Loading logic moved to Asset classes
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@@ -4,6 +4,8 @@
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#include "AssetRegistry.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include <stb_image_write.h>
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using namespace Seele;
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@@ -18,44 +20,30 @@ TextureLoader::~TextureLoader()
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{
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}
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void TextureLoader::importAsset(const std::string& filePath)
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void TextureLoader::importAsset(const std::filesystem::path& filePath)
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{
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futures.add(std::async(std::launch::async, &TextureLoader::import, this, filePath));
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}
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void TextureLoader::import(const std::string& path)
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void TextureLoader::import(const std::filesystem::path& path)
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{
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PTextureAsset asset = new TextureAsset(path);
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AssetRegistry::get().textures[path] = asset;
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asset->setStatus(Asset::Status::Loading);
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std::filesystem::path assetPath = path.stem().append(".asset");
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PTextureAsset asset = new TextureAsset(assetPath);
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asset->setStatus(Asset::Status::Loading);
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int x, y, n;
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const std::string fullPath = std::string(asset->getFullPath());
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unsigned char* data = stbi_load(fullPath.c_str(), &x, &y, &n, 0);
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unsigned char* data = stbi_load(path.string().c_str(), &x, &y, &n, 4);
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TextureCreateInfo createInfo;
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createInfo.format = Gfx::SE_FORMAT_R8G8B8A8_UINT;
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createInfo.resourceData.data = data;
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createInfo.resourceData.size = x * y * n * sizeof(unsigned char);
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createInfo.resourceData.size = x * y * 4 * sizeof(unsigned char);
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createInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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createInfo.width = x;
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createInfo.height = y;
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switch (n)
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{
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case 1:
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createInfo.format = Gfx::SE_FORMAT_R8_UINT;
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break;
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case 2:
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createInfo.format = Gfx::SE_FORMAT_R8G8_UINT;
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break;
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case 3:
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createInfo.format = Gfx::SE_FORMAT_R8G8B8_UINT;
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break;
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case 4:
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createInfo.format = Gfx::SE_FORMAT_R8G8B8A8_UINT;
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break;
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default:
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break;
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}
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createInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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Gfx::PTexture2D texture = graphics->createTexture2D(createInfo);
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stbi_image_free(data);
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texture->transferOwnership(Gfx::QueueType::GRAPHICS);
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asset->setTexture(texture);
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asset->setStatus(Asset::Status::Ready);
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AssetRegistry::get().textures[assetPath.string()] = asset;
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}
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