Renamed Mesh and Font structs in Managed to MeshAsset and FontAsset and reworked them to be a abstraction for asset IDs

This commit is contained in:
Kah Wei 2022-11-22 16:51:07 +08:00
parent a78b3c0123
commit 719d29dec3
14 changed files with 229 additions and 180 deletions

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@ -0,0 +1,59 @@
/************************************************************************************//*!
\file SHResourceManagerInterface.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 22, 2022
\brief Contains the definition of the functions of the
SHResourceManagerInterface static class.
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.
*//*************************************************************************************/
// Precompiled Header
#include "SHpch.h"
// Primary Include
#include "SHResourceManagerInterface.h"
// Project Includes
#include "SHResourceManager.h"
namespace SHADE
{
Handle<SHMesh> SHResourceManagerInterface::LoadOrGetMesh(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHMesh>(assetId);
}
Handle<SHTexture> SHResourceManagerInterface::LoadOrGetTexture(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHTexture>(assetId);
}
Handle<SHVkShaderModule> SHResourceManagerInterface::LoadOrGetShaderModule(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHVkShaderModule>(assetId);
}
Handle<SHMaterialSpec> SHResourceManagerInterface::LoadOrGetMaterialSpec(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHMaterialSpec>(assetId);
}
Handle<SHMaterial> SHResourceManagerInterface::LoadOrGetMaterial(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHMaterial>(assetId);
}
Handle<SHFont> SHResourceManagerInterface::LoadOrGetFont(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHFont>(assetId);
}
/*-----------------------------------------------------------------------------------*/
/* Query Functions */
/*-----------------------------------------------------------------------------------*/
std::optional<AssetID> SHResourceManagerInterface::GetAssetID(Handle<void> handle)
{
return SHResourceManager::GetAssetID(handle);
}
std::optional<std::string> SHResourceManagerInterface::GetAssetName(Handle<void> handle)
{
return SHResourceManager::GetAssetName(handle);
}
}

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@ -0,0 +1,111 @@
/************************************************************************************//*!
\file SHResourceManagerInterface.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 22, 2022
\brief Contains the definition of the SHResourceManagerInterface static class.
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
// STL Includes
#include <optional>
// Project Includes
#include "SH_API.h"
#include "Resource/SHHandle.h"
#include "Assets/SHAssetMacros.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHMesh;
class SHTexture;
class SHVkShaderModule;
struct SHMaterialSpec;
class SHMaterial;
class SHFont;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Static class providing access to non-templated functions of SHResourceManager for
/// SHADE_Managed.
/// </summary>
class SH_API SHResourceManagerInterface
{
public:
/*---------------------------------------------------------------------------------*/
/* Loading Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHMesh>().
/// </summary>
/// <param name="assetId">Asset ID of the resource to load.</param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHMesh> LoadOrGetMesh(AssetID assetId);
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHTexture>().
/// </summary>
/// <param name="assetId"></param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHTexture> LoadOrGetTexture(AssetID assetId);
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHVkShaderModule>().
/// </summary>
/// <param name="assetId">Asset ID of the resource to load.</param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHVkShaderModule> LoadOrGetShaderModule(AssetID assetId);
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHMaterialSpec>().
/// </summary>
/// <param name="assetId">Asset ID of the resource to load.</param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHMaterialSpec> LoadOrGetMaterialSpec (AssetID assetId);
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHMaterial>().
/// </summary>
/// <param name="assetId">Asset ID of the resource to load.</param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHMaterial> LoadOrGetMaterial(AssetID assetId);
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHFont>().
/// </summary>
/// <param name="assetId">Asset ID of the resource to load.</param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHFont> LoadOrGetFont(AssetID assetId);
/*---------------------------------------------------------------------------------*/
/* Query Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Retrieves the AssetID associated with a specified Handle.
/// Compared to the templated version, this function is slower as it requires
/// searching through the storage of all resource types.
/// </summary>
/// <param name="handle">Handle to get the AssetID of.</param>
/// <return>
/// AssetID for the specified Handle. If the Handle is invalid, there will be no
/// value.
/// </return>
static std::optional<AssetID> GetAssetID(Handle<void> handle);
/// <summary>
/// Retrieves the name associated with the AssetID that is associated with the
/// specified Handle.
/// Compared to the templated version, this function is slower as it requires
/// searching through the storage of all resource types.
/// </summary>
/// <param name="handle">Handle to get the name of.</param>
/// <return>
/// Name for the specified Handle. If the Handle is invalid, there will be no
/// value.
/// </return>
static std::optional<std::string> GetAssetName(Handle<void> handle);
};
}

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@ -1,34 +0,0 @@
/************************************************************************************//*!
\file SHResourceManagerWrapper.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 22, 2022
\brief Contains the definition of the functions of the SHResourceManagerWraper
static class.
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.
*//*************************************************************************************/
// Precompiled Header
#include "SHpch.h"
// Primary Include
#include "SHResourceManagerWrapper.h"
// Project Includes
#include "SHResourceManager.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Query Functions */
/*-----------------------------------------------------------------------------------*/
std::optional<AssetID> SHResourceManagerWrapper::GetAssetID(Handle<void> handle)
{
return SHResourceManager::GetAssetID(handle);
}
std::optional<std::string> SHResourceManagerWrapper::GetAssetName(Handle<void> handle)
{
return SHResourceManager::GetAssetName(handle);
}
}

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@ -1,57 +0,0 @@
/************************************************************************************//*!
\file SHResourceManagerWrapper.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 22, 2022
\brief Contains the definition of the SHResourceManagerWrapper static class.
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
// STL Includes
#include <optional>
// Project Includes
#include "SH_API.h"
#include "Resource/SHHandle.h"
#include "Assets/SHAssetMacros.h"
namespace SHADE
{
/// <summary>
/// Static class providing access to non-templated functions of SHResourceManager for
/// SHADE_Managed.
/// </summary>
class SH_API SHResourceManagerWrapper
{
public:
/*---------------------------------------------------------------------------------*/
/* Query Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Retrieves the AssetID associated with a specified Handle.
/// Compared to the templated version, this function is slower as it requires
/// searching through the storage of all resource types.
/// </summary>
/// <param name="handle">Handle to get the AssetID of.</param>
/// <return>
/// AssetID for the specified Handle. If the Handle is invalid, there will be no
/// value.
/// </return>
static std::optional<AssetID> GetAssetID(Handle<void> handle);
/// <summary>
/// Retrieves the name associated with the AssetID that is associated with the
/// specified Handle.
/// Compared to the templated version, this function is slower as it requires
/// searching through the storage of all resource types.
/// </summary>
/// <param name="handle">Handle to get the name of.</param>
/// <return>
/// Name for the specified Handle. If the Handle is invalid, there will be no
/// value.
/// </return>
static std::optional<std::string> GetAssetName(Handle<void> handle);
};
}

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@ -14,7 +14,9 @@ of DigiPen Institute of Technology is prohibited.
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Font.hxx"
#include "FontAsset.hxx"
// External Dependencies
#include "Resource/SHResourceManagerInterface.h"
// Project Headers
#include "Utility/Convert.hxx"
@ -23,20 +25,16 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
Handle<SHFont> Font::NativeObject::get()
Handle<SHFont> FontAsset::NativeObject::get()
try
{
return Handle<SHFont>(Convert::ToNative(asset.NativeObjectHandle));
return SHResourceManagerInterface::LoadOrGetFont(asset.NativeAssetID);
}
catch (const BadHandleCastException&)
{
return Handle<SHFont>();
}
GenericHandle Font::NativeObjectHandle::get()
{
return asset.NativeObjectHandle;
}
AssetID Font::NativeAssetID::get()
AssetID FontAsset::NativeAssetID::get()
{
return asset.NativeAssetID;
}
@ -44,14 +42,14 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*---------------------------------------------------------------------------------*/
Font::Font(Handle<SHFont> font)
: asset { Handle<void>(font) }
FontAsset::FontAsset(AssetID fontId)
: asset { fontId }
{}
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
Font::operator bool(Font asset)
FontAsset::operator bool(FontAsset asset)
{
return asset;
}
@ -59,13 +57,13 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Conversion Operators */
/*---------------------------------------------------------------------------------*/
Font::operator Asset(Font nativeAsset)
FontAsset::operator Asset(FontAsset nativeAsset)
{
return nativeAsset.asset;
}
Font::operator Font(Asset asset)
FontAsset::operator FontAsset(Asset asset)
{
return Font(Handle<SHFont>(Convert::ToNative(asset.NativeObjectHandle)));
return FontAsset(asset.NativeAssetID);
}
}

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@ -26,7 +26,7 @@ namespace SHADE
/// Managed counterpart of the native Font object that can be fed to TextRenderables
/// for rendering.
/// </summary>
public value struct Font
public value struct FontAsset
{
internal:
/*-----------------------------------------------------------------------------*/
@ -40,13 +40,6 @@ namespace SHADE
Handle<SHFont> get();
}
/// <summary>
/// Generic handle for the native object
/// </summary>
property GenericHandle NativeObjectHandle
{
GenericHandle get();
}
/// <summary>
/// The raw asset ID of the asset.
/// </summary>
property AssetID NativeAssetID
@ -60,8 +53,8 @@ namespace SHADE
/// <summary>
/// Constructor for the Font.
/// </summary>
/// <param name="font">Handle to the font object.</param>
Font(Handle<SHFont> font);
/// <param name="fontId">AssetID to the font asset.</param>
FontAsset(AssetID fontId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
@ -71,7 +64,7 @@ namespace SHADE
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(Font asset);
static operator bool(FontAsset asset);
/*-----------------------------------------------------------------------------*/
/* Conversion Operators */
@ -80,12 +73,12 @@ namespace SHADE
/// Conversion operator to enable casting from a Font to an Asset.
/// </summary>
/// <param name="vec">Vector3 to convert from.</param>
static explicit operator Asset(Font nativeAsset);
static explicit operator Asset(FontAsset nativeAsset);
/// <summary>
/// Conversion operator to enable casting from a Asset to a Font.
/// </summary>
/// <param name="vec">Vector2 to convert from.</param>
static explicit operator Font(Asset vec);
/// <param name="asset"></param>
static explicit operator FontAsset(Asset asset);
protected:
/*-----------------------------------------------------------------------------*/

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@ -14,7 +14,9 @@ of DigiPen Institute of Technology is prohibited.
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Mesh.hxx"
#include "MeshAsset.hxx"
// External Dependencies
#include "Resource/SHResourceManagerInterface.h"
// Project Headers
#include "Utility/Convert.hxx"
@ -23,20 +25,16 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
Handle<SHMesh> Mesh::NativeObject::get()
Handle<SHMesh> MeshAsset::NativeObject::get()
try
{
return Handle<SHMesh>(Convert::ToNative(asset.NativeObjectHandle));
return SHResourceManagerInterface::LoadOrGetMesh(asset.NativeAssetID);
}
catch (const BadHandleCastException&)
{
return Handle<SHMesh>();
}
GenericHandle Mesh::NativeObjectHandle::get()
{
return asset.NativeObjectHandle;
}
AssetID Mesh::NativeAssetID::get()
AssetID MeshAsset::NativeAssetID::get()
{
return asset.NativeAssetID;
}
@ -44,14 +42,14 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*---------------------------------------------------------------------------------*/
Mesh::Mesh(Handle<SHMesh> Mesh)
: asset{ Handle<void>(Mesh) }
MeshAsset::MeshAsset(AssetID meshId)
: asset{ meshId }
{}
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
Mesh::operator bool(Mesh asset)
MeshAsset::operator bool(MeshAsset asset)
{
return asset;
}
@ -59,13 +57,13 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Conversion Operators */
/*---------------------------------------------------------------------------------*/
Mesh::operator Asset(Mesh nativeAsset)
MeshAsset::operator Asset(MeshAsset nativeAsset)
{
return nativeAsset.asset;
}
Mesh::operator Mesh(Asset asset)
MeshAsset::operator MeshAsset(Asset asset)
{
return Mesh(Handle<SHMesh>(Convert::ToNative(asset.NativeObjectHandle)));
return MeshAsset(asset.NativeAssetID);
}
}

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@ -26,7 +26,7 @@ namespace SHADE
/// Managed counterpart of the native Mesh object containing vertex data that can
/// be fed to Renderables for rendering.
/// </summary>
public value struct Mesh
public value struct MeshAsset
{
internal:
/*-----------------------------------------------------------------------------*/
@ -40,13 +40,6 @@ namespace SHADE
Handle<SHMesh> get();
}
/// <summary>
/// Generic handle for the native object
/// </summary>
property GenericHandle NativeObjectHandle
{
GenericHandle get();
}
/// <summary>
/// The raw asset ID of the asset.
/// </summary>
property AssetID NativeAssetID
@ -60,8 +53,8 @@ namespace SHADE
/// <summary>
/// Constructor for the Mesh.
/// </summary>
/// <param name="Mesh">Handle to the Mesh object.</param>
Mesh(Handle<SHMesh> Mesh);
/// <param name="meshId">AssetID to the Mesh asset.</param>
MeshAsset(AssetID meshId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
@ -71,7 +64,7 @@ namespace SHADE
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(Mesh asset);
static operator bool(MeshAsset asset);
/*-----------------------------------------------------------------------------*/
/* Conversion Operators */
@ -80,12 +73,12 @@ namespace SHADE
/// Conversion operator to enable casting from a Mesh to an Asset.
/// </summary>
/// <param name="vec">Vector3 to convert from.</param>
static explicit operator Asset(Mesh nativeAsset);
static explicit operator Asset(MeshAsset nativeAsset);
/// <summary>
/// Conversion operator to enable casting from a Asset to a Mesh.
/// </summary>
/// <param name="vec">Vector2 to convert from.</param>
static explicit operator Mesh(Asset vec);
/// <param name="asset"></param>
static explicit operator MeshAsset(Asset asset);
protected:
/*-----------------------------------------------------------------------------*/

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@ -18,27 +18,22 @@ of DigiPen Institute of Technology is prohibited.
// Project Includes
#include "Engine/GenericHandle.hxx"
#include "Utility/Convert.hxx"
#include "Resource/SHResourceManagerWrapper.h"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
GenericHandle Asset::NativeObjectHandle::get()
{
return nativeObjHandle;
}
AssetID Asset::NativeAssetID::get()
{
return SHResourceManagerWrapper::GetAssetID(Convert::ToNative(nativeObjHandle)).value_or(INVALID_ASSET_ID);
return assetId;
}
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
Asset::Asset(Handle<void> nativeHandle)
: nativeObjHandle { Convert::ToCLI(Handle<void>(nativeHandle)) }
Asset::Asset(AssetID id)
: assetId { id }
{}
/*---------------------------------------------------------------------------------*/
@ -46,6 +41,6 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
Asset::operator bool(Asset asset)
{
return asset.nativeObjHandle && asset.NativeAssetID != INVALID_ASSET_ID;
return asset.NativeAssetID != INVALID_ASSET_ID;
}
}

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@ -31,13 +31,6 @@ namespace SHADE
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Generic handle for the native object
/// </summary>
property GenericHandle NativeObjectHandle
{
GenericHandle get();
}
/// <summary>
/// The raw asset ID of the asset.
/// </summary>
property AssetID NativeAssetID
@ -51,8 +44,8 @@ namespace SHADE
/// <summary>
/// Constructor for the asset.
/// </summary>
/// <param name="ptr">Native asset object handle.</param>
Asset(Handle<void> nativeHandle);
/// <param name="id">Native asset ID to construct this asset from.</param>
explicit Asset(AssetID id);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
@ -68,6 +61,6 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
GenericHandle nativeObjHandle;
AssetID assetId;
};
}

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@ -30,11 +30,11 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
SHADE::Mesh^ Renderable::Mesh::get()
SHADE::MeshAsset^ Renderable::Mesh::get()
{
return gcnew SHADE::Mesh(GetNativeComponent()->GetMesh());
return gcnew SHADE::MeshAsset(GetNativeComponent()->GetMesh());
}
void Renderable::Mesh::set(SHADE::Mesh^ value)
void Renderable::Mesh::set(SHADE::MeshAsset^ value)
{
if (value == nullptr)
{

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@ -20,7 +20,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Math/Quaternion.hxx"
// External Dependencies
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Assets/Mesh.hxx"
#include "Assets/MeshAsset.hxx"
#include "Assets/Material.hxx"
namespace SHADE
@ -48,10 +48,10 @@ namespace SHADE
/// <summary>
/// Mesh used to render this Renderable.
/// </summary>
property SHADE::Mesh^ Mesh
property SHADE::MeshAsset^ Mesh
{
SHADE::Mesh^ get();
void set(SHADE::Mesh^ value);
SHADE::MeshAsset^ get();
void set(SHADE::MeshAsset^ value);
}
/// <summary>
/// Material used to render this Renderable.

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@ -39,11 +39,11 @@ namespace SHADE
{
GetNativeComponent()->SetText(Convert::ToNative(value));
}
SHADE::Font^ TextRenderable::Font::get()
SHADE::FontAsset^ TextRenderable::Font::get()
{
return gcnew SHADE::Font(GetNativeComponent()->GetFont());
return gcnew SHADE::FontAsset(GetNativeComponent()->GetFont());
}
void TextRenderable::Font::set(SHADE::Font^ value)
void TextRenderable::Font::set(SHADE::FontAsset^ value)
{
if (value == nullptr)
{

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@ -20,7 +20,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
#include "Assets/Font.hxx"
#include "Assets/FontAsset.hxx"
namespace SHADE
{
@ -55,10 +55,10 @@ namespace SHADE
/// <summary>
/// Font to use to render using this TextRenderable.
/// </summary>
property SHADE::Font^ Font
property SHADE::FontAsset^ Font
{
SHADE::Font^ get();
void set(SHADE::Font^ value);
SHADE::FontAsset^ get();
void set(SHADE::FontAsset^ value);
}
};
}