Basics of the meta Asset Management
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19b630104c
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@ -3,6 +3,7 @@
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#include <mini/ini.h>
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#include <nfd.h>
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#include <ImGuizmo.h>
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#include <memory>
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#include "Inspector.h"
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#include "Console.h"
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@ -16,30 +17,27 @@ class EditorLayer : public Layer {
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public:
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EditorLayer() :
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Layer(),
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inspector(Selected),
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scene(),
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renderer()
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EditorLayer() : Layer()
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{
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Logo.Load("rsc/Yoggie.png");
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spdlog::info("{0}", project.GetProjectDirectory().string());
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Selected = YoggieEngine::Entity((entt::entity)-1, &scene);
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Selected = YoggieEngine::Entity{ (entt::entity)-1, (scene.get()) };
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}
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void OnStartup() override {
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std::string path = (std::filesystem::current_path()).string();
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project.setProjectDirectory(path);
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scene = std::make_unique<Scene>();
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project = std::make_unique<Project>();
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project.get()->setProjectDirectory(path);
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LoadLastOrEmptyProject();
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//Console console = Console();
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}
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void OnUpdate() override {
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scene.Update();
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renderer.Render(scene, *camera);
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scene.get()->Update();
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renderer.get()->Render(*scene, *camera);
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}
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@ -282,7 +280,7 @@ public:
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ImGui::Begin("SceneView",nullptr,viewportWindowFlags);
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// spdlog::info("{0}x{1}", ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
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SceneisFocused = ImGui::IsWindowFocused() || ImGui::IsWindowHovered();
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ImGui::Image((ImTextureID)(intptr_t)renderer.getCurrentFrameBuffer().GetColourAttachment(),
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ImGui::Image((ImTextureID)(intptr_t)renderer.get()->getCurrentFrameBuffer().GetColourAttachment(),
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ImVec2{(float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight()});
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@ -331,11 +329,11 @@ public:
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ImGui::Begin(ICON_MD_MENU "SceneExplorer",nullptr);
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scene.getReg().each([&](entt::entity enttNumber) {
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YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &scene);
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scene.get()->getReg().each([&](entt::entity enttNumber) {
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YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &*scene.get());
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auto id = entity.GetComponent<YoggieEngine::IdentifierComponent>();
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if (ImGui::Selectable(id.name.c_str(), entity == Selected)) {
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Selected = YoggieEngine::Entity(enttNumber, &scene);
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Selected = YoggieEngine::Entity(enttNumber, &*scene);
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}
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});
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@ -343,7 +341,7 @@ public:
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ImGui::End();
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/*
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{
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ImGui::Begin("Asset", nullptr);
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@ -364,7 +362,7 @@ public:
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YoggieEngine::Texture folderIcon;
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YoggieEngine::Texture assetIcon;
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assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
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//assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
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ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
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@ -389,7 +387,7 @@ public:
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ImGui::ImageButton(
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(ImTextureID)assetIcon.GetID(),
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ImVec2{ (float)iconSize, (float)iconSize });
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ImGui::Text(asset.GetName(), row);
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ImGui::Text(asset.Handle.String().c_str(), row);
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@ -408,7 +406,7 @@ public:
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ImGui::End();
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}
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*/
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ImGui::ShowDemoWindow();
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@ -467,15 +465,15 @@ public:
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private:
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Inspector inspector;
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Renderer renderer;
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std::unique_ptr<Inspector> inspector = std::make_unique<Inspector>(Selected);
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std::unique_ptr<Renderer> renderer = std::make_unique<Renderer>();
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std::unique_ptr<EditorCamera> camera = std::make_unique<EditorCamera>();
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std::unique_ptr<Project> project;
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std::unique_ptr<Scene> scene;
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EditorCamera* camera = new EditorCamera();
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Texture Logo;
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Project project;
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Scene scene;
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bool SimulatePhysics = true;
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bool SceneisFocused = false;
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@ -483,7 +481,6 @@ private:
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ImGuizmo::OPERATION activeOperation = ImGuizmo::OPERATION::TRANSLATE;
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char* path = nullptr;
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Texture Logo;
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void LoadLastOrEmptyProject() {
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// Check if there is a last known loaded project and
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@ -507,7 +504,7 @@ private:
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if (ini["editor"]["openlastproject"] == "TRUE")
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{
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Project::LoadProject(ini["cache"]["project"], project);
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Project::LoadProject(ini["cache"]["project"], *project);
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///LoadScene(ini["cache"]["scene"], scene);
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}
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@ -4,6 +4,7 @@
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typedef uuid::v4::UUID AssetHandle;
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enum class AssetType {
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Unknown = -1,
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Mesh,
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@ -13,9 +14,9 @@ enum class AssetType {
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};
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struct Asset {
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//AssetHandle Handle;
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AssetHandle Handle;
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//template<class T >
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//static AssetType GetType(T t) { return t.GetType(); }
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template<class T >
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static AssetType GetType(T t) { return t.GetType(); }
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virtual AssetType GetType() { return AssetType::Unknown; }
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};
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@ -9,8 +9,8 @@ public:
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virtual Asset& GetAsset(AssetHandle handle) = 0;
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protected:
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//AssetRegistry Assets;
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//std::map<AssetHandle, Asset> LoadedAssets;
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AssetRegistry Assets;
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std::map<AssetHandle, Asset> LoadedAssets;
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};
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@ -14,7 +14,7 @@ Asset& AssetManagerEditor::GetAsset(AssetHandle handle)
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// 2. check if asset needs loading
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Asset asset;
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if (IsAssetLoaded(handle)) {
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// asset = LoadedAssets.at(handle);
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asset = LoadedAssets.at(handle);
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}
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else {
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// Load asset
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@ -33,9 +33,9 @@ Asset& AssetManagerEditor::GetAsset(AssetHandle handle)
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bool AssetManagerEditor::IsAssetHandleValid(AssetHandle handle)
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{
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return false;///return Assets.find(handle) != Assets.end();
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return Assets.find(handle) != Assets.end();
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}
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bool AssetManagerEditor::IsAssetLoaded(AssetHandle handle ) {
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return false;//return LoadedAssets.find(handle) != LoadedAssets.end();
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return LoadedAssets.find(handle) != LoadedAssets.end();
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}
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@ -17,6 +17,15 @@ namespace uuid::v4
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{
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public:
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UUID() {}
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// I need a better UUID class that will work as a key in std::map
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// because this won't properly work
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bool operator() (const UUID& lhs, const UUID& rhs) const {
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return 1==1;
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}
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bool operator< (const UUID& rhs)const {
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return false;
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}
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// method for creating UUID object.
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void generate ()
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