Started Working on an assetsystem for loading more complex models

This commit is contained in:
Nigel Barink 2023-05-08 22:08:08 +02:00
parent 3c38e2a988
commit fef75ec64b
8 changed files with 124 additions and 59 deletions

View File

@ -8,18 +8,49 @@ enum class ASSET_TYPE {
Unknown = -1,
Mesh,
Texture,
Material
Material,
Shader,
Model,
File
};
class Asset {
public:
Asset(const char* name): name(name) {}
uuid::v4::UUID id = uuid::v4::UUID::New();
virtual ASSET_TYPE GetType() { return ASSET_TYPE::Unknown; }
virtual ASSET_TYPE GetType() { return detectAssetType(); }
const char* GetName() const { return name.c_str(); }
bool isFolder = false ;
void setName(std::string& name) { name = name.c_str(); }
void setFilPath(std::string& path) { file = std::filesystem::path(path); }
std::string getId() { return Id.String(); }
protected:
uuid::v4::UUID Id = uuid::v4::UUID::New();
std::string name;
std::filesystem::path file;
ASSET_TYPE detectAssetType() {
auto ext = (file.extension()).string();
if (ext == ".obj" || ext == ".gltf" || ext == ".fbx" || ext == ".stl") {
return ASSET_TYPE::Model;
}
else if (ext == ".yproj") {
return ASSET_TYPE::File;
}
else if (ext == ".vs" || ext == ".fs") {
return ASSET_TYPE::File;
}
else {
std::cout << "unknown file!" << std::endl;
return ASSET_TYPE::Unknown;
}
}
};

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@ -1,16 +1,51 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "EditorWindow.h"
#include "AssetManagement/AssetManager.h"
#include "AssetManagement/AssetRegistry.h"
class AssetFinder : EditorWindow {
const char* hidden_extensions [] {
".exe",
".pdb",
".idb",
".dll",
".ini"
};
class AssetFinder : public EditorWindow {
public:
AssetFinder() : EditorWindow("Assets"),
folderIcon ("rsc/FolderIcon.png"),
assetIcon ("rsc/AssetIcon.png")
{}
AssetFinder () : EditorWindow("Assets") {}
AssetFinder(const std::filesystem::path& projectdirectory) : EditorWindow("Assets")
{
for (auto& dir_entry : std::filesystem::directory_iterator(projectdirectory)) {
auto filepath = dir_entry.path();
if (dir_entry.is_directory() || dir_entry.is_symlink() || dir_entry.is_socket())
continue;
bool has_hidden_extension = false;
for (auto hide : hidden_extensions) {
if (filepath.extension() == hide)
{
has_hidden_extension = true;
break;
}
}
if (has_hidden_extension)
continue;
Asset asset(filepath.filename().string().c_str());
asset.setFilPath(filepath.string());
spdlog::info("Created asset: {0}", asset.GetName());
files.push_back(asset);
}
}
void Draw() override {
//assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
if (ImGui::BeginTable("##resources", 3))
@ -20,10 +55,10 @@ public:
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
/*
int row = 0;
int column = 0;
for (auto& asset : AssetManager::assets) {
for (auto& asset : files ) {
if (column % 3 == 0) {
ImGui::TableNextRow();
column = 0;
@ -32,25 +67,16 @@ public:
ImGui::TableSetColumnIndex(column);
if (asset.isFolder) {
ImGui::ImageButton(
(ImTextureID)folderIcon.GetID(),
ImVec2{ (float)iconSize,(float)iconSize });
ImGui::Text(asset.GetName(), row);
}
else {
ImGui::ImageButton(
(ImTextureID)assetIcon.GetID(),
ImVec2{ (float)iconSize, (float)iconSize });
ImGui::Text(asset.GetName(), row);
}
column++;
}
*/
ImGui::PopStyleColor(3);
@ -62,6 +88,8 @@ public:
}
private:
std::vector <Asset> files = std::vector<Asset>();
int iconSize = 60;
int maxColumns = 3;

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@ -85,16 +85,23 @@ std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene)
Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
spdlog::debug("Loading meshes!");
std::cout << "Loading meshes!" << std::endl;
auto meshes = processNode(currentNode, scene);
std::cout << "Model file contained " << meshes.size() << " meshes" << std::endl;
return Asset("Mesh");

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@ -2,9 +2,7 @@
#include "AssetLoader.h"
class ModelLoader : AssetLoader {
public:
Asset LoadAsset(std::filesystem::path& path);
};

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@ -1,35 +1,31 @@
#include "AssetManager.h"
#include "AssetRegistry.h"
#include <iostream>
#include <fstream>
#include <spdlog/spdlog.h>
#include "AssetLoaders/ModelLoader.h"
/*
* this is still a very naive approach to the asset manager
*/
void AssetManager::Init()
AssetRegistry::AssetRegistry()
{
// Assets = std::map<uuid::v4::UUID&, Asset>();
modelLoader = ModelLoader();
}
void AssetManager::RegisterAsset(Asset& asset)
void AssetRegistry::RegisterAsset(Asset& asset)
{
// Assets.try_emplace(asset.id, asset);
Assets.try_emplace(asset.getId() , asset);
}
void AssetManager::UnregisterAsset(Asset& asset) {
// auto old = Assets[asset.id];
// Assets[asset.id] = NULL;
void AssetRegistry::UnregisterAsset(Asset& asset) {
Assets.erase(asset.getId());
}
YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path assetPath)
YoggieEngine::Mesh* AssetRegistry::LoadFromAssetFile(const std::filesystem::path assetPath)
{
YoggieEngine::Mesh* imported = nullptr;
@ -89,7 +85,7 @@ YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path
}
YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
YoggieEngine::Renderable* AssetRegistry::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
{
/*

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@ -1,23 +1,26 @@
#pragma once
#include <vector>
#include "Asset.h"
#include "AssetLoaders/ModelLoader.h"
#include "uuid.h"
class AssetManager {
class AssetRegistry {
public:
void Init();
AssetRegistry();
//AssetRegistry(AssetPack);
void RegisterAsset(Asset& asset);
void UnregisterAsset(Asset& asset);
void Update();
static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
private:
std::map<uuid::v4::UUID , Asset> Assets;
ModelLoader modelLoader;
int unique_number = 0;
std::map<std::string , Asset> Assets = std::map<std::string, Asset> ();
};

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@ -1,6 +1,6 @@
#include "MainMenuBar.h"
#include <nfd.h>
#include "AssetManagement/AssetManager.h"
#include "AssetManagement/AssetRegistry.h"
@ -19,8 +19,8 @@ void MainMenuBar::ApplicationMenu(Project& project) {
switch (result) {
case(NFD_OKAY):
Project::LoadProject(path, project);
//AssetManager::setAssetPath(project.GetProjectDirectory());
//AssetManager::BuildAssetView();
//AssetRegistry::setAssetPath(project.GetProjectDirectory());
//AssetRegistry::BuildAssetView();
break;
case(NFD_CANCEL):
break;
@ -116,7 +116,7 @@ void MainMenuBar::SceneMenu(Project& project, YoggieEngine::Scene& scene) {
case(NFD_OKAY):
// Import Model
AssetManager::LoadFromSource(
AssetRegistry::LoadFromSource(
path,
"build/Debug/Assets"//project.get()->GetProjectDirectory() / "Assets"
);
@ -136,7 +136,7 @@ void MainMenuBar::SceneMenu(Project& project, YoggieEngine::Scene& scene) {
switch (result) {
case(NFD_OKAY):
{
YoggieEngine::Mesh* importedMesh = AssetManager::LoadFromAssetFile(path);
YoggieEngine::Mesh* importedMesh = AssetRegistry::LoadFromAssetFile(path);
if (importedMesh != nullptr)
{
auto full_name = std::filesystem::path(path);

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@ -65,6 +65,8 @@ namespace YoggieEngine {
struct Render3DComponent {
Renderable* renderable;
unsigned int VAO = 0;
unsigned int IBO = 0;
Mesh mesh;