Improving Material shader code generation

This commit is contained in:
Dynamitos
2020-09-19 14:36:50 +02:00
parent 6814587b54
commit facbfed79c
72 changed files with 1049 additions and 329 deletions
+49 -7
View File
@@ -28,16 +28,16 @@ void AssetRegistry::importFile(const std::string &filePath)
if (extension.compare(".fbx") == 0
|| extension.compare(".obj") == 0)
{
get().registerMesh(fsPath);
get().importMesh(fsPath);
}
if (extension.compare(".png") == 0
|| extension.compare(".jpg") == 0)
{
get().registerTexture(fsPath);
get().importTexture(fsPath);
}
if (extension.compare(".semat") == 0)
{
get().registerMaterial(fsPath);
get().importMaterial(fsPath);
}
}
@@ -51,6 +51,16 @@ PMaterialAsset AssetRegistry::findMaterial(const std::string &filePath)
return get().materials[filePath];
}
std::ofstream AssetRegistry::createWriteStream(const std::string& relativePath, std::ios_base::openmode openmode)
{
return get().internalCreateWriteStream(relativePath, openmode);
}
std::ifstream AssetRegistry::createReadStream(const std::string& relativePath, std::ios_base::openmode openmode)
{
return get().internalCreateReadStream(relativePath, openmode);
}
PTextureAsset AssetRegistry::findTexture(const std::string &filePath)
{
return get().textures[filePath];
@@ -75,17 +85,49 @@ void AssetRegistry::init(const std::filesystem::path &rootFolder, Gfx::PGraphics
reg.materialLoader = new MaterialLoader(graphics);
}
void AssetRegistry::registerMesh(const std::filesystem::path &filePath)
std::string AssetRegistry::getRootFolder()
{
return get().rootFolder.generic_string();
}
void AssetRegistry::importMesh(const std::filesystem::path &filePath)
{
meshLoader->importAsset(filePath);
}
void AssetRegistry::registerTexture(const std::filesystem::path &filePath)
void AssetRegistry::importTexture(const std::filesystem::path &filePath)
{
textureLoader->importAsset(filePath);
}
void AssetRegistry::registerMaterial(const std::filesystem::path &filePath)
void AssetRegistry::importMaterial(const std::filesystem::path &filePath)
{
materialLoader->queueAsset(filePath);
}
}
void AssetRegistry::registerMesh(PMeshAsset mesh)
{
PMeshAsset existingMesh = meshes[mesh->getFileName()];
if(existingMesh != nullptr)
{
auto newMeshes = mesh->getMeshes();
for(uint32 i = 0; i < newMeshes.size(); ++i)
{
existingMesh->addMesh(newMeshes[i]);
}
}
else
{
meshes[mesh->getFileName()] = mesh;
}
}
std::ofstream AssetRegistry::internalCreateWriteStream(const std::string& relativePath, std::ios_base::openmode openmode)
{
return std::ofstream(rootFolder.generic_string().append(relativePath), openmode);
}
std::ifstream AssetRegistry::internalCreateReadStream(const std::string& relativePath, std::ios_base::openmode openmode)
{
return std::ifstream(rootFolder.generic_string().append(relativePath), openmode);
}