wip: checkpoint mid-refactor of asset loading before submesh work
Moves mesh/material loaders under src/assets/loaders, renames Mesh to MeshHandle, and begins scaffolding the material loader. Known-broken build state (MeshRegistry::from_scene call site and asset_manager mesh registration are out of sync) — committed as a rollback point before implementing submeshes. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01986QNHM1cUsnRskKvBbbuo
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@@ -0,0 +1,57 @@
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use std::path::Path;
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use std::sync::Arc;
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use anyhow::Result;
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use vulkano::memory::allocator::MemoryAllocator;
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use crate::assets::loaders::material::mat_loader::MaterialLoader;
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use crate::assets::loaders::mesh_loader::MeshLoader;
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use crate::common::material::MaterialRegistry;
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use crate::common::mesh::{MeshHandle, MeshRegistry};
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/// A manager that controls all assets used for display. It handles loading all meshes, materials,
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/// and textures for now.
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pub struct AssetManager {
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/// The asset manager's [`MeshRegistry`].
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mesh_registry: MeshRegistry,
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/// The asset manager's [`MaterialRegistry`].
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material_registry: MaterialRegistry,
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// Loaders
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mesh_loader: MeshLoader,
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material_loader: MaterialLoader,
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}
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impl AssetManager {
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/// Creates a new `AssetManager` instance.
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pub fn new(allocator: Arc<dyn MemoryAllocator>) -> Self {
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let mesh_registry = MeshRegistry::new(allocator.clone());
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let material_registry = MaterialRegistry::new();
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Self {
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mesh_registry,
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material_registry,
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mesh_loader: MeshLoader::new(),
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material_loader: MaterialLoader::new(),
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}
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}
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/// Loads a full model from its file path. This loads the model's mesh, textures, and material
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/// definitions, registers them with the `AssetLoader`'s registries, and prepares them for
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/// display. Returns a blank `Result` indicating success or failure.
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///
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/// This method will attempt to auto-generate IDs for materials and textures if they do not have
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/// any preconfigured, using the ID of the mesh and the type of resource being stored.
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pub fn load_model<P: AsRef<Path>>(&mut self, mesh_id: String, path: P) -> Result<()> {
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// Load and register all materials first - submeshes will reference these materials.
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let materials = self.material_loader.load_materials(&path)?;
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// Load and register the mesh using the materials
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let mesh = self.mesh_loader.load_mesh(&path)?;
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self.mesh_registry.register(mesh_id, mesh);
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Ok(())
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}
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/// Loads all information from a scene, returning an empty `Result` indicating success or failure.
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pub fn load_scene<P: AsRef<Path>>(&self, path: P) -> Result<()> {
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Ok(())
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}
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}
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+12
-2
@@ -1,12 +1,22 @@
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use crate::assets::loaders::material::mat_loader::{MaterialFileLoader, MaterialInfo};
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use std::path::Path;
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use crate::loaders::material::mat_loader::{MaterialFileLoader, MaterialInfo};
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pub struct GltfMaterialLoader;
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impl MaterialFileLoader for GltfMaterialLoader {
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fn load_material(&self, path: &Path) -> anyhow::Result<MaterialInfo> {
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fn load_materials(&self, path: &Path) -> anyhow::Result<Vec<MaterialInfo>> {
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let (document, buffers, images) = gltf::import(path)?;
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for material in document.materials() {
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}
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for scene in document.scenes() {
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for node in scene.nodes() {
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}
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}
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// We just want to read through the information to see what kinds of materials are available.
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// I'm not sure how gltf defines materials, especially if they're applied to specific sets
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// of vertices.
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@@ -1,8 +1,8 @@
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use crate::assets::loaders::material::gltf_mat_loader::GltfMaterialLoader;
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use anyhow::Result;
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use std::collections::HashMap;
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use std::path::Path;
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use thiserror::Error;
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use anyhow::Result;
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use crate::loaders::material::gltf_mat_loader::GltfMaterialLoader;
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#[derive(Error, Debug)]
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pub enum MaterialLoaderError {
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@@ -29,18 +29,16 @@ impl MaterialLoader {
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Self { loaders }
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}
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/// Loads a material from the given path. Note that some materials are loaded through their
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/// mesh's file (GLTF embeds materials, however OBJ files have a separate .mtl file). These
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/// quirks must be handled differently. Refer to the [`MaterialLoader`] for more information
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/// Loads all materials from the given path. Refer to the [`MaterialLoader`] for more information
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/// on supported material files and which files to target.
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pub fn load_material<P: AsRef<Path>>(&mut self, path: P) -> Result<MaterialInfo> {
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pub fn load_materials<P: AsRef<Path>>(&mut self, path: P) -> Result<Vec<MaterialInfo>> {
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let path = path.as_ref();
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let file_ext = path.extension().and_then(|ext| ext.to_str())
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.ok_or(MaterialLoaderError::MissingExtension)?;
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self.loaders.get(file_ext)
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.ok_or(MaterialLoaderError::ExtensionNotSupported(file_ext.to_string()))?
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.load_material(path)
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.load_materials(path)
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}
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}
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@@ -79,5 +77,5 @@ pub struct MaterialUniforms {
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/// A trait that must be implemented on all material loaders. Ensures consistent material
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/// import/load information.
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pub trait MaterialFileLoader {
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fn load_material(&self, path: &Path) -> anyhow::Result<MaterialInfo>;
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fn load_materials(&self, path: &Path) -> anyhow::Result<Vec<MaterialInfo>>;
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}
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File renamed without changes.
@@ -1,8 +1,8 @@
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use crate::loaders::mesh_loader::{MeshFileLoader, MeshInfo};
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use crate::assets::loaders::mesh_loader::{MeshFileLoader, MeshInfo};
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use anyhow::Result;
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use std::path::Path;
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use gltf::buffer::Data;
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use nalgebra::{Matrix4, Vector4};
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use std::path::Path;
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pub struct GltfLoader;
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@@ -58,6 +58,9 @@ impl GltfLoader {
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indices.push(index + vert_offset);
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}
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}
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primitive.material().pbr_metallic_roughness()
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.metallic_factor();
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}
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}
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@@ -1,5 +1,5 @@
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use super::gltf_loader::*;
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use crate::loaders::mesh::obj_loader::ObjLoader;
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use crate::assets::loaders::mesh::obj_loader::ObjLoader;
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use anyhow::Result;
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use std::collections::HashMap;
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use std::path::Path;
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@@ -33,10 +33,12 @@ pub enum MeshLoaderError {
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/// - `.gltf`
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/// - `.obj`
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pub struct MeshLoader {
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/// The list of mesh loaders.
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loaders: HashMap<String, Box<dyn MeshFileLoader>>,
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}
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impl MeshLoader {
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/// Creates a new `MeshLoader` instance.
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pub fn new() -> Self {
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let mut loaders = HashMap::new();
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loaders.insert(
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File renamed without changes.
@@ -1,5 +1,4 @@
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use crate::gpu::vertex3::Vertex3;
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use crate::loaders::mesh_loader::{MeshFileLoader, MeshInfo};
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use crate::assets::loaders::mesh_loader::{MeshFileLoader, MeshInfo};
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use std::path::Path;
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use wavefront::Obj;
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File renamed without changes.
@@ -0,0 +1,2 @@
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pub mod asset_manager;
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pub(crate) mod loaders;
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@@ -1,13 +1,15 @@
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use std::collections::HashMap;
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use std::sync::Arc;
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use vulkano::memory::allocator::MemoryAllocator;
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pub struct MaterialRegistry {
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materials: HashMap<String, Material>,
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materials: HashMap<String, Material>
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}
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impl MaterialRegistry {
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pub fn new() -> Self {
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Self {
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materials: HashMap::new(),
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materials: HashMap::new()
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}
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}
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+45
-27
@@ -1,24 +1,19 @@
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use crate::assets::loaders::mesh_loader::{MeshInfo, MeshLoader};
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use crate::common::scene::Scene;
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use crate::gpu::vertex3::Vertex3;
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use crate::loaders::mesh_loader::{MeshInfo, MeshLoader};
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use std::collections::HashMap;
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use std::sync::Arc;
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use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
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use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
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use wavefront::Obj;
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/// This struct is slightly misleading - it doesn't actually contain the mesh information, but
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/// the locations of the mesh's information in the overall application's vertex buffer, index buffer,
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/// and other such structures.
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///
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/// Once loaded, the mesh should be accessible via ID through a registry-type struct, which simply
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/// maintains the list of meshes that have been loaded by the application so far and which assigns
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/// the correct indices for buffer-to-render logic.
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///
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/// That means that this `Mesh` struct is actually just an entry within that registry. They should
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/// rarely be used directly, and should never be edited.
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/// That means that this `MeshHandle` struct is actually just an entry within that registry. They
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/// should never be edited or created manually.
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#[derive(Debug)]
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pub struct Mesh {
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pub struct MeshHandle {
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pub id: String,
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pub vertex_loc: usize,
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pub vertex_count: usize,
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@@ -26,26 +21,48 @@ pub struct Mesh {
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pub index_count: usize,
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}
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impl Mesh {}
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impl MeshHandle {}
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type VertexBuffer = Arc<Subbuffer<[Vertex3]>>;
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type IndexBuffer = Arc<Subbuffer<[u32]>>;
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/// # Mesh Registry
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/// A wrapper around a series of [`Mesh`] structs, keyed by a unique ID, and the buffers that are
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/// A wrapper around a series of [`MeshHandle`] structs, keyed by a unique ID, and the buffers that are
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/// used by the rendering pipeline.
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#[derive(Debug)]
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pub struct MeshRegistry {
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pub meshes: HashMap<String, Mesh>,
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/// The map of mesh IDs and their display handles.
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pub meshes: HashMap<String, MeshHandle>,
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/// The memory allocator this registry should use.
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allocator: Arc<dyn MemoryAllocator>,
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pub vertex_buffer: Arc<Subbuffer<[Vertex3]>>,
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pub index_buffer: Arc<Subbuffer<[u32]>>,
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/// The vertex buffer allocated for all registered meshes.
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pub vertex_buffer: Option<VertexBuffer>,
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/// The index buffer allocated for all registered meshes.
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pub index_buffer: Option<IndexBuffer>,
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}
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impl MeshRegistry {
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/// Creates a new, blank `MeshRegistry` instance.
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pub fn new(allocator: Arc<dyn MemoryAllocator>) -> Self {
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Self {
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meshes: HashMap::new(),
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vertex_buffer: None,
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index_buffer: None,
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allocator
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}
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}
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/// Registers a [`MeshHandle`] to the registry, if it does not already exist.
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pub fn register(&mut self, mesh_id: String, mesh: MeshHandle) {
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self.meshes.insert(mesh_id, mesh);
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}
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/// Creates a `MeshRegistry` from the given [`Scene`].
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///
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/// This method will load all the meshes indicated by the scene and allocate the required
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/// buffers. This significantly simplifies the allocation process, as the buffers only need to
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/// be allocated once.
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pub fn from_scene(scene: &Scene, allocator: Arc<dyn MemoryAllocator>) -> Self {
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pub fn load_scene(&mut self, scene: &Scene, allocator: Arc<dyn MemoryAllocator>) {
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// Load all the meshes into a single map.
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println!("Loading meshes from scene");
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@@ -93,7 +110,7 @@ impl MeshRegistry {
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// TODO Create bounding boxes for each mesh and associate them with the struct.
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mesh_list.insert(
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id.clone(),
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Mesh {
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MeshHandle {
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id,
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vertex_loc: vert_start,
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vertex_count: obj_num_verts,
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@@ -107,20 +124,16 @@ impl MeshRegistry {
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let vertex_buffer = Self::alloc_vert_buffer(allocator.clone(), buf_verts);
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let index_buffer = Self::alloc_index_buffer(allocator.clone(), buf_indices);
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// Finally, return the struct.
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Self {
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meshes: mesh_list,
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vertex_buffer,
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index_buffer,
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allocator,
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}
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self.meshes = mesh_list;
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self.vertex_buffer = Some(vertex_buffer);
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self.index_buffer = Some(index_buffer);
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}
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/// Allocates and writes to a vertex buffer with the given `Vec<Vertex3>`.
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fn alloc_vert_buffer(
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alloc: Arc<dyn MemoryAllocator>,
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verts: Vec<Vertex3>,
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) -> Arc<Subbuffer<[Vertex3]>> {
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) -> VertexBuffer {
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println!("Allocating vertex buffer");
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Arc::new(
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Buffer::from_iter(
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@@ -144,7 +157,7 @@ impl MeshRegistry {
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fn alloc_index_buffer(
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alloc: Arc<dyn MemoryAllocator>,
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indices: Vec<u32>,
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) -> Arc<Subbuffer<[u32]>> {
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) -> IndexBuffer {
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println!("Allocating index buffer");
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Arc::new(
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Buffer::from_iter(
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@@ -164,8 +177,13 @@ impl MeshRegistry {
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)
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}
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/// Attempts to find a [`Mesh`] with the given ID, returning `None` if it's not found.
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pub fn get(&self, uuid: &String) -> Option<&Mesh> {
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/// Attempts to find a [`MeshHandle`] with the given ID, returning `None` if it's not found.
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pub fn get(&self, uuid: &String) -> Option<&MeshHandle> {
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self.meshes.get(uuid)
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}
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/// Returns a boolean indicating whether the requested [`MeshHandle`] exists.
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pub fn exists(&self, uuid: &String) -> bool {
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self.get(uuid).is_some()
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}
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}
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+1
-1
@@ -1,6 +1,6 @@
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pub mod camera;
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pub mod instance;
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mod material;
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pub mod material;
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pub mod mesh;
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pub mod render_batch;
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pub mod scene;
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+1
-1
@@ -1,7 +1,7 @@
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mod app;
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mod common;
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pub mod gpu;
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pub mod loaders;
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pub mod assets;
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// pub mod math;
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use crate::app::App;
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+4
-5
@@ -1,13 +1,12 @@
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{
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"name": "Testing Scene",
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"mesh_paths": {
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"gunship": "meshes/laat_gunship/scene.obj",
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"trooper": "meshes/clone_trooper/scene.gltf",
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"destroyer": "../meshes/sw_isd.glb",
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"interceptor": "../meshes/sw_tie_interceptor.glb"
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"gunship": "meshes/laat_gltf/scene.gltf",
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"helmet": "meshes/DamagedHelmet.glb"
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},
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"instances": {
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"interceptor": {
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"gunship": {
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"translation": [
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0.0,
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0.0,
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@@ -15,7 +14,7 @@
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],
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"rotation": [
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0.0,
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0.0,
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3.14,
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0.0
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],
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"scale": [
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