Restructured Asset Manager with Generalised Template Types for Asset Data #111
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@ -1,3 +1,3 @@
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Name: Cube.003
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ID: 110152941
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Type:
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Type: 6
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@ -1,3 +1,3 @@
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Name: Cube.012
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ID: 107348815
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Type:
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Type: 6
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@ -1,3 +1,3 @@
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Name: RaccoonPreTexturedVer1_Base9
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ID: 91918845
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Type:
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Type: 4
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@ -52,7 +52,7 @@ namespace Sandbox
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if (asset.name == "Cube.012")
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handles.emplace_back(SHResourceManager::LoadOrGet<SHMesh>(asset.id));
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break;
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case AssetType::TEXTURE:
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case AssetType::IMAGE:
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texHandles.emplace_back(SHResourceManager::LoadOrGet<SHTexture>(asset.id));
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break;
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}
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@ -0,0 +1,30 @@
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/*************************************************************************//**
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* \file SHAnimationAsset.h
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include <vector>
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#include <assimp/anim.h>
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#include "SH_API.power h"
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namespace SHADE
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{
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struct SH_API SHAnimationAsset
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{
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std::string name;
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std::vector<aiNodeAnim*> nodeChannels;
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std::vector<aiMeshAnim*> meshChannels;
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std::vector<aiMeshMorphAnim*> morphMeshChannels;
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double duration;
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double ticksPerSecond;
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};
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}
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@ -0,0 +1,30 @@
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/*************************************************************************//**
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* \file SHAnimationAsset.h
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include <vector>
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#include <assimp/anim.h>
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#include "SHAssetData.h"
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namespace SHADE
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{
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struct SH_API SHAnimationAsset : SHAssetData
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{
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std::string name;
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std::vector<aiNodeAnim*> nodeChannels;
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std::vector<aiMeshAnim*> meshChannels;
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std::vector<aiMeshMorphAnim*> morphMeshChannels;
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double duration;
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double ticksPerSecond;
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};
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}
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@ -0,0 +1,19 @@
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/*************************************************************************//**
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* \file SHAssetDataBase.h
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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namespace SHADE
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{
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struct SHAssetData
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{
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virtual ~SHAssetData(){}
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};
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}
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@ -0,0 +1,4 @@
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#pragma once
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#include "SHMeshAsset.h"
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#include "SHTextureAsset.h"
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@ -0,0 +1,21 @@
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/*************************************************************************//**
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* \file SHInternalAsset.h
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include "SHAsset.h"
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namespace SHADE
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{
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struct SHInternalAsset : SHAsset
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{
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};
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}
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@ -14,7 +14,7 @@
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#include <vector>
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#include "Math/SHMath.h"
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#include "SH_API.h"
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#include "SHAssetData.h"
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namespace SHADE
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{
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@ -22,10 +22,10 @@ namespace SHADE
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{
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uint32_t vertexCount;
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uint32_t indexCount;
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std::string meshName;
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std::string name;
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};
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struct SH_API SHMeshAsset
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struct SH_API SHMeshAsset : SHAssetData
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{
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bool compiled;
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bool changed;
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@ -2,10 +2,11 @@
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#include "tinyddsloader.h"
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#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
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#include "SHAssetData.h"
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namespace SHADE
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{
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struct SHTextureAsset
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struct SHTextureAsset : SHAssetData
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{
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bool compiled;
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@ -0,0 +1,21 @@
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/*************************************************************************//**
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* \file SHAssetLoader.h
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include "Assets/Asset Types/SHAssetData.h"
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namespace SHADE
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{
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struct SHAssetLoader
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{
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virtual SHAssetData* Load(AssetPath path) = 0;
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};
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}
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@ -0,0 +1,141 @@
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/*************************************************************************//**
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* \file SHAssimpLibrary.cpp
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* 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.
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*****************************************************************************/
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#include "SHpch.h"
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#include "SHAssimpLibrary.h"
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#include <assimp/postprocess.h>
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namespace SHADE
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{
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Assimp::Importer SHAssimpLibrary::aiImporter;
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void SHAssimpLibrary::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef 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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aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
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meshes.push_back(ProcessMesh(*mesh));
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}
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for (size_t i{ 0 }; i < node.mNumChildren; ++i)
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{
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ProcessNode(*node.mChildren[i], scene, meshes);
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}
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}
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void SHAssimpLibrary::ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept
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{
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if (scene.HasAnimations())
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{
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std::vector<SHAnimationAsset> anims(scene.mNumAnimations);
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for (auto i{0}; i < scene.mNumAnimations; ++i)
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{
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auto const& anim {*scene.mAnimations[i]};
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anims[i].name = anim.mName.C_Str();
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anims[i].duration = anim.mDuration;
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anims[i].ticksPerSecond = anim.mTicksPerSecond;
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std::copy_n(anim.mChannels, anim.mNumChannels, anims[i].nodeChannels.data());
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std::copy_n(anim.mMeshChannels, anim.mNumMeshChannels, anims[i].meshChannels.data());
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std::copy_n(anim.mMorphMeshChannels, anim.mNumMorphMeshChannels, anims[i].morphMeshChannels.data());
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}
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}
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}
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SHMeshAsset* SHAssimpLibrary::ProcessMesh(aiMesh const& mesh) noexcept
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{
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SHMeshAsset* result = new SHMeshAsset();
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result->compiled = false;
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result->changed = false;
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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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SHVec3 vertex;
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vertex.x = mesh.mVertices[i].x;
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vertex.y = mesh.mVertices[i].y;
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vertex.z = mesh.mVertices[i].z;
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result->vertexPosition.push_back(vertex);
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// Tex coords
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SHVec2 texCoord{0.f, 0.f};
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if (mesh.mTextureCoords[0])
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{
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texCoord.x = mesh.mTextureCoords[0][i].x;
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texCoord.y = mesh.mTextureCoords[0][i].y;
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}
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result->texCoords.push_back(texCoord);
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// Normals
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SHVec3 normal{0.f, 0.f, 0.f};
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if (mesh.mNormals)
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{
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normal.x = mesh.mNormals[i].x;
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normal.y = mesh.mNormals[i].y;
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normal.z = mesh.mNormals[i].z;
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}
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result->vertexNormal.push_back(normal);
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// Tangent
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SHVec3 tangent{0.f, 0.f, 0.f};
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if (mesh.mTangents)
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{
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tangent.x = mesh.mTangents[i].x;
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tangent.y = mesh.mTangents[i].y;
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tangent.z = mesh.mTangents[i].z;
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}
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result->vertexTangent.push_back(tangent);
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}
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for (size_t i {0}; i < mesh.mNumFaces; ++i)
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{
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aiFace face = mesh.mFaces[i];
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for (size_t j{0}; j < face.mNumIndices; ++j)
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{
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result->indices.push_back(face.mIndices[j]);
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}
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}
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result->header.vertexCount = static_cast<uint32_t>(result->vertexPosition.size());
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result->header.indexCount = static_cast<uint32_t>(result->indices.size());
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result->header.name = mesh.mName.C_Str();
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return result;
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}
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void SHAssimpLibrary::LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept
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{
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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| aiProcess_RemoveRedundantMaterials // remove redundant materials
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| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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);
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if (!scene || !scene->HasMeshes())
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{
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SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
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return;
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}
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ExtractAnimations(*scene, anims);
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ProcessNode(*scene->mRootNode, *scene, meshes);
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aiImporter.FreeScene();
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}
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}
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@ -0,0 +1,36 @@
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/*************************************************************************//**
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* \file SHAssimpLibrary.h
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* \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.
|
||||
*****************************************************************************/
|
||||
|
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#pragma once
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <vector>
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#include "../SHAssetMacros.h"
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#include "../Asset Types/SHMeshAsset.h"
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#include "../Asset Types/SHAnimationAsset.h"
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namespace SHADE
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{
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class SHAssimpLibrary
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{
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private:
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using MeshVectorRef = std::vector<SHMeshAsset*>&;
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using AnimVectorRef = std::vector<SHAnimationAsset*>&;
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static Assimp::Importer aiImporter;
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static void ProcessNode(aiNode const& node, aiScene const& scene,MeshVectorRef meshes) noexcept;
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static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
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static SHMeshAsset* ProcessMesh(aiMesh const& mesh) noexcept;
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public:
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static void LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept;
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};
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}
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@ -20,7 +20,7 @@ std::string SHADE::SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, A
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{
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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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newPath += asset.header.name + MESH_EXTENSION.data();
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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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@ -12,129 +12,11 @@
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*****************************************************************************/
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#include "SHpch.h"
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#include "SHMeshLoader.h"
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#include <assimp/postprocess.h>
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#include <fstream>
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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) noexcept
|
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{
|
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for (size_t i {0}; i < node.mNumMeshes; ++i)
|
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{
|
||||
aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
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meshes.push_back(ProcessMesh(*mesh, scene));
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}
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for (size_t i{ 0 }; i < node.mNumChildren; ++i)
|
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{
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ProcessNode(*node.mChildren[i], scene, meshes);
|
||||
}
|
||||
}
|
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||||
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
|
||||
void SHMeshLoader::LoadSHMesh(AssetPath path, SHMeshAsset& mesh) noexcept
|
||||
{
|
||||
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
|
||||
if (!file.is_open())
|
||||
|
@ -168,45 +50,13 @@ namespace SHADE
|
|||
file.read(reinterpret_cast<char *>(vertNorm.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char *>(texCoord.data()), vertexVec2Byte);
|
||||
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.changed = false;
|
||||
|
||||
mesh.header.indexCount = indexCount;
|
||||
mesh.header.vertexCount = vertCount;
|
||||
mesh.header.meshName = name;
|
||||
mesh.header.name = name;
|
||||
|
||||
mesh.vertexPosition = std::move(vertPos);
|
||||
mesh.vertexTangent = std::move(vertTan);
|
||||
|
@ -217,15 +67,12 @@ namespace SHADE
|
|||
file.close();
|
||||
}
|
||||
|
||||
void SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
|
||||
{
|
||||
if (path.extension().string() == GLTF_EXTENSION)
|
||||
{
|
||||
LoadExternal(meshes, path);
|
||||
return;
|
||||
}
|
||||
SHAssetData* SHMeshLoader::Load(AssetPath path)
|
||||
{
|
||||
auto result = new SHMeshAsset();
|
||||
|
||||
meshes.emplace_back();
|
||||
LoadSHMesh(meshes.back(), path);
|
||||
LoadSHMesh(path, *result);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,27 +10,15 @@
|
|||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include "../SHAssetMacros.h"
|
||||
#include "../Asset Types/SHMeshAsset.h"
|
||||
#include <vector>
|
||||
#include "SHAssetLoader.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHMeshLoader
|
||||
struct SHMeshLoader : public SHAssetLoader
|
||||
{
|
||||
private:
|
||||
static Assimp::Importer aiImporter;
|
||||
|
||||
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;
|
||||
void LoadSHMesh(AssetPath path, SHMeshAsset& meshes) noexcept;
|
||||
SHAssetData* Load(AssetPath path) override;
|
||||
};
|
||||
}
|
|
@ -133,6 +133,15 @@ namespace SHADE
|
|||
file.close();
|
||||
}
|
||||
|
||||
SHAssetData* SHTextureLoader::Load(AssetPath path)
|
||||
{
|
||||
auto result = new SHTextureAsset();
|
||||
|
||||
LoadImageAsset(path, *result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void SHTextureLoader::LoadImageAsset(AssetPath path, SHTextureAsset& asset)
|
||||
{
|
||||
if (path.extension().string() == DDS_EXTENSION)
|
||||
|
|
|
@ -15,19 +15,20 @@
|
|||
#include "../SHAssetMacros.h"
|
||||
#include "../Asset Types/SHTextureAsset.h"
|
||||
#include "tinyddsloader.h"
|
||||
#include "SHAssetLoader.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHTextureLoader
|
||||
class SHTextureLoader : public SHAssetLoader
|
||||
{
|
||||
private:
|
||||
static std::string TinyDDSResultToString(tinyddsloader::Result value);
|
||||
static vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
|
||||
|
||||
|
||||
static void LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||
std::string TinyDDSResultToString(tinyddsloader::Result value);
|
||||
vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
|
||||
|
||||
void LoadTinyDDS(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||
public:
|
||||
static void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
|
||||
static void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||
void LoadImageAsset(AssetPath paths, SHTextureAsset& image);
|
||||
void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept;
|
||||
SHAssetData* Load(AssetPath path) override;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -12,11 +12,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "Filesystem/SHFileSystem.h"
|
||||
#include "SHAssetMacros.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "SH_API.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SHAsset
|
||||
struct SH_API SHAsset
|
||||
{
|
||||
AssetName name;
|
||||
AssetID id;
|
||||
|
|
|
@ -32,12 +32,12 @@ typedef std::filesystem::path AssetPath;
|
|||
typedef unsigned char* AssetData;
|
||||
typedef std::string AssetMetaVersion;
|
||||
typedef std::string AssetExtension;
|
||||
typedef unsigned char AssetTypeMeta;
|
||||
typedef size_t AssetTypeMeta;
|
||||
|
||||
typedef FMOD::Sound* SHSound;
|
||||
|
||||
// Asset Meta Version
|
||||
#define ASSET_META_VER "1.0"
|
||||
constexpr std::string_view ASSET_META_VER { "1.0" };
|
||||
|
||||
// Asset type enum
|
||||
enum class AssetType : AssetTypeMeta
|
||||
|
@ -53,34 +53,35 @@ enum class AssetType : AssetTypeMeta
|
|||
SCENE,
|
||||
PREFAB,
|
||||
AUDIO_WAV,
|
||||
DDS
|
||||
DDS,
|
||||
MAX_COUNT
|
||||
};
|
||||
|
||||
//Directory
|
||||
#ifdef _PUBLISH
|
||||
#define ASSET_ROOT "Assets"
|
||||
constexpr std::string_view ASSET_ROOT {"Assets"};
|
||||
#else
|
||||
#define ASSET_ROOT "../../Assets"
|
||||
constexpr std::string_view ASSET_ROOT {"../../Assets"};
|
||||
#endif
|
||||
|
||||
|
||||
// ASSET EXTENSIONS
|
||||
#define META_EXTENSION ".shmeta"
|
||||
#define IMAGE_EXTENSION ".png"
|
||||
#define AUDIO_EXTENSION ".ogg"
|
||||
#define AUDIO_WAV_EXTENSION ".wav"
|
||||
#define SHADER_EXTENSION ".glsl"
|
||||
#define SCRIPT_EXTENSION ".cs"
|
||||
#define SCENE_EXTENSION ".SHADE"
|
||||
#define PREFAB_EXTENSION ".SHPrefab"
|
||||
#define MATERIAL_EXTENSION ".SHMat"
|
||||
#define TEXTURE_EXTENSION ".shtex"
|
||||
#define DDS_EXTENSION ".dds"
|
||||
#define FBX_EXTENSION ".fbx"
|
||||
#define GLTF_EXTENSION ".gltf"
|
||||
#define MESH_EXTENSION ".shmesh"
|
||||
constexpr std::string_view META_EXTENSION {".shmeta"};
|
||||
constexpr std::string_view IMAGE_EXTENSION {".png"};
|
||||
constexpr std::string_view AUDIO_EXTENSION {".ogg"};
|
||||
constexpr std::string_view AUDIO_WAV_EXTENSION {".wav"};
|
||||
constexpr std::string_view SHADER_EXTENSION {".glsl"};
|
||||
constexpr std::string_view SCRIPT_EXTENSION {".cs"};
|
||||
constexpr std::string_view SCENE_EXTENSION {".SHADE"};
|
||||
constexpr std::string_view PREFAB_EXTENSION {".SHPrefab"};
|
||||
constexpr std::string_view MATERIAL_EXTENSION {".SHMat"};
|
||||
constexpr std::string_view TEXTURE_EXTENSION {".shtex"};
|
||||
constexpr std::string_view DDS_EXTENSION {".dds"};
|
||||
constexpr std::string_view FBX_EXTENSION {".fbx"};
|
||||
constexpr std::string_view GLTF_EXTENSION {".gltf"};
|
||||
constexpr std::string_view MESH_EXTENSION {".shmesh"};
|
||||
|
||||
std::string const EXTENSIONS[] = {
|
||||
constexpr std::string_view EXTENSIONS[] = {
|
||||
AUDIO_EXTENSION,
|
||||
SHADER_EXTENSION,
|
||||
MATERIAL_EXTENSION,
|
||||
|
@ -96,10 +97,12 @@ std::string const EXTENSIONS[] = {
|
|||
GLTF_EXTENSION
|
||||
};
|
||||
|
||||
constexpr size_t TYPE_COUNT {static_cast<size_t>(AssetType::MAX_COUNT) };
|
||||
|
||||
// Error flags
|
||||
#define FILE_NOT_FOUND_ERR "FILE NOT FOUND"
|
||||
#define META_NOT_FOUND_ERR "META NOT FOUND"
|
||||
#define ASSET_NOT_FOUND_ERR "ASSET NOT FOUND"
|
||||
#define EXT_DOES_NOT_EXIST "TYPE DOES NOT HAVE EXTENSION DEFINED"
|
||||
constexpr std::string_view FILE_NOT_FOUND_ERR {"FILE NOT FOUND"};
|
||||
constexpr std::string_view META_NOT_FOUND_ERR {"META NOT FOUND"};
|
||||
constexpr std::string_view ASSET_NOT_FOUND_ERR {"ASSET NOT FOUND"};
|
||||
constexpr std::string_view EXT_DOES_NOT_EXIST {"TYPE DOES NOT HAVE EXTENSION DEFINED"};
|
||||
|
||||
#endif // !SH_ASSET_MACROS_H
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include "SHAssetMetaHandler.h"
|
||||
#include "Filesystem/SHFileSystem.h"
|
||||
|
||||
#include "Libraries/SHAssimpLibrary.h"
|
||||
#include "Libraries/SHMeshLoader.h"
|
||||
#include "Libraries/SHTextureLoader.h"
|
||||
|
||||
|
@ -25,11 +26,10 @@ namespace SHADE
|
|||
FMOD::System* SHAssetManager::audioSystem;
|
||||
std::unordered_map<AssetID, SHSound >* SHAssetManager::audioSoundList;
|
||||
|
||||
std::vector<SHAsset> SHAssetManager::assetCollection;
|
||||
std::unordered_map<AssetID, SHAsset> SHAssetManager::assetRegistry;
|
||||
std::vector<SHAssetLoader*> SHAssetManager::loaders(TYPE_COUNT);
|
||||
|
||||
std::unordered_map<AssetID, SHMeshAsset> SHAssetManager::meshCollection;
|
||||
std::unordered_map<AssetID, SHTextureAsset> SHAssetManager::textureCollection;
|
||||
std::vector<SHAsset> SHAssetManager::assetCollection;
|
||||
std::unordered_map<AssetID, SHAssetData * const> SHAssetManager::assetData;
|
||||
|
||||
/****************************************************************************
|
||||
* \brief Static function to generate asset ID.
|
||||
|
@ -56,18 +56,15 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
void SHAssetManager::Unload() noexcept
|
||||
{
|
||||
for (auto const& asset : assetCollection)
|
||||
{
|
||||
SHAssetMetaHandler::WriteMetaData(asset);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SHAssetManager::Unload(AssetID assetId) noexcept
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
void SHAssetManager::Unload(AssetID assetId) noexcept
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
|
||||
AssetPath SHAssetManager::GenerateLocalPath(AssetPath path) noexcept
|
||||
AssetPath SHAssetManager::GenerateLocalPath(AssetPath path) noexcept
|
||||
{
|
||||
if (!IsRecognised(path.extension().string().c_str()))
|
||||
{
|
||||
|
@ -85,7 +82,37 @@ namespace SHADE
|
|||
// 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 = "";
|
||||
// break;
|
||||
//}
|
||||
AssetPath path{ ASSET_ROOT + folder + name + SHAssetMetaHandler::GetExtensionFromType(type) };
|
||||
AssetPath path{ std::string{ASSET_ROOT} + folder + name + SHAssetMetaHandler::GetExtensionFromType(type) };
|
||||
|
||||
SHAssetMetaHandler::WriteMetaData(meta);
|
||||
|
||||
|
@ -130,6 +157,19 @@ namespace SHADE
|
|||
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.
|
||||
*
|
||||
|
@ -138,7 +178,10 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
AssetID SHAssetManager::ImportNewAsset(char const* p) noexcept
|
||||
{
|
||||
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) };
|
||||
if (newPath.empty())
|
||||
|
@ -149,11 +192,7 @@ namespace SHADE
|
|||
|
||||
std::filesystem::copy(path, newPath);
|
||||
|
||||
AssetID id{ RetrieveAsset(newPath.string().c_str()) };
|
||||
if (id != 0)
|
||||
{
|
||||
LoadData(id);
|
||||
}
|
||||
assetCollection.push_back(CreateAssetFromPath(newPath));
|
||||
|
||||
return id;
|
||||
}
|
||||
|
@ -164,158 +203,14 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
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
|
||||
{
|
||||
for (auto const& e : EXTENSIONS)
|
||||
{
|
||||
if (strcmp(ext, e.c_str()) == 0)
|
||||
if (strcmp(ext, e.data()) == 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
@ -324,54 +219,31 @@ namespace SHADE
|
|||
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)
|
||||
{
|
||||
auto id{ GenerateAssetID(AssetType::MESH) };
|
||||
meshCollection.emplace(id, mesh);
|
||||
|
||||
AssetPath path;
|
||||
if (!mesh.compiled)
|
||||
{
|
||||
path = SHMeshCompiler::CompileMeshBinary(mesh, asset.path);
|
||||
}
|
||||
|
||||
assetCollection.emplace_back(
|
||||
mesh.header.meshName,
|
||||
id,
|
||||
AssetType::MESH,
|
||||
path,
|
||||
0
|
||||
);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void SHAssetManager::LoadDDS(SHAsset asset) noexcept
|
||||
void SHAssetManager::InitLoaders() noexcept
|
||||
{
|
||||
SHTextureAsset image;
|
||||
|
||||
SHTextureLoader::LoadImageAsset(asset.path, image);
|
||||
|
||||
if (!image.compiled)
|
||||
{
|
||||
auto id{ GenerateAssetID(AssetType::TEXTURE) };
|
||||
textureCollection.emplace(id, image);
|
||||
|
||||
auto path{ SHTextureCompiler::CompileTextureBinary(image, asset.path) };
|
||||
|
||||
assetCollection.emplace_back(
|
||||
image.name,
|
||||
id,
|
||||
AssetType::TEXTURE,
|
||||
path,
|
||||
0
|
||||
);
|
||||
}
|
||||
loaders[static_cast<size_t>(AssetType::AUDIO)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::SHADER)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::MATERIAL)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::IMAGE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
|
||||
loaders[static_cast<size_t>(AssetType::TEXTURE)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
|
||||
loaders[static_cast<size_t>(AssetType::SCRIPT)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::SCENE)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::PREFAB)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::AUDIO_WAV)] = nullptr;
|
||||
loaders[static_cast<size_t>(AssetType::DDS)] = nullptr;
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
|
@ -379,8 +251,9 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
void SHAssetManager::Load() noexcept
|
||||
{
|
||||
RetrieveAssets();
|
||||
LoadAllData();
|
||||
InitLoaders();
|
||||
BuildAssetCollection();
|
||||
//LoadAllData();
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
|
@ -388,143 +261,40 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
void SHAssetManager::LoadAllData() noexcept
|
||||
{
|
||||
//TODO Remove when on demand loading is done
|
||||
for (auto const& asset : assetCollection)
|
||||
{
|
||||
switch (asset.type)
|
||||
{
|
||||
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;
|
||||
}
|
||||
SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
|
||||
assetData.emplace(asset.id, data);
|
||||
}
|
||||
}
|
||||
|
||||
void SHAssetManager::LoadData(AssetID id) noexcept
|
||||
SHAssetData* SHAssetManager::LoadData(SHAsset const& asset) noexcept
|
||||
{
|
||||
(void)id;
|
||||
}
|
||||
SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
|
||||
|
||||
/****************************************************************************
|
||||
* \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 (data == nullptr)
|
||||
{
|
||||
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
|
||||
//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 };
|
||||
if (IsRecognised(p.extension().string().c_str()))
|
||||
{
|
||||
SHAsset const& meta{ RegisterAssetNew(p) };
|
||||
SHAssetMetaHandler::WriteMetaData(meta);
|
||||
return meta.id;
|
||||
SHLOG_ERROR("Unable to load asset into memory: {}\n", asset.path.string());
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Unsupported File Format: " << p.filename() << "\n";
|
||||
assetData.emplace(asset.id, data);
|
||||
}
|
||||
|
||||
// Assert that file imported is not recognised
|
||||
return 0;
|
||||
return data;
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
* \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
|
||||
void SHAssetManager::BuildAssetCollection() noexcept
|
||||
{
|
||||
std::string name{ filepath.filename().string() };
|
||||
name = name.substr(0, name.find_last_of('.'));
|
||||
|
||||
//if (name[0] <= 122 && name[0] >= 97)
|
||||
//{
|
||||
// name[0] -= 32;
|
||||
//}
|
||||
|
||||
//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;
|
||||
for (auto const& dir : std::filesystem::recursive_directory_iterator{ASSET_ROOT})
|
||||
{
|
||||
if (dir.is_regular_file())
|
||||
{
|
||||
if (dir.path().extension().string() == META_EXTENSION.data())
|
||||
{
|
||||
assetCollection.push_back(SHAssetMetaHandler::RetrieveMetaData(dir.path()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,9 +11,10 @@
|
|||
#pragma once
|
||||
#include "tinyddsloader.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"
|
||||
|
||||
namespace SHADE
|
||||
|
@ -28,6 +29,8 @@ namespace SHADE
|
|||
|
||||
static AssetPath GenerateLocalPath(AssetPath path) noexcept;
|
||||
|
||||
static AssetPath GenerateNewPath(AssetName name, AssetType type);
|
||||
|
||||
/****************************************************************************
|
||||
* \brief Deallocate all memory used by resource data
|
||||
****************************************************************************/
|
||||
|
@ -55,6 +58,7 @@ namespace SHADE
|
|||
* \return resource id generated for new asset
|
||||
****************************************************************************/
|
||||
static AssetID CreateNewAsset(AssetType, AssetName) noexcept;
|
||||
static AssetID CreateAsset(AssetName name, AssetType type) noexcept;
|
||||
|
||||
/****************************************************************************
|
||||
* \brief Import new resource from outside editor window.
|
||||
|
@ -71,66 +75,33 @@ namespace SHADE
|
|||
static void RefreshAllAssets() noexcept;
|
||||
// -------------------------------------------------------------------------/
|
||||
|
||||
//TODO: TEMPORARY FOR TESTING GLTF & DDS
|
||||
static void LoadDataTemp(std::string path) 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;
|
||||
template<typename T>
|
||||
static std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T const* const> GetData(AssetID id) noexcept;
|
||||
private:
|
||||
/****************************************************************************
|
||||
* \brief Load resource data into memory
|
||||
****************************************************************************/
|
||||
static void LoadAllData() noexcept;
|
||||
|
||||
static void LoadData(AssetID id) noexcept;
|
||||
static SHAssetData* LoadData(SHAsset const& asset) 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;
|
||||
inline static void BuildAssetCollection() noexcept;
|
||||
|
||||
static bool IsRecognised(char const*) noexcept;
|
||||
|
||||
static SHAsset CreateAssetFromPath(AssetPath path) noexcept;
|
||||
|
||||
// Specialised load calls
|
||||
static void LoadGLTF(SHAsset asset) noexcept;
|
||||
static void LoadDDS(SHAsset asset) noexcept;
|
||||
static void InitLoaders() noexcept;
|
||||
|
||||
static FMOD::System* audioSystem;
|
||||
static std::unordered_map<AssetID,SHSound>* audioSoundList;
|
||||
|
||||
static std::vector<SHAssetLoader*> loaders;
|
||||
|
||||
// For all resources
|
||||
static std::vector<SHAsset> assetCollection;
|
||||
static std::unordered_map<AssetID, SHAsset> assetRegistry;
|
||||
|
||||
static std::unordered_map<AssetID, SHMeshAsset> meshCollection;
|
||||
static std::unordered_map<AssetID, SHTextureAsset> textureCollection;
|
||||
static std::unordered_map<AssetID, SHAssetData * const> assetData;
|
||||
};
|
||||
}
|
||||
|
||||
#include "SHAssetManager.hpp"
|
||||
|
|
|
@ -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]);
|
||||
}
|
||||
}
|
|
@ -37,7 +37,7 @@ namespace SHADE
|
|||
{
|
||||
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);
|
||||
}
|
||||
|
@ -53,7 +53,7 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
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 << "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();
|
||||
}
|
||||
|
||||
|
|
|
@ -15,6 +15,7 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "SHResourceManager.h"
|
||||
// Project Includes
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Assets/Asset Types/SHAssetIncludes.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
|
||||
#include "ECS_Base/Managers/SHSystemManager.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.");
|
||||
|
||||
// Load
|
||||
const SHMeshAsset* assetData = SHAssetManager::GetMesh(assetId);
|
||||
const SHMeshAsset* assetData = SHAssetManager::GetData<SHMeshAsset>(assetId);
|
||||
if (assetData == nullptr)
|
||||
{
|
||||
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.");
|
||||
|
||||
// Load
|
||||
const SHTextureAsset* assetData = SHAssetManager::GetTexture(assetId);
|
||||
const SHTextureAsset* assetData = SHAssetManager::GetData<SHTextureAsset>(assetId);
|
||||
if (assetData == nullptr)
|
||||
{
|
||||
SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
|
||||
|
@ -133,7 +134,7 @@ namespace SHADE
|
|||
/* Query Functions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
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);
|
||||
auto [typedHandleMap, typedAssetIdMap] = getAssetHandleMap<T>();
|
||||
|
|
Loading…
Reference in New Issue