More refactors around assets. Trust me, we need them
This commit is contained in:
@@ -1,68 +1,104 @@
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//! Module for loading persistent materials.
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const Materials = @This();
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const std = @import("std");
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const shaders = @import("../shaders.zig");
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const vk = @import("vulkan");
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const Atom = @import("../engine/Atom.zig").Atom;
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const Engine = @import("../engine/Engine.zig");
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const GenericBuffer = @import("../engine/GenericBuffer.zig").GenericBuffer;
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const Textures = @import("Textures.zig");
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const MaterialBuffer = GenericBuffer(void, Material);
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map: Map,
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material_buffer: MaterialBuffer,
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next_id: Id,
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// capacity * @sizeOf(Material) = 832 kiB
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pub const capacity = std.math.maxInt(std.meta.Tag(Id));
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pub const Key = struct { atom: Atom };
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pub const Id = enum(u16) {
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// VOLATILE Synchronize explicit values with `init` implementation.
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/// A material ID that can be used as a "null" material. An object with this
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/// material ID must not be rendered. If this ID is rendered, an "error"
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/// replacement material will be used.
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empty,
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_,
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pub fn next(self: Id) Id {
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return @enumFromInt(@intFromEnum(self) + 1);
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/// Cast an integer into an ID. This can produce an invalid ID.
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pub fn fromInt(value: u16) Id {
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return @enumFromInt(value);
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}
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/// Cast an index into an ID. This can produce an invalid ID. The caller
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/// asserts that the index is not greater than the max ID value.
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pub fn fromIndex(index: usize) Id {
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std.debug.assert(index < max_materials);
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return @enumFromInt(@as(u16, @intCast(index)));
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}
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/// Cast an index into an ID. This can produce an invalid ID. Returns an
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/// error if the index is greater than the max ID value.
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pub fn fromIndexSafe(index: usize) error{Overflow}!Id {
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if (index >= max_materials) return error.Overflow;
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return @enumFromInt(@as(u16, @intCast(index)));
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}
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/// Cast an ID into an integer.
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pub fn toInt(self: Id) u16 {
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return @intFromEnum(self);
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}
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};
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pub const Map = std.AutoHashMapUnmanaged(Key, Id);
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pub const Material = extern struct {
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base_color: [3]f32,
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emissive: [3]f32,
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ior: f32,
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metallic: f32,
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normal_scale: f32,
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occlusion_texture_strength: f32,
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roughness: f32,
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base_color_texture: Textures.Id,
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emissive_texture: Textures.Id,
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normal_texture: Textures.Id,
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occlusion_roughness_metallic_texture: Textures.Id,
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pub const Key = struct {
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/// Atom representing the filename of the material.
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filename: Atom,
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};
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pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Materials {
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var map: Map = .empty;
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errdefer map.deinit(allocator);
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try map.ensureTotalCapacity(allocator, capacity);
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/// Maps a key value to a material ID.
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map: std.AutoHashMapUnmanaged(Key, Id),
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/// Stores all material data in a single contiguous storage buffer. Use the
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/// material ID as an index into this buffer.
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material_buffer: shaders.MaterialBuffer,
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/// The amount of materials currently loaded.
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material_count: usize,
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var material_buffer = try MaterialBuffer.init(engine, .{
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/// With `@sizeOf(Material) == 52` and `max_materials == 4096`, the material
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/// storage buffer should take 208 kiB in VRAM.
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pub const max_materials = 4096;
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pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Materials {
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var map: std.AutoHashMapUnmanaged(Key, Id) = .empty;
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errdefer map.deinit(allocator);
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try map.ensureTotalCapacity(allocator, max_materials);
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var material_buffer = try shaders.MaterialBuffer.init(engine, .{
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.usage = .storage,
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.target_queue = .graphics,
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.array_capacity = capacity,
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.array_capacity = max_materials,
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.name = "Materials",
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});
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errdefer material_buffer.deinit(engine);
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// TODO Add "error" material to represent the empty value (it shouldn't be rendered, so it's good to know when it is).
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// VOLATILE Synchronize with explicit values on top of `Id` type.
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try material_buffer.write(engine, .{
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.element_offset = Id.empty.toInt(),
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.elements = &.{
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.{
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.base_color = .{ 0, 0, 0 },
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.emissive = .{ 1, 0, 1 },
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.ior = 1.45,
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.metallic = 0,
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.normal_scale = 1,
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.occlusion_texture_strength = 1,
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.roughness = 1,
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.base_color_texture = .empty_base_color,
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.emissive_texture = .empty_emissive,
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.normal_texture = .empty_normal,
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.occlusion_roughness_metallic_texture = .empty_occlusion_roughness_metallic,
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},
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},
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});
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return .{
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.map = map,
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.material_buffer = material_buffer,
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.next_id = @enumFromInt(1),
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.material_count = @typeInfo(Id).@"enum".fields.len,
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};
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}
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@@ -74,46 +110,121 @@ pub fn deinit(self: *Materials, engine: *Engine, allocator: std.mem.Allocator) v
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self.* = undefined;
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}
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pub fn getAtom(self: *const Materials, atom: Atom) ?Id {
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const key: Key = .{ .atom = atom };
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return self.map.get(key);
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}
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pub fn getFilename(self: *const Materials, filename: []const u8) ?Id {
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const atom = Atom.fromStringIfExists(filename) orelse return null;
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const key: Key = .{ .atom = atom };
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return self.map.get(key);
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}
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pub fn getOrLoadAtom(self: *Materials, engine: *Engine, textures: *Textures, atom: Atom, temp_allocator: std.mem.Allocator) !Id {
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const key: Key = .{ .atom = atom };
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const entry = self.map.getOrPutAssumeCapacity(key);
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if (entry.found_existing) {
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return entry.value_ptr.*;
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/// Get the ID of a material given its filename (as a string). Returns `null` if
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/// such material hasn't been loaded. Returns `.empty` when the filename is
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/// `null`.
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pub fn get(self: *const Materials, maybe_filename: ?[]const u8) ?Id {
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if (maybe_filename) |filename| {
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return self.map.get(.{
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// If the atom doesn't exist, then the material cannot possibly exist.
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.filename = .fromStringIfExists(filename) orelse return null,
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});
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} else {
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errdefer _ = self.map.remove(key);
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const id = try self.loadMaterial(engine, textures, atom.toString(), temp_allocator);
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entry.value_ptr.* = id;
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return id;
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return .empty;
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}
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}
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pub fn getOrLoadFilename(self: *Materials, engine: *Engine, textures: *Textures, filename: []const u8, temp_allocator: std.mem.Allocator) !Id {
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const atom = try Atom.fromString(filename);
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const key: Key = .{ .atom = atom };
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const entry = self.map.getOrPutAssumeCapacity(key);
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if (entry.found_existing) {
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return entry.value_ptr.*;
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/// Get the ID of a material given its filename (as an atom). Returns `null` if
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/// such material hasn't been loaded. Returns `.empty` when the filename is
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/// `.empty`.
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pub fn getAtom(self: *const Materials, filename: Atom) ?Id {
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if (filename != .empty) {
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return self.map.get(.{
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.filename = filename,
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});
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} else {
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errdefer _ = self.map.remove(key);
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const id = try self.loadMaterial(engine, textures, filename, temp_allocator);
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entry.value_ptr.* = id;
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return id;
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return .empty;
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}
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}
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/// Get the ID of a material given its filename (as a string). Returns either an
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/// existing material ID or loads a new material along with its textures and
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/// assigns a new ID, if necessary. Will not return any error if the material
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/// already exists. Returns `.empty` when the filename is `null`.
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///
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/// When a material or its textures are being loaded, `temp_allocator` is used
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/// for temporary allocations necessary to perform all operations. No memory
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/// allocated with `temp_allocator` is retained, so the allocator can be
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/// deinitialized or reset after this function returns. Note that during loading
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/// the engine will make its own persistent allocations, so an out of memory
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/// error is not necessarily related to `temp_allocator`.
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pub fn getOrLoad(self: *Materials, engine: *Engine, textures: *Textures, maybe_filename: ?[]const u8, temp_allocator: std.mem.Allocator) !Id {
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if (maybe_filename) |filename| {
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const key: Key = .{
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// If the material already exists, then the atom must exist and the
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// following line will not return any error.
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.filename = try .fromString(filename),
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};
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// We don't use `getOrPutAssumeCapacity` method, because we might already be
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// at full capacity, in which case we should return `error.OutOfMaterials`.
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if (self.map.get(key)) |id| {
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return id;
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} else {
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const id = Id.fromIndexSafe(self.material_count) catch |err| switch (err) {
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error.Overflow => return error.OutOfMaterials,
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};
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try self.loadMaterial(engine, textures, filename, id.toInt(), temp_allocator);
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self.map.putAssumeCapacityNoClobber(key, id);
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self.material_count += 1;
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return id;
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}
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} else {
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return .empty;
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}
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}
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/// Get the ID of a material given its filename (as an atom). Returns either an
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/// existing material ID or loads a new material along with its textures and
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/// assigns a new ID, if necessary. Will not return any error if the material
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/// already exists. Returns `.empty` when the filename is `.empty`.
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///
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/// When a material or its textures are being loaded, `temp_allocator` is used
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/// for temporary allocations necessary to perform all operations. No memory
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/// allocated with `temp_allocator` is retained, so the allocator can be
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/// deinitialized or reset after this function returns. Note that during loading
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/// the engine will make its own persistent allocations, so an out of memory
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/// error is not necessarily related to `temp_allocator`.
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pub fn getOrLoadAtom(self: *Materials, engine: *Engine, textures: *Textures, filename: Atom, temp_allocator: std.mem.Allocator) !Id {
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if (filename != .empty) {
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const key: Key = .{
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.filename = filename,
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};
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// We don't use `getOrPutAssumeCapacity` method, because we might already be
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// at full capacity, in which case we should return `error.OutOfMaterials`.
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if (self.map.get(key)) |id| {
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return id;
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} else {
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const id = Id.fromIndexSafe(self.material_count) catch |err| switch (err) {
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error.Overflow => return error.OutOfMaterials,
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};
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try self.loadMaterial(engine, textures, filename.toString(), id.toInt(), temp_allocator);
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self.map.putAssumeCapacityNoClobber(key, id);
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self.material_count += 1;
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return id;
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}
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} else {
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return .empty;
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}
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}
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/// Scan the materials directory and load all materials that haven't been loaded
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/// already. Will not traverse subdirectories. Any errors will be skipped and
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/// logged.
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///
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/// When a material or its textures are being loaded, `temp_allocator` is used
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/// for temporary allocations necessary to perform all operations. No memory
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/// allocated with `temp_allocator` is retained, so the allocator can be
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/// deinitialized or reset after this function returns. Note that during loading
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/// the engine will make its own persistent allocations, so an out of memory
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/// error is not necessarily related to `temp_allocator`.
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pub fn loadAll(self: *Materials, engine: *Engine, textures: *Textures, temp_allocator: std.mem.Allocator) void {
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const cwd = std.fs.cwd();
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@@ -133,13 +244,13 @@ pub fn loadAll(self: *Materials, engine: *Engine, textures: *Textures, temp_allo
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continue;
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}
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_ = self.loadMaterial(engine, textures, entry.name, temp_allocator) catch |err| {
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_ = self.getOrLoad(engine, textures, entry.name, temp_allocator) catch |err| {
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std.log.err("Error while loading material entry {s}: {s}", .{ entry.name, @errorName(err) });
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};
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}
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}
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fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename: []const u8, temp_allocator: std.mem.Allocator) !Id {
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fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename: []const u8, index: u32, temp_allocator: std.mem.Allocator) !void {
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const MaterialJson = struct {
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baseColor: [3]f32 = .{ 1, 1, 1 },
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baseColorTexture: ?[]const u8 = null,
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@@ -180,40 +291,8 @@ fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename
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const material_json = parsed.value;
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const base_color_texture = blk: {
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if (material_json.baseColorTexture) |name| {
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break :blk try textures.getOrLoadFilename(engine, name, .base_color, temp_allocator);
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} else {
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break :blk .empty_base_color;
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}
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};
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const emissive_texture = blk: {
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if (material_json.emissiveTexture) |name| {
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break :blk try textures.getOrLoadFilename(engine, name, .emissive, temp_allocator);
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} else {
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break :blk .empty_emissive;
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}
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};
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const normal_texture = blk: {
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if (material_json.normalTexture) |name| {
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break :blk try textures.getOrLoadFilename(engine, name, .normal, temp_allocator);
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} else {
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break :blk .empty_normal;
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}
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};
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const occlusion_roughness_metallic_texture = blk: {
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if (material_json.occlusionRoughnessMetallicTexture) |name| {
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break :blk try textures.getOrLoadFilename(engine, name, .occlusion_roughness_metallic, temp_allocator);
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} else {
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break :blk .empty_occlusion_roughness_metallic;
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}
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};
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try self.material_buffer.write(engine, .{
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.element_offset = @intFromEnum(self.next_id),
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.element_offset = index,
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.elements = &.{
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.{
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.base_color = material_json.baseColor,
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@@ -223,16 +302,11 @@ fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename
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.normal_scale = material_json.normalScale,
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.occlusion_texture_strength = material_json.occlusionTextureStrength,
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.roughness = material_json.roughness,
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.base_color_texture = base_color_texture,
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.emissive_texture = emissive_texture,
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.normal_texture = normal_texture,
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.occlusion_roughness_metallic_texture = occlusion_roughness_metallic_texture,
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.base_color_texture = try textures.getOrLoad(engine, material_json.baseColorTexture, .base_color, temp_allocator),
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.emissive_texture = try textures.getOrLoad(engine, material_json.emissiveTexture, .emissive, temp_allocator),
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.normal_texture = try textures.getOrLoad(engine, material_json.normalTexture, .normal, temp_allocator),
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.occlusion_roughness_metallic_texture = try textures.getOrLoad(engine, material_json.occlusionRoughnessMetallicTexture, .occlusion_roughness_metallic, temp_allocator),
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},
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},
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});
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const id = self.next_id;
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self.next_id = self.next_id.next();
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return id;
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}
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