Added sub asset data members
Changed some control flow in asset manager to accommodate for subassets Read/Write meta files for assets with sub assets
This commit is contained in:
parent
6984653b64
commit
1f0d54486d
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@ -22,5 +22,10 @@ namespace SHADE
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AssetID id;
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AssetType type;
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AssetPath path;
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bool isSubAsset;
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std::vector<SHAsset*> subAssets;
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AssetID parent;
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};
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}
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@ -46,10 +46,11 @@ enum class AssetType : AssetTypeMeta
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SHADER,
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SHADER_BUILT_IN,
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TEXTURE,
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MESH,
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MODEL,
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SCENE,
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PREFAB,
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MATERIAL,
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MESH,
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MAX_COUNT
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};
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constexpr size_t TYPE_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
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@ -83,7 +84,7 @@ constexpr std::string_view SCENE_EXTENSION {".shade"};
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constexpr std::string_view PREFAB_EXTENSION {".shprefab"};
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constexpr std::string_view MATERIAL_EXTENSION {".shmat"};
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constexpr std::string_view TEXTURE_EXTENSION {".shtex"};
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constexpr std::string_view MESH_EXTENSION {".shmesh"};
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constexpr std::string_view MODEL_EXTENSION {".shmodel"};
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constexpr std::string_view EXTENSIONS[] = {
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AUDIO_EXTENSION,
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@ -91,7 +92,7 @@ constexpr std::string_view EXTENSIONS[] = {
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SHADER_BUILT_IN_EXTENSION,
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MATERIAL_EXTENSION,
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TEXTURE_EXTENSION,
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MESH_EXTENSION,
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MODEL_EXTENSION,
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SCRIPT_EXTENSION,
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SCENE_EXTENSION,
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PREFAB_EXTENSION,
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@ -16,7 +16,7 @@
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#include "SHAssetManager.h"
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#include "SHAssetMetaHandler.h"
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#include "Libraries/Loaders/SHMeshLoader.h"
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#include "Libraries/Loaders/SHModelLoader.h"
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#include "Libraries/Loaders/SHTextureLoader.h"
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#include "Libraries/Loaders/SHShaderSourceLoader.h"
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#include "Libraries/Loaders/SHTextBasedLoader.h"
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@ -178,7 +178,8 @@ namespace SHADE
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name,
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id,
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type,
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newPath
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newPath,
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false
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};
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assetCollection.insert({
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@ -187,7 +188,8 @@ namespace SHADE
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name,
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id,
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type,
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newPath
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newPath,
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false
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)
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});
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@ -324,25 +326,32 @@ namespace SHADE
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return result;
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}
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AssetID SHAssetManager::CompileAsset(AssetPath const& path) noexcept
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void SHAssetManager::CompileAsset(AssetPath const& path) noexcept
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{
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SHAsset newAsset
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if (!std::filesystem::exists(path))
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{
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.name = path.stem().string()
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};
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SHLOG_ERROR("Path provided does not point to a file: {}", path.string());
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return;
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}
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AssetPath newPath;
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auto const ext{ path.extension().string() };
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if (ext == GLSL_EXTENSION.data())
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{
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newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
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newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
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newAsset.type = AssetType::SHADER_BUILT_IN;
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newPath = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
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}
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else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data())
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{
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std::string command = MODEL_COMPILER_EXE.data();
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command += " " + path.string();
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std::system(command.c_str());
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std::string modelPath = path.string().substr(0, path.string().find_last_of('.'));
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modelPath += MODEL_EXTENSION;
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newPath = modelPath;
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GenerateNewMeta(newPath);
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}
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assetCollection.insert({ newAsset.id, newAsset });
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SHAssetMetaHandler::WriteMetaData(newAsset);
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return newAsset.id;
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}
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FolderPointer SHAssetManager::GetRootFolder() noexcept
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@ -395,23 +404,15 @@ namespace SHADE
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for (auto const& path : paths)
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{
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SHAsset newAsset
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{
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.name = path.stem().string()
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};
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AssetPath newPath;
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auto const ext{ path.extension().string() };
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if (ext == GLSL_EXTENSION.data())
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{
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newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
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newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
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newAsset.type = AssetType::SHADER_BUILT_IN;
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newPath = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
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}
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else if (ext == DDS_EXTENSION.data())
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{
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newAsset.path = SHTextureCompiler::CompileTextureAsset(path).value();
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newAsset.id = GenerateAssetID(AssetType::TEXTURE);
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newAsset.type = AssetType::TEXTURE;
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newPath = SHTextureCompiler::CompileTextureAsset(path).value();
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}
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else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data())
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{
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@ -419,15 +420,12 @@ namespace SHADE
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command += " " + path.string();
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std::system(command.c_str());
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std::string newPath = path.string().substr(0, path.string().find_last_of('.'));
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newPath += MESH_EXTENSION;
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newAsset.path = newPath;
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newAsset.id = GenerateAssetID(AssetType::MESH);
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newAsset.type = AssetType::MESH;
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std::string modelPath = path.string().substr(0, path.string().find_last_of('.'));
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modelPath += MODEL_EXTENSION;
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newPath = modelPath;
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}
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assetCollection.insert({ newAsset.id, newAsset });
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SHAssetMetaHandler::WriteMetaData(newAsset);
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GenerateNewMeta(newPath);
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}
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}
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@ -442,10 +440,11 @@ namespace SHADE
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loaders[static_cast<size_t>(AssetType::SHADER)] = dynamic_cast<SHAssetLoader*>(new SHShaderSourceLoader());
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loaders[static_cast<size_t>(AssetType::SHADER_BUILT_IN)] = loaders[static_cast<size_t>(AssetType::SHADER)];
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loaders[static_cast<size_t>(AssetType::TEXTURE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
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loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
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loaders[static_cast<size_t>(AssetType::MODEL)] = dynamic_cast<SHAssetLoader*>(new SHModelLoader());
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loaders[static_cast<size_t>(AssetType::SCENE)] = dynamic_cast<SHAssetLoader*>(new SHTextBasedLoader());
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loaders[static_cast<size_t>(AssetType::PREFAB)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::MATERIAL)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::MESH)] = nullptr;
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}
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/****************************************************************************
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@ -453,9 +452,9 @@ namespace SHADE
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****************************************************************************/
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void SHAssetManager::Load() noexcept
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{
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//CompileAll();
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BuildAssetCollection();
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InitLoaders();
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//CompileAll();
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//LoadAllData();
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}
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@ -473,8 +472,12 @@ namespace SHADE
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SHAssetData* SHAssetManager::LoadData(SHAsset const& asset) noexcept
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{
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SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
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if (asset.isSubAsset)
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{
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return LoadSubData(asset);
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}
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SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
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if (data == nullptr)
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{
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SHLOG_ERROR("Unable to load asset into memory: {}\n", asset.path.string());
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@ -487,13 +490,120 @@ namespace SHADE
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return data;
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}
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void SHAssetManager::LoadDataFromScratch(AssetPath path) noexcept
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SHAssetData* SHAssetManager::LoadSubData(SHAsset const& asset) noexcept
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{
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auto const& parent = assetCollection[asset.parent];
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auto parentData = loaders[static_cast<size_t>(parent.type)]->Load(parent.path);
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if (parentData == nullptr)
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{
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SHLOG_ERROR("Unable to load asset into memory: {}\n", parent.path.string());
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}
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else
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{
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assetData.emplace(parent.id, parentData);
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if (parent.type == AssetType::MODEL)
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{
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auto parentModel = reinterpret_cast<SHModelAsset*>(parentData);
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for (auto i {0}; i < parent.subAssets.size(); ++i)
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{
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assetData.emplace(
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parent.subAssets[i]->id,
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parentModel->subMeshes[i]
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);
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}
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}
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return assetData[asset.id];
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}
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return parentData;
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}
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void SHAssetManager::LoadNewData(AssetPath path) noexcept
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{
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}
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void SHAssetManager::GenerateNewMeta(AssetPath path) noexcept
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{
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auto const ext = path.extension().string();
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if (ext == SHADER_BUILT_IN_EXTENSION.data())
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{
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SHAsset newAsset{
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path.stem().string(),
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GenerateAssetID(AssetType::SHADER_BUILT_IN),
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AssetType::SHADER_BUILT_IN,
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path,
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false
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};
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assetCollection.emplace(newAsset.id, newAsset);
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SHAssetMetaHandler::WriteMetaData(newAsset);
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}
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else if (ext == TEXTURE_EXTENSION.data())
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{
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SHAsset newAsset{
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path.stem().string(),
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GenerateAssetID(AssetType::SHADER_BUILT_IN),
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AssetType::SHADER_BUILT_IN,
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path,
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false
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};
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assetCollection.emplace(newAsset.id, newAsset);
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SHAssetMetaHandler::WriteMetaData(newAsset);
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}
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else if (ext == MODEL_EXTENSION)
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{
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SHAsset newAsset{
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path.stem().string(),
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GenerateAssetID(AssetType::MODEL),
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AssetType::MODEL,
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path,
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false
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};
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assetCollection.emplace(newAsset.id, newAsset);
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SHModelAsset* const data = reinterpret_cast<SHModelAsset*>(LoadData(newAsset));
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assetData.emplace(newAsset.id, data);
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for(auto const& subMesh : data->subMeshes)
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{
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SHAsset subAsset{
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.name = subMesh->header.name,
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.id = GenerateAssetID(AssetType::MESH),
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.type = AssetType::MESH,
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.isSubAsset = true,
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.parent = newAsset.id
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};
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assetCollection.emplace(subAsset.id, subAsset);
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assetCollection[newAsset.id].subAssets.push_back(&assetCollection[subAsset.id]);
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assetData.emplace(subAsset.id, subMesh);
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}
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SHAssetMetaHandler::WriteMetaData(assetCollection[newAsset.id]);
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}
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}
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void SHAssetManager::BuildAssetCollection() noexcept
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{
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SHFileSystem::BuildDirectory(ASSET_ROOT.data(), folderRoot, assetCollection);
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for (auto& asset : std::ranges::views::values(assetCollection))
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{
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if (!asset.subAssets.empty())
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{
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// Add subasset data into map, replace pointer and free heap memory
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for (auto i{ 0 }; i < asset.subAssets.size(); ++i)
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{
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auto const id = asset.subAssets[i]->id;
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assetCollection[id] = *asset.subAssets[i];
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delete asset.subAssets[i];
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asset.subAssets[i] = &assetCollection[id];
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}
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}
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}
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}
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}
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@ -87,7 +87,7 @@ namespace SHADE
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static std::vector<SHAssetData const*> GetAllDataOfType(AssetType type) noexcept;
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static std::vector<SHAsset> GetAllRecordOfType(AssetType type) noexcept;
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static AssetID CompileAsset(AssetPath const& path) noexcept;
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static void CompileAsset(AssetPath const& path) noexcept;
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static FolderPointer GetRootFolder() noexcept;
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@ -96,7 +96,10 @@ namespace SHADE
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static void InitLoaders() noexcept;
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static void LoadAllData() noexcept;
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static SHAssetData* LoadData(SHAsset const& asset) noexcept;
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static void LoadDataFromScratch(AssetPath path) noexcept;
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static SHAssetData* LoadSubData(SHAsset const& asset) noexcept;
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static void LoadNewData(AssetPath path) noexcept;
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static void GenerateNewMeta(AssetPath path) noexcept;
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inline static void BuildAssetCollection() noexcept;
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static bool IsRecognised(char const*) noexcept;
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@ -9,7 +9,6 @@
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******************************************************************************/
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#include "SHpch.h"
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#include "SHAssetMetaHandler.h"
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#include <fstream>
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#include <sstream>
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namespace SHADE
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@ -21,11 +20,15 @@ namespace SHADE
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* \brief Helper function to retrieve field value from meta data file
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* for processing
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****************************************************************************/
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void GetFieldValue(std::ifstream& file, std::string& line) noexcept
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bool GetFieldValue(std::ifstream& file, std::string& line) noexcept
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{
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line = "";
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std::getline(file, line);
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if (std::getline(file, line))
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{
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line = line.substr(line.find_last_of(':') + 2, line.length());
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return true;
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}
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return false;
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}
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/****************************************************************************
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@ -66,7 +69,8 @@ namespace SHADE
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std::ifstream metaFile{ path.string(), std::ios_base::in };
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if (!metaFile.is_open())
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{
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// Error unable to open
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SHLOG_ERROR("Unable to open meta file: {}", path.string());
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return {};
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}
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std::string line;
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@ -93,6 +97,43 @@ namespace SHADE
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typeStream >> type;
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meta.type = static_cast<AssetType>(type);
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meta.isSubAsset = false;
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// Burn Line
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if (std::getline(metaFile, line))
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{
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// Name Line
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while(GetFieldValue(metaFile, line))
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{
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auto subAsset = new SHAsset();
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// Get resource name
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std::stringstream nameStream{ line };
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AssetName name;
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nameStream >> name;
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subAsset->name = name;
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// Get resource id
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GetFieldValue(metaFile, line);
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std::stringstream idStream{ line };
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AssetID id;
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idStream >> id;
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subAsset->id = id;
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// Get resource type
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GetFieldValue(metaFile, line);
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std::stringstream typeStream{ line };
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AssetTypeMeta type;
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typeStream >> type;
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subAsset->type = static_cast<AssetType>(type);
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subAsset->isSubAsset = true;
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subAsset->parent = meta.id;
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meta.subAssets.push_back(subAsset);
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}
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}
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metaFile.close();
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meta.path = path.parent_path().string() + "/" + path.stem().string();
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@ -108,6 +149,12 @@ namespace SHADE
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****************************************************************************/
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void SHAssetMetaHandler::WriteMetaData(SHAsset const& meta) noexcept
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{
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if (meta.isSubAsset)
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{
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SHLOG_WARNING("Cannot write subasset meta: {}", meta.name);
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return;
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}
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//TODO: Write into binary eventually
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std::string path{ meta.path.string() };
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path.append(META_EXTENSION);
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@ -124,7 +171,23 @@ namespace SHADE
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metaFile << "ID: " << meta.id << "\n";
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metaFile << "Type: " << static_cast<AssetTypeMeta>(meta.type) << std::endl;
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if (!meta.subAssets.empty())
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{
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metaFile << "Sub Assets:\n";
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for (auto const& subAsset : meta.subAssets)
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{
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WriteSubAssetMeta(metaFile, *subAsset);
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}
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}
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metaFile.close();
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}
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void SHAssetMetaHandler::WriteSubAssetMeta(std::ofstream& metaFile, SHAsset const& subAsset) noexcept
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{
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metaFile << "Name: " << subAsset.name << "\n";
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metaFile << "ID: " << subAsset.id << "\n";
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metaFile << "Type: " << static_cast<AssetTypeMeta>(subAsset.type) << std::endl;
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}
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}
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@ -12,6 +12,7 @@
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#include "SHAssetMacros.h"
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#include "SHAsset.h"
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#include <fstream>
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namespace SHADE
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{
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@ -45,6 +46,8 @@ namespace SHADE
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* \brief Writes meta data into text file
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****************************************************************************/
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static void WriteMetaData(SHAsset const&) noexcept;
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static void WriteSubAssetMeta(std::ofstream&, SHAsset const&) noexcept;
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};
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}
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