Mercurial > games > semicongine
changeset 836:3a61608f5206
did: clenaup, fix: texture handling
author | Sam <sam@basx.dev> |
---|---|
date | Sun, 26 Nov 2023 19:52:42 +0700 |
parents | 00e314018100 |
children | 0d46e6638bd6 |
files | src/semicongine/renderer.nim src/semicongine/scene.nim |
diffstat | 2 files changed, 21 insertions(+), 44 deletions(-) [+] |
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--- a/src/semicongine/renderer.nim Sun Nov 26 16:20:24 2023 +0700 +++ b/src/semicongine/renderer.nim Sun Nov 26 19:52:42 2023 +0700 @@ -164,29 +164,7 @@ renderer.checkSceneIntegrity(scene) - let - inputs = renderer.inputs(scene) - - #[ - # collect textures from mesh materials, add them to scenedata and upload to GPU - for mesh in scene.meshes: - for name, value in mesh.material.attributes.pairs: - if value.theType == TextureType: - if scene.shaderGlobals.contains(name) and scene.shaderGlobals[name].theType == TextureType: - warn &"Ignoring material texture '{name}' as scene-global textures with the same name have been defined" - else: - if not scenedata.textures.hasKey(name): - scenedata.textures[name] = @[] - scenedata.textures[name].add renderer.device.uploadTexture(getValue[Texture](value, 0)) - - # collect textures from shader globals, add them to scenedata and upload to GPU - for name, value in scene.shaderGlobals.pairs: - if value.theType == TextureType: - assert not scenedata.textures.contains(name) # should be handled by the above code - scenedata.textures[name] = @[] - for texture in getValues[Texture](value)[]: - scenedata.textures[name].add renderer.device.uploadTexture(texture) - ]# + let inputs = renderer.inputs(scene) # create index buffer if necessary var indicesBufferSize = 0 @@ -283,13 +261,12 @@ scenedata.drawables.add (drawable, mesh) # setup uniforms and textures (anything descriptor) + var uploadedTextures: Table[Texture, VulkanTexture] for subpass_i in 0 ..< renderer.renderPass.subpasses.len: for (materialType, pipeline) in renderer.renderPass.subpasses[subpass_i].pipelines: if scene.usesMaterial(materialType): - # gather textures scenedata.textures[pipeline.vk] = initTable[string, seq[VulkanTexture]]() - var uploadedTextures: Table[Texture, VulkanTexture] for texture in pipeline.samplers: scenedata.textures[pipeline.vk][texture.name] = newSeq[VulkanTexture]() if scene.shaderGlobals.contains(texture.name): @@ -299,26 +276,21 @@ scenedata.textures[pipeline.vk][texture.name].add uploadedTextures[textureValue] else: var foundTexture = false - var uploadedMaterials: seq[MaterialData] - for mesh in scene.meshes: - if not uploadedMaterials.contains(mesh.material): - for name, value in mesh.material.attributes.pairs: - if name == texture.name: - if not foundTexture: - foundTexture = true - assert value.theType == TextureType, &"Mesh material has attribute '{name}' which is expected to be of type 'Texture' but is of type {value.theType}" - assert value.len == 1, &"Mesh material attribute '{name}' has texture-array, but only single textures are allowed" - let textureValue = getValues[Texture](value)[][0] - echo &"Mesh {mesh} -> Material {mesh.material} -> {name}: {textureValue}" - if not uploadedTextures.contains(textureValue): - uploadedTextures[textureValue] = renderer.device.uploadTexture(textureValue) - scenedata.textures[pipeline.vk][texture.name].add uploadedTextures[textureValue] - uploadedMaterials.add mesh.material - else: - foundTexture = true - assert foundTexture, "No texture found in shaderGlobals or materials for '{texture.name}'" + for material in scene.getMaterials(materialType): + for materialAttribName, value in material.attributes.pairs: + if materialAttribName == texture.name: + if not foundTexture: + foundTexture = true + assert value.theType == TextureType, &"Mesh material has attribute '{materialAttribName}' which is expected to be of type 'Texture' but is of type {value.theType}" + assert value.len == 1, &"Mesh material attribute '{materialAttribName}' has texture-array, but only single textures are allowed" + let textureValue = getValues[Texture](value)[][0] + if not uploadedTextures.contains(textureValue): + uploadedTextures[textureValue] = renderer.device.uploadTexture(textureValue) + scenedata.textures[pipeline.vk][texture.name].add uploadedTextures[textureValue] + break + assert foundTexture, &"No texture found in shaderGlobals or materials for '{texture.name}'" let nTextures = scenedata.textures[pipeline.vk][texture.name].len - assert (texture.arrayCount == 0 and nTextures == 1) or texture.arrayCount == nTextures, &"Shader expected {texture.arrayCount} textures for '{texture.name}' but got {nTextures}" + assert (texture.arrayCount == 0 and nTextures == 1) or texture.arrayCount == nTextures, &"Shader assigned to render '{materialType}' expected {texture.arrayCount} textures for '{texture.name}' but got {nTextures}" # gather uniform sizes var uniformBufferSize = 0
--- a/src/semicongine/scene.nim Sun Nov 26 16:20:24 2023 +0700 +++ b/src/semicongine/scene.nim Sun Nov 26 19:52:42 2023 +0700 @@ -84,3 +84,8 @@ func usesMaterial*(scene: Scene, materialType: MaterialType): bool = return scene.meshes.anyIt(it.material.theType == materialType) + +func getMaterials*(scene: Scene, materialType: MaterialType): seq[MaterialData] = + for mesh in scene.meshes: + if mesh.material.theType == materialType and (not result.contains(mesh.material)): + result.add mesh.material