material_resource.cpp 9.2 KB

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  1. /*
  2. * Copyright (c) 2012-2014 Daniele Bartolini and individual contributors.
  3. * License: https://github.com/taylor001/crown/blob/master/LICENSE
  4. */
  5. #include "material_resource.h"
  6. #include "dynamic_string.h"
  7. #include "string_utils.h"
  8. #include "string_utils.h"
  9. #include "json_parser.h"
  10. #include "filesystem.h"
  11. #include "reader_writer.h"
  12. #include "resource_manager.h"
  13. #include "vector.h"
  14. #include "compile_options.h"
  15. #include <bgfx.h>
  16. namespace crown
  17. {
  18. namespace material_resource
  19. {
  20. struct Data
  21. {
  22. Array<TextureData> textures;
  23. Array<UniformData> uniforms;
  24. Array<char> dynamic;
  25. Data()
  26. : textures(default_allocator())
  27. , uniforms(default_allocator())
  28. , dynamic(default_allocator())
  29. {}
  30. };
  31. // Returns offset to start of data
  32. template <typename T>
  33. static uint32_t reserve_dynamic_data(T data, Array<char>& dynamic)
  34. {
  35. uint32_t offt = array::size(dynamic);
  36. array::push(dynamic, (char*) &data, sizeof(data));
  37. return offt;
  38. }
  39. static void parse_textures(JSONElement root, Array<TextureData>& textures, Array<char>& names, Array<char>& dynamic)
  40. {
  41. using namespace vector;
  42. Vector<DynamicString> keys(default_allocator());
  43. root.key("textures").to_keys(keys);
  44. for (uint32_t i = 0; i < size(keys); i++)
  45. {
  46. TextureHandle th;
  47. th.sampler_handle = 0;
  48. th.texture_handle = 0;
  49. ResourceId texid = root.key("textures").key(keys[i].c_str()).to_resource_id("texture");
  50. TextureData td;
  51. td.sampler_name_offset = array::size(names); array::push(names, keys[i].c_str(), keys[i].length()); array::push_back(names, '\0');
  52. td.id = texid.name;
  53. td.data_offset = reserve_dynamic_data(th, dynamic);
  54. array::push_back(textures, td);
  55. }
  56. }
  57. struct UniformTypeInfo
  58. {
  59. const char* name;
  60. UniformType::Enum type;
  61. uint8_t size;
  62. };
  63. static const UniformTypeInfo s_uniform_type_info[UniformType::COUNT] =
  64. {
  65. { "float", UniformType::FLOAT, 4 },
  66. { "vector2", UniformType::VECTOR2, 8 },
  67. { "vector3", UniformType::VECTOR3, 12 },
  68. { "vector4", UniformType::VECTOR4, 16 }
  69. };
  70. static UniformType::Enum string_to_uniform_type(const char* str)
  71. {
  72. for (uint32_t i = 0; i < UniformType::COUNT; i++)
  73. {
  74. if (strcmp(str, s_uniform_type_info[i].name) == 0)
  75. return s_uniform_type_info[i].type;
  76. }
  77. CE_FATAL("Unknown uniform type");
  78. return UniformType::COUNT;
  79. }
  80. static void parse_uniforms(JSONElement root, Array<UniformData>& uniforms, Array<char>& names, Array<char>& dynamic)
  81. {
  82. using namespace vector;
  83. Vector<DynamicString> keys(default_allocator());
  84. root.key("uniforms").to_keys(keys);
  85. for (uint32_t i = 0; i < size(keys); i++)
  86. {
  87. UniformHandle uh;
  88. uh.uniform_handle = 0;
  89. DynamicString type;
  90. root.key("uniforms").key(keys[i].c_str()).key("type").to_string(type);
  91. UniformData ud;
  92. ud.name_offset = array::size(names); array::push(names, keys[i].c_str(), keys[i].length()); array::push_back(names, '\0');
  93. ud.type = string_to_uniform_type(type.c_str());
  94. ud.data_offset = reserve_dynamic_data(uh, dynamic);
  95. switch (ud.type)
  96. {
  97. case UniformType::FLOAT:
  98. {
  99. float data = root.key("uniforms").key(keys[i].c_str()).key("value").to_float();
  100. reserve_dynamic_data(data, dynamic);
  101. break;
  102. }
  103. case UniformType::VECTOR2:
  104. {
  105. Vector2 data = root.key("uniforms").key(keys[i].c_str()).key("value").to_vector2();
  106. reserve_dynamic_data(data, dynamic);
  107. break;
  108. }
  109. case UniformType::VECTOR3:
  110. {
  111. Vector3 data = root.key("uniforms").key(keys[i].c_str()).key("value").to_vector3();
  112. reserve_dynamic_data(data, dynamic);
  113. break;
  114. }
  115. case UniformType::VECTOR4:
  116. {
  117. Vector4 data = root.key("uniforms").key(keys[i].c_str()).key("value").to_vector4();
  118. reserve_dynamic_data(data, dynamic);
  119. break;
  120. }
  121. default: CE_FATAL("Oops"); break;
  122. }
  123. array::push_back(uniforms, ud);
  124. }
  125. }
  126. void compile(const char* path, CompileOptions& opts)
  127. {
  128. static const uint32_t VERSION = 1;
  129. Buffer buf = opts.read(path);
  130. JSONParser json(array::begin(buf));
  131. JSONElement root = json.root();
  132. Array<TextureData> texdata(default_allocator());
  133. Array<UniformData> unidata(default_allocator());
  134. Array<char> names(default_allocator());
  135. Array<char> dynblob(default_allocator());
  136. ResourceId shader = root.key("shader").to_resource_id("shader");
  137. parse_textures(root, texdata, names, dynblob);
  138. parse_uniforms(root, unidata, names, dynblob);
  139. MaterialResource mr;
  140. mr.version = VERSION;
  141. mr.shader = shader.name;
  142. mr.num_textures = array::size(texdata);
  143. mr.texture_data_offset = sizeof(mr);
  144. mr.num_uniforms = array::size(unidata);
  145. mr.uniform_data_offset = sizeof(mr) + sizeof(TextureData) * array::size(texdata);
  146. mr.dynamic_data_size = array::size(dynblob);
  147. mr.dynamic_data_offset = sizeof(mr) + sizeof(TextureData) * array::size(texdata) + sizeof(UniformData) * array::size(unidata);
  148. // Write
  149. opts.write(mr.version);
  150. opts.write(mr._pad);
  151. opts.write(mr.shader);
  152. opts.write(mr.num_textures);
  153. opts.write(mr.texture_data_offset);
  154. opts.write(mr.num_uniforms);
  155. opts.write(mr.uniform_data_offset);
  156. opts.write(mr.dynamic_data_size);
  157. opts.write(mr.dynamic_data_offset);
  158. for (uint32_t i = 0; i < array::size(texdata); i++)
  159. {
  160. opts.write(texdata[i].sampler_name_offset);
  161. opts.write(texdata[i]._pad);
  162. opts.write(texdata[i].id);
  163. opts.write(texdata[i].data_offset);
  164. opts.write(texdata[i]._pad1);
  165. }
  166. for (uint32_t i = 0; i < array::size(unidata); i++)
  167. {
  168. opts.write(unidata[i].name_offset);
  169. opts.write(unidata[i].type);
  170. opts.write(unidata[i].data_offset);
  171. }
  172. opts.write(dynblob);
  173. opts.write(names);
  174. }
  175. void* load(File& file, Allocator& a)
  176. {
  177. const size_t file_size = file.size();
  178. void* res = a.allocate(file_size);
  179. file.read(res, file_size);
  180. return res;
  181. }
  182. void online(StringId64 id, ResourceManager& rm)
  183. {
  184. MaterialResource* mr = (MaterialResource*) rm.get(MATERIAL_TYPE, id);
  185. char* base = (char*)mr + dynamic_data_offset(mr);
  186. for (uint32_t i = 0; i < num_textures(mr); i++)
  187. {
  188. TextureData* td = get_texture_data(mr, i);
  189. TextureHandle* th = get_texture_handle(mr, i, base);
  190. th->sampler_handle = bgfx::createUniform(get_texture_name(mr, td), bgfx::UniformType::Uniform1iv).idx;
  191. }
  192. for (uint32_t i = 0; i < num_uniforms(mr); i++)
  193. {
  194. UniformData* ud = get_uniform_data(mr, i);
  195. UniformHandle* uh = get_uniform_handle(mr, i, base);
  196. uh->uniform_handle = bgfx::createUniform(get_uniform_name(mr, ud), bgfx::UniformType::Uniform4fv).idx;
  197. }
  198. }
  199. void offline(StringId64 id, ResourceManager& rm)
  200. {
  201. MaterialResource* mr = (MaterialResource*) rm.get(MATERIAL_TYPE, id);
  202. char* base = (char*) mr + dynamic_data_offset(mr);
  203. for (uint32_t i = 0; i < num_textures(mr); i++)
  204. {
  205. TextureHandle* th = get_texture_handle(mr, i, base);
  206. bgfx::UniformHandle sh;
  207. sh.idx = th->sampler_handle;
  208. bgfx::destroyUniform(sh);
  209. }
  210. for (uint32_t i = 0; i < num_uniforms(mr); i++)
  211. {
  212. UniformHandle* uh = get_uniform_handle(mr, i, base);
  213. bgfx::UniformHandle bgfx_uh;
  214. bgfx_uh.idx = uh->uniform_handle;
  215. bgfx::destroyUniform(bgfx_uh);
  216. }
  217. }
  218. void unload(Allocator& a, void* res)
  219. {
  220. a.deallocate(res);
  221. }
  222. uint32_t dynamic_data_size(const MaterialResource* mr)
  223. {
  224. return mr->dynamic_data_size;
  225. }
  226. uint32_t dynamic_data_offset(const MaterialResource* mr)
  227. {
  228. return mr->dynamic_data_offset;
  229. }
  230. StringId64 shader(const MaterialResource* mr)
  231. {
  232. return mr->shader;
  233. }
  234. uint32_t num_textures(const MaterialResource* mr)
  235. {
  236. return mr->num_textures;
  237. }
  238. uint32_t num_uniforms(const MaterialResource* mr)
  239. {
  240. return mr->num_uniforms;
  241. }
  242. UniformData* get_uniform_data(const MaterialResource* mr, uint32_t i)
  243. {
  244. UniformData* base = (UniformData*) ((char*)mr + mr->uniform_data_offset);
  245. return &base[i];
  246. }
  247. UniformData* get_uniform_data_by_string(const MaterialResource* mr, const char* str)
  248. {
  249. UniformData* base = (UniformData*) ((char*)mr + mr->uniform_data_offset);
  250. uint32_t num = num_uniforms(mr);
  251. for (uint32_t i = 0; i < num; i++)
  252. {
  253. const char* name = get_uniform_name(mr, (const UniformData*)base->name_offset);
  254. if (strcmp(name, str) == 0)
  255. return base;
  256. base++;
  257. }
  258. CE_FATAL("Oops, bad uniform name");
  259. return NULL;
  260. }
  261. const char* get_uniform_name(const MaterialResource* mr, const UniformData* ud)
  262. {
  263. return (const char*)mr + mr->dynamic_data_offset + mr->dynamic_data_size + ud->name_offset;
  264. }
  265. TextureData* get_texture_data(const MaterialResource* mr, uint32_t i)
  266. {
  267. TextureData* base = (TextureData*) ((char*)mr + mr->texture_data_offset);
  268. return &base[i];
  269. }
  270. const char* get_texture_name(const MaterialResource* mr, const TextureData* td)
  271. {
  272. return (const char*)mr + mr->dynamic_data_offset + mr->dynamic_data_size + td->sampler_name_offset;
  273. }
  274. UniformHandle* get_uniform_handle(const MaterialResource* mr, uint32_t i, char* dynamic)
  275. {
  276. UniformData* ud = get_uniform_data(mr, i);
  277. return (UniformHandle*) (dynamic + ud->data_offset);
  278. }
  279. UniformHandle* get_uniform_handle_by_string(const MaterialResource* mr, const char* str, char* dynamic)
  280. {
  281. UniformData* ud = get_uniform_data_by_string(mr, str);
  282. return (UniformHandle*) (dynamic + ud->data_offset);
  283. }
  284. TextureHandle* get_texture_handle(const MaterialResource* mr, uint32_t i, char* dynamic)
  285. {
  286. TextureData* td = get_texture_data(mr, i);
  287. return (TextureHandle*) (dynamic + td->data_offset);
  288. }
  289. } // namespace material_resource
  290. } // namespace crown