154 lines
4.9 KiB
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();
|
|
}
|