re organisation
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#include "TextureAssetLoader.h"
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#include <windows.h>
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#include <wincodec.h>
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#include <atlbase.h>
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#include <algorithm>
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#include <cctype>
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#include <cstring>
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#include <fstream>
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#include <sstream>
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#include <string>
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#include <vector>
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#ifndef GL_RGBA32F
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#define GL_RGBA32F 0x8814
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#endif
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namespace
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{
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std::string LowercaseExtension(const std::filesystem::path& path)
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{
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std::string extension = path.extension().string();
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std::transform(extension.begin(), extension.end(), extension.begin(),
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[](unsigned char value) { return static_cast<char>(std::tolower(value)); });
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return extension;
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}
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bool LoadCubeTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
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{
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std::ifstream file(textureAsset.path);
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if (!file)
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{
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error = "Could not open shader LUT asset: " + textureAsset.path.string();
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return false;
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}
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unsigned lutSize = 0;
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std::vector<float> values;
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std::string line;
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while (std::getline(file, line))
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{
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const std::size_t commentStart = line.find('#');
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if (commentStart != std::string::npos)
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line.resize(commentStart);
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std::istringstream stream(line);
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std::string firstToken;
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if (!(stream >> firstToken))
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continue;
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if (firstToken == "TITLE" || firstToken == "DOMAIN_MIN" || firstToken == "DOMAIN_MAX")
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continue;
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if (firstToken == "LUT_3D_SIZE")
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{
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stream >> lutSize;
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continue;
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}
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if (firstToken == "LUT_1D_SIZE")
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{
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error = "Only 3D .cube LUT assets are supported: " + textureAsset.path.string();
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return false;
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}
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float red = 0.0f;
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float green = 0.0f;
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float blue = 0.0f;
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try
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{
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red = std::stof(firstToken);
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}
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catch (...)
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{
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error = "Unsupported .cube directive in shader LUT asset: " + firstToken;
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return false;
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}
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if (!(stream >> green >> blue))
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{
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error = "Malformed RGB entry in shader LUT asset: " + textureAsset.path.string();
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return false;
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}
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values.push_back(red);
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values.push_back(green);
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values.push_back(blue);
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values.push_back(1.0f);
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}
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if (lutSize == 0)
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{
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error = "Shader LUT asset is missing LUT_3D_SIZE: " + textureAsset.path.string();
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return false;
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}
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const std::size_t expectedFloats = static_cast<std::size_t>(lutSize) * lutSize * lutSize * 4;
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if (values.size() != expectedFloats)
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{
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error = "Shader LUT asset entry count does not match LUT_3D_SIZE: " + textureAsset.path.string();
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return false;
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}
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const GLsizei atlasWidth = static_cast<GLsizei>(lutSize * lutSize);
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const GLsizei atlasHeight = static_cast<GLsizei>(lutSize);
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, atlasWidth, atlasHeight, 0, GL_RGBA, GL_FLOAT, values.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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}
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bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
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{
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textureId = 0;
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if (LowercaseExtension(textureAsset.path) == ".cube")
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return LoadCubeTextureAsset(textureAsset, textureId, error);
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HRESULT comInitResult = CoInitializeEx(NULL, COINIT_MULTITHREADED);
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const bool shouldUninitializeCom = (comInitResult == S_OK || comInitResult == S_FALSE);
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if (FAILED(comInitResult) && comInitResult != RPC_E_CHANGED_MODE)
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{
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error = "Could not initialize COM to load shader texture assets.";
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return false;
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}
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CComPtr<IWICImagingFactory> imagingFactory;
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HRESULT result = CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&imagingFactory));
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if (FAILED(result) || !imagingFactory)
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{
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if (shouldUninitializeCom)
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CoUninitialize();
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error = "Could not create a WIC imaging factory to load shader texture assets.";
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return false;
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}
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CComPtr<IWICBitmapDecoder> bitmapDecoder;
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result = imagingFactory->CreateDecoderFromFilename(textureAsset.path.wstring().c_str(), NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &bitmapDecoder);
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if (FAILED(result) || !bitmapDecoder)
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{
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if (shouldUninitializeCom)
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CoUninitialize();
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error = "Could not open shader texture asset: " + textureAsset.path.string();
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return false;
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}
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CComPtr<IWICBitmapFrameDecode> bitmapFrame;
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result = bitmapDecoder->GetFrame(0, &bitmapFrame);
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if (FAILED(result) || !bitmapFrame)
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{
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if (shouldUninitializeCom)
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CoUninitialize();
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error = "Could not decode the first frame of shader texture asset: " + textureAsset.path.string();
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return false;
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}
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CComPtr<IWICFormatConverter> formatConverter;
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result = imagingFactory->CreateFormatConverter(&formatConverter);
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if (FAILED(result) || !formatConverter)
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{
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if (shouldUninitializeCom)
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CoUninitialize();
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error = "Could not create a WIC format converter for shader texture asset: " + textureAsset.path.string();
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return false;
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}
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result = formatConverter->Initialize(bitmapFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, NULL, 0.0, WICBitmapPaletteTypeCustom);
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if (FAILED(result))
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{
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if (shouldUninitializeCom)
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CoUninitialize();
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error = "Could not convert shader texture asset to BGRA: " + textureAsset.path.string();
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return false;
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}
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UINT width = 0;
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UINT height = 0;
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result = formatConverter->GetSize(&width, &height);
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if (FAILED(result) || width == 0 || height == 0)
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{
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if (shouldUninitializeCom)
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CoUninitialize();
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error = "Shader texture asset has an invalid size: " + textureAsset.path.string();
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return false;
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}
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const UINT stride = width * 4;
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std::vector<unsigned char> pixels(static_cast<std::size_t>(stride) * static_cast<std::size_t>(height));
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result = formatConverter->CopyPixels(NULL, stride, static_cast<UINT>(pixels.size()), pixels.data());
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if (FAILED(result))
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{
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if (shouldUninitializeCom)
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CoUninitialize();
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error = "Could not read shader texture pixels: " + textureAsset.path.string();
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return false;
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}
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std::vector<unsigned char> flippedPixels(pixels.size());
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for (UINT row = 0; row < height; ++row)
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{
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const std::size_t srcOffset = static_cast<std::size_t>(row) * stride;
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const std::size_t dstOffset = static_cast<std::size_t>(height - 1 - row) * stride;
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std::memcpy(flippedPixels.data() + dstOffset, pixels.data() + srcOffset, stride);
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}
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, static_cast<GLsizei>(width), static_cast<GLsizei>(height), 0, GL_BGRA, GL_UNSIGNED_BYTE, flippedPixels.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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if (shouldUninitializeCom)
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CoUninitialize();
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return true;
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}
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