More setting up for testing of gltf loading
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78a20173e0
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@ -25,10 +25,11 @@ namespace SHADE
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(void)scene;
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SHMeshAsset result
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{
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.compiled = false,
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.changed = false
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};
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{
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.compiled { false},
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.changed { false },
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.meshName { mesh.mName.C_Str() }
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};
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for (size_t i{0}; i < mesh.mNumVertices; ++i)
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{
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@ -31,15 +31,19 @@ namespace SHADE
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/****************************************************************************
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* \brief Static function to generate asset ID.
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****************************************************************************/
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AssetID SHAssetManager::GenerateAssetID() noexcept
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AssetID SHAssetManager::GenerateAssetID(AssetType type) noexcept
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{
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std::default_random_engine randEngine{
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static_cast<unsigned int>(std::chrono::system_clock::now().time_since_epoch().count()) };
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std::mt19937 idGen{ randEngine() };
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AssetID result{ idGen() };
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AssetID result{ static_cast<AssetID>(type) << 24};
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AssetID unique{ idGen() & ((1 << 24) - 1) };
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result |= unique;
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while (result == 0)
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{
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result = idGen();
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result = GenerateAssetID(type);
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}
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return result;
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}
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@ -95,7 +99,7 @@ namespace SHADE
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****************************************************************************/
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AssetID SHAssetManager::CreateNewAsset(AssetType type, AssetName name) noexcept
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{
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AssetID id{ GenerateAssetID() };
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AssetID id{ GenerateAssetID(type) };
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SHAsset meta;
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meta.id = id;
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meta.type = type;
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@ -204,6 +208,8 @@ namespace SHADE
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.location {0}
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}
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);
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SHLOG_INFO("Loaded meshes\n");
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}
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/****************************************************************************
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@ -228,8 +234,8 @@ namespace SHADE
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SHAsset SHAssetManager::RegisterAssetNew(AssetPath const& asset) noexcept
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{
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SHAsset meta;
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meta.id = GenerateAssetID();
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meta.type = SHAssetMetaHandler::GetTypeFromExtension(asset.extension().string());
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meta.id = GenerateAssetID(meta.type);
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assetCollection.push_back(meta);
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@ -260,7 +266,17 @@ namespace SHADE
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SHDDSLoader::LoadImageAsset(imagePaths, images);
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//TODO Recognise new meshes as asset as well and write mesh into binary
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//TODO
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//TODO
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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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}
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for (auto const& image : images)
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{
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ddsCollection.emplace(GenerateAssetID(AssetType::DDS), image);
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}
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}
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/****************************************************************************
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