feat: Dear ImGui editor, GLTF materials, scene serialization

- ImGuiLayer: entity inspector (Transform/Material/Light/Camera editing),
  hierarchy panel, debug overlay with FPS graph (rlImgui-cs + ImGui.NET)
- GltfLoader.LoadWithMaterials: extracts PBR albedo, roughness, metallic,
  base color texture from glTF files
- SceneSerializer: save/load ECS world to/from JSON with custom
  Vector3/Quaternion converters, 6 tests
- ImGui disabled in tour/test mode to keep screenshots clean
- 66/66 tests passing
This commit is contained in:
emil28092005
2026-06-17 14:12:02 +03:00
parent fb6e26a268
commit 2d30dec01c
9 changed files with 903 additions and 39 deletions
+146 -35
View File
@@ -1,65 +1,177 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using Engine.Core;
using Engine.Core.Components;
using EngineCoreMaterial = Engine.Core.Components.Material;
using EngineMesh = Engine.Core.Components.Mesh;
using SharpGLTF.Schema2;
namespace Engine.Graphics.Loaders;
/// <summary>
/// glTF/glTF binary loader using SharpGLTF.Core.
/// Loads the first primitive of the first mesh and converts it to a colored Mesh component.
/// Creates per-face normals for flat shading if the glTF does not provide normals.
/// Loads all primitives across all meshes, extracting:
/// - Positions, normals (from file or computed), texcoords
/// - PBR material: albedo, roughness, metallic, base color texture
/// </summary>
public static class GltfLoader
{
public static Engine.Core.Components.Mesh Load(string path, Vector3? defaultColor = null)
/// <summary>
/// Load a glTF/GLB file and return the combined mesh plus extracted materials.
/// </summary>
public static EngineMesh Load(string path, Vector3? defaultColor = null)
{
var (mesh, _) = LoadWithMaterials(path, defaultColor);
return mesh;
}
/// <summary>
/// Load a glTF/GLB file and return the combined mesh plus a list of
/// (primitive index, material) pairs. Textures are extracted to a
/// temp directory next to the source file.
/// </summary>
public static (EngineMesh Mesh, List<EngineCoreMaterial> Materials) LoadWithMaterials(
string path, Vector3? defaultColor = null)
{
var color = defaultColor ?? new Vector3(0.7f, 0.7f, 0.7f);
var textureDir = Path.Combine(Path.GetDirectoryName(path) ?? ".", "extracted_textures");
var model = ModelRoot.Load(path);
if (model.LogicalMeshes.Count == 0)
throw new InvalidOperationException($"glTF file has no meshes: {path}");
var mesh = model.LogicalMeshes[0];
if (mesh.Primitives.Count == 0)
throw new InvalidOperationException($"glTF mesh has no primitives: {path}");
var primitive = mesh.Primitives[0];
if (!primitive.VertexAccessors.TryGetValue("POSITION", out var positionAccessor))
throw new InvalidOperationException($"glTF primitive has no POSITION accessor: {path}");
var positions = positionAccessor.AsVector3Array();
var indices = GetIndices(primitive, positions.Count);
var vertices = new List<Vertex>();
var newIndices = new List<uint>();
var indices = new List<uint>();
var materials = new List<EngineCoreMaterial>();
for (var i = 0; i < indices.Length; i += 3)
foreach (var mesh in model.LogicalMeshes)
{
var i0 = (int)indices[i];
var i1 = (int)indices[i + 1];
var i2 = (int)indices[i + 2];
foreach (var primitive in mesh.Primitives)
{
if (!primitive.VertexAccessors.TryGetValue("POSITION", out var positionAccessor))
continue;
var v0 = new Vector3(positions[i0].X, positions[i0].Y, positions[i0].Z);
var v1 = new Vector3(positions[i1].X, positions[i1].Y, positions[i1].Z);
var v2 = new Vector3(positions[i2].X, positions[i2].Y, positions[i2].Z);
var positions = positionAccessor.AsVector3Array();
var normals = primitive.VertexAccessors.TryGetValue("NORMAL", out var normalAccessor)
? normalAccessor.AsVector3Array()
: null;
var uvs = primitive.VertexAccessors.TryGetValue("TEXCOORD_0", out var uvAccessor)
? uvAccessor.AsVector2Array()
: null;
var normal = ComputeFaceNormal(v0, v1, v2);
var primIndices = GetIndices(primitive, positions.Count);
var material = ExtractMaterial(primitive, color, textureDir);
materials.Add(material);
var vertexBase = (uint)vertices.Count;
newIndices.Add(vertexBase);
newIndices.Add(vertexBase + 1);
newIndices.Add(vertexBase + 2);
var vertexBase = (uint)vertices.Count;
vertices.Add(new Vertex(v0, color, normal));
vertices.Add(new Vertex(v1, color, normal));
vertices.Add(new Vertex(v2, color, normal));
for (var i = 0; i < primIndices.Length; i += 3)
{
var i0 = (int)primIndices[i];
var i1 = (int)primIndices[i + 1];
var i2 = (int)primIndices[i + 2];
var v0 = ToVertex(positions, normals, uvs, i0, color);
var v1 = ToVertex(positions, normals, uvs, i1, color);
var v2 = ToVertex(positions, normals, uvs, i2, color);
if (normals == null)
{
var n = MeshMath.ComputeFaceNormal(v0.Position, v1.Position, v2.Position);
v0.Normal = n;
v1.Normal = n;
v2.Normal = n;
}
indices.Add(vertexBase + (uint)i0);
indices.Add(vertexBase + (uint)i1);
indices.Add(vertexBase + (uint)i2);
if (i == 0)
{
vertices.AddRange(new[] { v0, v1, v2 });
}
}
if (normals != null || uvs != null)
{
for (var i = 0; i < positions.Count; i++)
vertices.Add(ToVertex(positions, normals, uvs, i, color));
}
vertexBase = (uint)vertices.Count;
}
}
return new Engine.Core.Components.Mesh(vertices.ToArray(), newIndices.ToArray());
return (new EngineMesh(vertices.ToArray(), indices.ToArray()), materials);
}
private static Vertex ToVertex(
IReadOnlyList<Vector3> positions,
IReadOnlyList<Vector3>? normals,
IReadOnlyList<Vector2>? uvs,
int index,
Vector3 color)
{
var pos = new Vector3(positions[index].X, positions[index].Y, positions[index].Z);
var normal = normals != null
? Vector3.Normalize(new Vector3(normals[index].X, normals[index].Y, normals[index].Z))
: Vector3.UnitY;
return new Vertex(pos, color, normal);
}
private static EngineCoreMaterial ExtractMaterial(MeshPrimitive primitive, Vector3 defaultColor, string textureDir)
{
var albedo = defaultColor;
var roughness = 0.5f;
var metallic = 0.0f;
string? texturePath = null;
var gltfMat = primitive.Material;
if (gltfMat == null)
return new EngineCoreMaterial(albedo, roughness, metallic);
if (gltfMat.FindChannel("BaseColor") is { } baseColor)
{
foreach (var param in baseColor.Parameters)
{
if (param.Name == "BaseColorFactor" && param.Value is Vector4 factor)
{
albedo = new Vector3(factor.X, factor.Y, factor.Z);
}
}
if (baseColor.Texture?.PrimaryImage is { } img)
{
var mem = img.Content;
if (!string.IsNullOrEmpty(mem.SourcePath) && File.Exists(mem.SourcePath))
{
texturePath = mem.SourcePath;
}
else if (mem.IsValid)
{
Directory.CreateDirectory(textureDir);
var ext = string.IsNullOrEmpty(mem.FileExtension) ? ".png" : mem.FileExtension;
texturePath = Path.Combine(textureDir, $"tex_{Guid.NewGuid():N}{ext}");
mem.SaveToFile(texturePath);
}
}
}
if (gltfMat.FindChannel("MetallicRoughness") is { } mr)
{
foreach (var param in mr.Parameters)
{
if (param.Name == "MetallicFactor" && param.Value is float mf)
metallic = mf;
if (param.Name == "RoughnessFactor" && param.Value is float rf)
roughness = rf;
}
}
return new EngineCoreMaterial(albedo, roughness, metallic, texturePath);
}
private static uint[] GetIndices(MeshPrimitive primitive, int positionCount)
@@ -73,7 +185,6 @@ public static class GltfLoader
return indices;
}
// Non-indexed primitive
var auto = new uint[positionCount];
for (var i = 0; i < positionCount; i++)
auto[i] = (uint)i;
+283
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@@ -0,0 +1,283 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Text.Json;
using System.Text.Json.Serialization;
using Engine.Core.Components;
using Flecs.NET.Core;
namespace Engine.Graphics;
/// <summary>
/// Scene serialization — saves and loads the ECS world to/from JSON.
/// Uses manual serialization for named entities with Transform, Material, Light, Camera components.
/// </summary>
public static class SceneSerializer
{
private static readonly JsonSerializerOptions JsonOptions = new()
{
PropertyNameCaseInsensitive = true,
WriteIndented = true,
Converters =
{
new Vector3JsonConverter(),
new QuaternionJsonConverter()
}
};
/// <summary>
/// Serialize all named entities with their components to a JSON string.
/// </summary>
public static string SaveToString(World world)
{
var entities = new List<SceneEntity>();
var processedNames = new HashSet<string>();
world.Each((Entity e, ref Transform _) =>
{
var name = e.Name();
if (string.IsNullOrEmpty(name))
return;
if (processedNames.Contains(name))
return;
processedNames.Add(name);
var entry = new SceneEntity { Name = name };
if (e.Has<Transform>())
{
var t = e.Get<Transform>();
entry.Transform = new SceneTransform
{
Position = t.Position,
Rotation = t.Rotation,
Scale = t.Scale
};
}
if (e.Has<Material>())
{
var m = e.Get<Material>();
entry.Material = new SceneMaterial
{
Albedo = m.Albedo,
Roughness = m.Roughness,
Metallic = m.Metallic,
TexturePath = m.TexturePath
};
}
if (e.Has<Light>())
{
var l = e.Get<Light>();
entry.Light = new SceneLight
{
Direction = l.Direction,
Color = l.Color,
Intensity = l.Intensity
};
}
if (e.Has<Camera>())
{
var c = e.Get<Camera>();
entry.Camera = new SceneCamera
{
Position = c.Position,
Target = c.Target,
Up = c.Up,
FieldOfView = c.FieldOfView,
NearPlane = c.NearPlane,
FarPlane = c.FarPlane
};
}
entities.Add(entry);
});
return JsonSerializer.Serialize(entities, JsonOptions);
}
/// <summary>
/// Save the world to a JSON file.
/// </summary>
public static void SaveToFile(World world, string path)
{
var json = SaveToString(world);
var dir = Path.GetDirectoryName(path);
if (!string.IsNullOrEmpty(dir))
Directory.CreateDirectory(dir);
File.WriteAllText(path, json);
}
/// <summary>
/// Load entities from a JSON string into the world.
/// Returns the number of entities loaded.
/// </summary>
public static int LoadFromString(World world, string json)
{
var entities = JsonSerializer.Deserialize<List<SceneEntity>>(json, JsonOptions);
if (entities == null) return 0;
foreach (var entry in entities)
{
var entity = world.Entity(entry.Name);
if (entry.Transform != null)
{
entity.Set(new Transform(
entry.Transform.Position,
entry.Transform.Rotation,
entry.Transform.Scale));
}
if (entry.Material != null)
{
entity.Set(new Material(
entry.Material.Albedo,
entry.Material.Roughness,
entry.Material.Metallic,
entry.Material.TexturePath));
}
if (entry.Light != null)
{
entity.Set(new Light(
entry.Light.Direction,
entry.Light.Color,
entry.Light.Intensity));
}
if (entry.Camera != null)
{
entity.Set(new Camera(
entry.Camera.Position,
entry.Camera.Target,
entry.Camera.Up,
entry.Camera.FieldOfView,
16f / 9f,
entry.Camera.NearPlane,
entry.Camera.FarPlane));
}
}
return entities.Count;
}
/// <summary>
/// Load entities from a JSON file into the world.
/// Returns the number of entities loaded.
/// </summary>
public static int LoadFromFile(World world, string path)
{
if (!File.Exists(path))
throw new FileNotFoundException($"Scene file not found: {path}");
var json = File.ReadAllText(path);
return LoadFromString(world, json);
}
}
// Serialization DTOs
internal sealed class SceneEntity
{
public string Name { get; set; } = "";
public SceneTransform? Transform { get; set; }
public SceneMaterial? Material { get; set; }
public SceneLight? Light { get; set; }
public SceneCamera? Camera { get; set; }
}
internal sealed class SceneTransform
{
public Vector3 Position { get; set; }
public Quaternion Rotation { get; set; }
public Vector3 Scale { get; set; }
}
internal sealed class SceneMaterial
{
public Vector3 Albedo { get; set; }
public float Roughness { get; set; }
public float Metallic { get; set; }
public string? TexturePath { get; set; }
}
internal sealed class SceneLight
{
public Vector3 Direction { get; set; }
public Vector3 Color { get; set; }
public float Intensity { get; set; }
}
internal sealed class SceneCamera
{
public Vector3 Position { get; set; }
public Vector3 Target { get; set; }
public Vector3 Up { get; set; }
public float FieldOfView { get; set; }
public float NearPlane { get; set; }
public float FarPlane { get; set; }
}
internal sealed class Vector3JsonConverter : JsonConverter<Vector3>
{
public override Vector3 Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
{
if (reader.TokenType != JsonTokenType.StartArray)
throw new JsonException("Expected array for Vector3");
reader.Read();
var x = reader.GetSingle();
reader.Read();
var y = reader.GetSingle();
reader.Read();
var z = reader.GetSingle();
reader.Read();
if (reader.TokenType != JsonTokenType.EndArray)
throw new JsonException("Expected 3 elements for Vector3");
return new Vector3(x, y, z);
}
public override void Write(Utf8JsonWriter writer, Vector3 value, JsonSerializerOptions options)
{
writer.WriteStartArray();
writer.WriteNumberValue(value.X);
writer.WriteNumberValue(value.Y);
writer.WriteNumberValue(value.Z);
writer.WriteEndArray();
}
}
internal sealed class QuaternionJsonConverter : JsonConverter<Quaternion>
{
public override Quaternion Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
{
if (reader.TokenType != JsonTokenType.StartArray)
throw new JsonException("Expected array for Quaternion");
reader.Read();
var x = reader.GetSingle();
reader.Read();
var y = reader.GetSingle();
reader.Read();
var z = reader.GetSingle();
reader.Read();
var w = reader.GetSingle();
reader.Read();
if (reader.TokenType != JsonTokenType.EndArray)
throw new JsonException("Expected 4 elements for Quaternion");
return new Quaternion(x, y, z, w);
}
public override void Write(Utf8JsonWriter writer, Quaternion value, JsonSerializerOptions options)
{
writer.WriteStartArray();
writer.WriteNumberValue(value.X);
writer.WriteNumberValue(value.Y);
writer.WriteNumberValue(value.Z);
writer.WriteNumberValue(value.W);
writer.WriteEndArray();
}
}