Files
QuaternionEngine/src/core/assets/manager.h

149 lines
5.2 KiB
C++

#pragma once
#include <memory>
#include <optional>
#include <string>
#include <string_view>
#include <unordered_map>
#include <filesystem>
#include <vector>
#include <utility>
#include <mutex>
#include <scene/vk_loader.h>
#include <core/types.h>
#include <core/assets/texture_cache.h>
#include "render/materials.h"
#include "locator.h"
class VulkanEngine;
class MeshAsset;
class AssetManager
{
public:
struct MaterialOptions
{
std::string albedoPath;
std::string metalRoughPath;
// Optional tangent-space normal map for PBR (placeholder; not wired yet)
// When enabled later, this will be sampled in shaders and requires tangents.
std::string normalPath;
std::string occlusionPath;
std::string emissivePath;
bool albedoSRGB = true;
bool metalRoughSRGB = false;
bool normalSRGB = false; // normal maps are typically non-sRGB
bool occlusionSRGB = false;
bool emissiveSRGB = true;
GLTFMetallic_Roughness::MaterialConstants constants{};
MaterialPass pass = MaterialPass::MainColor;
};
struct MeshGeometryDesc
{
enum class Type { Provided, Cube, Sphere, Plane, Capsule };
Type type = Type::Provided;
std::span<Vertex> vertices{};
std::span<uint32_t> indices{};
int sectors = 16;
int stacks = 16;
};
struct MeshMaterialDesc
{
enum class Kind { Default, Textured };
Kind kind = Kind::Default;
MaterialOptions options{};
};
struct MeshCreateInfo
{
std::string name;
MeshGeometryDesc geometry;
MeshMaterialDesc material;
// Optional override for collision / picking bounds type for this mesh.
// When unset, a reasonable default is chosen based on geometry.type.
std::optional<BoundsType> boundsType;
};
void init(VulkanEngine *engine);
void cleanup();
std::string shaderPath(std::string_view name) const;
std::string modelPath(std::string_view name) const;
std::string assetPath(std::string_view name) const;
std::optional<std::shared_ptr<LoadedGLTF> > loadGLTF(std::string_view nameOrPath);
std::optional<std::shared_ptr<LoadedGLTF> > loadGLTF(std::string_view nameOrPath,
const GLTFLoadCallbacks *cb);
// Queue texture loads for a glTF file ahead of time. This parses the glTF,
// builds TextureCache keys for referenced images (both external URIs and
// embedded images in buffers), and issues TextureCache::request() calls.
// Actual uploads happen via the normal per-frame pump.
// Returns number of textures scheduled.
size_t prefetchGLTFTextures(std::string_view nameOrPath);
struct GLTFTexturePrefetchResult
{
size_t scheduled = 0;
std::vector<TextureCache::TextureHandle> handles;
};
GLTFTexturePrefetchResult prefetchGLTFTexturesWithHandles(std::string_view nameOrPath);
std::shared_ptr<MeshAsset> createMesh(const MeshCreateInfo &info);
std::shared_ptr<MeshAsset> getPrimitive(std::string_view name) const;
std::shared_ptr<MeshAsset> createMesh(const std::string &name,
std::span<Vertex> vertices,
std::span<uint32_t> indices,
std::shared_ptr<GLTFMaterial> material = {},
bool build_bvh = true);
std::shared_ptr<MeshAsset> getMesh(const std::string &name) const;
bool removeMesh(const std::string &name);
bool removeMeshDeferred(const std::string &name, DeletionQueue &dq);
// Convenience: create a PBR material from constants using engine default textures
std::shared_ptr<GLTFMaterial> createMaterialFromConstants(const std::string &name,
const GLTFMetallic_Roughness::MaterialConstants &constants,
MaterialPass pass = MaterialPass::MainColor);
// Access engine-provided fallback textures for procedural systems.
VkImageView fallback_checkerboard_view() const;
VkImageView fallback_white_view() const;
VkImageView fallback_flat_normal_view() const;
VkImageView fallback_black_view() const;
const AssetPaths &paths() const { return _locator.paths(); }
void setPaths(const AssetPaths &p) { _locator.setPaths(p); }
private:
VulkanEngine *_engine = nullptr;
AssetLocator _locator;
std::unordered_map<std::string, std::weak_ptr<LoadedGLTF> > _gltfCacheByPath;
mutable std::mutex _gltfMutex;
std::unordered_map<std::string, std::shared_ptr<MeshAsset> > _meshCache;
std::unordered_map<std::string, AllocatedBuffer> _meshMaterialBuffers;
std::unordered_map<std::string, std::vector<AllocatedImage> > _meshOwnedImages;
AllocatedBuffer createMaterialBufferWithConstants(const GLTFMetallic_Roughness::MaterialConstants &constants) const;
std::shared_ptr<GLTFMaterial> createMaterial(MaterialPass pass,
const GLTFMetallic_Roughness::MaterialResources &res) const;
std::pair<AllocatedImage, bool> loadImageFromAsset(std::string_view path, bool srgb) const;
};