Browse Source

Make material loader support new JSON-based material format

master
C. J. Howard 3 years ago
parent
commit
5f8669bc1e
3 changed files with 253 additions and 314 deletions
  1. +1
    -1
      src/ecs/systems/terrain-system.cpp
  2. +3
    -3
      src/game/states/play-state.cpp
  3. +249
    -310
      src/resources/material-loader.cpp

+ 1
- 1
src/ecs/systems/terrain-system.cpp View File

@ -105,7 +105,7 @@ model* terrain_system::generate_terrain_model(geom::mesh* terrain_mesh)
// Create model group // Create model group
model_group* model_group = terrain_model->add_group("terrain"); model_group* model_group = terrain_model->add_group("terrain");
model_group->set_material(resource_manager->load<material>("grassland-terrain.mtl"));
model_group->set_material(resource_manager->load<material>("forest-terrain.mtl"));
model_group->set_drawing_mode(gl::drawing_mode::triangles); model_group->set_drawing_mode(gl::drawing_mode::triangles);
model_group->set_start_index(0); model_group->set_start_index(0);
model_group->set_index_count(terrain_mesh->get_faces().size() * 3); model_group->set_index_count(terrain_mesh->get_faces().size() * 3);

+ 3
- 3
src/game/states/play-state.cpp View File

@ -96,7 +96,7 @@ void play_state_enter(game_context* ctx)
sky_pass->set_zenith_color({0.0f, 0.0f, 0.0f}); sky_pass->set_zenith_color({0.0f, 0.0f, 0.0f});
sky_pass->set_time_of_day(0.0f); sky_pass->set_time_of_day(0.0f);
sky_pass->set_julian_day(0.0f); sky_pass->set_julian_day(0.0f);
sky_pass->set_observer_location(ctx->biome->location[0], ctx->biome->location[1], 0.0f);
sky_pass->set_observer_location(0.0f, 0.0f, 0.0f);
sky_pass->set_moon_angular_radius(math::radians(1.0f)); sky_pass->set_moon_angular_radius(math::radians(1.0f));
sky_pass->set_sun_angular_radius(math::radians(1.0f)); sky_pass->set_sun_angular_radius(math::radians(1.0f));
@ -104,13 +104,13 @@ void play_state_enter(game_context* ctx)
scene::ambient_light* ambient = new scene::ambient_light(); scene::ambient_light* ambient = new scene::ambient_light();
ambient->set_color({1, 1, 1}); ambient->set_color({1, 1, 1});
ambient->set_intensity(0.1f);
ambient->set_intensity(10.0f);
ambient->update_tweens(); ambient->update_tweens();
ctx->overworld_scene->add_object(ambient); ctx->overworld_scene->add_object(ambient);
scene::directional_light* sun = new scene::directional_light(); scene::directional_light* sun = new scene::directional_light();
sun->set_color({1, 1, 1}); sun->set_color({1, 1, 1});
sun->set_intensity(4.0f);
sun->set_intensity(750.0f);
sun->look_at({0, 1, 1}, {0, 0, 0}, {0, 1, 0}); sun->look_at({0, 1, 1}, {0, 0, 0}, {0, 1, 0});
sun->update_tweens(); sun->update_tweens();
ctx->overworld_scene->add_object(sun); ctx->overworld_scene->add_object(sun);

+ 249
- 310
src/resources/material-loader.cpp View File

@ -17,355 +17,294 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "renderer/material.hpp"
#include "resource-loader.hpp" #include "resource-loader.hpp"
#include "resource-manager.hpp" #include "resource-manager.hpp"
#include "gl/shader-variable-type.hpp"
#include "gl/texture-wrapping.hpp"
#include "gl/texture-filter.hpp"
#include "gl/texture-2d.hpp"
#include "utility/fundamental-types.hpp"
#include "string-table.hpp"
#include <cctype>
#include <vector>
#include <map>
static bool load_bool_property(material* material, const string_table_row& row, int vector_size, int array_size)
{
if (row.size() - 4 != vector_size * array_size || vector_size < 1 || vector_size > 4)
{
return false;
}
std::size_t size = array_size * vector_size;
bool* values = new bool[size];
for (std::size_t i = 0; i < size; ++i)
{
values[i] = (std::stoi(row[4 + i]) != 0);
}
if (vector_size == 1)
{
material_property<bool>* property = material->add_property<bool>(row[1], array_size);
property->set_values(0, values, array_size);
}
else if (vector_size == 2)
{
material_property<bool2>* property = material->add_property<bool2>(row[1], array_size);
property->set_values(0, reinterpret_cast<const bool2*>(values), array_size);
}
else if (vector_size == 3)
{
material_property<bool3>* property = material->add_property<bool3>(row[1], array_size);
property->set_values(0, reinterpret_cast<const bool3*>(values), array_size);
}
else if (vector_size == 4)
{
material_property<bool4>* property = material->add_property<bool4>(row[1], array_size);
property->set_values(0, reinterpret_cast<const bool4*>(values), array_size);
}
delete[] values;
return true;
}
static bool load_int_property(material* material, const string_table_row& row, int vector_size, int array_size)
#include "renderer/material.hpp"
#include "renderer/material-flags.hpp"
#include <nlohmann/json.hpp>
#include <physfs.h>
#include <utility>
#include <type_traits>
#include <string>
template <typename T>
static bool read_value(T* value, const nlohmann::json& json, const std::string& name)
{ {
if (row.size() - 4 != vector_size * array_size || vector_size < 1 || vector_size > 4)
{
return false;
}
std::size_t size = array_size * vector_size;
int* values = new int[size];
for (std::size_t i = 0; i < size; ++i)
{
values[i] = std::stoi(row[4 + i]);
}
if (vector_size == 1)
{
material_property<int>* property = material->add_property<int>(row[1], array_size);
property->set_values(0, values, array_size);
}
else if (vector_size == 2)
{
material_property<int2>* property = material->add_property<int2>(row[1], array_size);
property->set_values(0, reinterpret_cast<const int2*>(values), array_size);
}
else if (vector_size == 3)
{
material_property<int3>* property = material->add_property<int3>(row[1], array_size);
property->set_values(0, reinterpret_cast<const int3*>(values), array_size);
}
else if (vector_size == 4)
if (auto element = json.find(name); element != json.end())
{ {
material_property<int4>* property = material->add_property<int4>(row[1], array_size);
property->set_values(0, reinterpret_cast<const int4*>(values), array_size);
*value = element.value().get<T>();
return true;
} }
delete[] values;
return true;
return false;
} }
static bool load_uint_property(material* material, const string_table_row& row, int vector_size, int array_size)
static bool load_texture_2d_property(resource_manager* resource_manager, material* material, const std::string& name, const nlohmann::json& json)
{ {
if (row.size() - 4 != vector_size * array_size || vector_size < 1 || vector_size > 4)
{
return false;
}
std::size_t size = array_size * vector_size;
unsigned int* values = new unsigned int[size];
for (std::size_t i = 0; i < size; ++i)
{
values[i] = static_cast<unsigned int>(std::stoul(row[4 + i]));
}
if (vector_size == 1)
{
material_property<unsigned int>* property = material->add_property<unsigned int>(row[1], array_size);
property->set_values(0, values, array_size);
}
else if (vector_size == 2)
{
material_property<uint2>* property = material->add_property<uint2>(row[1], array_size);
property->set_values(0, reinterpret_cast<const uint2*>(values), array_size);
}
else if (vector_size == 3)
{
material_property<uint3>* property = material->add_property<uint3>(row[1], array_size);
property->set_values(0, reinterpret_cast<const uint3*>(values), array_size);
// If JSON element is an array
if (json.is_array())
{
// Determine size of the array
std::size_t array_size = json.size();
// Create property
material_property<const gl::texture_2d*>* property = material->add_property<const gl::texture_2d*>(name, array_size);
// Load textures
std::size_t i = 0;
for (const auto& element: json)
{
std::string filename = element.get<std::string>();
const gl::texture_2d* texture = resource_manager->load<gl::texture_2d>(filename);
property->set_value(i++, texture);
}
} }
else if (vector_size == 4)
else
{ {
material_property<uint4>* property = material->add_property<uint4>(row[1], array_size);
property->set_values(0, reinterpret_cast<const uint4*>(values), array_size);
// Create property
material_property<const gl::texture_2d*>* property = material->add_property<const gl::texture_2d*>(name);
// Load texture
std::string filename = json.get<std::string>();
const gl::texture_2d* texture = resource_manager->load<gl::texture_2d>(filename);
property->set_value(texture);
} }
delete[] values;
return true; return true;
} }
static bool load_float_property(material* material, const string_table_row& row, int vector_size, int array_size)
static bool load_texture_cube_property(resource_manager* resource_manager, material* material, const std::string& name, const nlohmann::json& json)
{ {
if (row.size() - 4 != vector_size * array_size || vector_size < 1 || vector_size > 4)
{
return false;
}
std::size_t size = array_size * vector_size;
float* values = new float[size];
for (std::size_t i = 0; i < size; ++i)
{
values[i] = static_cast<float>(std::stod(row[4 + i]));
}
if (vector_size == 1)
{
material_property<float>* property = material->add_property<float>(row[1], array_size);
property->set_values(0, values, array_size);
}
else if (vector_size == 2)
{
material_property<float2>* property = material->add_property<float2>(row[1], array_size);
property->set_values(0, reinterpret_cast<const float2*>(values), array_size);
}
else if (vector_size == 3)
{
material_property<float3>* property = material->add_property<float3>(row[1], array_size);
property->set_values(0, reinterpret_cast<const float3*>(values), array_size);
}
else if (vector_size == 4)
{
material_property<float4>* property = material->add_property<float4>(row[1], array_size);
property->set_values(0, reinterpret_cast<const float4*>(values), array_size);
}
delete[] values;
return true;
return false;
} }
static bool load_float_matrix_property(material* material, const string_table_row& row, int matrix_columns, int matrix_rows, int array_size)
template <typename T>
static bool load_scalar_property(material* material, const std::string& name, const nlohmann::json& json)
{ {
int matrix_size = matrix_columns * matrix_rows;
if (row.size() - 4 != matrix_size * array_size)
{
return false;
}
std::size_t size = array_size * matrix_size;
float* values = new float[size];
for (std::size_t i = 0; i < size; ++i)
{
values[i] = static_cast<float>(std::stod(row[4 + i]));
// If JSON element is an array
if (json.is_array())
{
// Determine size of the array
std::size_t array_size = json.size();
// Create property
material_property<T>* property = material->add_property<T>(name, array_size);
// Set property values
std::size_t i = 0;
for (const auto& element: json)
property->set_value(i++, element.get<T>());
}
else
{
// Create property
material_property<T>* property = material->add_property<T>(name);
// Set property value
property->set_value(json.get<T>());
} }
if (matrix_size == 2*2)
{
material_property<float2x2>* property = material->add_property<float2x2>(row[1], array_size);
property->set_values(0, reinterpret_cast<const float2x2*>(values), array_size);
}
else if (matrix_size == 3*3)
{
material_property<float3x3>* property = material->add_property<float3x3>(row[1], array_size);
property->set_values(0, reinterpret_cast<const float3x3*>(values), array_size);
}
else if (matrix_size == 4*4)
{
material_property<float4x4>* property = material->add_property<float4x4>(row[1], array_size);
property->set_values(0, reinterpret_cast<const float4x4*>(values), array_size);
}
delete[] values;
return true; return true;
} }
static bool load_texture_2d_property(material* material, const string_table_row& row, resource_manager* resource_manager, int array_size)
template <typename T>
static bool load_vector_property(material* material, const std::string& name, std::size_t vector_size, const nlohmann::json& json)
{ {
if (row.size() - 4 != array_size * 1)
{
return false;
// If JSON element is an array of arrays
if (json.is_array() && json.begin().value().is_array())
{
// Determine size of the array
std::size_t array_size = json.size();
// Create property
material_property<T>* property = material->add_property<T>(name, array_size);
// For each vector in the array
std::size_t i = 0;
for (const auto& vector_element: json)
{
// Read vector elements
T value;
std::size_t j = 0;
for (const auto& value_element: vector_element)
value[j++] = value_element.get<typename T::scalar_type>();
// Set property values
property->set_value(i++, value);
}
} }
const gl::texture_2d** values = new const gl::texture_2d*[array_size];
for (std::size_t i = 0; i < array_size; ++i)
else
{ {
values[i] = resource_manager->load<gl::texture_2d>(row[4 + i]);
// Create property
material_property<T>* property = material->add_property<T>(name);
// Read vector elements
T value;
std::size_t i = 0;
for (const auto& value_element: json)
value[i++] = value_element.get<typename T::scalar_type>();
// Set property values
property->set_value(value);
} }
material_property<const gl::texture_2d*>* property = material->add_property<const gl::texture_2d*>(row[1], array_size);
property->set_values(0, values, array_size);
delete[] values;
return true; return true;
} }
static bool load_texture_cube_property(material* material, const string_table_row& row, resource_manager* resource_manager, int array_size)
{
return false;
}
static bool load_material_property(material* material, const string_table_row& row, resource_manager* resource_manager)
{
// Ensure row has at least five columns
if (row.size() < 5)
{
return false;
}
const std::string& name = row[1];
if (name.empty())
{
return false;
}
const std::string& type = row[2];
if (type.empty())
{
return false;
}
int vector_size = 1;
if (std::isdigit(type.back()))
{
vector_size = std::stoi(type.substr(type.size() - 1, 1));
}
int matrix_columns = 0;
int matrix_rows = 0;
if (type[type.size() - 2] == 'x' && std::isdigit(type[type.size() - 3]) && std::isdigit(type.back()))
{
matrix_columns = std::stoi(type.substr(type.size() - 3, 1));
matrix_rows = std::stoi(type.substr(type.size() - 1, 1));
}
int array_size = std::stoi(row[3]);
if (array_size <= 0)
{
return false;
}
if (type == "bool" || type == "bool2" || type == "bool3" || type == "bool4")
{
return load_bool_property(material, row, vector_size, array_size);
}
else if (type == "int" || type == "int2" || type == "int3" || type == "int4")
{
return load_int_property(material, row, vector_size, array_size);
}
else if (type == "uint" || type == "uint2" || type == "uint3" || type == "uint4")
{
return load_uint_property(material, row, vector_size, array_size);
}
else if (type == "float" || type == "float2" || type == "float3" || type == "float4")
{
return load_float_property(material, row, vector_size, array_size);
}
else if (type == "float2x2" || type == "float3x3" || type == "float4x4")
{
return load_float_matrix_property(material, row, matrix_columns, matrix_rows, array_size);
}
else if (type == "texture_2d")
{
return load_texture_2d_property(material, row, resource_manager, array_size);
}
else if (type == "texture_cube")
{
return load_texture_cube_property(material, row, resource_manager, array_size);
}
return false;
}
template <> template <>
material* resource_loader<material>::load(resource_manager* resource_manager, PHYSFS_File* file) material* resource_loader<material>::load(resource_manager* resource_manager, PHYSFS_File* file)
{ {
// Load string table from input stream
string_table* table = resource_loader<string_table>::load(resource_manager, file);
// Ensure table is not empty.
if (!table || table->empty())
// Read file into buffer
std::size_t size = static_cast<int>(PHYSFS_fileLength(file));
std::string buffer;
buffer.resize(size);
PHYSFS_readBytes(file, &buffer[0], size);
// Parse json from file buffer
nlohmann::json json = nlohmann::json::parse(buffer);
// Allocate material
material* material = new ::material();
// Read shader filename
std::string shader_filename;
if (read_value(&shader_filename, json, "shader"))
{ {
delete table;
return nullptr;
// Load shader program
gl::shader_program* program = resource_manager->load<gl::shader_program>(shader_filename);
material->set_shader_program(program);
} }
// Allocate material
::material* material = new ::material();
// Parse table rows
for (const string_table_row& row: *table)
// Init material flags
std::uint32_t flags = 0;
// Read blend mode
std::string blend_mode;
read_value(&blend_mode, json, "blend_mode");
if (blend_mode == "alpha_blend")
flags |= MATERIAL_FLAG_TRANSLUCENT;
else
flags |= MATERIAL_FLAG_OPAQUE;
// Read shadow mode
std::string shadow_mode;
read_value(&shadow_mode, json, "shadow_mode");
if (shadow_mode == "none")
flags |= MATERIAL_FLAG_NOT_SHADOW_CASTER;
else
flags |= MATERIAL_FLAG_SHADOW_CASTER;
// Read cull mode
std::string cull_mode;
read_value(&cull_mode, json, "cull_mode");
if (cull_mode == "none")
flags |= MATERIAL_FLAG_FRONT_AND_BACK_FACES;
else if (cull_mode == "front")
flags |= MATERIAL_FLAG_BACK_FACES;
else
flags |= MATERIAL_FLAG_FRONT_FACES;
// Set material flags
material->set_flags(flags);
// Read material properties
if (auto properties_element = json.find("properties"); properties_element != json.end())
{ {
// Skip empty rows and comments
if (row.empty() || row[0].empty() || row[0][0] == '#')
for (const auto& property_element: properties_element.value())
{ {
continue;
}
if (row[0] == "shader" && row.size() == 2)
{
gl::shader_program* program = resource_manager->load<gl::shader_program>(row[1]);
material->set_shader_program(program);
}
else if (row[0] == "flags" && row.size() == 2)
{
std::uint32_t flags = std::stoi(row[1]);
material->set_flags(flags);
}
else if (row[0] == "property")
{
load_material_property(material, row, resource_manager);
// Read property name
std::string name;
if (!read_value(&name, property_element, "name"))
// Ignore nameless properties
continue;
// Read property type
std::string type;
if (!read_value(&type, property_element, "type"))
// Ignore typeless properties
continue;
// Find value element
auto value_element = property_element.find("value");
if (value_element == property_element.end())
// Ignore valueless properties
continue;
// If property type is a 2D texture
if (type == "texture_2d")
{
load_texture_2d_property(resource_manager, material, name, value_element.value());
}
// If property type is a cubic texture
else if (type == "texture_cube")
{
load_texture_cube_property(resource_manager, material, name, value_element.value());
}
// If property type is a matrix
else if (type[type.size() - 2] == 'x' &&
std::isdigit(type[type.size() - 3]) &&
std::isdigit(type.back()))
{
std::size_t columns = std::stoul(type.substr(type.size() - 3, 1));
std::size_t rows = std::stoul(type.substr(type.size() - 1, 1));
//load_matrix_property<float>(material, name, columns, rows, value_element.value());
}
// If property type is a vector
else if (std::isdigit(type.back()))
{
std::size_t size = std::stoul(type.substr(type.size() - 1, 1));
if (type.find("float") != std::string::npos)
{
if (size == 2)
load_vector_property<float2>(material, name, size, value_element.value());
else if (size == 3)
load_vector_property<float3>(material, name, size, value_element.value());
else if (size == 4)
load_vector_property<float4>(material, name, size, value_element.value());
}
else if (type.find("uint") != std::string::npos)
{
if (size == 2)
load_vector_property<uint2>(material, name, size, value_element.value());
else if (size == 3)
load_vector_property<uint3>(material, name, size, value_element.value());
else if (size == 4)
load_vector_property<uint4>(material, name, size, value_element.value());
}
else if (type.find("int") != std::string::npos)
{
if (size == 2)
load_vector_property<int2>(material, name, size, value_element.value());
else if (size == 3)
load_vector_property<int3>(material, name, size, value_element.value());
else if (size == 4)
load_vector_property<int4>(material, name, size, value_element.value());
}
else if (type.find("bool") != std::string::npos)
{
if (size == 2)
load_vector_property<bool2>(material, name, size, value_element.value());
else if (size == 3)
load_vector_property<bool3>(material, name, size, value_element.value());
else if (size == 4)
load_vector_property<bool4>(material, name, size, value_element.value());
}
}
// If property type is a scalar
else
{
if (type.find("float") != std::string::npos)
load_scalar_property<float>(material, name, value_element.value());
else if (type.find("uint") != std::string::npos)
load_scalar_property<unsigned int>(material, name, value_element.value());
else if (type.find("int") != std::string::npos)
load_scalar_property<int>(material, name, value_element.value());
else if (type.find("bool") != std::string::npos)
load_scalar_property<bool>(material, name, value_element.value());
}
} }
} }
return material; return material;
} }

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