Merge pull request #57 from SHADE-DP/SP3-13-Assets-Manager
SP3-13 Assets Management Changed texture struct to contain pre processed information ready for buffer
This commit is contained in:
commit
4c23151a14
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@ -78,7 +78,7 @@ namespace Sandbox
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SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
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SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
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//TODO: REMOVE AFTER PRESENTATION
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//TODO: REMOVE AFTER PRESENTATION
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.fbx");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
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//TODO: REMOVE AFTER PRESENTATION
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//TODO: REMOVE AFTER PRESENTATION
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@ -54,6 +54,9 @@ namespace Sandbox
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}
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}
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graphicsSystem->BuildMeshBuffers();
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graphicsSystem->BuildMeshBuffers();
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//Test Textures
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auto textures{ SHADE::SHAssetManager::GetAllTextures() };
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// Create Materials
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// Create Materials
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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@ -1,11 +0,0 @@
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#pragma once
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#include "tinyddsloader.h"
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namespace SHADE
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{
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struct SHDDSAsset
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{
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tinyddsloader::DDSFile image;
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};
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}
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@ -0,0 +1,46 @@
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#pragma once
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#include "tinyddsloader.h"
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#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
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#include <memory>
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namespace SHADE
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{
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struct SHTextureAsset
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{
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uint32_t numBytes;
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uint32_t width;
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uint32_t height;
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SHTexture::TextureFormat format;
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std::vector<uint32_t> mipOffsets;
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SHTexture::PixelChannel const * pixelData;
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SHTextureAsset()
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: numBytes{ 0 },
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width{ 0 },
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height{ 0 },
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format{ SHTexture::TextureFormat::eUndefined },
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pixelData{ nullptr }
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{}
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SHTextureAsset(SHTextureAsset const& rhs)
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: numBytes{ rhs.numBytes },
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width{ rhs.width },
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height{ rhs.height },
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format{ rhs.format },
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mipOffsets{ rhs.mipOffsets },
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pixelData(rhs.pixelData)
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{}
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//SHTextureAsset(SHTextureAsset&& rhs)
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// : numBytes{ rhs.numBytes },
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// width{ rhs.width },
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// height{ rhs.height },
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// format{ rhs.format },
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// mipOffsets{ rhs.mipOffsets },
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// pixelData(std::move(rhs.pixelData))
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//{}
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};
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}
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@ -1,38 +0,0 @@
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#include "SHpch.h"
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#include "SHDDSLoader.h"
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namespace SHADE
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{
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std::string SHDDSLoader::TinyDDSResultToString(tinyddsloader::Result value)
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{
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switch (value)
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{
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case tinyddsloader::Result::ErrorFileOpen:
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return "File open err";
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case tinyddsloader::Result::ErrorRead:
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return "File read err";
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case tinyddsloader::Result::ErrorMagicWord:
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return "File header magicword err";
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case tinyddsloader::Result::ErrorSize:
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return "File size err";
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case tinyddsloader::Result::ErrorVerify:
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return "Pixel format err";
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case tinyddsloader::Result::ErrorNotSupported:
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return "Unsupported format";
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case tinyddsloader::Result::ErrorInvalidData:
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return "Invalid data";
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default:
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return "Unknown";
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}
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}
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void SHDDSLoader::LoadImageAsset(AssetPath path, SHDDSAsset& asset)
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{
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tinyddsloader::Result loadResult = tinyddsloader::Result::Success;
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loadResult = asset.image.Load(path.string().c_str());
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if (loadResult != tinyddsloader::Result::Success)
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{
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SHLOG_ERROR("Unable to load DDS file: {} at {}", TinyDDSResultToString(loadResult), path.string());
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}
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}
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}
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@ -1,18 +0,0 @@
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#pragma once
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#define TINYDDSLOADER_IMPLEMENTATION
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#include "../SHAssetMacros.h"
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#include "../Asset Types/SHDDSAsset.h"
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#include "tinyddsloader.h"
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#include <vector>
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namespace SHADE
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{
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class SHDDSLoader
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{
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private:
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static std::string TinyDDSResultToString(tinyddsloader::Result value);
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public:
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static void LoadImageAsset(AssetPath paths, SHDDSAsset& image);
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};
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}
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@ -100,9 +100,7 @@ namespace SHADE
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| aiProcess_JoinIdenticalVertices
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| aiProcess_JoinIdenticalVertices
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// join identical vertices/ optimize indexing
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// join identical vertices/ optimize indexing
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| aiProcess_RemoveRedundantMaterials // remove redundant materials
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| aiProcess_RemoveRedundantMaterials // remove redundant materials
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| aiProcess_FindInvalidData
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| aiProcess_FindInvalidData// detect invalid model data, such as invalid normal vectors
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// detect invalid model data, such as invalid normal vectors
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| aiProcess_PreTransformVertices // pre-transform all vertices
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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);
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);
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@ -0,0 +1,48 @@
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#include "SHpch.h"
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#include "SHMeshWriter.h"
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#include <fstream>
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void SHADE::SHMeshWriter::WriteMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept
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{
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std::ofstream file{path, std::ios::out | std::ios::binary};
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if (!file.is_open())
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{
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SHLOG_ERROR("Unable to open file for writing mesh file: {}", path.string());
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}
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file.write(
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reinterpret_cast<char const*>(&(asset.header.vertexCount)),
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sizeof(uint32_t)
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);
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file.write(
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reinterpret_cast<const char*>(&(asset.header.indexCount)),
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sizeof(uint32_t)
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);
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auto const vertexVec3Byte {sizeof(SHVec3) * asset.header.vertexCount};
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auto const vertexVec2Byte {sizeof(SHVec2) * asset.header.vertexCount};
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file.write(
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reinterpret_cast<char const*>(asset.vertexPosition.data()),
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vertexVec3Byte
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);
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file.write(
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reinterpret_cast<char const*>(asset.vertexTangent.data()),
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vertexVec3Byte
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);
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file.write(
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reinterpret_cast<char const*>(asset.vertexNormal.data()),
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vertexVec3Byte
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);
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file.write(
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reinterpret_cast<char const*>(asset.texCoords.data()),
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vertexVec2Byte
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);
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file.close();
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}
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@ -0,0 +1,14 @@
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#pragma once
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#include "../Asset Types/SHMeshAsset.h"
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#include "../SHAssetMacros.h"
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namespace SHADE
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{
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class SHMeshWriter
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{
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private:
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public:
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static void WriteMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
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};
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}
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@ -0,0 +1,92 @@
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#include "SHpch.h"
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#include "SHTextureLoader.h"
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namespace SHADE
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{
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std::string SHTextureLoader::TinyDDSResultToString(tinyddsloader::Result value)
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{
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switch (value)
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{
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case tinyddsloader::Result::ErrorFileOpen:
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return "File open err";
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case tinyddsloader::Result::ErrorRead:
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return "File read err";
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case tinyddsloader::Result::ErrorMagicWord:
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return "File header magic word err";
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case tinyddsloader::Result::ErrorSize:
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return "File size err";
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case tinyddsloader::Result::ErrorVerify:
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return "Pixel format err";
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case tinyddsloader::Result::ErrorNotSupported:
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return "Unsupported format";
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case tinyddsloader::Result::ErrorInvalidData:
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return "Invalid data";
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default:
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return "Unknown";
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}
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}
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vk::Format SHTextureLoader::ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear)
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{
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switch (format)
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{
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case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm:
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case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm_SRGB:
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return isLinear ? vk::Format::eBc1RgbaUnormBlock : vk::Format::eBc1RgbaSrgbBlock;
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case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm:
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case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm_SRGB:
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return isLinear ? vk::Format::eBc2UnormBlock : vk::Format::eBc2SrgbBlock;
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case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm:
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case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm_SRGB:
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return isLinear ? vk::Format::eBc3UnormBlock : vk::Format::eBc3SrgbBlock;
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case tinyddsloader::DDSFile::DXGIFormat::BC5_UNorm:
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case tinyddsloader::DDSFile::DXGIFormat::BC5_SNorm:
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return isLinear ? vk::Format::eBc5UnormBlock : vk::Format::eBc5SnormBlock;
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case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm:
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case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm_SRGB:
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return isLinear ? vk::Format::eR8G8B8A8Unorm : vk::Format::eR8G8B8A8Srgb;
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case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_SNorm:
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return vk::Format::eR8G8B8A8Snorm;
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case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm:
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case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm_SRGB:
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return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8A8Srgb;
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case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm:
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case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm_SRGB:
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return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8Srgb;
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default:
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throw std::runtime_error("Unsupported DDS format.");
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}
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}
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void SHTextureLoader::LoadImageAsset(AssetPath path, SHTextureAsset& asset)
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{
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tinyddsloader::Result loadResult = tinyddsloader::Result::Success;
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tinyddsloader::DDSFile file;
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loadResult = file.Load(path.string().c_str());
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if (loadResult != tinyddsloader::Result::Success)
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{
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SHLOG_ERROR("Unable to load Texture file: {} at {}", TinyDDSResultToString(loadResult), path.string());
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}
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size_t totalBytes{ 0 };
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std::vector<uint32_t> mipOff(file.GetMipCount());
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for (auto i{0}; i < file.GetMipCount(); ++i)
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{
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mipOff.push_back(totalBytes);
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totalBytes += file.GetImageData(i, 0)->m_memSlicePitch;
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}
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SHTexture::PixelChannel* pixel = new SHTexture::PixelChannel[totalBytes];
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std::memcpy(pixel, file.GetDDSData(), totalBytes);
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//pixel = std::move(reinterpret_cast<SHTexture::PixelChannel const*>(file.GetDDSData()));
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asset.numBytes = totalBytes;
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asset.width = file.GetWidth();
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asset.height = file.GetHeight();
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asset.format = ddsLoaderToVkFormat(file.GetFormat(), true);
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asset.mipOffsets = std::move(mipOff);
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asset.pixelData = std::move(pixel);
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}
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}
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@ -0,0 +1,19 @@
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#pragma once
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#define TINYDDSLOADER_IMPLEMENTATION
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#include "../SHAssetMacros.h"
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#include "../Asset Types/SHTextureAsset.h"
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#include "tinyddsloader.h"
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namespace SHADE
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{
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class SHTextureLoader
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{
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private:
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static std::string TinyDDSResultToString(tinyddsloader::Result value);
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static vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
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public:
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static void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
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};
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}
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@ -69,8 +69,10 @@ enum class AssetType : uint8_t
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#define SCENE_EXTENSION ".SHADE"
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#define SCENE_EXTENSION ".SHADE"
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#define PREFAB_EXTENSION ".SHPrefab"
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#define PREFAB_EXTENSION ".SHPrefab"
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#define MATERIAL_EXTENSION ".SHMat"
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#define MATERIAL_EXTENSION ".SHMat"
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#define TEXTURE_EXTENSION ".dds"
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#define TEXTURE_EXTENSION ".shtex"
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#define DDS_EXTENSION ".dds"
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#define FBX_EXTENSION ".fbx"
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#define FBX_EXTENSION ".fbx"
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#define GLTF_EXTENSION ".gltf"
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#define MESH_EXTENSION ".shmesh"
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#define MESH_EXTENSION ".shmesh"
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std::string const EXTENSIONS[] = {
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std::string const EXTENSIONS[] = {
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@ -79,12 +81,14 @@ std::string const EXTENSIONS[] = {
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MATERIAL_EXTENSION,
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MATERIAL_EXTENSION,
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IMAGE_EXTENSION,
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IMAGE_EXTENSION,
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TEXTURE_EXTENSION,
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TEXTURE_EXTENSION,
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DDS_EXTENSION,
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MESH_EXTENSION,
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MESH_EXTENSION,
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SCRIPT_EXTENSION,
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SCRIPT_EXTENSION,
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SCENE_EXTENSION,
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SCENE_EXTENSION,
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PREFAB_EXTENSION,
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PREFAB_EXTENSION,
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AUDIO_WAV_EXTENSION,
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AUDIO_WAV_EXTENSION,
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FBX_EXTENSION
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FBX_EXTENSION,
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GLTF_EXTENSION
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};
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};
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// Error flags
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// Error flags
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@ -15,7 +15,7 @@
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#include "Filesystem/SHFileSystem.h"
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#include "Filesystem/SHFileSystem.h"
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#include "Libraries/SHMeshLoader.h"
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#include "Libraries/SHMeshLoader.h"
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#include "Libraries/SHDDSLoader.h"
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#include "Libraries/SHTextureLoader.h"
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namespace SHADE
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namespace SHADE
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{
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{
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@ -26,7 +26,7 @@ namespace SHADE
|
||||||
std::unordered_map<AssetID, SHAsset> SHAssetManager::assetRegistry;
|
std::unordered_map<AssetID, SHAsset> SHAssetManager::assetRegistry;
|
||||||
|
|
||||||
std::unordered_map<AssetID, SHMeshAsset> SHAssetManager::meshCollection;
|
std::unordered_map<AssetID, SHMeshAsset> SHAssetManager::meshCollection;
|
||||||
std::unordered_map<AssetID, SHDDSAsset> SHAssetManager::ddsCollection;
|
std::unordered_map<AssetID, SHTextureAsset> SHAssetManager::textureCollection;
|
||||||
|
|
||||||
/****************************************************************************
|
/****************************************************************************
|
||||||
* \brief Static function to generate asset ID.
|
* \brief Static function to generate asset ID.
|
||||||
|
@ -199,7 +199,7 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
AssetPath path{ p };
|
AssetPath path{ p };
|
||||||
|
|
||||||
if (path.extension().string() == FBX_EXTENSION)
|
if (path.extension().string() == GLTF_EXTENSION)
|
||||||
{
|
{
|
||||||
LoadGLTF(
|
LoadGLTF(
|
||||||
{
|
{
|
||||||
|
@ -211,7 +211,7 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
else if (path.extension().string() == TEXTURE_EXTENSION)
|
else if (path.extension().string() == DDS_EXTENSION)
|
||||||
{
|
{
|
||||||
LoadDDS(
|
LoadDDS(
|
||||||
{
|
{
|
||||||
|
@ -236,10 +236,10 @@ namespace SHADE
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<SHDDSAsset> SHAssetManager::GetAllDDS() noexcept
|
std::vector<SHTextureAsset> SHAssetManager::GetAllTextures() noexcept
|
||||||
{
|
{
|
||||||
std::vector<SHDDSAsset> result;
|
std::vector<SHTextureAsset> result;
|
||||||
for (auto const& dds : ddsCollection)
|
for (auto const& dds : textureCollection)
|
||||||
{
|
{
|
||||||
result.push_back(dds.second);
|
result.push_back(dds.second);
|
||||||
}
|
}
|
||||||
|
@ -305,11 +305,11 @@ namespace SHADE
|
||||||
|
|
||||||
void SHAssetManager::LoadDDS(SHAsset asset) noexcept
|
void SHAssetManager::LoadDDS(SHAsset asset) noexcept
|
||||||
{
|
{
|
||||||
SHDDSAsset image;
|
SHTextureAsset image;
|
||||||
|
|
||||||
SHDDSLoader::LoadImageAsset(asset.path, image);
|
SHTextureLoader::LoadImageAsset(asset.path, image);
|
||||||
|
|
||||||
ddsCollection.emplace(GenerateAssetID(AssetType::DDS), image);
|
textureCollection.emplace(GenerateAssetID(AssetType::DDS), image);
|
||||||
}
|
}
|
||||||
|
|
||||||
/****************************************************************************
|
/****************************************************************************
|
||||||
|
|
|
@ -13,7 +13,7 @@
|
||||||
#include "SHAsset.h"
|
#include "SHAsset.h"
|
||||||
|
|
||||||
#include "Asset Types/SHMeshAsset.h"
|
#include "Asset Types/SHMeshAsset.h"
|
||||||
#include "Asset Types/SHDDSAsset.h"
|
#include "Asset Types/SHTextureAsset.h"
|
||||||
#include "SH_API.h"
|
#include "SH_API.h"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
|
@ -73,7 +73,7 @@ namespace SHADE
|
||||||
//TODO: TEMPORARY FOR TESTING GLTF & DDS
|
//TODO: TEMPORARY FOR TESTING GLTF & DDS
|
||||||
static void LoadDataTemp(std::string path) noexcept;
|
static void LoadDataTemp(std::string path) noexcept;
|
||||||
static std::vector<SHMeshAsset> GetAllMeshes() noexcept;
|
static std::vector<SHMeshAsset> GetAllMeshes() noexcept;
|
||||||
static std::vector<SHDDSAsset> GetAllDDS() noexcept;
|
static std::vector<SHTextureAsset> GetAllTextures() noexcept;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/****************************************************************************
|
/****************************************************************************
|
||||||
|
@ -128,6 +128,6 @@ namespace SHADE
|
||||||
static std::unordered_map<AssetID, SHAsset> assetRegistry;
|
static std::unordered_map<AssetID, SHAsset> assetRegistry;
|
||||||
|
|
||||||
static std::unordered_map<AssetID, SHMeshAsset> meshCollection;
|
static std::unordered_map<AssetID, SHMeshAsset> meshCollection;
|
||||||
static std::unordered_map<AssetID, SHDDSAsset> ddsCollection;
|
static std::unordered_map<AssetID, SHTextureAsset> textureCollection;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue