| 405 | } |
| 406 | |
| 407 | Scene::SceneData SceneCache::readSceneData(InputStream& stream, ref<Device> pDevice) |
| 408 | { |
| 409 | Scene::SceneData sceneData; |
| 410 | sceneData.pMaterials = std::make_unique<MaterialSystem>(pDevice); |
| 411 | |
| 412 | readMarker(stream, "Paths"); |
| 413 | sceneData.importPaths.resize(stream.read<uint32_t>()); |
| 414 | for (auto& pPath : sceneData.importPaths) stream.read(pPath); |
| 415 | |
| 416 | readMarker(stream, "Dicts"); |
| 417 | sceneData.importDicts.resize(stream.read<uint32_t>()); |
| 418 | for (auto& pDict : sceneData.importDicts) stream.read(pDict); |
| 419 | |
| 420 | readMarker(stream, "RenderSettings"); |
| 421 | stream.read(sceneData.renderSettings); |
| 422 | |
| 423 | readMarker(stream, "Cameras"); |
| 424 | sceneData.cameras.resize(stream.read<uint32_t>()); |
| 425 | for (auto& pCamera : sceneData.cameras) pCamera = readCamera(stream); |
| 426 | stream.read(sceneData.selectedCamera); |
| 427 | stream.read(sceneData.cameraSpeed); |
| 428 | |
| 429 | readMarker(stream, "Lights"); |
| 430 | sceneData.lights.resize(stream.read<uint32_t>()); |
| 431 | for (auto& pLight : sceneData.lights) pLight = readLight(stream); |
| 432 | |
| 433 | readMarker(stream, "Grids"); |
| 434 | sceneData.grids.resize(stream.read<uint32_t>()); |
| 435 | for (auto& pGrid : sceneData.grids) pGrid = readGrid(stream, pDevice); |
| 436 | |
| 437 | readMarker(stream, "GridVolumes"); |
| 438 | sceneData.gridVolumes.resize(stream.read<uint32_t>()); |
| 439 | for (auto& pGridVolume : sceneData.gridVolumes) pGridVolume = readGridVolume(stream, sceneData.grids, pDevice); |
| 440 | |
| 441 | readMarker(stream, "EnvMap"); |
| 442 | auto hasEnvMap = stream.read<bool>(); |
| 443 | if (hasEnvMap) sceneData.pEnvMap = readEnvMap(stream, pDevice); |
| 444 | |
| 445 | // Material textures are loaded asynchronously to allow loading other data |
| 446 | // in parallel while loading textures from files and uploading them to the GPU. |
| 447 | // Due to the current implementation, we need to make sure no other GPU operations (transfers) |
| 448 | // are executed while loading material textures. Due to this, we load volume grids and the envmap |
| 449 | // before material textures, as they upload buffers to the GPU when created. |
| 450 | // Make sure no other GPU operations are executed until calling pMaterialTextureLoader.reset() |
| 451 | // further down which blocks until all textures are loaded. |
| 452 | auto pMaterialTextureLoader = std::make_unique<MaterialTextureLoader>(sceneData.pMaterials->getTextureManager(), true); |
| 453 | |
| 454 | readMarker(stream, "Materials"); |
| 455 | readMaterials(stream, *sceneData.pMaterials, *pMaterialTextureLoader, pDevice); |
| 456 | |
| 457 | readMarker(stream, "SceneGraph"); |
| 458 | sceneData.sceneGraph.resize(stream.read<uint32_t>()); |
| 459 | for (auto &node : sceneData.sceneGraph) |
| 460 | { |
| 461 | stream.read(node.name); |
| 462 | stream.read(node.parent); |
| 463 | stream.read(node.transform); |
| 464 | stream.read(node.meshBind); |