Improving Material shader code generation
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@@ -18,21 +18,33 @@ public:
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~AssetRegistry();
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static void init(const std::string& rootFolder);
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static std::string getRootFolder();
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static void importFile(const std::string& filePath);
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static PMeshAsset findMesh(const std::string& filePath);
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static PTextureAsset findTexture(const std::string& filePath);
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static PMaterialAsset findMaterial(const std::string& filePath);
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static std::ofstream createWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = 0);
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static std::ifstream createReadStream(const std::string& relativePath, std::ios_base::openmode openmode = 0);
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private:
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static AssetRegistry& get();
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AssetRegistry();
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void init(const std::filesystem::path& rootFolder, Gfx::PGraphics graphics);
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void registerMesh(const std::filesystem::path& filePath);
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void registerTexture(const std::filesystem::path& filePath);
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void registerMaterial(const std::filesystem::path& filePath);
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void importMesh(const std::filesystem::path& filePath);
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void importTexture(const std::filesystem::path& filePath);
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void importMaterial(const std::filesystem::path& filePath);
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void registerMesh(PMeshAsset mesh);
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void registerTexture(PTextureAsset texture);
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void registerMaterial(PMaterialAsset material);
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std::ofstream internalCreateWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = 0);
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std::ifstream internalCreateReadStream(const std::string& relaitvePath, std::ios_base::openmode openmode = 0);
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std::filesystem::path rootFolder;
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Map<std::string, PTextureAsset> textures;
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Map<std::string, PMeshAsset> meshes;
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