Add basisu texture compressor to assetc, improve build process for asset manifest, should cache faster now

This commit is contained in:
sergeypdev 2024-02-13 03:19:10 +04:00
parent 2f3998ddfd
commit ad3210a08f
12 changed files with 8125 additions and 68 deletions

1
.gitignore vendored
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@ -1,4 +1,5 @@
zig-out zig-out
zig-cache zig-cache
dbg.rdbg dbg.rdbg
assetc.rdbg
.vs .vs

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@ -22,6 +22,8 @@ pub fn build(b: *Build) void {
"Prioritize performance, safety, or binary size for build time tools", "Prioritize performance, safety, or binary size for build time tools",
) orelse .Debug; ) orelse .Debug;
const zalgebra_dep = b.dependency("zalgebra", .{});
const assets_mod = b.addModule("assets", .{ .root_source_file = .{ .path = "src/assets/root.zig" } }); const assets_mod = b.addModule("assets", .{ .root_source_file = .{ .path = "src/assets/root.zig" } });
const asset_manifest_mod = b.addModule("asset_manifest", .{ .root_source_file = .{ .path = "src/gen/asset_manifest.zig" } }); const asset_manifest_mod = b.addModule("asset_manifest", .{ .root_source_file = .{ .path = "src/gen/asset_manifest.zig" } });
asset_manifest_mod.addImport("assets", assets_mod); asset_manifest_mod.addImport("assets", assets_mod);
@ -29,16 +31,18 @@ pub fn build(b: *Build) void {
const assets_step = b.step("assets", "Build and install assets"); const assets_step = b.step("assets", "Build and install assets");
b.getInstallStep().dependOn(assets_step); b.getInstallStep().dependOn(assets_step);
const assetc = buildAssetCompiler(b, buildOptimize); const assetc = buildAssetCompiler(b, assets_step, buildOptimize);
assetc.root_module.addImport("assets", assets_mod); assetc.root_module.addImport("assets", assets_mod);
assetc.root_module.addImport("asset_manifest", asset_manifest_mod); assetc.root_module.addImport("asset_manifest", asset_manifest_mod);
buildAssets(b, assets_step, assetc, "assets") catch |err| { const gen_asset_manifest = buildAssets(b, assets_step, assetc, "assets") catch |err| {
std.log.err("Failed to build assets {}\n", .{err}); std.log.err("Failed to build assets {}\n", .{err});
@panic("buildAssets"); @panic("buildAssets");
}; };
const gen_asset_manifest_mod = b.createModule(.{ .root_source_file = gen_asset_manifest });
const zalgebra_dep = b.dependency("zalgebra", .{}); gen_asset_manifest_mod.addImport("assets", assets_mod);
asset_manifest_mod.addImport("asset_manifest_gen", gen_asset_manifest_mod);
const lib = b.addSharedLibrary(.{ const lib = b.addSharedLibrary(.{
.name = "learnopengl", .name = "learnopengl",
@ -53,7 +57,7 @@ pub fn build(b: *Build) void {
}); });
const lib_compiles = [_]*Step.Compile{ lib, lib_unit_tests }; const lib_compiles = [_]*Step.Compile{ lib, lib_unit_tests };
for (lib_compiles) |l| { inline for (lib_compiles) |l| {
l.root_module.addImport("zalgebra", zalgebra_dep.module("zalgebra")); l.root_module.addImport("zalgebra", zalgebra_dep.module("zalgebra"));
l.root_module.addImport("assets", assets_mod); l.root_module.addImport("assets", assets_mod);
l.root_module.addImport("asset_manifest", asset_manifest_mod); l.root_module.addImport("asset_manifest", asset_manifest_mod);
@ -73,23 +77,23 @@ pub fn build(b: *Build) void {
if (b.systemIntegrationOption("SDL2", .{ .default = b.host.result.os.tag != .windows })) { if (b.systemIntegrationOption("SDL2", .{ .default = b.host.result.os.tag != .windows })) {
exe.linkSystemLibrary("SDL2"); exe.linkSystemLibrary("SDL2");
for (lib_compiles) |l| { inline for (lib_compiles) |l| {
l.linkSystemLibrary("SDL2"); l.linkSystemLibrary("SDL2");
} }
} else { } else {
if (b.lazyDependency("SDL", .{ const sdl_dep = b.dependency("SDL", .{
.target = target, .target = target,
.optimize = .ReleaseSafe, .optimize = .ReleaseSafe,
})) |sdl_dep| { });
const sdl2 = sdl_dep.artifact("SDL2"); const sdl2 = sdl_dep.artifact("SDL2");
b.getInstallStep().dependOn(&b.addInstallArtifact(sdl2, .{ .dest_dir = .{ .override = .prefix } }).step); b.getInstallStep().dependOn(&b.addInstallArtifact(sdl2, .{ .dest_dir = .{ .override = .prefix } }).step);
exe.linkLibrary(sdl2); exe.linkLibrary(sdl2);
for (lib_compiles) |l| { inline for (lib_compiles) |l| {
l.linkLibrary(sdl2); l.linkLibrary(sdl2);
} }
} }
}
// This declares intent for the executable to be installed into the // This declares intent for the executable to be installed into the
// standard location when the user invokes the "install" step (the default // standard location when the user invokes the "install" step (the default
@ -172,7 +176,7 @@ const NestedAssetDef = union(enum) {
}; };
// Find all assets and cook them using assetc // Find all assets and cook them using assetc
fn buildAssets(b: *std.Build, step: *Step, assetc: *Step.Compile, path: []const u8) !void { fn buildAssets(b: *std.Build, step: *Step, assetc: *Step.Compile, path: []const u8) !Build.LazyPath {
const assetsPath = b.pathFromRoot(path); const assetsPath = b.pathFromRoot(path);
defer b.allocator.free(assetsPath); defer b.allocator.free(assetsPath);
var assetsDir = try std.fs.openDirAbsolute(assetsPath, .{ .iterate = true }); var assetsDir = try std.fs.openDirAbsolute(assetsPath, .{ .iterate = true });
@ -182,6 +186,7 @@ fn buildAssets(b: *std.Build, step: *Step, assetc: *Step.Compile, path: []const
var meshes = NestedAssetDef{ .path = .{} }; var meshes = NestedAssetDef{ .path = .{} };
var shaders = NestedAssetDef{ .path = .{} }; var shaders = NestedAssetDef{ .path = .{} };
var shader_programs = NestedAssetDef{ .path = .{} }; var shader_programs = NestedAssetDef{ .path = .{} };
var textures = NestedAssetDef{ .path = .{} };
var asset_paths = std.ArrayList([]const u8).init(b.allocator); var asset_paths = std.ArrayList([]const u8).init(b.allocator);
var walker = try assetsDir.walk(b.allocator); var walker = try assetsDir.walk(b.allocator);
@ -258,11 +263,40 @@ fn buildAssets(b: *std.Build, step: *Step, assetc: *Step.Compile, path: []const
try asset_paths.append(out_path); try asset_paths.append(out_path);
} }
} }
if (std.mem.endsWith(u8, entry.basename, ".png")) {
const run_assetc = b.addRunArtifact(assetc);
run_assetc.addFileArg(.{ .path = b.pathJoin(&.{ path, entry.path }) });
const out_name = try std.mem.concat(
b.allocator,
u8,
&.{ std.fs.path.stem(entry.basename), ".bu" }, // basisu
);
const compiled_file = run_assetc.addOutputFileArg(out_name);
const out_path = b.pathJoin(&.{
path,
std.fs.path.dirname(entry.path) orelse "",
out_name,
});
const install_asset = b.addInstallFileWithDir(
compiled_file,
.prefix,
out_path,
);
step.dependOn(&install_asset.step);
{
const id = asset_id;
asset_id += 1;
try textures.put(b.allocator, out_path, id);
try asset_paths.append(out_path);
}
}
} }
const manifest_step = try writeAssetManifest(b, step, asset_paths.items, &meshes, &shaders, &shader_programs); const manifest_path = try writeAssetManifest(b, asset_paths.items, &meshes, &shaders, &shader_programs, &textures);
return manifest_path;
assetc.step.dependOn(&manifest_step.step);
} }
fn writeNestedAssetDef(writer: anytype, handle: []const u8, name: []const u8, asset_def: *NestedAssetDef, indent: usize) !void { fn writeNestedAssetDef(writer: anytype, handle: []const u8, name: []const u8, asset_def: *NestedAssetDef, indent: usize) !void {
@ -287,12 +321,12 @@ fn writeNestedAssetDef(writer: anytype, handle: []const u8, name: []const u8, as
fn writeAssetManifest( fn writeAssetManifest(
b: *Build, b: *Build,
asset_step: *Step,
asset_paths: [][]const u8, asset_paths: [][]const u8,
meshes: *NestedAssetDef, meshes: *NestedAssetDef,
shaders: *NestedAssetDef, shaders: *NestedAssetDef,
shader_programs: *NestedAssetDef, shader_programs: *NestedAssetDef,
) !*Step.WriteFile { textures: *NestedAssetDef,
) !Build.LazyPath {
var mesh_asset_manifest = std.ArrayList(u8).init(b.allocator); var mesh_asset_manifest = std.ArrayList(u8).init(b.allocator);
const writer = mesh_asset_manifest.writer(); const writer = mesh_asset_manifest.writer();
@ -307,6 +341,8 @@ fn writeAssetManifest(
try writer.writeByte('\n'); try writer.writeByte('\n');
try writeNestedAssetDef(writer, "ShaderProgram", "ShaderPrograms", shader_programs, 0); try writeNestedAssetDef(writer, "ShaderProgram", "ShaderPrograms", shader_programs, 0);
try writer.writeByte('\n'); try writer.writeByte('\n');
try writeNestedAssetDef(writer, "Texture", "Textures", textures, 0);
try writer.writeByte('\n');
try writer.writeAll("pub const asset_paths = [_][]const u8{\n"); try writer.writeAll("pub const asset_paths = [_][]const u8{\n");
for (asset_paths) |path| { for (asset_paths) |path| {
@ -322,20 +358,26 @@ fn writeAssetManifest(
const result = mesh_asset_manifest.toOwnedSlice() catch @panic("OOM"); const result = mesh_asset_manifest.toOwnedSlice() catch @panic("OOM");
const write_step = b.addWriteFiles(); const write_step = b.addWriteFiles();
write_step.addBytesToSource(result, "src/gen/asset_manifest.gen.zig"); const manifest_path = write_step.add("asset_manifest.gen.zig", result);
asset_step.dependOn(&write_step.step); return manifest_path;
return write_step;
} }
fn buildAssetCompiler(b: *Build, optimize: std.builtin.OptimizeMode) *Step.Compile { fn buildAssetCompiler(b: *Build, assets_step: *Step, optimize: std.builtin.OptimizeMode) *Step.Compile {
const assimp_dep = b.dependency("zig-assimp", .{ const assimp_dep = b.dependency("zig-assimp", .{
.target = b.host, .target = b.host,
.optimize = optimize, .optimize = optimize,
//.formats = @as([]const u8, "3DS,3MF,AC,AMF,ASE,Assbin,Assjson,Assxml,B3D,Blender,BVH,C4D,COB,Collada,CSM,DXF,FBX,glTF,glTF2,HMP,IFC,Irr,LWO,LWS,M3D,MD2,MD3,MD5,MDC,MDL,MMD,MS3D,NDO,NFF,Obj,OFF,Ogre,OpenGEX,Ply,Q3BSP,Q3D,Raw,SIB,SMD,Step,STEPParser,STL,Terragen,Unreal,X,X3D,XGL"), //.formats = @as([]const u8, "3DS,3MF,AC,AMF,ASE,Assbin,Assjson,Assxml,B3D,Blender,BVH,C4D,COB,Collada,CSM,DXF,FBX,glTF,glTF2,HMP,IFC,Irr,LWO,LWS,M3D,MD2,MD3,MD5,MDC,MDL,MMD,MS3D,NDO,NFF,Obj,OFF,Ogre,OpenGEX,Ply,Q3BSP,Q3D,Raw,SIB,SMD,Step,STEPParser,STL,Terragen,Unreal,X,X3D,XGL"),
.formats = @as([]const u8, "Obj"), .formats = @as([]const u8, "Obj"),
}); });
//const assimp = assimp_dep.builder.dependency("assimp", .{});
const basisu_optimize = b.option(std.builtin.OptimizeMode, "basisu_optimize", "Optimization level for basisu. ReleaseSafe or faster is recommented, otherwise it's unbearable.") orelse .ReleaseFast;
const basisu_dep = b.dependency("mach-basisu", .{
.target = b.host,
.optimize = basisu_optimize,
});
const assimp_lib = assimp_dep.artifact("assimp"); const assimp_lib = assimp_dep.artifact("assimp");
const basisu_lib = basisu_dep.artifact("mach-basisu");
const assetc = b.addExecutable(.{ const assetc = b.addExecutable(.{
.name = "assetc", .name = "assetc",
@ -345,10 +387,17 @@ fn buildAssetCompiler(b: *Build, optimize: std.builtin.OptimizeMode) *Step.Compi
}); });
assetc.root_module.addAnonymousImport("formats", .{ .root_source_file = .{ .path = "src/formats.zig" } }); assetc.root_module.addAnonymousImport("formats", .{ .root_source_file = .{ .path = "src/formats.zig" } });
assetc.root_module.addImport("mach-basisu", basisu_dep.module("mach-basisu"));
assetc.linkLibrary(assimp_lib); assetc.linkLibrary(assimp_lib);
assetc.linkLibrary(basisu_lib);
assetc.linkLibC(); assetc.linkLibC();
assetc.linkLibCpp(); assetc.linkLibCpp();
b.installArtifact(assetc);
assetc.addCSourceFile(.{ .file = .{ .path = "tools/stb/stb_image.c" }, .flags = &.{"-std=c99"} });
assetc.addIncludePath(.{ .path = "tools/stb" });
const install_step = b.addInstallArtifact(assetc, .{ .dest_dir = .{ .override = .prefix } });
assets_step.dependOn(&install_step.step);
return assetc; return assetc;
} }

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@ -18,7 +18,6 @@
.SDL = .{ .SDL = .{
.url = "https://github.com/sergeypdev/SDL/tarball/fc1f821736ae929ef92d3d205cecd777b878e100", .url = "https://github.com/sergeypdev/SDL/tarball/fc1f821736ae929ef92d3d205cecd777b878e100",
.hash = "1220483cbb42231cb056f4ea6669894c68ccd560d3af5832d6e9c84c61844bc20b7d", .hash = "1220483cbb42231cb056f4ea6669894c68ccd560d3af5832d6e9c84c61844bc20b7d",
.lazy = true,
}, },
.@"zig-assimp" = .{ .@"zig-assimp" = .{
.url = "https://github.com/sergeypdev/zig-assimp/tarball/64b31e9c01132352246955f496642332cb611577", .url = "https://github.com/sergeypdev/zig-assimp/tarball/64b31e9c01132352246955f496642332cb611577",
@ -28,6 +27,10 @@
.url = "git+https://github.com/sergeypdev/zalgebra.git#232ff76712dc7cc270b6c48cedc84617536f3a59", .url = "git+https://github.com/sergeypdev/zalgebra.git#232ff76712dc7cc270b6c48cedc84617536f3a59",
.hash = "12206e29e5d0f012c694f413b21cb66238964fdaef0a29781e0bf3ff75ec08a2ed78", .hash = "12206e29e5d0f012c694f413b21cb66238964fdaef0a29781e0bf3ff75ec08a2ed78",
}, },
.@"mach-basisu" = .{
.url = "https://github.com/hexops/mach-basisu/tarball/5a68105a5e503c7183aab481b7ec6ae16b996943",
.hash = "12204098c8d8d15a687068a3c0b15fe95d20f8fe074531e34e78f9dfe518cf86a67c",
},
}, },
.paths = .{ .paths = .{
// This makes *all* files, recursively, included in this package. It is generally // This makes *all* files, recursively, included in this package. It is generally

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@ -1 +0,0 @@
pub const std = @import("std");

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@ -4,4 +4,5 @@ pub const Handle = struct {
pub const Shader = extern struct { id: AssetId = 0 }; pub const Shader = extern struct { id: AssetId = 0 };
pub const ShaderProgram = extern struct { id: AssetId = 0 }; pub const ShaderProgram = extern struct { id: AssetId = 0 };
pub const Mesh = struct { id: AssetId = 0 }; pub const Mesh = struct { id: AssetId = 0 };
pub const Texture = struct { id: AssetId = 0 };
}; };

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@ -227,10 +227,10 @@ var g_mem: *GameMemory = undefined;
var g_assetman: *AssetManager = undefined; var g_assetman: *AssetManager = undefined;
fn game_init_window_err(global_allocator: std.mem.Allocator) !void { fn game_init_window_err(global_allocator: std.mem.Allocator) !void {
if (c.SDL_SetHint(c.SDL_HINT_WINDOWS_DPI_AWARENESS_, "1") == c.SDL_FALSE) { if (c.SDL_SetHint(c.SDL_HINT_WINDOWS_DPI_AWARENESS_, "permonitorv2") == c.SDL_FALSE) {
std.log.debug("Failed to setup windows DPI scaling\n", .{}); std.log.debug("Failed to setup windows DPI scaling\n", .{});
} }
if (c.SDL_SetHint(c.SDL_HINT_WINDOWS_DPI_SCALING, "1") == c.SDL_FALSE) { if (c.SDL_SetHint(c.SDL_HINT_WINDOWS_DPI_SCALING_, "1") == c.SDL_FALSE) {
std.log.debug("Failed to setup windows DPI scaling\n", .{}); std.log.debug("Failed to setup windows DPI scaling\n", .{});
} }
// _ = DwmEnableMMCSS(1); // _ = DwmEnableMMCSS(1);
@ -540,7 +540,9 @@ export fn game_update() bool {
}, },
c.SDL_SCANCODE_ESCAPE => { c.SDL_SCANCODE_ESCAPE => {
if (event.type == c.SDL_KEYUP) { if (event.type == c.SDL_KEYUP) {
if (gmem.mouse_focus) { if (ginit.fullscreen) {
toggleFullScreen() catch continue;
} else if (gmem.mouse_focus) {
_ = c.SDL_SetRelativeMouseMode(c.SDL_FALSE); _ = c.SDL_SetRelativeMouseMode(c.SDL_FALSE);
gmem.mouse_focus = false; gmem.mouse_focus = false;
} else { } else {
@ -845,4 +847,7 @@ fn toggleFullScreen() !void {
} }
ginit.fullscreen = !ginit.fullscreen; ginit.fullscreen = !ginit.fullscreen;
// c.SDL_GL_GetDrawableSize(ginit.window, &ginit.width, &ginit.height);
// gl.viewport(0, 0, ginit.width, ginit.height);
} }

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@ -1,35 +0,0 @@
// Generated file, do not edit manually!
const std = @import("std");
const Handle = @import("assets").Handle;
pub const Meshes = struct {
pub const bunny = Handle.Mesh{ .id = 1 };
pub const plane = Handle.Mesh{ .id = 2 };
pub const sphere = Handle.Mesh{ .id = 5 };
};
pub const Shaders = struct {
pub const mesh = Handle.Shader{ .id = 3 };
};
pub const ShaderPrograms = struct {
pub const mesh = Handle.ShaderProgram{ .id = 4 };
};
pub const asset_paths = [_][]const u8{
"assets\\bunny.mesh",
"assets\\plane.mesh",
"assets\\shaders\\mesh.glsl",
"assets\\shaders\\mesh.prog",
"assets\\sphere.mesh",
};
pub const asset_path_to_asset_id = std.ComptimeStringMap(u32, .{
.{ "assets\\bunny.mesh", 1 },
.{ "assets\\plane.mesh", 2 },
.{ "assets\\shaders\\mesh.glsl", 3 },
.{ "assets\\shaders\\mesh.prog", 4 },
.{ "assets\\sphere.mesh", 5 },
});

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@ -1,4 +1,4 @@
pub const manifest = @import("asset_manifest.gen.zig"); pub const manifest = @import("asset_manifest_gen");
pub const Meshes = manifest.Meshes; pub const Meshes = manifest.Meshes;
pub const Shaders = manifest.Shaders; pub const Shaders = manifest.Shaders;

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@ -5,3 +5,4 @@ pub usingnamespace @cImport({
// When using system sdl2 library this might not be defined // When using system sdl2 library this might not be defined
pub const SDL_HINT_WINDOWS_DPI_AWARENESS_ = "SDL_WINDOWS_DPI_AWARENESS"; pub const SDL_HINT_WINDOWS_DPI_AWARENESS_ = "SDL_WINDOWS_DPI_AWARENESS";
pub const SDL_HINT_WINDOWS_DPI_SCALING_ = "SDL_WINDOWS_DPI_SCALING";

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@ -8,7 +8,10 @@ const c = @cImport({
@cInclude("assimp/scene.h"); @cInclude("assimp/scene.h");
@cInclude("assimp/mesh.h"); @cInclude("assimp/mesh.h");
@cInclude("assimp/postprocess.h"); @cInclude("assimp/postprocess.h");
@cInclude("stb_image.h");
}); });
const basisu = @import("mach-basisu");
const ASSET_MAX_BYTES = 1024 * 1024 * 1024; const ASSET_MAX_BYTES = 1024 * 1024 * 1024;
@ -16,6 +19,7 @@ const AssetType = enum {
Mesh, Mesh,
Shader, Shader,
ShaderProgram, ShaderProgram,
Texture,
}; };
pub fn resolveAssetTypeByExtension(path: []const u8) ?AssetType { pub fn resolveAssetTypeByExtension(path: []const u8) ?AssetType {
@ -28,6 +32,9 @@ pub fn resolveAssetTypeByExtension(path: []const u8) ?AssetType {
if (std.mem.endsWith(u8, path, ".glsl")) { if (std.mem.endsWith(u8, path, ".glsl")) {
return .Shader; return .Shader;
} }
if (std.mem.endsWith(u8, path, ".png")) {
return .Texture;
}
return null; return null;
} }
@ -47,7 +54,8 @@ pub fn main() !void {
switch (asset_type) { switch (asset_type) {
.Mesh => try processMesh(allocator, input, output), .Mesh => try processMesh(allocator, input, output),
.ShaderProgram => try processShaderProgram(allocator, std.mem.span(input), output), .ShaderProgram => try processShaderProgram(allocator, std.mem.span(input), output),
else => return error.DontProcessShaders, .Texture => try processTexture(allocator, input, output),
else => return error.CantProcessAssetType,
} }
} }
@ -166,3 +174,41 @@ fn processShaderProgram(allocator: std.mem.Allocator, absolute_input: []const u8
try formats.writeShaderProgram(buf_writer.writer(), shader_asset_id, program.value.vertex, program.value.fragment, formats.native_endian); try formats.writeShaderProgram(buf_writer.writer(), shader_asset_id, program.value.vertex, program.value.fragment, formats.native_endian);
try buf_writer.flush(); try buf_writer.flush();
} }
fn processTexture(allocator: std.mem.Allocator, input: [*:0]const u8, output: []const u8) !void {
_ = allocator; // autofix
var x: c_int = undefined;
var y: c_int = undefined;
var comps: c_int = undefined;
const FORCED_COMPONENTS = 3; // force rgb
const data_c = @as(?[*]u8, @ptrCast(c.stbi_load(input, &x, &y, &comps, FORCED_COMPONENTS))) orelse return error.ImageLoadError;
defer c.stbi_image_free(data_c);
const data = data_c[0 .. @as(usize, @intCast(x)) * @as(usize, @intCast(y)) * FORCED_COMPONENTS];
basisu.init_encoder();
var params = basisu.CompressorParams.init(@intCast(try std.Thread.getCpuCount()));
defer params.deinit();
const img = params.getImageSource(0);
img.fill(data, @intCast(x), @intCast(y), @intCast(FORCED_COMPONENTS));
params.setQualityLevel(64);
params.setBasisFormat(basisu.BasisTextureFormat.etc1s);
// params.setColorSpace(basisu.ColorSpace.linear);
params.setGenerateMipMaps(true);
var compressor = try basisu.Compressor.init(params);
defer compressor.deinit();
try compressor.process();
const out_file = try std.fs.createFileAbsolute(output, .{});
defer out_file.close();
var buf_writer = std.io.bufferedWriter(out_file.writer());
try buf_writer.writer().writeAll(compressor.output());
try buf_writer.flush();
}

2
tools/stb/stb_image.c Normal file
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@ -0,0 +1,2 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

7985
tools/stb/stb_image.h Normal file

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