SP3-13 Assets Management #57
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@ -54,6 +54,9 @@ namespace Sandbox
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}
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}
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graphicsSystem->BuildMeshBuffers();
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graphicsSystem->BuildMeshBuffers();
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//Test Textures
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auto textures{ SHADE::SHAssetManager::GetAllTextures() };
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// Create Materials
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// Create Materials
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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@ -8,9 +8,8 @@
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namespace SHADE
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namespace SHADE
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{
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{
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class SHTextureAsset
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struct SHTextureAsset
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{
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{
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public:
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uint32_t numBytes;
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uint32_t numBytes;
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uint32_t width;
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uint32_t width;
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uint32_t height;
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uint32_t height;
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@ -236,7 +236,7 @@ namespace SHADE
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return result;
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return result;
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}
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}
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std::vector<SHTextureAsset> SHAssetManager::GetAllDDS() noexcept
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std::vector<SHTextureAsset> SHAssetManager::GetAllTextures() noexcept
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{
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{
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std::vector<SHTextureAsset> result;
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std::vector<SHTextureAsset> result;
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for (auto const& dds : textureCollection)
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for (auto const& dds : textureCollection)
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@ -73,7 +73,7 @@ namespace SHADE
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//TODO: TEMPORARY FOR TESTING GLTF & DDS
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//TODO: TEMPORARY FOR TESTING GLTF & DDS
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static void LoadDataTemp(std::string path) noexcept;
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static void LoadDataTemp(std::string path) noexcept;
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static std::vector<SHMeshAsset> GetAllMeshes() noexcept;
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static std::vector<SHMeshAsset> GetAllMeshes() noexcept;
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static std::vector<SHTextureAsset> GetAllDDS() noexcept;
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static std::vector<SHTextureAsset> GetAllTextures() noexcept;
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private:
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private:
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/****************************************************************************
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/****************************************************************************
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