engine/tools/asset_compiler.zig

154 lines
4.9 KiB
Zig

const std = @import("std");
const formats = @import("formats");
const asset_manifest = @import("asset_manifest");
const Vector3 = formats.Vector3;
const c = @cImport({
@cInclude("assimp/cimport.h");
@cInclude("assimp/scene.h");
@cInclude("assimp/mesh.h");
@cInclude("assimp/postprocess.h");
});
const ASSET_MAX_BYTES = 1024 * 1024 * 1024;
const AssetType = enum {
Mesh,
Shader,
ShaderProgram,
};
pub fn resolveAssetTypeByExtension(path: []const u8) ?AssetType {
if (std.mem.endsWith(u8, path, ".obj")) {
return .Mesh;
}
if (std.mem.endsWith(u8, path, ".prog")) {
return .ShaderProgram;
}
if (std.mem.endsWith(u8, path, ".glsl")) {
return .Shader;
}
return null;
}
pub fn main() !void {
const allocator = std.heap.c_allocator;
const argv = std.os.argv;
if (argv.len < 3) {
std.log.err("usage assetc <basedir> <input> <output>\n", .{});
return error.MissingArgs;
}
const input = argv[argv.len - 2];
const output = std.mem.span(argv[argv.len - 1]);
const asset_type = resolveAssetTypeByExtension(std.mem.span(input)) orelse return error.UnknownAssetType;
switch (asset_type) {
.Mesh => try processMesh(allocator, input, output),
.ShaderProgram => try processShaderProgram(allocator, std.mem.span(input), output),
else => return error.DontProcessShaders,
}
}
fn processMesh(allocator: std.mem.Allocator, input: [*:0]const u8, output: []const u8) !void {
const maybe_scene: ?*const c.aiScene = @ptrCast(c.aiImportFile(
input,
c.aiProcess_CalcTangentSpace | c.aiProcess_Triangulate | c.aiProcess_JoinIdenticalVertices | c.aiProcess_SortByPType | c.aiProcess_GenNormals,
));
if (maybe_scene == null) {
std.log.err("assimp import error: {s}\n", .{c.aiGetErrorString()});
return error.ImportFailed;
}
const scene = maybe_scene.?;
defer c.aiReleaseImport(scene);
if (scene.mNumMeshes == 0) return error.NoMeshes;
if (scene.mNumMeshes > 1) return error.TooManyMeshes;
const mesh: *c.aiMesh = @ptrCast(scene.mMeshes[0]);
if (mesh.mNormals == null) return error.MissingNormals;
var vertices = try allocator.alloc(Vector3, @intCast(mesh.mNumVertices));
var normals = try allocator.alloc(Vector3, @intCast(mesh.mNumVertices));
var indices = try allocator.alloc(u16, @intCast(mesh.mNumFaces * 3)); // triangles
for (0..mesh.mNumVertices) |i| {
vertices[i] = .{
.x = mesh.mVertices[i].x,
.y = mesh.mVertices[i].y,
.z = mesh.mVertices[i].z,
};
normals[i] = .{
.x = mesh.mNormals[i].x,
.y = mesh.mNormals[i].y,
.z = mesh.mNormals[i].z,
};
}
for (0..mesh.mNumFaces) |i| {
std.debug.assert(mesh.mFaces[i].mNumIndices == 3);
for (0..3) |j| {
indices[i * 3 + j] = @intCast(mesh.mFaces[i].mIndices[j]);
}
}
const out_mesh = formats.Mesh{
.vertices = vertices,
.normals = normals,
.indices = indices,
};
const out_file = try std.fs.createFileAbsolute(output, .{});
defer out_file.close();
var buf_writer = std.io.bufferedWriter(out_file.writer());
try formats.writeMesh(
buf_writer.writer(),
out_mesh,
formats.native_endian, // TODO: use target endiannes
);
try buf_writer.flush();
}
fn processShaderProgram(allocator: std.mem.Allocator, absolute_input: []const u8, output: []const u8) !void {
var cwd_buf: [std.fs.MAX_PATH_BYTES]u8 = undefined;
const cwd_path = try std.os.getcwd(&cwd_buf);
const input = try std.fs.path.relative(allocator, cwd_path, absolute_input);
defer allocator.free(input);
const input_dir = std.fs.path.dirname(input).?;
var file_contents: []u8 = undefined;
{
const input_file = try std.fs.cwd().openFile(input, .{});
defer input_file.close();
file_contents = try input_file.readToEndAlloc(allocator, ASSET_MAX_BYTES);
}
defer allocator.free(file_contents);
const ShaderProgram = struct {
shader: []const u8,
vertex: bool,
fragment: bool,
};
const program = try std.json.parseFromSlice(ShaderProgram, allocator, file_contents, .{});
defer program.deinit();
const shader_path = try std.fs.path.resolve(allocator, &.{ input_dir, program.value.shader });
const shader_asset_id = asset_manifest.getAssetByPath(shader_path);
if (shader_asset_id == 0) {
std.log.debug("{s}\n", .{shader_path});
return error.InvalidShaderPath;
}
const out_file = try std.fs.createFileAbsolute(output, .{});
defer out_file.close();
var buf_writer = std.io.bufferedWriter(out_file.writer());
try formats.writeShaderProgram(buf_writer.writer(), shader_asset_id, program.value.vertex, program.value.fragment, formats.native_endian);
try buf_writer.flush();
}