3700 FPS here we go
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@@ -28,16 +28,31 @@ public:
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std::string getExtension() const;
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inline Status getStatus()
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{
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std::scoped_lock lck(lock);
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std::unique_lock lck(lock);
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return status;
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}
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inline void setStatus(Status status)
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{
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std::scoped_lock lck(lock);
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std::unique_lock lck(lock);
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this->status = status;
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if(status == Status::Ready)
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{
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readyCV.notify_all();
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}
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}
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protected:
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inline void waitReady()
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{
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std::unique_lock lck(lock);
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if(status != Status::Ready)
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{
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std::cout << "Asset " << name.generic_string() << " not ready yet, waiting" << std::endl;
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readyCV.wait(lck);
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std::cout << "Asset " << name.generic_string() << " now ready, continuing" << std::endl;
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}
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}
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std::mutex lock;
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std::condition_variable readyCV;
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std::ifstream& getReadStream();
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std::ofstream& getWriteStream();
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private:
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@@ -43,7 +43,9 @@ void AssetRegistry::importFile(const std::string &filePath)
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PMeshAsset AssetRegistry::findMesh(const std::string &filePath)
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{
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return get().meshes[filePath];
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auto it = get().meshes.find(filePath);
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assert(it != get().meshes.end());
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return it->value;
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}
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PTextureAsset AssetRegistry::findTexture(const std::string &filePath)
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@@ -1,5 +1,6 @@
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#include "MeshAsset.h"
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#include "Graphics/Mesh.h"
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#include "Graphics/VertexShaderInput.h"
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#include <boost/archive/text_iarchive.hpp>
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#include <boost/archive/text_oarchive.hpp>
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@@ -40,7 +41,8 @@ void MeshAsset::addMesh(PMesh mesh)
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referencedMaterials.add(mesh->referencedMaterial);
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}
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const Array<PMesh> MeshAsset::getMeshes() const
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const Array<PMesh> MeshAsset::getMeshes()
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{
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waitReady();
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return meshes;
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}
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@@ -15,7 +15,7 @@ public:
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virtual void save() override;
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virtual void load() override;
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void addMesh(PMesh mesh);
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const Array<PMesh> getMeshes() const;
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const Array<PMesh> getMeshes();
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private:
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Array<PMesh> meshes;
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Array<PMaterialAsset> referencedMaterials;
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@@ -29,7 +29,11 @@ MeshLoader::~MeshLoader()
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void MeshLoader::importAsset(const std::filesystem::path &path)
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{
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futures.add(std::async(std::launch::async, &MeshLoader::import, this, path));
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std::filesystem::path assetPath = path.filename();
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assetPath.replace_extension("asset");
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PMeshAsset meshAsset = new MeshAsset(assetPath.generic_string());
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AssetRegistry::get().registerMesh(meshAsset);
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futures.add(std::async(std::launch::async, &MeshLoader::import, this, meshAsset, path));
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}
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void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, Gfx::PGraphics graphics)
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@@ -224,8 +228,9 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
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AssetRegistry::importFile(texPngPath.string());
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}
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}
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void MeshLoader::import(const std::filesystem::path &path)
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void MeshLoader::import(PMeshAsset meshAsset, const std::filesystem::path &path)
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{
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meshAsset->setStatus(Asset::Status::Loading);
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Assimp::Importer importer;
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importer.ReadFile(path.string().c_str(),
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aiProcess_FlipUVs |
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@@ -246,9 +251,7 @@ void MeshLoader::import(const std::filesystem::path &path)
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List<aiNode *> meshNodes;
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findMeshRoots(scene->mRootNode, meshNodes);
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std::filesystem::path filePath = path.filename();
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filePath.replace_extension("asset");
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PMeshAsset meshAsset = new MeshAsset(filePath.generic_string());
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for (auto meshNode : meshNodes)
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{
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for(uint32 i = 0; i < meshNode->mNumMeshes; ++i)
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@@ -256,6 +259,6 @@ void MeshLoader::import(const std::filesystem::path &path)
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meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]);
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}
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}
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meshAsset->setStatus(Asset::Status::Ready);
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meshAsset->save();
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AssetRegistry::get().registerMesh(meshAsset);
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}
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@@ -25,7 +25,7 @@ private:
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void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials, Gfx::PGraphics graphics);
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void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels);
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void import(const std::filesystem::path& path);
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void import(PMeshAsset meshAsset, const std::filesystem::path& path);
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List<std::future<void>> futures;
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Gfx::PGraphics graphics;
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};
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@@ -28,12 +28,14 @@ void TextureLoader::importAsset(const std::filesystem::path& filePath)
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PTextureAsset asset = new TextureAsset(assetFileName.replace_extension("asset").filename().generic_string());
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asset->setStatus(Asset::Status::Loading);
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asset->setTexture(placeholderTexture);
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std::cout << "Loading texture, placeholder" << std::endl;
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AssetRegistry::get().textures[asset->getFileName()] = asset;
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//futures.add(std::async(std::launch::async, [this, filePath, asset] () mutable {
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futures.add(std::async(std::launch::async, [this, filePath, asset] () mutable {
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Gfx::PTexture2D texture = import(filePath);
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asset->setTexture(texture);
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asset->setStatus(Asset::Status::Ready);
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//}));
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std::cout << "Finished loading texture" << std::endl;
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}));
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}
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PTextureAsset TextureLoader::getPlaceholderTexture()
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