Merge pull request #111 from SHADE-DP/SP3-13-Assets-Manager

Restructured Asset Manager with Generalised Template Types for Asset Data
All asset types are derived from asset type for casting and storing to facilitate general GetData function
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XiaoQiDigipen 2022-10-23 17:21:17 +08:00 committed by GitHub
commit 5f73e8d1c0
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26 changed files with 524 additions and 614 deletions

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@ -1,3 +1,3 @@
Name: Cube.003 Name: Cube.003
ID: 110152941 ID: 110152941
Type:  Type: 6

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@ -1,3 +1,3 @@
Name: Cube.012 Name: Cube.012
ID: 107348815 ID: 107348815
Type:  Type: 6

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@ -1,3 +1,3 @@
Name: RaccoonPreTexturedVer1_Base9 Name: RaccoonPreTexturedVer1_Base9
ID: 91918845 ID: 91918845
Type:  Type: 4

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@ -52,7 +52,7 @@ namespace Sandbox
if (asset.name == "Cube.012") if (asset.name == "Cube.012")
handles.emplace_back(SHResourceManager::LoadOrGet<SHMesh>(asset.id)); handles.emplace_back(SHResourceManager::LoadOrGet<SHMesh>(asset.id));
break; break;
case AssetType::TEXTURE: case AssetType::IMAGE:
texHandles.emplace_back(SHResourceManager::LoadOrGet<SHTexture>(asset.id)); texHandles.emplace_back(SHResourceManager::LoadOrGet<SHTexture>(asset.id));
break; break;
} }

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@ -0,0 +1,30 @@
/*************************************************************************//**
* \file SHAnimationAsset.h
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include <vector>
#include <assimp/anim.h>
#include "SH_API.power h"
namespace SHADE
{
struct SH_API SHAnimationAsset
{
std::string name;
std::vector<aiNodeAnim*> nodeChannels;
std::vector<aiMeshAnim*> meshChannels;
std::vector<aiMeshMorphAnim*> morphMeshChannels;
double duration;
double ticksPerSecond;
};
}

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@ -0,0 +1,30 @@
/*************************************************************************//**
* \file SHAnimationAsset.h
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include <vector>
#include <assimp/anim.h>
#include "SHAssetData.h"
namespace SHADE
{
struct SH_API SHAnimationAsset : SHAssetData
{
std::string name;
std::vector<aiNodeAnim*> nodeChannels;
std::vector<aiMeshAnim*> meshChannels;
std::vector<aiMeshMorphAnim*> morphMeshChannels;
double duration;
double ticksPerSecond;
};
}

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@ -0,0 +1,19 @@
/*************************************************************************//**
* \file SHAssetDataBase.h
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
namespace SHADE
{
struct SHAssetData
{
virtual ~SHAssetData(){}
};
}

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@ -0,0 +1,4 @@
#pragma once
#include "SHMeshAsset.h"
#include "SHTextureAsset.h"

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@ -0,0 +1,21 @@
/*************************************************************************//**
* \file SHInternalAsset.h
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include "SHAsset.h"
namespace SHADE
{
struct SHInternalAsset : SHAsset
{
};
}

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@ -14,7 +14,7 @@
#include <vector> #include <vector>
#include "Math/SHMath.h" #include "Math/SHMath.h"
#include "SH_API.h" #include "SHAssetData.h"
namespace SHADE namespace SHADE
{ {
@ -22,10 +22,10 @@ namespace SHADE
{ {
uint32_t vertexCount; uint32_t vertexCount;
uint32_t indexCount; uint32_t indexCount;
std::string meshName; std::string name;
}; };
struct SH_API SHMeshAsset struct SH_API SHMeshAsset : SHAssetData
{ {
bool compiled; bool compiled;
bool changed; bool changed;

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@ -2,10 +2,11 @@
#include "tinyddsloader.h" #include "tinyddsloader.h"
#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h" #include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
#include "SHAssetData.h"
namespace SHADE namespace SHADE
{ {
struct SHTextureAsset struct SHTextureAsset : SHAssetData
{ {
bool compiled; bool compiled;

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@ -0,0 +1,21 @@
/*************************************************************************//**
* \file SHAssetLoader.h
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include "Assets/Asset Types/SHAssetData.h"
namespace SHADE
{
struct SHAssetLoader
{
virtual SHAssetData* Load(AssetPath path) = 0;
};
}

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@ -0,0 +1,141 @@
/*************************************************************************//**
* \file SHAssimpLibrary.cpp
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#include "SHpch.h"
#include "SHAssimpLibrary.h"
#include <assimp/postprocess.h>
namespace SHADE
{
Assimp::Importer SHAssimpLibrary::aiImporter;
void SHAssimpLibrary::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept
{
for (size_t i {0}; i < node.mNumMeshes; ++i)
{
aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
meshes.push_back(ProcessMesh(*mesh));
}
for (size_t i{ 0 }; i < node.mNumChildren; ++i)
{
ProcessNode(*node.mChildren[i], scene, meshes);
}
}
void SHAssimpLibrary::ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept
{
if (scene.HasAnimations())
{
std::vector<SHAnimationAsset> anims(scene.mNumAnimations);
for (auto i{0}; i < scene.mNumAnimations; ++i)
{
auto const& anim {*scene.mAnimations[i]};
anims[i].name = anim.mName.C_Str();
anims[i].duration = anim.mDuration;
anims[i].ticksPerSecond = anim.mTicksPerSecond;
std::copy_n(anim.mChannels, anim.mNumChannels, anims[i].nodeChannels.data());
std::copy_n(anim.mMeshChannels, anim.mNumMeshChannels, anims[i].meshChannels.data());
std::copy_n(anim.mMorphMeshChannels, anim.mNumMorphMeshChannels, anims[i].morphMeshChannels.data());
}
}
}
SHMeshAsset* SHAssimpLibrary::ProcessMesh(aiMesh const& mesh) noexcept
{
SHMeshAsset* result = new SHMeshAsset();
result->compiled = false;
result->changed = false;
for (size_t i{0}; i < mesh.mNumVertices; ++i)
{
// Vertex position
SHVec3 vertex;
vertex.x = mesh.mVertices[i].x;
vertex.y = mesh.mVertices[i].y;
vertex.z = mesh.mVertices[i].z;
result->vertexPosition.push_back(vertex);
// Tex coords
SHVec2 texCoord{0.f, 0.f};
if (mesh.mTextureCoords[0])
{
texCoord.x = mesh.mTextureCoords[0][i].x;
texCoord.y = mesh.mTextureCoords[0][i].y;
}
result->texCoords.push_back(texCoord);
// Normals
SHVec3 normal{0.f, 0.f, 0.f};
if (mesh.mNormals)
{
normal.x = mesh.mNormals[i].x;
normal.y = mesh.mNormals[i].y;
normal.z = mesh.mNormals[i].z;
}
result->vertexNormal.push_back(normal);
// Tangent
SHVec3 tangent{0.f, 0.f, 0.f};
if (mesh.mTangents)
{
tangent.x = mesh.mTangents[i].x;
tangent.y = mesh.mTangents[i].y;
tangent.z = mesh.mTangents[i].z;
}
result->vertexTangent.push_back(tangent);
}
for (size_t i {0}; i < mesh.mNumFaces; ++i)
{
aiFace face = mesh.mFaces[i];
for (size_t j{0}; j < face.mNumIndices; ++j)
{
result->indices.push_back(face.mIndices[j]);
}
}
result->header.vertexCount = static_cast<uint32_t>(result->vertexPosition.size());
result->header.indexCount = static_cast<uint32_t>(result->indices.size());
result->header.name = mesh.mName.C_Str();
return result;
}
void SHAssimpLibrary::LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept
{
const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
| aiProcess_RemoveRedundantMaterials // remove redundant materials
| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
);
if (!scene || !scene->HasMeshes())
{
SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
return;
}
ExtractAnimations(*scene, anims);
ProcessNode(*scene->mRootNode, *scene, meshes);
aiImporter.FreeScene();
}
}

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@ -0,0 +1,36 @@
/*************************************************************************//**
* \file SHAssimpLibrary.h
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <vector>
#include "../SHAssetMacros.h"
#include "../Asset Types/SHMeshAsset.h"
#include "../Asset Types/SHAnimationAsset.h"
namespace SHADE
{
class SHAssimpLibrary
{
private:
using MeshVectorRef = std::vector<SHMeshAsset*>&;
using AnimVectorRef = std::vector<SHAnimationAsset*>&;
static Assimp::Importer aiImporter;
static void ProcessNode(aiNode const& node, aiScene const& scene,MeshVectorRef meshes) noexcept;
static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
static SHMeshAsset* ProcessMesh(aiMesh const& mesh) noexcept;
public:
static void LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept;
};
}

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@ -20,7 +20,7 @@ std::string SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, A
{ {
std::string newPath{ path.string() }; std::string newPath{ path.string() };
newPath = newPath.substr(0, newPath.find_last_of('/') + 1); newPath = newPath.substr(0, newPath.find_last_of('/') + 1);
newPath += asset.header.meshName + MESH_EXTENSION; newPath += asset.header.name + MESH_EXTENSION.data();
std::ofstream file{ newPath, std::ios::out | std::ios::binary | std::ios::trunc }; std::ofstream file{ newPath, std::ios::out | std::ios::binary | std::ios::trunc };
if (!file.is_open()) if (!file.is_open())

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@ -12,129 +12,11 @@
*****************************************************************************/ *****************************************************************************/
#include "SHpch.h" #include "SHpch.h"
#include "SHMeshLoader.h" #include "SHMeshLoader.h"
#include <assimp/postprocess.h>
#include <fstream> #include <fstream>
namespace SHADE namespace SHADE
{ {
Assimp::Importer SHMeshLoader::aiImporter; void SHMeshLoader::LoadSHMesh(AssetPath path, SHMeshAsset& mesh) noexcept
void SHMeshLoader::ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept
{
for (size_t i {0}; i < node.mNumMeshes; ++i)
{
aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
meshes.push_back(ProcessMesh(*mesh, scene));
}
for (size_t i{ 0 }; i < node.mNumChildren; ++i)
{
ProcessNode(*node.mChildren[i], scene, meshes);
}
}
SHMeshAsset SHMeshLoader::ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept
{
(void)scene;
SHMeshAsset result
{
.compiled { false},
.changed { false }
};
for (size_t i{0}; i < mesh.mNumVertices; ++i)
{
// Vertex position
SHVec3 vertex;
vertex.x = mesh.mVertices[i].x;
vertex.y = mesh.mVertices[i].y;
vertex.z = mesh.mVertices[i].z;
result.vertexPosition.push_back(vertex);
// Tex coords
SHVec2 texCoord{0.f, 0.f};
if (mesh.mTextureCoords[0])
{
texCoord.x = mesh.mTextureCoords[0][i].x;
texCoord.y = mesh.mTextureCoords[0][i].y;
}
result.texCoords.push_back(texCoord);
// Normals
SHVec3 normal{0.f, 0.f, 0.f};
if (mesh.mNormals)
{
normal.x = mesh.mNormals[i].x;
normal.y = mesh.mNormals[i].y;
normal.z = mesh.mNormals[i].z;
}
result.vertexNormal.push_back(normal);
// Tangent
SHVec3 tangent{0.f, 0.f, 0.f};
if (mesh.mTangents)
{
tangent.x = mesh.mTangents[i].x;
tangent.y = mesh.mTangents[i].y;
tangent.z = mesh.mTangents[i].z;
}
result.vertexTangent.push_back(tangent);
}
for (size_t i {0}; i < mesh.mNumFaces; ++i)
{
aiFace face = mesh.mFaces[i];
for (size_t j{0}; j < face.mNumIndices; ++j)
{
result.indices.push_back(face.mIndices[j]);
}
}
result.header.vertexCount = static_cast<uint32_t>(result.vertexPosition.size());
result.header.indexCount = static_cast<uint32_t>(result.indices.size());
result.header.meshName = mesh.mName.C_Str();
return result;
}
void SHMeshLoader::LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
{
const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
| aiProcess_RemoveRedundantMaterials // remove redundant materials
| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
);
if (!scene || !scene->HasMeshes())
{
SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
return;
}
//TODO MATERIALS FROM MESHES
//if (scene->HasMaterials())
//{
// for (int i{0}; i < scene->mNumMaterials; ++i)
// {
// if (scene->mMaterials[i]->mNumProperties > 0)
// {
// for (int j{0}; j < scene->mMaterials[i]->mProperties[j].)
// }
//std::cout << scene->mMaterials[i]->;
// }
//}
ProcessNode(*scene->mRootNode, *scene, meshes);
}
void SHMeshLoader::LoadSHMesh(SHMeshAsset& mesh, AssetPath path) noexcept
{ {
std::ifstream file{ path.string(), std::ios::in | std::ios::binary }; std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
if (!file.is_open()) if (!file.is_open())
@ -169,44 +51,12 @@ namespace SHADE
file.read(reinterpret_cast<char *>(texCoord.data()), vertexVec2Byte); file.read(reinterpret_cast<char *>(texCoord.data()), vertexVec2Byte);
file.read(reinterpret_cast<char *>(indices.data()), sizeof(uint32_t) * indexCount); file.read(reinterpret_cast<char *>(indices.data()), sizeof(uint32_t) * indexCount);
//for (auto i{ 0 }; i < vertCount; ++i)
//{
// file >> vertPos[i].x;
// file >> vertPos[i].y;
// file >> vertPos[i].z;
//}
//
//for (auto i{ 0 }; i < vertCount; ++i)
//{
// file >> vertTan[i].x;
// file >> vertTan[i].y;
// file >> vertTan[i].z;
//}
//for (auto i{ 0 }; i < vertCount; ++i)
//{
// file >> vertNorm[i].x;
// file >> vertNorm[i].y;
// file >> vertNorm[i].z;
//}
//for (auto i{ 0 }; i < vertCount; ++i)
//{
// file >> texCoord[i].x;
// file >> texCoord[i].y;
//}
//for (auto i{ 0 }; i < indexCount; ++i)
//{
// file >> indices[i];
//}
mesh.compiled = true; mesh.compiled = true;
mesh.changed = false; mesh.changed = false;
mesh.header.indexCount = indexCount; mesh.header.indexCount = indexCount;
mesh.header.vertexCount = vertCount; mesh.header.vertexCount = vertCount;
mesh.header.meshName = name; mesh.header.name = name;
mesh.vertexPosition = std::move(vertPos); mesh.vertexPosition = std::move(vertPos);
mesh.vertexTangent = std::move(vertTan); mesh.vertexTangent = std::move(vertTan);
@ -217,15 +67,12 @@ namespace SHADE
file.close(); file.close();
} }
void SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept SHAssetData* SHMeshLoader::Load(AssetPath path)
{ {
if (path.extension().string() == GLTF_EXTENSION) auto result = new SHMeshAsset();
{
LoadExternal(meshes, path);
return;
}
meshes.emplace_back(); LoadSHMesh(path, *result);
LoadSHMesh(meshes.back(), path);
return result;
} }
} }

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@ -10,27 +10,15 @@
* of DigiPen Institute of Technology is prohibited. * of DigiPen Institute of Technology is prohibited.
*****************************************************************************/ *****************************************************************************/
#pragma once #pragma once
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include "../SHAssetMacros.h" #include "../SHAssetMacros.h"
#include "../Asset Types/SHMeshAsset.h" #include "../Asset Types/SHMeshAsset.h"
#include <vector> #include "SHAssetLoader.h"
namespace SHADE namespace SHADE
{ {
class SHMeshLoader struct SHMeshLoader : public SHAssetLoader
{ {
private: void LoadSHMesh(AssetPath path, SHMeshAsset& meshes) noexcept;
static Assimp::Importer aiImporter; SHAssetData* Load(AssetPath path) override;
static void ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept;
static SHMeshAsset ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept;
static void LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
public:
static void LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
static void LoadSHMesh(SHMeshAsset& meshes, AssetPath path) noexcept;
}; };
} }

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@ -133,6 +133,15 @@ namespace SHADE
file.close(); file.close();
} }
SHAssetData* SHTextureLoader::Load(AssetPath path)
{
auto result = new SHTextureAsset();
LoadImageAsset(path, *result);
return result;
}
void SHTextureLoader::LoadImageAsset(AssetPath path, SHTextureAsset& asset) void SHTextureLoader::LoadImageAsset(AssetPath path, SHTextureAsset& asset)
{ {
if (path.extension().string() == DDS_EXTENSION) if (path.extension().string() == DDS_EXTENSION)

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@ -15,19 +15,20 @@
#include "../SHAssetMacros.h" #include "../SHAssetMacros.h"
#include "../Asset Types/SHTextureAsset.h" #include "../Asset Types/SHTextureAsset.h"
#include "tinyddsloader.h" #include "tinyddsloader.h"
#include "SHAssetLoader.h"
namespace SHADE namespace SHADE
{ {
class SHTextureLoader class SHTextureLoader : public SHAssetLoader
{ {
private: private:
static std::string TinyDDSResultToString(tinyddsloader::Result value); std::string TinyDDSResultToString(tinyddsloader::Result value);
static vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear); vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
void LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept;
static void LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept;
public: public:
static void LoadImageAsset(AssetPath paths, SHTextureAsset& image); void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
static void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept; void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept;
SHAssetData* Load(AssetPath path) override;
}; };
} }

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@ -12,11 +12,12 @@
#pragma once #pragma once
#include "Filesystem/SHFileSystem.h" #include "Filesystem/SHFileSystem.h"
#include "SHAssetMacros.h" #include "Assets/SHAssetMacros.h"
#include "SH_API.h"
namespace SHADE namespace SHADE
{ {
struct SHAsset struct SH_API SHAsset
{ {
AssetName name; AssetName name;
AssetID id; AssetID id;

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@ -32,12 +32,12 @@ typedef std::filesystem::path AssetPath;
typedef unsigned char* AssetData; typedef unsigned char* AssetData;
typedef std::string AssetMetaVersion; typedef std::string AssetMetaVersion;
typedef std::string AssetExtension; typedef std::string AssetExtension;
typedef unsigned char AssetTypeMeta; typedef size_t AssetTypeMeta;
typedef FMOD::Sound* SHSound; typedef FMOD::Sound* SHSound;
// Asset Meta Version // Asset Meta Version
#define ASSET_META_VER "1.0" constexpr std::string_view ASSET_META_VER { "1.0" };
// Asset type enum // Asset type enum
enum class AssetType : AssetTypeMeta enum class AssetType : AssetTypeMeta
@ -53,34 +53,35 @@ enum class AssetType : AssetTypeMeta
SCENE, SCENE,
PREFAB, PREFAB,
AUDIO_WAV, AUDIO_WAV,
DDS DDS,
MAX_COUNT
}; };
//Directory //Directory
#ifdef _PUBLISH #ifdef _PUBLISH
#define ASSET_ROOT "Assets" constexpr std::string_view ASSET_ROOT {"Assets"};
#else #else
#define ASSET_ROOT "../../Assets" constexpr std::string_view ASSET_ROOT {"../../Assets"};
#endif #endif
// ASSET EXTENSIONS // ASSET EXTENSIONS
#define META_EXTENSION ".shmeta" constexpr std::string_view META_EXTENSION {".shmeta"};
#define IMAGE_EXTENSION ".png" constexpr std::string_view IMAGE_EXTENSION {".png"};
#define AUDIO_EXTENSION ".ogg" constexpr std::string_view AUDIO_EXTENSION {".ogg"};
#define AUDIO_WAV_EXTENSION ".wav" constexpr std::string_view AUDIO_WAV_EXTENSION {".wav"};
#define SHADER_EXTENSION ".glsl" constexpr std::string_view SHADER_EXTENSION {".glsl"};
#define SCRIPT_EXTENSION ".cs" constexpr std::string_view SCRIPT_EXTENSION {".cs"};
#define SCENE_EXTENSION ".SHADE" constexpr std::string_view SCENE_EXTENSION {".SHADE"};
#define PREFAB_EXTENSION ".SHPrefab" constexpr std::string_view PREFAB_EXTENSION {".SHPrefab"};
#define MATERIAL_EXTENSION ".SHMat" constexpr std::string_view MATERIAL_EXTENSION {".SHMat"};
#define TEXTURE_EXTENSION ".shtex" constexpr std::string_view TEXTURE_EXTENSION {".shtex"};
#define DDS_EXTENSION ".dds" constexpr std::string_view DDS_EXTENSION {".dds"};
#define FBX_EXTENSION ".fbx" constexpr std::string_view FBX_EXTENSION {".fbx"};
#define GLTF_EXTENSION ".gltf" constexpr std::string_view GLTF_EXTENSION {".gltf"};
#define MESH_EXTENSION ".shmesh" constexpr std::string_view MESH_EXTENSION {".shmesh"};
std::string const EXTENSIONS[] = { constexpr std::string_view EXTENSIONS[] = {
AUDIO_EXTENSION, AUDIO_EXTENSION,
SHADER_EXTENSION, SHADER_EXTENSION,
MATERIAL_EXTENSION, MATERIAL_EXTENSION,
@ -96,10 +97,12 @@ std::string const EXTENSIONS[] = {
GLTF_EXTENSION GLTF_EXTENSION
}; };
constexpr size_t TYPE_COUNT {static_cast<size_t>(AssetType::MAX_COUNT) };
// Error flags // Error flags
#define FILE_NOT_FOUND_ERR "FILE NOT FOUND" constexpr std::string_view FILE_NOT_FOUND_ERR {"FILE NOT FOUND"};
#define META_NOT_FOUND_ERR "META NOT FOUND" constexpr std::string_view META_NOT_FOUND_ERR {"META NOT FOUND"};
#define ASSET_NOT_FOUND_ERR "ASSET NOT FOUND" constexpr std::string_view ASSET_NOT_FOUND_ERR {"ASSET NOT FOUND"};
#define EXT_DOES_NOT_EXIST "TYPE DOES NOT HAVE EXTENSION DEFINED" constexpr std::string_view EXT_DOES_NOT_EXIST {"TYPE DOES NOT HAVE EXTENSION DEFINED"};
#endif // !SH_ASSET_MACROS_H #endif // !SH_ASSET_MACROS_H

View File

@ -14,6 +14,7 @@
#include "SHAssetMetaHandler.h" #include "SHAssetMetaHandler.h"
#include "Filesystem/SHFileSystem.h" #include "Filesystem/SHFileSystem.h"
#include "Libraries/SHAssimpLibrary.h"
#include "Libraries/SHMeshLoader.h" #include "Libraries/SHMeshLoader.h"
#include "Libraries/SHTextureLoader.h" #include "Libraries/SHTextureLoader.h"
@ -25,11 +26,10 @@ namespace SHADE
FMOD::System* SHAssetManager::audioSystem; FMOD::System* SHAssetManager::audioSystem;
std::unordered_map<AssetID, SHSound >* SHAssetManager::audioSoundList; std::unordered_map<AssetID, SHSound >* SHAssetManager::audioSoundList;
std::vector<SHAsset> SHAssetManager::assetCollection; std::vector<SHAssetLoader*> SHAssetManager::loaders(TYPE_COUNT);
std::unordered_map<AssetID, SHAsset> SHAssetManager::assetRegistry;
std::unordered_map<AssetID, SHMeshAsset> SHAssetManager::meshCollection; std::vector<SHAsset> SHAssetManager::assetCollection;
std::unordered_map<AssetID, SHTextureAsset> SHAssetManager::textureCollection; std::unordered_map<AssetID, SHAssetData * const> SHAssetManager::assetData;
/**************************************************************************** /****************************************************************************
* \brief Static function to generate asset ID. * \brief Static function to generate asset ID.
@ -56,10 +56,7 @@ namespace SHADE
****************************************************************************/ ****************************************************************************/
void SHAssetManager::Unload() noexcept void SHAssetManager::Unload() noexcept
{ {
for (auto const& asset : assetCollection)
{
SHAssetMetaHandler::WriteMetaData(asset);
}
} }
void SHAssetManager::Unload(AssetID assetId) noexcept void SHAssetManager::Unload(AssetID assetId) noexcept
@ -85,7 +82,37 @@ namespace SHADE
// return std::filesystem::path(); // return std::filesystem::path();
//} //}
return std::filesystem::path(ASSET_ROOT + folder + path.filename().string()); return std::filesystem::path(std::string(ASSET_ROOT) + folder + path.filename().string());
}
AssetPath SHAssetManager::GenerateNewPath(AssetName name, AssetType type)
{
std::string folder;
switch(type)
{
case AssetType::SCENE:
folder = "scenes/";
break;
case AssetType::PREFAB:
folder = "prefabs/";
break;
case AssetType::MATERIAL:
folder = "materials/";
break;
default:
folder = "/";
}
return std::filesystem::path{
std::string(ASSET_ROOT) +
folder +
name +
std::string(EXTENSIONS[static_cast<size_t>(type)])
};
} }
/**************************************************************************** /****************************************************************************
@ -121,7 +148,7 @@ namespace SHADE
// folder = ""; // folder = "";
// break; // break;
//} //}
AssetPath path{ ASSET_ROOT + folder + name + SHAssetMetaHandler::GetExtensionFromType(type) }; AssetPath path{ std::string{ASSET_ROOT} + folder + name + SHAssetMetaHandler::GetExtensionFromType(type) };
SHAssetMetaHandler::WriteMetaData(meta); SHAssetMetaHandler::WriteMetaData(meta);
@ -130,6 +157,19 @@ namespace SHADE
return id; return id;
} }
AssetID SHAssetManager::CreateAsset(AssetName name, AssetType type) noexcept
{
AssetID id = GenerateAssetID(type);
assetCollection.emplace_back(
name,
id,
type,
GenerateNewPath(name, type),
0
);
return id;
}
/**************************************************************************** /****************************************************************************
* \brief Import new asset from outside editor window. * \brief Import new asset from outside editor window.
* *
@ -140,6 +180,9 @@ namespace SHADE
{ {
std::filesystem::path const path{ p }; std::filesystem::path const path{ p };
auto const type = SHAssetMetaHandler::GetTypeFromExtension(path.extension().string());
auto const id = GenerateAssetID(type);
std::filesystem::path const newPath{ GenerateLocalPath(path) }; std::filesystem::path const newPath{ GenerateLocalPath(path) };
if (newPath.empty()) if (newPath.empty())
{ {
@ -149,11 +192,7 @@ namespace SHADE
std::filesystem::copy(path, newPath); std::filesystem::copy(path, newPath);
AssetID id{ RetrieveAsset(newPath.string().c_str()) }; assetCollection.push_back(CreateAssetFromPath(newPath));
if (id != 0)
{
LoadData(id);
}
return id; return id;
} }
@ -164,158 +203,14 @@ namespace SHADE
****************************************************************************/ ****************************************************************************/
void SHAssetManager::RefreshAllAssets() noexcept void SHAssetManager::RefreshAllAssets() noexcept
{ {
std::vector<AssetPath> metaFiles;
std::vector<AssetPath> AssetFiles;
//SHFileSystem::LoadAllFiles(metaFiles, AssetFiles);
//std::vector<AssetPath> AssetFilesVerified;
std::vector<AssetPath> AssetFilesNew;
for (auto const& asset : AssetFiles)
{
bool found = false;
for (auto it {metaFiles.begin()}; it != metaFiles.end(); ++it)
{
std::string fileExtCheck{ asset.filename().string() };
fileExtCheck += META_EXTENSION;
if (it->filename().string() == fileExtCheck)
{
metaFiles.erase(it);
found = true;
break;
}
}
if (!found && IsRecognised(asset.extension().string().c_str()))
{
AssetFilesNew.push_back(asset);
}
}
std::vector<SHAsset> newLoad;
newLoad.reserve(AssetFilesNew.size());
//TODO: Handle if meta does not match all assets (if meta exist and asset doesnt, vice versa)
for (auto const& file : AssetFilesNew)
{
newLoad.push_back(RegisterAssetNew(file));
}
//UpdateAllSpriteSets();
}
void SHAssetManager::LoadDataTemp(std::string p) noexcept
{
AssetPath path{ p };
if (path.extension().string() == FBX_EXTENSION
|| path.extension().string() == GLTF_EXTENSION
|| path.extension().string() == MESH_EXTENSION)
{
LoadGLTF(
{
.name {path.filename().string()},
.id {0},
.type {AssetType::MESH},
.path {path},
.location {0}
}
);
}
else if (path.extension().string() == DDS_EXTENSION
|| path.extension().string() == TEXTURE_EXTENSION)
{
LoadDDS(
{
.name {path.filename().string()},
.id {0},
.type {AssetType::DDS},
.path {path},
.location {0}
}
);
}
}
std::vector<SHMeshAsset> SHAssetManager::GetAllMeshes() noexcept
{
std::vector<SHMeshAsset> result;
for (auto const& mesh : meshCollection)
{
result.push_back(mesh.second);
}
return result;
}
std::vector<SHTextureAsset> SHAssetManager::GetAllTextures() noexcept
{
std::vector<SHTextureAsset> result;
for (auto const& dds : textureCollection)
{
result.push_back(dds.second);
}
return result;
}
SHMeshAsset const* SHAssetManager::GetMesh(AssetID id) noexcept
{
if (meshCollection.find(id) == meshCollection.end())
{
return nullptr;
}
return &meshCollection[id];
}
SHTextureAsset const* SHAssetManager::GetTexture(AssetID id) noexcept
{
if (textureCollection.find(id) == textureCollection.end())
{
return nullptr;
}
return &textureCollection[id];
}
/****************************************************************************
* \param Path for meta data file
* \param Path for asset file
* \brief Links meta data to asset in registries. Meta data should
* already exist
****************************************************************************/
void SHAssetManager::RegisterAsset(AssetPath const& metaPath, AssetPath const& path) noexcept
{
SHAsset const meta = SHAssetMetaHandler::RetrieveMetaData(metaPath);
assetCollection.push_back(meta);
}
/****************************************************************************
* \param Path for asset file
* \brief Creates new meta data for new asset.
****************************************************************************/
SHAsset SHAssetManager::RegisterAssetNew(AssetPath const& asset) noexcept
{
SHAsset meta;
meta.type = SHAssetMetaHandler::GetTypeFromExtension(asset.extension().string());
meta.id = GenerateAssetID(meta.type);
assetCollection.push_back(meta);
SHAssetMetaHandler::WriteMetaData(meta);
return assetCollection.back();
} }
bool SHAssetManager::IsRecognised(char const* ext) noexcept bool SHAssetManager::IsRecognised(char const* ext) noexcept
{ {
for (auto const& e : EXTENSIONS) for (auto const& e : EXTENSIONS)
{ {
if (strcmp(ext, e.c_str()) == 0) if (strcmp(ext, e.data()) == 0)
{ {
return true; return true;
} }
@ -324,54 +219,31 @@ namespace SHADE
return false; return false;
} }
void SHAssetManager::LoadGLTF(SHAsset asset) noexcept SHAsset SHAssetManager::CreateAssetFromPath(AssetPath path) noexcept
{ {
std::vector<SHMeshAsset> meshes; SHAsset result;
SHMeshLoader::LoadMesh(meshes, asset.path); result.name = path.stem().string();
result.type = SHAssetMetaHandler::GetTypeFromExtension(path.extension().string());
result.id = GenerateAssetID(result.type);
result.path = path;
for (auto const& mesh : meshes) return result;
{
auto id{ GenerateAssetID(AssetType::MESH) };
meshCollection.emplace(id, mesh);
AssetPath path;
if (!mesh.compiled)
{
path = SHMeshCompiler::CompileMeshBinary(mesh, asset.path);
} }
assetCollection.emplace_back( void SHAssetManager::InitLoaders() noexcept
mesh.header.meshName,
id,
AssetType::MESH,
path,
0
);
}
}
void SHAssetManager::LoadDDS(SHAsset asset) noexcept
{ {
SHTextureAsset image; loaders[static_cast<size_t>(AssetType::AUDIO)] = nullptr;
loaders[static_cast<size_t>(AssetType::SHADER)] = nullptr;
SHTextureLoader::LoadImageAsset(asset.path, image); loaders[static_cast<size_t>(AssetType::MATERIAL)] = nullptr;
loaders[static_cast<size_t>(AssetType::IMAGE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
if (!image.compiled) loaders[static_cast<size_t>(AssetType::TEXTURE)] = nullptr;
{ loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
auto id{ GenerateAssetID(AssetType::TEXTURE) }; loaders[static_cast<size_t>(AssetType::SCRIPT)] = nullptr;
textureCollection.emplace(id, image); loaders[static_cast<size_t>(AssetType::SCENE)] = nullptr;
loaders[static_cast<size_t>(AssetType::PREFAB)] = nullptr;
auto path{ SHTextureCompiler::CompileTextureBinary(image, asset.path) }; loaders[static_cast<size_t>(AssetType::AUDIO_WAV)] = nullptr;
loaders[static_cast<size_t>(AssetType::DDS)] = nullptr;
assetCollection.emplace_back(
image.name,
id,
AssetType::TEXTURE,
path,
0
);
}
} }
/**************************************************************************** /****************************************************************************
@ -379,8 +251,9 @@ namespace SHADE
****************************************************************************/ ****************************************************************************/
void SHAssetManager::Load() noexcept void SHAssetManager::Load() noexcept
{ {
RetrieveAssets(); InitLoaders();
LoadAllData(); BuildAssetCollection();
//LoadAllData();
} }
/**************************************************************************** /****************************************************************************
@ -388,143 +261,40 @@ namespace SHADE
****************************************************************************/ ****************************************************************************/
void SHAssetManager::LoadAllData() noexcept void SHAssetManager::LoadAllData() noexcept
{ {
//TODO Remove when on demand loading is done
for (auto const& asset : assetCollection) for (auto const& asset : assetCollection)
{ {
switch (asset.type) SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
{ assetData.emplace(asset.id, data);
case AssetType::MESH:
meshCollection.emplace(asset.id, SHMeshAsset());
SHMeshLoader::LoadSHMesh(meshCollection[asset.id], asset.path);
break;
case AssetType::TEXTURE:
textureCollection.emplace(asset.id, SHTextureAsset());
SHTextureLoader::LoadSHTexture(asset.path, textureCollection[asset.id]);
break;
default:
void;
}
}
}
void SHAssetManager::LoadData(AssetID id) noexcept
{
(void)id;
}
/****************************************************************************
* \brief Retrieve all asset files and meta files from filesystem
****************************************************************************/
void SHAssetManager::RetrieveAssets() noexcept
{
std::vector<AssetPath> metaFiles;
std::vector<AssetPath> AssetFiles;
for (auto const dir : std::filesystem::recursive_directory_iterator(ASSET_ROOT))
{
if (dir.path().extension().string() == META_EXTENSION)
{
auto meta{ SHAssetMetaHandler::RetrieveMetaData(dir.path()) };
assetCollection.push_back(meta);
assetRegistry.emplace(meta.id, meta);
} }
} }
//TODO: Write new function for file manager to loop through all files SHAssetData* SHAssetManager::LoadData(SHAsset const& asset) noexcept
//SHFileSystem::StartupFillDirectories(ASSET_ROOT);
//FolderPointer rootFolder = SHFileSystem::GetRoot();
//for (auto const& meta : metaFiles)
//{
// for (std::vector<AssetPath>::const_iterator it{ AssetFiles.cbegin() };
// it != AssetFiles.cend();
// ++it)
// {
// // Asset exists for meta file
// std::string fileExtCheck{ it->filename().string() };
// fileExtCheck += META_EXTENSION;
// if (meta.filename().string() == fileExtCheck)
// {
// RegisterAsset(meta, *it);
// AssetFiles.erase(it);
// break;
// }
// }
//}
//TODO: Handle if meta does not match all assets (if meta exist and asset doesnt, vice versa)
//for (auto const& file : AssetFiles)
//{
// if (IsRecognised(file.extension().string().c_str()))
// {
// SHAssetMetaHandler::WriteMetaData(RegisterAssetNew(file));
// }
// else
// {
// std::cout << "Unsupported File Format: " << file.filename() << "\n";
// }
//}
}
AssetID SHAssetManager::RetrieveAsset(char const* path) noexcept
{ {
std::filesystem::path p{ path }; SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
if (IsRecognised(p.extension().string().c_str()))
if (data == nullptr)
{ {
SHAsset const& meta{ RegisterAssetNew(p) }; SHLOG_ERROR("Unable to load asset into memory: {}\n", asset.path.string());
SHAssetMetaHandler::WriteMetaData(meta);
return meta.id;
} }
else else
{ {
std::cout << "Unsupported File Format: " << p.filename() << "\n"; assetData.emplace(asset.id, data);
} }
// Assert that file imported is not recognised return data;
return 0;
} }
/**************************************************************************** void SHAssetManager::BuildAssetCollection() noexcept
* \param Full path of file
* \brief Extracts file name from path. Formats file name into readable
* with spaces and capitalises first letter of every word
****************************************************************************/
AssetName SHAssetManager::GetNameFromPath(AssetPath filepath) noexcept
{ {
std::string name{ filepath.filename().string() }; for (auto const& dir : std::filesystem::recursive_directory_iterator{ASSET_ROOT})
name = name.substr(0, name.find_last_of('.')); {
if (dir.is_regular_file())
//if (name[0] <= 122 && name[0] >= 97) {
//{ if (dir.path().extension().string() == META_EXTENSION.data())
// name[0] -= 32; {
//} assetCollection.push_back(SHAssetMetaHandler::RetrieveMetaData(dir.path()));
}
//for (size_t i{ 1 }; i < name.length(); ++i) }
//{ }
// // Replace all underscores with spaces
// if (name[i] == '_')
// {
// name[i] = ' ';
// continue;
// }
// if (name[i + 1] <= 'Z' && name[i + 1] >= 'A'
// && name[i] <= 'z' && name[i] >= 'a')
// {
// name.insert(i + 1, 1, ' ');
// continue;
// }
// if (name[i - 1] == ' ' && name[i] <= 'z' && name[i] >= 'a')
// {
// name[i] -= 32;
// }
//}
return name;
} }
} }

View File

@ -11,9 +11,10 @@
#pragma once #pragma once
#include "tinyddsloader.h" #include "tinyddsloader.h"
#include "SHAsset.h" #include "SHAsset.h"
#include "Asset Types/SHAssetData.h"
#include "Libraries/SHAssetLoader.h"
#include <memory>
#include "Asset Types/SHMeshAsset.h"
#include "Asset Types/SHTextureAsset.h"
#include "SH_API.h" #include "SH_API.h"
namespace SHADE namespace SHADE
@ -28,6 +29,8 @@ namespace SHADE
static AssetPath GenerateLocalPath(AssetPath path) noexcept; static AssetPath GenerateLocalPath(AssetPath path) noexcept;
static AssetPath GenerateNewPath(AssetName name, AssetType type);
/**************************************************************************** /****************************************************************************
* \brief Deallocate all memory used by resource data * \brief Deallocate all memory used by resource data
****************************************************************************/ ****************************************************************************/
@ -55,6 +58,7 @@ namespace SHADE
* \return resource id generated for new asset * \return resource id generated for new asset
****************************************************************************/ ****************************************************************************/
static AssetID CreateNewAsset(AssetType, AssetName) noexcept; static AssetID CreateNewAsset(AssetType, AssetName) noexcept;
static AssetID CreateAsset(AssetName name, AssetType type) noexcept;
/**************************************************************************** /****************************************************************************
* \brief Import new resource from outside editor window. * \brief Import new resource from outside editor window.
@ -71,66 +75,33 @@ namespace SHADE
static void RefreshAllAssets() noexcept; static void RefreshAllAssets() noexcept;
// -------------------------------------------------------------------------/ // -------------------------------------------------------------------------/
//TODO: TEMPORARY FOR TESTING GLTF & DDS template<typename T>
static void LoadDataTemp(std::string path) noexcept; static std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T const* const> GetData(AssetID id) noexcept;
static std::vector<SHMeshAsset> GetAllMeshes() noexcept;
static std::vector<SHTextureAsset> GetAllTextures() noexcept;
static SHMeshAsset const* GetMesh(AssetID id) noexcept;
static SHTextureAsset const* GetTexture(AssetID id) noexcept;
private: private:
/**************************************************************************** /****************************************************************************
* \brief Load resource data into memory * \brief Load resource data into memory
****************************************************************************/ ****************************************************************************/
static void LoadAllData() noexcept; static void LoadAllData() noexcept;
static void LoadData(AssetID id) noexcept; static SHAssetData* LoadData(SHAsset const& asset) noexcept;
/**************************************************************************** inline static void BuildAssetCollection() noexcept;
* \brief Retrieve all resource files and meta files from filesystem
****************************************************************************/
static void RetrieveAssets() noexcept;
static AssetID RetrieveAsset(char const* path) noexcept;
/****************************************************************************
* \param Full path of file
* \brief Extracts file name from path. Formats file name into readable
* with spaces and capitalises first letter of every word
****************************************************************************/
static AssetName GetNameFromPath(AssetPath) noexcept;
/****************************************************************************
* \param Path for meta data file
* \param Path for resource file
* \brief Links meta data to resource in registries. Meta data should
* already exist
****************************************************************************/
static void RegisterAsset(AssetPath const&, AssetPath const&) noexcept;
/****************************************************************************
* \param Path for resource file
* \brief Creates new meta data for new resource.
****************************************************************************/
static SHAsset RegisterAssetNew(AssetPath const&) noexcept;
static bool IsRecognised(char const*) noexcept; static bool IsRecognised(char const*) noexcept;
// Specialised load calls static SHAsset CreateAssetFromPath(AssetPath path) noexcept;
static void LoadGLTF(SHAsset asset) noexcept;
static void LoadDDS(SHAsset asset) noexcept; static void InitLoaders() noexcept;
static FMOD::System* audioSystem; static FMOD::System* audioSystem;
static std::unordered_map<AssetID,SHSound>* audioSoundList; static std::unordered_map<AssetID,SHSound>* audioSoundList;
static std::vector<SHAssetLoader*> loaders;
// For all resources // For all resources
static std::vector<SHAsset> assetCollection; static std::vector<SHAsset> assetCollection;
static std::unordered_map<AssetID, SHAsset> assetRegistry; static std::unordered_map<AssetID, SHAssetData * const> assetData;
static std::unordered_map<AssetID, SHMeshAsset> meshCollection;
static std::unordered_map<AssetID, SHTextureAsset> textureCollection;
}; };
} }
#include "SHAssetManager.hpp"

View File

@ -0,0 +1,26 @@
#include "SHAssetManager.h"
namespace SHADE
{
template<typename T>
std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T const* const> SHAssetManager::GetData(AssetID id) noexcept
{
if (!assetData.contains(id))
{
for (auto const& asset : assetCollection)
{
if (asset.id == id)
{
assetData.emplace(id, LoadData(asset));
return dynamic_cast<T const* const>(assetData[id]);
}
}
SHLOG_ERROR("Asset ID provided does not exist: {}", id);
return nullptr;
}
return dynamic_cast<T const* const>(assetData[id]);
}
}

View File

@ -37,7 +37,7 @@ namespace SHADE
{ {
for (int i{0}; i < EXTENSIONS->size(); ++i) for (int i{0}; i < EXTENSIONS->size(); ++i)
{ {
if (ext == EXTENSIONS[i]) if (strcmp(ext.c_str(), EXTENSIONS[i].data()) == 0)
{ {
return static_cast<AssetType>(i); return static_cast<AssetType>(i);
} }
@ -53,7 +53,7 @@ namespace SHADE
****************************************************************************/ ****************************************************************************/
AssetExtension SHAssetMetaHandler::GetExtensionFromType(AssetType type) noexcept AssetExtension SHAssetMetaHandler::GetExtensionFromType(AssetType type) noexcept
{ {
return EXTENSIONS[static_cast<size_t>(type)]; return AssetExtension(EXTENSIONS[static_cast<size_t>(type)]);
} }
/**************************************************************************** /****************************************************************************
@ -124,16 +124,6 @@ namespace SHADE
metaFile << "ID: " << meta.id << "\n"; metaFile << "ID: " << meta.id << "\n";
metaFile << "Type: " << static_cast<AssetTypeMeta>(meta.type) << std::endl; metaFile << "Type: " << static_cast<AssetTypeMeta>(meta.type) << std::endl;
////TODO Add in information that is specific to types like mesh
//switch(meta.type)
//{
//case AssetType::MESH:
// break;
//default:
// break;
//}
metaFile.close(); metaFile.close();
} }

View File

@ -15,6 +15,7 @@ of DigiPen Institute of Technology is prohibited.
#include "SHResourceManager.h" #include "SHResourceManager.h"
// Project Includes // Project Includes
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Assets/Asset Types/SHAssetIncludes.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h" #include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Tools/SHLog.h" #include "Tools/SHLog.h"
@ -48,7 +49,7 @@ namespace SHADE
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed."); throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
// Load // Load
const SHMeshAsset* assetData = SHAssetManager::GetMesh(assetId); const SHMeshAsset* assetData = SHAssetManager::GetData<SHMeshAsset>(assetId);
if (assetData == nullptr) if (assetData == nullptr)
{ {
SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID."); SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
@ -80,7 +81,7 @@ namespace SHADE
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed."); throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
// Load // Load
const SHTextureAsset* assetData = SHAssetManager::GetTexture(assetId); const SHTextureAsset* assetData = SHAssetManager::GetData<SHTextureAsset>(assetId);
if (assetData == nullptr) if (assetData == nullptr)
{ {
SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID."); SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
@ -133,7 +134,7 @@ namespace SHADE
/* Query Functions */ /* Query Functions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
template<typename T> template<typename T>
static std::optional<AssetID> SHResourceManager::GetAssetID(Handle<T> handle) std::optional<AssetID> SHResourceManager::GetAssetID(Handle<T> handle)
{ {
const Handle GENERIC_HANDLE = Handle(handle); const Handle GENERIC_HANDLE = Handle(handle);
auto [typedHandleMap, typedAssetIdMap] = getAssetHandleMap<T>(); auto [typedHandleMap, typedAssetIdMap] = getAssetHandleMap<T>();