Started Working on an assetsystem for loading more complex models
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3c38e2a988
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@ -8,18 +8,49 @@ enum class ASSET_TYPE {
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Unknown = -1,
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Mesh,
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Texture,
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Material
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Material,
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Shader,
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Model,
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File
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};
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class Asset {
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public:
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Asset(const char* name): name(name) {}
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uuid::v4::UUID id = uuid::v4::UUID::New();
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virtual ASSET_TYPE GetType() { return ASSET_TYPE::Unknown; }
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const char* GetName() const { return name.c_str(); }
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bool isFolder = false ;
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protected:
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std::string name;
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virtual ASSET_TYPE GetType() { return detectAssetType(); }
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const char* GetName() const { return name.c_str(); }
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void setName(std::string& name) { name = name.c_str(); }
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void setFilPath(std::string& path) { file = std::filesystem::path(path); }
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std::string getId() { return Id.String(); }
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protected:
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uuid::v4::UUID Id = uuid::v4::UUID::New();
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std::string name;
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std::filesystem::path file;
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ASSET_TYPE detectAssetType() {
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auto ext = (file.extension()).string();
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if (ext == ".obj" || ext == ".gltf" || ext == ".fbx" || ext == ".stl") {
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return ASSET_TYPE::Model;
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}
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else if (ext == ".yproj") {
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return ASSET_TYPE::File;
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}
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else if (ext == ".vs" || ext == ".fs") {
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return ASSET_TYPE::File;
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}
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else {
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std::cout << "unknown file!" << std::endl;
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return ASSET_TYPE::Unknown;
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}
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}
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};
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@ -1,16 +1,51 @@
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#pragma once
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#include "../../YoggieEngine/src/YoggieEngine.h"
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#include "EditorWindow.h"
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#include "AssetManagement/AssetManager.h"
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#include "AssetManagement/AssetRegistry.h"
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class AssetFinder : EditorWindow {
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const char* hidden_extensions [] {
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".exe",
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".pdb",
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".idb",
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".dll",
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".ini"
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};
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class AssetFinder : public EditorWindow {
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public:
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AssetFinder() : EditorWindow("Assets"),
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folderIcon ("rsc/FolderIcon.png"),
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assetIcon ("rsc/AssetIcon.png")
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{}
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AssetFinder () : EditorWindow("Assets") {}
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AssetFinder(const std::filesystem::path& projectdirectory) : EditorWindow("Assets")
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{
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for (auto& dir_entry : std::filesystem::directory_iterator(projectdirectory)) {
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auto filepath = dir_entry.path();
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if (dir_entry.is_directory() || dir_entry.is_symlink() || dir_entry.is_socket())
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continue;
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bool has_hidden_extension = false;
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for (auto hide : hidden_extensions) {
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if (filepath.extension() == hide)
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{
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has_hidden_extension = true;
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break;
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}
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}
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if (has_hidden_extension)
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continue;
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Asset asset(filepath.filename().string().c_str());
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asset.setFilPath(filepath.string());
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spdlog::info("Created asset: {0}", asset.GetName());
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files.push_back(asset);
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}
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}
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void Draw() override {
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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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ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
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if (ImGui::BeginTable("##resources", 3))
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@ -20,10 +55,10 @@ public:
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
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/*
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int row = 0;
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int column = 0;
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for (auto& asset : AssetManager::assets) {
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for (auto& asset : files ) {
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if (column % 3 == 0) {
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ImGui::TableNextRow();
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column = 0;
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@ -32,27 +67,18 @@ public:
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ImGui::TableSetColumnIndex(column);
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if (asset.isFolder) {
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ImGui::ImageButton(
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(ImTextureID)folderIcon.GetID(),
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ImVec2{ (float)iconSize,(float)iconSize });
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ImGui::Text(asset.GetName(), row);
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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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}
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else {
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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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}
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column++;
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}
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*/
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ImGui::PopStyleColor(3);
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ImGui::EndTable();
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const GLuint textures[2]{ assetIcon.GetID(), folderIcon.GetID() };
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@ -62,6 +88,8 @@ public:
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}
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private:
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std::vector <Asset> files = std::vector<Asset>();
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int iconSize = 60;
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int maxColumns = 3;
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@ -85,16 +85,23 @@ std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene)
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Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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spdlog::debug("Loading meshes!");
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std::cout << "Loading meshes!" << std::endl;
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auto meshes = processNode(currentNode, scene);
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std::cout << "Model file contained " << meshes.size() << " meshes" << std::endl;
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return Asset("Mesh");
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@ -2,9 +2,7 @@
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#include "AssetLoader.h"
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class ModelLoader : AssetLoader {
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public:
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Asset LoadAsset(std::filesystem::path& path);
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};
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@ -1,35 +1,31 @@
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#include "AssetManager.h"
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#include "AssetRegistry.h"
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#include <iostream>
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#include <fstream>
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#include <spdlog/spdlog.h>
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#include "AssetLoaders/ModelLoader.h"
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/*
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* this is still a very naive approach to the asset manager
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*/
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void AssetManager::Init()
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AssetRegistry::AssetRegistry()
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{
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// Assets = std::map<uuid::v4::UUID&, Asset>();
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modelLoader = ModelLoader();
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}
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void AssetManager::RegisterAsset(Asset& asset)
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void AssetRegistry::RegisterAsset(Asset& asset)
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{
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// Assets.try_emplace(asset.id, asset);
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Assets.try_emplace(asset.getId() , asset);
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}
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void AssetManager::UnregisterAsset(Asset& asset) {
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// auto old = Assets[asset.id];
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// Assets[asset.id] = NULL;
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void AssetRegistry::UnregisterAsset(Asset& asset) {
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Assets.erase(asset.getId());
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}
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YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path assetPath)
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YoggieEngine::Mesh* AssetRegistry::LoadFromAssetFile(const std::filesystem::path assetPath)
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{
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YoggieEngine::Mesh* imported = nullptr;
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@ -89,7 +85,7 @@ YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path
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}
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YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
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YoggieEngine::Renderable* AssetRegistry::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
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{
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/*
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@ -1,23 +1,26 @@
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#pragma once
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#include <vector>
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#include "Asset.h"
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#include "AssetLoaders/ModelLoader.h"
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#include "uuid.h"
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class AssetManager {
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class AssetRegistry {
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public:
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void Init();
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AssetRegistry();
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//AssetRegistry(AssetPack);
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void RegisterAsset(Asset& asset);
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void UnregisterAsset(Asset& asset);
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void Update();
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static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
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static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
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private:
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std::map<uuid::v4::UUID , Asset> Assets;
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ModelLoader modelLoader;
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int unique_number = 0;
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std::map<std::string , Asset> Assets = std::map<std::string, Asset> ();
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};
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@ -1,6 +1,6 @@
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#include "MainMenuBar.h"
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#include <nfd.h>
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#include "AssetManagement/AssetManager.h"
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#include "AssetManagement/AssetRegistry.h"
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@ -19,8 +19,8 @@ void MainMenuBar::ApplicationMenu(Project& project) {
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switch (result) {
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case(NFD_OKAY):
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Project::LoadProject(path, project);
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//AssetManager::setAssetPath(project.GetProjectDirectory());
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//AssetManager::BuildAssetView();
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//AssetRegistry::setAssetPath(project.GetProjectDirectory());
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//AssetRegistry::BuildAssetView();
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break;
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case(NFD_CANCEL):
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break;
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@ -116,7 +116,7 @@ void MainMenuBar::SceneMenu(Project& project, YoggieEngine::Scene& scene) {
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case(NFD_OKAY):
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// Import Model
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AssetManager::LoadFromSource(
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AssetRegistry::LoadFromSource(
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path,
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"build/Debug/Assets"//project.get()->GetProjectDirectory() / "Assets"
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);
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@ -136,7 +136,7 @@ void MainMenuBar::SceneMenu(Project& project, YoggieEngine::Scene& scene) {
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switch (result) {
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case(NFD_OKAY):
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{
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YoggieEngine::Mesh* importedMesh = AssetManager::LoadFromAssetFile(path);
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YoggieEngine::Mesh* importedMesh = AssetRegistry::LoadFromAssetFile(path);
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if (importedMesh != nullptr)
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{
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auto full_name = std::filesystem::path(path);
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@ -65,6 +65,8 @@ namespace YoggieEngine {
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struct Render3DComponent {
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Renderable* renderable;
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unsigned int VAO = 0;
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unsigned int IBO = 0;
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Mesh mesh;
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