create material for texture baking
textures can now be created manually and are no longer tracked by SceneManager (and therefore require manual tracking/disposal)
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@@ -40,7 +40,7 @@
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#include "scene/Gizmo.hpp"
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#include "scene/SceneAsset.hpp"
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#include "scene/GeometrySceneAssetBuilder.hpp"
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#include "UnprojectTexture.hpp"
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#include "TextureProjection.hpp"
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#include "resources/translation_gizmo_glb.h"
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#include "resources/rotation_gizmo_glb.h"
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@@ -470,17 +470,10 @@ namespace thermion
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destroyAssets();
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std::lock_guard lock(_mutex);
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for (auto *texture : _textures)
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{
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_engine->destroy(texture);
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}
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for (auto *materialInstance : _materialInstances)
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{
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_engine->destroy(materialInstance);
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}
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_textures.clear();
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_materialInstances.clear();
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}
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@@ -592,102 +585,6 @@ namespace thermion
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_sceneAssets.clear();
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}
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Texture *SceneManager::createTexture(const uint8_t *data, size_t length, const char *name)
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{
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// Create an input stream from the data
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std::istringstream stream(std::string(reinterpret_cast<const char *>(data), length));
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// Decode the image
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image::LinearImage linearImage = image::ImageDecoder::decode(stream, name, image::ImageDecoder::ColorSpace::SRGB);
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if (!linearImage.isValid())
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{
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Log("Failed to decode image.");
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return nullptr;
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}
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uint32_t w = linearImage.getWidth();
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uint32_t h = linearImage.getHeight();
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uint32_t channels = linearImage.getChannels();
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Texture::InternalFormat textureFormat = channels == 3 ? Texture::InternalFormat::RGB16F
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: Texture::InternalFormat::RGBA16F;
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Texture::Format bufferFormat = channels == 3 ? Texture::Format::RGB
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: Texture::Format::RGBA;
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Texture *texture = Texture::Builder()
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.width(w)
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.height(h)
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.levels(1)
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.format(textureFormat)
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.sampler(Texture::Sampler::SAMPLER_2D)
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.build(*_engine);
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if (!texture)
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{
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Log("Failed to create texture: ");
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return nullptr;
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}
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Texture::PixelBufferDescriptor buffer(
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linearImage.getPixelRef(),
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size_t(w * h * channels * sizeof(float)),
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bufferFormat,
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Texture::Type::FLOAT);
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texture->setImage(*_engine, 0, std::move(buffer));
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Log("Created texture: %s (%d x %d, %d channels)", name, w, h, channels);
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_textures.insert(texture);
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return texture;
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}
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bool SceneManager::applyTexture(EntityId entityId, Texture *texture, const char *parameterName, int materialIndex)
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{
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auto entity = Entity::import(entityId);
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if (entity.isNull())
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{
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Log("Entity %d is null?", entityId);
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return false;
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}
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RenderableManager &rm = _engine->getRenderableManager();
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auto renderable = rm.getInstance(entity);
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if (!renderable.isValid())
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{
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Log("Renderable not valid, was the entity id correct (%d)?", entityId);
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return false;
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}
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MaterialInstance *mi = rm.getMaterialInstanceAt(renderable, materialIndex);
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if (!mi)
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{
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Log("ERROR: material index must be less than number of material instances");
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return false;
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}
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auto sampler = TextureSampler();
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mi->setParameter(parameterName, texture, sampler);
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Log("Applied texture to entity %d", entityId);
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return true;
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}
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void SceneManager::destroyTexture(Texture *texture)
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{
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if (_textures.find(texture) == _textures.end())
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{
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Log("Warning: couldn't find texture");
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}
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_textures.erase(texture);
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_engine->destroy(texture);
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}
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void SceneManager::addCollisionComponent(EntityId entityId, void (*onCollisionCallback)(const EntityId entityId1, const EntityId entityId2), bool affectsTransform)
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{
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