SP3-237 Mesh compile and load successfully. Although now path to load/compile is hardcoded. Flow will be done after MS1
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5069a42319
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@ -81,7 +81,8 @@ namespace Sandbox
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SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
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//TODO: REMOVE AFTER PRESENTATION
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
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//SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/Cube.012.shmesh");
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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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//TODO: REMOVE AFTER PRESENTATION
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@ -42,7 +42,7 @@ namespace Sandbox
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std::vector<Handle<SHMesh>> handles;
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for (auto const& mesh : meshes)
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{
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if (mesh.meshName == "Cube.012")
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if (mesh.header.meshName == "Cube.012")
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{
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handles.push_back(graphicsSystem->AddMesh(
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mesh.header.vertexCount,
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@ -18,7 +18,11 @@
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void SHADE::SHMeshCompiler::CompileMeshBinary(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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std::string newPath{ path.string() };
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newPath = newPath.substr(0, newPath.find_last_of('/') + 1);
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newPath += asset.header.meshName + MESH_EXTENSION;
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std::ofstream file{ newPath, std::ios::out | std::ios::binary | std::ios::trunc };
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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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@ -34,17 +38,6 @@ void SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPat
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sizeof(uint32_t)
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);
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uint32_t charCount{static_cast<uint32_t>(asset.header.meshName.size())};
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file.write(
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reinterpret_cast<char const*>(&charCount),
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sizeof(uint32_t)
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);
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file.write(
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asset.header.meshName.c_str(),
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asset.header.meshName.size()
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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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@ -70,7 +63,7 @@ void SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPat
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file.write(
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reinterpret_cast<char const*>(asset.indices.data()),
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sizeof(uint32_t)
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sizeof(uint32_t) * asset.header.indexCount
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);
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file.close();
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@ -19,7 +19,7 @@ namespace SHADE
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{
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Assimp::Importer SHMeshLoader::aiImporter;
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void SHMeshLoader::ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes)
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void SHMeshLoader::ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept
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{
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for (size_t i {0}; i < node.mNumMeshes; ++i)
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{
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@ -33,7 +33,7 @@ namespace SHADE
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}
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}
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SHMeshAsset SHMeshLoader::ProcessMesh(aiMesh const& mesh, aiScene const& scene)
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SHMeshAsset SHMeshLoader::ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept
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{
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(void)scene;
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@ -43,8 +43,6 @@ namespace SHADE
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.changed { false }
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};
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result.header.meshName = mesh.mName.C_Str();
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for (size_t i{0}; i < mesh.mNumVertices; ++i)
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{
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// Vertex position
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@ -95,6 +93,7 @@ namespace SHADE
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result.header.vertexCount = result.vertexPosition.size();
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result.header.indexCount = result.indices.size();
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result.header.meshName = mesh.mName.C_Str();
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return result;
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}
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@ -143,16 +142,21 @@ namespace SHADE
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SHLOG_ERROR("Unable to open SHMesh File: {}", path.string());
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}
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uint32_t vertCount, indexCount, charCount;
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std::string name{ path.filename().string() };
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name = name.substr(0, name.find_last_of('.'));
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file.seekg(0);
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uint32_t vertCount, indexCount;
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std::vector<SHVec3> vertPos, vertTan, vertNorm;
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std::vector<SHVec2> texCoord;
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std::vector<uint32_t> indices;
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std::string name;
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file.read(reinterpret_cast<char*>(&vertCount), sizeof(uint32_t));
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file.read(reinterpret_cast<char*>(&indexCount), sizeof(uint32_t));
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file >> vertCount;
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file >> indexCount;
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file >> charCount;
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auto const vertexVec3Byte{ sizeof(SHVec3) * vertCount };
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auto const vertexVec2Byte{ sizeof(SHVec2) * vertCount };
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vertPos.resize(vertCount);
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vertTan.resize(vertCount);
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@ -160,43 +164,43 @@ namespace SHADE
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texCoord.resize(vertCount);
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indices.resize(indexCount);
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name.reserve(charCount);
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for (auto i{0}; i < charCount; ++i)
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{
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file >> name[i];
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}
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file.read(reinterpret_cast<char *>(vertPos.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char *>(vertTan.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char *>(vertNorm.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char *>(texCoord.data()), vertexVec2Byte);
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file.read(reinterpret_cast<char *>(indices.data()), sizeof(uint32_t) * indexCount);
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for (auto i{ 0 }; i < vertCount; ++i)
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{
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file >> vertPos[i].x;
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file >> vertPos[i].y;
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file >> vertPos[i].z;
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}
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for (auto i{ 0 }; i < vertCount; ++i)
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{
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file >> vertTan[i].x;
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file >> vertTan[i].y;
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file >> vertTan[i].z;
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}
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertPos[i].x;
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// file >> vertPos[i].y;
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// file >> vertPos[i].z;
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//}
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//
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertTan[i].x;
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// file >> vertTan[i].y;
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// file >> vertTan[i].z;
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//}
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for (auto i{ 0 }; i < vertCount; ++i)
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{
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file >> vertNorm[i].x;
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file >> vertNorm[i].y;
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file >> vertNorm[i].z;
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}
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertNorm[i].x;
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// file >> vertNorm[i].y;
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// file >> vertNorm[i].z;
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//}
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for (auto i{ 0 }; i < vertCount; ++i)
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{
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file >> texCoord[i].x;
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file >> texCoord[i].y;
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}
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> texCoord[i].x;
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// file >> texCoord[i].y;
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//}
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for (auto i{ 0 }; i < indexCount; ++i)
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{
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file >> indices[i];
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}
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//for (auto i{ 0 }; i < indexCount; ++i)
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//{
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// file >> indices[i];
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//}
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mesh.compiled = true;
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mesh.changed = false;
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@ -214,7 +218,7 @@ namespace SHADE
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file.close();
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}
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void SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path)
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void SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
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{
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if (path.extension().string() == GLTF_EXTENSION)
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{
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@ -17,6 +17,8 @@
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#include "Libraries/SHMeshLoader.h"
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#include "Libraries/SHTextureLoader.h"
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#include "Libraries/SHMeshCompiler.h"
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namespace SHADE
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{
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FMOD::System* SHAssetManager::audioSystem;
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@ -200,7 +202,8 @@ namespace SHADE
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AssetPath path{ p };
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if (path.extension().string() == FBX_EXTENSION
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|| path.extension().string() == GLTF_EXTENSION)
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|| path.extension().string() == GLTF_EXTENSION
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|| path.extension().string() == MESH_EXTENSION)
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{
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LoadGLTF(
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{
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@ -301,6 +304,11 @@ namespace SHADE
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for (auto const& mesh : meshes)
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{
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meshCollection.emplace(GenerateAssetID(AssetType::MESH), mesh);
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if (!mesh.compiled)
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{
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SHMeshCompiler::CompileMeshBinary(mesh, asset.path);
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}
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}
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}
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