (resolved) {
materialID = *resolved;
materialKey = resources->materials().getMaterialKey(*resolved);
} else {
// Keep the key so saving again does not lose which material was meant
spdlog::warn("Material \"{}\" on \"{}\" not found, using the placeholder material",
materialKey, GetGameObject()->GetName());
materialID = resources->materials().getPlaceholderMaterialId();
}
}
if (meshID != NULL_MESH_ID && meshKey.empty()) {
(void)resources->meshes().getMesh(meshID);
}
if (materialID != NULL_MATERIAL_ID && materialKey.empty()) {
(void)resources->materials().getMaterial(materialID);
}
}
void MeshRendererComponent::ImGuiInspector() {
if (meshID == NULL_MESH_ID) {
ImGui::TextDisabled("Mesh: <none>");
} else {
ImGui::Text("Mesh ID: %zu", meshID);
ImGui::TextWrapped(
"Mesh key: %s",
meshKey.empty() ? "<not resolved>" : meshKey.c_str());
}
if (materialID == NULL_MATERIAL_ID) {
ImGui::TextDisabled("Material: <none>");
} else {
ImGui::Text("Material ID: %u", materialID);
ImGui::TextWrapped(
"Material key: %s",
materialKey.empty() ? "<not resolved>" : materialKey.c_str());
}
ImGui::Text(
"Skinning: %s",
m_skinnedMesh != nullptr ? "active" : "static");
}
void MeshRendererComponent::SetMeshID(MeshID id) {
meshID = id;
meshKey.clear();
if (id != NULL_MESH_ID && GameState::GetInstance().HasRenderer()) {
if (auto* resources = GameState::GetInstance().Renderer().getResources()) {
meshKey = resources->meshes().getMeshKey(id);
}
}
}
void MeshRendererComponent::SetMaterialID(MaterialID id) {
materialID = id;
materialKey.clear();
if (id != NULL_MATERIAL_ID && GameState::GetInstance().HasRenderer()) {
if (auto* resources = GameState::GetInstance().Renderer().getResources()) {
materialKey = resources->materials().getMaterialKey(id);
}
}
}
void MeshRendererComponent::Render(const RenderContext& ctx) {
if (meshID == NULL_MESH_ID || materialID == NULL_MATERIAL_ID) return;
if (auto* animator = GetGameObject()->GetComponent<Animator>(); animator && m_skinnedMesh) {
const auto skeleton = GetGameObject()->GetComponent<Animator>()->getSkeleton();
std::uint32_t frameIdx = GameState::GetInstance().Gfx().getCurrentFrameIndex();
const std::size_t jointMatricesStartIndex = animator->uploadJointMatrices(
ctx,
*skeleton,
frameIdx
);
ctx.renderer.drawSkinnedMesh(
meshID,
GetTransform().GetWorldMatrix(),
materialID,
m_skinnedMesh.get(),
jointMatricesStartIndex
);
} else {
ctx.renderer.drawMesh(meshID, GetTransform().GetWorldMatrix(), materialID);
}
}