mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Start of asset management 2.0
This commit is contained in:
@@ -3,6 +3,8 @@ using GlitchyEngine;
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using System.IO;
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using Bon;
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using GlitchyEngine.Content;
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using GlitchyEditor.Assets;
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using GlitchyEditor.Assets.Importers;
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namespace GlitchyEditor;
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@@ -18,28 +20,39 @@ class AssetConfig
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[BonInclude]
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public AssetLoaderConfig Config ~ delete _;
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[BonInclude]
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public String Importer ~ delete _;
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[BonInclude]
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public AssetImporterConfig ImporterConfig ~ delete _;
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[BonInclude]
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public String Processor ~ delete _;
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[BonInclude]
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public AssetProcessorConfig ProcessorConfig ~ delete _;
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[BonInclude]
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public String Exporter ~ delete _;
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[BonInclude]
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public AssetExporterConfig ExporterConfig ~ delete _;
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[BonInclude]
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public AssetHandle AssetHandle = .Invalid;
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}
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/// Represents an unprocessed asset as it lies in the asset hierarchy.
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class AssetFile
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{
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private EditorContentManager _contentManager;
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private String _path ~ delete:append _;
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private String _identifier ~ delete:append _;
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private String _assetConfigPath ~ delete:append _;
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private AssetNode _assetFile;
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private AssetConfig _assetConfig ~ delete _;
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private bool _isDirectory;
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private Asset _loadedAsset;
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public bool IsDirectory => _isDirectory;
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private DateTime _lastAssetEditTime;
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private DateTime _lastConfigEditTime;
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public StringView FilePath => _path;
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public StringView Identifier => _identifier;
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public AssetNode AssetFile => _assetFile;
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public StringView AssetConfigPath => _assetConfigPath;
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public const String ConfigFileExtension = ".ass";
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@@ -48,30 +61,47 @@ class AssetFile
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public Asset LoadedAsset => _loadedAsset;
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public EditorContentManager ContentManager => _contentManager;
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[AllowAppend]
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public this(EditorContentManager contentManager, StringView identifier, StringView path, bool isDirectory)
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public this(EditorContentManager contentManager, AssetNode assetNode)
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{
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String identifierBuffer = append String(identifier);
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String pathBuffer = append String(path);
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String configPathBuffer = append String(path.Length + ConfigFileExtension.Length);
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String configPathBuffer = append String(assetNode.Path.Length + ConfigFileExtension.Length);
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_identifier = identifierBuffer;
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_path = pathBuffer;
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configPathBuffer..Append(path).Append(ConfigFileExtension);
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configPathBuffer..Append(assetNode.Path).Append(ConfigFileExtension);
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_assetConfigPath = configPathBuffer;
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_contentManager = contentManager;
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_isDirectory = isDirectory;
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_assetFile = assetNode;
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Log.EngineLogger.AssertDebug(File.Exists(_path), "File doesn't exist.");
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FindAssetConfig();
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_lastAssetEditTime = File.GetLastWriteTimeUtc(_assetFile.Path);
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}
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// Loads the asset config (.ass) file or creates it.
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private void FindAssetConfig()
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public static AssetFile LoadOrCreateAssetFile(EditorContentManager contentManager, AssetNode assetNode)
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{
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AssetFile assetFile = new AssetFile(contentManager, assetNode);
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assetFile.LoadOrCreateAssetConfig();
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// TODO: Remove this check once we only use the new processing pipeline
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if (assetFile._assetConfig.ImporterConfig != null)
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{
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CachedAsset cacheEntry = assetFile._contentManager.AssetCache.GetCacheEntry(assetFile._assetConfig.AssetHandle);
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if (cacheEntry == null ||
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cacheEntry.CreationTimestamp < assetFile._lastAssetEditTime ||
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cacheEntry.CreationTimestamp < assetFile._lastConfigEditTime)
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{
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assetFile._contentManager.AssetConverter.QueueForProcessing(assetFile);
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}
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}
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return assetFile;
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}
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/// Loads the asset config (.ass) file or creates it.
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private void LoadOrCreateAssetConfig()
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{
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if (File.Exists(_assetConfigPath))
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{
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@@ -81,6 +111,8 @@ class AssetFile
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{
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CreateDefaultAssetLoader();
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}
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_lastAssetEditTime = File.GetLastWriteTimeUtc(_assetConfigPath);
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}
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private void GenerateAssetHandle()
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@@ -90,12 +122,18 @@ class AssetFile
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private void CreateDefaultAssetLoader()
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{
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String fileExtension = Path.GetExtension(_path, .. scope .());
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String fileExtension = Path.GetExtension(_assetFile.Path, .. scope .());
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_assetConfig = new AssetConfig();
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GenerateAssetHandle();
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var assetPipeline = _contentManager.GetDefaultProcessors(fileExtension);
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// TODO!
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//if (assetPipeline case .Err)
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// return;
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var assetLoader = _contentManager.GetDefaultAssetLoader(fileExtension);
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// We don't have a loader -> we don't need a config
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@@ -108,6 +146,17 @@ class AssetFile
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_assetConfig.Config = assetLoader?.GetDefaultConfig();
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_assetConfig.Config?.[Friend]_changed = true;
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_assetConfig.Importer = new String();
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assetPipeline?.Importer?.GetType()?.GetName(_assetConfig.Importer);
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_assetConfig.ImporterConfig = assetPipeline?.Importer.CreateDefaultConfig();
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_assetConfig.Processor = new String();
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assetPipeline?.Processor?.GetType()?.GetName(_assetConfig.Processor);
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_assetConfig.ProcessorConfig = assetPipeline?.Processor.CreateDefaultConfig();
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_assetConfig.Exporter = new String();
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assetPipeline?.Exporter?.GetType()?.GetName(_assetConfig.Exporter);
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_assetConfig.ExporterConfig = assetPipeline?.Exporter.CreateDefaultConfig();
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SaveAssetConfig();
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}
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@@ -0,0 +1,157 @@
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using System;
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using GlitchyEngine;
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using System.IO;
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using System.Collections;
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using GlitchyEngine.Core;
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using GlitchyEngine.Content;
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namespace GlitchyEditor.Assets;
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/// Represents a processed asset file as it lies in the cache-directory.
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class CachedAsset
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{
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public const char8[3] MagicWord = .('L', 'A', 'F');
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public String FilePath ~ delete _;
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public uint16 FormatVersion;
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public AssetHandle Handle;
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public DateTime CreationTimestamp;
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public AssetCompression Compression;
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public AssetType AssetType;
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public int64 CompressedByteCount;
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public int64 UncompressedByteCount;
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public String AssetIdentifier ~ delete _;
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public const String CacheFileExtension = ".laf";
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}
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/// Manages the cache for already processed assets
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class AssetCache
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{
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/// Current format version of loose asset file (.laf) file reader and writer.
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public const uint16 FormatVersion = 1;
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private append String _directory = .() ~ delete:append _;
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private append Dictionary<AssetHandle, CachedAsset> _assets ~ delete:append _;
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public StringView CacheDirectory => _directory;
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private bool _cacheLoaded;
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public ~this()
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{
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ClearCache();
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}
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private void ClearCache()
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{
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_cacheLoaded = false;
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ClearDictionaryAndDeleteValues!(_assets);
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}
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/// Sets the directory in which the processed assets are cached.
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public void SetDirectory(StringView directory)
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{
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_directory.Set(directory);
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ReloadCache();
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}
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// TODO: This might take ages for large projects and definitely shouldn't run in the main thread!
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public void ReloadCache()
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{
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ClearCache();
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if (!Directory.Exists(_directory))
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{
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Log.EngineLogger.Info($"Asset cache directory doesn't exist, creating directory \"{_directory}\"...");
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if (Directory.CreateDirectory(_directory) case .Err(let error))
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{
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Log.EngineLogger.Critical($"Failed to create cache directory \"{_directory}\". Reason: {error}.");
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Log.EngineLogger.Critical($"The engine will not function properly without the asset cache directory. Save your project and restart the engine.");
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}
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// At this point we either just created the cache directory and thus it's empty,
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// or we failed and can't do anything anyway.
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return;
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}
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String filePath = scope .();
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for (FileFindEntry file in Directory.EnumerateFiles(_directory))
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{
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filePath.Clear();
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file.GetFilePath(filePath);
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if (!filePath.EndsWith(CachedAsset.CacheFileExtension, .OrdinalIgnoreCase))
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continue;
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CachedAsset cachedAsset = new .();
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if (ReadAssetFile(filePath, cachedAsset) case .Err)
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{
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Log.EngineLogger.Error($"Failed to read cached asset file \"filePath\".");
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delete cachedAsset;
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}
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_assets.Add(cachedAsset.Handle, cachedAsset);
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}
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_cacheLoaded = true;
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}
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private Result<void> ReadAssetFile(StringView filePath, CachedAsset cachedAsset)
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{
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cachedAsset.FilePath = new String(filePath);
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FileStream stream = scope .();
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Try!(stream.Open(filePath));
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// Check magic word
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char8[3] magicWord = Try!(stream.Read<char8[3]>());
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if (magicWord != CachedAsset.MagicWord)
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return .Err;
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cachedAsset.FormatVersion = Try!(stream.Read<uint16>());
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// Validate format version
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if (cachedAsset.FormatVersion == 0 || cachedAsset.FormatVersion > FormatVersion)
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{
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Log.EngineLogger.Error("The cached assets version is either invalid or too new.");
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return .Err;
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}
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cachedAsset.Handle = Try!(stream.Read<AssetHandle>());
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cachedAsset.CreationTimestamp = Try!(stream.Read<DateTime>());
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cachedAsset.Compression = Try!(stream.Read<AssetCompression>());
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cachedAsset.AssetType = Try!(stream.Read<AssetType>());
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cachedAsset.CompressedByteCount = Try!(stream.Read<int64>());
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cachedAsset.UncompressedByteCount = Try!(stream.Read<int64>());
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int32 assetIdentifierByteCount = Try!(stream.Read<int32>());
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cachedAsset.AssetIdentifier = new String(assetIdentifierByteCount);
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cachedAsset.AssetIdentifier.PadLeft(assetIdentifierByteCount);
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Span<char8> charSpan = cachedAsset.AssetIdentifier;
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int readBytes = Try!(stream.TryRead(Span<uint8>((uint8*)charSpan.Ptr, charSpan.Length)));
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if (readBytes != assetIdentifierByteCount)
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{
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Log.EngineLogger.Warning($"Expected to read {assetIdentifierByteCount} bytes for the asset identifier, but read {readBytes} instead.");
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}
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return .Ok;
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}
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public CachedAsset GetCacheEntry(AssetHandle id)
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{
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if (!_cacheLoaded)
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ReloadCache();
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if (_assets.TryGetValue(id, let cachedAsset))
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return cachedAsset;
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return null;
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}
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}
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@@ -0,0 +1,50 @@
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using System.Collections;
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using GlitchyEditor.Assets.Importers;
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using GlitchyEngine;
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namespace GlitchyEditor.Assets;
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class AssetConverter
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{
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private append Queue<AssetFile> _queue = .() ~ delete:append _;
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private EditorContentManager _contentManager;
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public this(EditorContentManager contentManager)
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{
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_contentManager = contentManager;
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}
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public void QueueForProcessing(AssetFile assetFile)
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{
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_queue.Add(assetFile);
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}
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public void Update()
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{
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if (_queue.Count == 0)
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return;
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for (AssetFile assetFile in _queue)
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{
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Process(assetFile);
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}
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_queue.Clear();
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}
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private void Process(AssetFile assetFile)
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{
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IAssetImporter importer = _contentManager.GetAssetImporter(assetFile);
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if (importer == null)
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{
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Log.EngineLogger.Error("Importer is null!");
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}
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ImportedResource importedResource = importer.Import(assetFile.AssetFile.Path,
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assetFile.AssetFile.Identifier, assetFile.AssetConfig.ImporterConfig);
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delete importedResource;
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}
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}
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@@ -439,11 +439,11 @@ class AssetHierarchy
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// Only files get AssetFile and AssetHandle
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if (!isDirectory)
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{
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// TODO: Subassets
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// TODO: Subassets -> Happens in processor!
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//GrabSubAssets(node);
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// TODO: Apparently directories were supposed to get an AssetFile? Makes sense, we wanted to have settings for directories, too!
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treeNode->AssetFile = new AssetFile(_contentManager, assetNode.Identifier, assetNode.Path, assetNode.IsDirectory);
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treeNode->AssetFile = AssetFile.LoadOrCreateAssetFile(_contentManager, assetNode);
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_handleToAssetNode.Add(assetNode.AssetFile.AssetConfig.AssetHandle, treeNode);
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}
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@@ -598,10 +598,10 @@ class AssetHierarchy
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// Directories have no AssetFile?
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if (node->AssetFile != null)
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{
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node->AssetFile.[Friend]_path.Set(node->Path);
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node->Path.Set(newFilePath);
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node->AssetFile.[Friend]_identifier.Set(newFilePath);
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AssetIdentifier.Fixup(node->AssetFile.[Friend]_identifier);
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delete node->Identifier;
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node->Identifier = new AssetIdentifier(newFilePath);
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node->AssetFile.[Friend]_assetConfigPath.Set(node->Path);
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node->AssetFile.[Friend]_assetConfigPath.Append(AssetFile.ConfigFileExtension);
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@@ -4,6 +4,7 @@ using GlitchyEngine.Renderer;
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using GlitchyEngine.Content;
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namespace GlitchyEditor.Assets;
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// TODO: Why exactly are AssetFile and AssetNode separated?
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public class AssetNode
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{
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public String Name ~ delete _;
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@@ -0,0 +1,49 @@
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using Bon;
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using GlitchyEngine.Content;
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namespace GlitchyEditor.Assets.Importers;
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[BonTarget, BonPolyRegister]
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abstract class Config
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{
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[BonIgnore]
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protected bool _changed;
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public bool Changed => _changed;
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protected bool SetIfChanged<T>(ref T field, T value)
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{
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if (field == value)
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return false;
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field = value;
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_changed = true;
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return true;
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}
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}
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[BonTarget, BonPolyRegister]
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class AssetImporterConfig : Config
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{
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}
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[BonTarget, BonPolyRegister]
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class AssetProcessorConfig : Config
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{
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}
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[BonTarget, BonPolyRegister]
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class AssetExporterConfig : Config
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{
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[BonInclude]
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private AssetCompression _compression;
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public AssetCompression Compression
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{
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get => _compression;
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set => SetIfChanged(ref _compression, value);
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}
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}
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@@ -16,6 +16,10 @@ public struct LoadedSurface
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public int ArrayIndex;
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||||
public int CubeFace;
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||||
public int MipLevel;
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||||
|
||||
public uint32 Width;
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||||
public uint32 Height;
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||||
public uint32 Depth;
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||||
}
|
||||
|
||||
public struct LoadedTextureInfo
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@@ -703,6 +707,10 @@ static class DdsImporter
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surface.CubeFace = cubeFace;
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surface.MipLevel = mipLevel;
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surface.Width = width;
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surface.Height = height;
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surface.Depth = depth;
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||||
|
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surfaces.Add(surface);
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||||
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++index;
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||||
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||||
@@ -0,0 +1,29 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using GlitchyEngine.Content;
|
||||
|
||||
namespace GlitchyEditor.Assets.Importers;
|
||||
|
||||
interface IAssetImporter
|
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{
|
||||
static List<StringView> FileExtensions {get;}
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|
||||
AssetImporterConfig CreateDefaultConfig();
|
||||
|
||||
Result<ImportedResource> Import(StringView fullFileName, AssetIdentifier assetIdentifier, AssetImporterConfig config);
|
||||
}
|
||||
|
||||
interface IAssetProcessor
|
||||
{
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AssetProcessorConfig CreateDefaultConfig();
|
||||
|
||||
Result<Object> Process(ImportedResource importedResource, AssetProcessorConfig config);
|
||||
}
|
||||
|
||||
interface IAssetExporter
|
||||
{
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||||
AssetExporterConfig CreateDefaultConfig();
|
||||
|
||||
Result<void> Export(Stream stream, ProcessedResource processedObject, AssetExporterConfig config);
|
||||
}
|
||||
@@ -0,0 +1,609 @@
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||||
using System;
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using Bon;
|
||||
using GlitchyEngine.Content;
|
||||
using GlitchyEngine;
|
||||
using GlitchyEngine.Renderer;
|
||||
using static GlitchyEditor.Assets.Importers.LoadedTextureInfo;
|
||||
|
||||
namespace GlitchyEditor.Assets.Importers;
|
||||
|
||||
class ImportedResource
|
||||
{
|
||||
private AssetIdentifier _assetIdentifier ~ delete _;
|
||||
|
||||
public AssetIdentifier AssetIdentifier => _assetIdentifier;
|
||||
|
||||
public this(AssetIdentifier ownAssetIdentifier)
|
||||
{
|
||||
_assetIdentifier = ownAssetIdentifier;
|
||||
}
|
||||
}
|
||||
|
||||
class ImportedTexture : ImportedResource
|
||||
{
|
||||
//public TextureDimension TextureType;
|
||||
private List<LoadedSurface> _surfaces = new .() ~ delete _;
|
||||
private LoadedTextureInfo _textureInfo ~ delete _textureInfo.PixelData;
|
||||
|
||||
public List<LoadedSurface> Surfaces => _surfaces;
|
||||
|
||||
public ref LoadedTextureInfo TextureInfo => ref _textureInfo;
|
||||
|
||||
public this(AssetIdentifier ownAssetIdentifier) : base(ownAssetIdentifier)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
[BonTarget, BonPolyRegister]
|
||||
class TextureImporterConfig : AssetImporterConfig
|
||||
{
|
||||
[BonInclude]
|
||||
private bool _isSrgb;
|
||||
|
||||
public bool IsSrgb
|
||||
{
|
||||
get => _isSrgb;
|
||||
set => SetIfChanged(ref _isSrgb, value);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class TextureImporter : IAssetImporter
|
||||
{
|
||||
private static readonly List<StringView> _fileExtensions = new .(){".png", ".dds"} ~ delete _;
|
||||
|
||||
public static List<StringView> FileExtensions => _fileExtensions;
|
||||
|
||||
public AssetImporterConfig CreateDefaultConfig()
|
||||
{
|
||||
return new TextureImporterConfig();
|
||||
}
|
||||
|
||||
public Result<ImportedResource> Import(StringView fullFileName, AssetIdentifier assetIdentifier, AssetImporterConfig config)
|
||||
{
|
||||
Log.EngineLogger.AssertDebug(config is TextureImporterConfig);
|
||||
|
||||
ImportedTexture importedData = new ImportedTexture(new AssetIdentifier(assetIdentifier.FullIdentifier));
|
||||
|
||||
// TODO: Get stream from asset mananger?
|
||||
FileStream stream = scope FileStream();
|
||||
Try!(stream.Open(fullFileName, .Read, .Read));
|
||||
|
||||
Result<void> importResult = ImportTexture(stream, importedData, (TextureImporterConfig)config);
|
||||
|
||||
stream.Close();
|
||||
|
||||
if (importResult case .Err)
|
||||
{
|
||||
delete importedData;
|
||||
return .Err;
|
||||
}
|
||||
|
||||
return importedData;
|
||||
}
|
||||
|
||||
const String PngMagicWord = "\x89\x50\x4E\x47\x0D\x0A\x1A\x0A";
|
||||
const String DdsMagicWord = "DDS ";
|
||||
|
||||
enum TextureType
|
||||
{
|
||||
Unknown,
|
||||
DDS,
|
||||
PNG
|
||||
}
|
||||
|
||||
private static TextureType GetTextureType(Stream data)
|
||||
{
|
||||
int64 position = data.Position;
|
||||
|
||||
var readResult = data.Read<char8[8]>();
|
||||
|
||||
data.Position = position;
|
||||
|
||||
char8[8] magicWord;
|
||||
if (readResult case .Ok(out magicWord))
|
||||
{
|
||||
StringView strView = .(&magicWord, magicWord.Count);
|
||||
|
||||
if (strView.StartsWith(PngMagicWord))
|
||||
{
|
||||
return .PNG;
|
||||
}
|
||||
else if (strView.StartsWith(DdsMagicWord))
|
||||
{
|
||||
return .DDS;
|
||||
}
|
||||
else
|
||||
{
|
||||
Runtime.FatalError("Unknown image format.");
|
||||
}
|
||||
}
|
||||
|
||||
return .Unknown;
|
||||
}
|
||||
|
||||
private static Result<void> ImportTexture(Stream data, ImportedTexture importedTexture, TextureImporterConfig config)
|
||||
{
|
||||
Debug.Profiler.ProfileResourceFunction!();
|
||||
|
||||
switch(GetTextureType(data))
|
||||
{
|
||||
case .DDS:
|
||||
Try!(LoadDds(data, config, importedTexture.Surfaces, out importedTexture.TextureInfo));
|
||||
case .PNG:
|
||||
Try!(LoadPng(data, config, importedTexture.Surfaces, out importedTexture.TextureInfo));
|
||||
case .Unknown:
|
||||
Log.EngineLogger.Error("Unknown texture format.");
|
||||
return .Err;
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
|
||||
private static Result<void> LoadPng(Stream data, TextureImporterConfig config, List<LoadedSurface> surfaces, out LoadedTextureInfo textureInfo)
|
||||
{
|
||||
Debug.Profiler.ProfileResourceFunction!();
|
||||
|
||||
textureInfo = .();
|
||||
|
||||
uint8[] pngData = new:ScopedAlloc! uint8[data.Length];
|
||||
|
||||
var result = data.TryRead(pngData);
|
||||
|
||||
if (result case .Err(let err))
|
||||
{
|
||||
Log.EngineLogger.Error($"Failed to read data from stream. Texture: Error: {err}");
|
||||
return .Err;
|
||||
}
|
||||
|
||||
uint8* rawData = null;
|
||||
defer
|
||||
{
|
||||
if (rawData != null)
|
||||
LodePng.LodePng.Free(rawData);
|
||||
}
|
||||
|
||||
uint32 width = 0, height = 0;
|
||||
|
||||
{
|
||||
Debug.Profiler.ProfileResourceScope!("LodePng.LodePng.Decode32");
|
||||
uint32 errorCode = LodePng.LodePng.Decode32(&rawData, &width, &height, pngData.Ptr, (.)pngData.Count);
|
||||
if (errorCode != 0)
|
||||
{
|
||||
Log.EngineLogger.Error($"Failed to decode PNG file {errorCode}.");
|
||||
return .Err;
|
||||
}
|
||||
}
|
||||
|
||||
uint8[] pixelData = new uint8[4 * width * height];
|
||||
Internal.MemCpy(pixelData.Ptr, rawData, pixelData.Count);
|
||||
|
||||
LoadedSurface surface = .();
|
||||
surface.Data = Span<uint8>(pixelData);
|
||||
surface.Pitch = 4 * width;
|
||||
surface.SlicePitch = 0;
|
||||
surface.ArrayIndex = 0;
|
||||
surface.MipLevel = 0;
|
||||
|
||||
surfaces.Add(surface);
|
||||
|
||||
textureInfo.PixelData = pixelData;
|
||||
textureInfo.Width = width;
|
||||
textureInfo.Height = height;
|
||||
textureInfo.Depth = 1;
|
||||
|
||||
textureInfo.ArraySize = 1;
|
||||
textureInfo.MipMapCount = 1;
|
||||
|
||||
textureInfo.Dimension = .Texture2D;
|
||||
|
||||
textureInfo.IsCubeMap = false;
|
||||
|
||||
// TODO: PNG supports multiple colordepths! (Grayscale up to 16 bit, RGB 8 or 16 bit)
|
||||
textureInfo.PixelFormat = config.IsSrgb ? .R8G8B8A8_UNorm_SRGB : .R8G8B8A8_UNorm;
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
|
||||
private static Result<void> LoadDds(Stream data, TextureImporterConfig config, List<LoadedSurface> surfaces, out LoadedTextureInfo textureInfo)
|
||||
{
|
||||
var result = DdsImporter.LoadDds(data, config.IsSrgb, surfaces, out textureInfo);
|
||||
|
||||
if (result case .Err)
|
||||
return .Err;
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
}
|
||||
|
||||
enum GenerateMipMaps
|
||||
{
|
||||
No,
|
||||
Box,
|
||||
Kaiser
|
||||
}
|
||||
|
||||
[BonTarget, BonPolyRegister]
|
||||
class TextureProcessorConfig : AssetProcessorConfig
|
||||
{
|
||||
[BonInclude]
|
||||
private GenerateMipMaps _generateMipMaps;
|
||||
|
||||
public GenerateMipMaps GenerateMipMaps
|
||||
{
|
||||
get => _generateMipMaps;
|
||||
set => SetIfChanged(ref _generateMipMaps, value);
|
||||
}
|
||||
}
|
||||
|
||||
class ProcessedResource
|
||||
{
|
||||
private AssetIdentifier _assetIdentifier ~ delete _;
|
||||
|
||||
public AssetIdentifier AssetIdentifier => _assetIdentifier;
|
||||
|
||||
public this(AssetIdentifier ownAssetIdentifier)
|
||||
{
|
||||
_assetIdentifier = ownAssetIdentifier;
|
||||
}
|
||||
}
|
||||
|
||||
class ProcessedTexture : ProcessedResource
|
||||
{
|
||||
public Format PixelFormat = .Unknown;
|
||||
public int MipMapCount = -1;
|
||||
public int ArraySize = -1;
|
||||
public Dimension Dimension = .Unknown;
|
||||
public bool IsCubeMap;
|
||||
|
||||
public int Width = -1;
|
||||
public int Height = -1;
|
||||
public int Depth = -1;
|
||||
|
||||
public class TextureSurface
|
||||
{
|
||||
public uint8[] PixelData;
|
||||
public int Width;
|
||||
public int Height;
|
||||
public int Depth;
|
||||
public int MipLevel;
|
||||
public int ArraySlice;
|
||||
|
||||
[AllowAppend]
|
||||
public this(int width, int height, int depth, Span<uint8> data, int mipLevel, int arraySlice)
|
||||
{
|
||||
uint8[] pixelData = append uint8[data.Length];
|
||||
data.CopyTo(pixelData);
|
||||
|
||||
PixelData = pixelData;
|
||||
Width = width;
|
||||
Height = height;
|
||||
Depth = depth;
|
||||
MipLevel = mipLevel;
|
||||
ArraySlice = arraySlice;
|
||||
}
|
||||
|
||||
public uint64 LoadRaw(int x, int y, int z, Format format, ComponentInfo component)
|
||||
{
|
||||
Log.EngineLogger.AssertDebug(x >= 0 && y >= 0 && z >= 0 && x < Width && y < Height && z < Depth);
|
||||
|
||||
int64 pixelOffset = x + (Width * y) + (Width * Height) * z;
|
||||
|
||||
int64 bitOffset = pixelOffset * format.BitsPerPixel();
|
||||
|
||||
bitOffset += component.BitSize;
|
||||
|
||||
int64 byteOffset = bitOffset / 8;
|
||||
int shift = bitOffset % 8;
|
||||
|
||||
int bytesToRead = (component.BitSize + shift) / 8;
|
||||
|
||||
Log.EngineLogger.AssertDebug(bytesToRead <= 8);
|
||||
|
||||
uint64 data = 0;
|
||||
|
||||
data = PixelData.Ptr[byteOffset];
|
||||
data >>= shift;
|
||||
uint64 mask = (1 << component.BitSize) - 1;
|
||||
data &= mask;
|
||||
|
||||
return data;
|
||||
}
|
||||
}
|
||||
|
||||
public TextureSurface[,] Surfaces;
|
||||
|
||||
public this(AssetIdentifier ownAssetIdentifier) : base(ownAssetIdentifier)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public ~this()
|
||||
{
|
||||
for (int i < Surfaces?.GetLength(0) ?? 0)
|
||||
{
|
||||
for (int j < Surfaces.GetLength(1))
|
||||
{
|
||||
delete Surfaces[i, j];
|
||||
}
|
||||
}
|
||||
|
||||
delete Surfaces;
|
||||
}
|
||||
|
||||
public void SetSurfaceCount(int arraySize, int mipMapCount)
|
||||
{
|
||||
Log.EngineLogger.AssertDebug(arraySize > Surfaces.GetLength(0));
|
||||
Log.EngineLogger.AssertDebug(mipMapCount > Surfaces.GetLength(1));
|
||||
|
||||
TextureSurface[,] oldSurfaces = Surfaces;
|
||||
Surfaces = new TextureSurface[arraySize, mipMapCount];
|
||||
|
||||
for (int i < oldSurfaces.GetLength(0))
|
||||
{
|
||||
for (int j < oldSurfaces.GetLength(1))
|
||||
{
|
||||
Surfaces[i, j] = oldSurfaces[i, j];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class TextureProcessor : IAssetProcessor
|
||||
{
|
||||
public AssetProcessorConfig CreateDefaultConfig()
|
||||
{
|
||||
return new TextureProcessorConfig();
|
||||
}
|
||||
|
||||
public Result<Object> Process(ImportedResource importedObject, AssetProcessorConfig config)
|
||||
{
|
||||
Log.EngineLogger.AssertDebug(config is TextureProcessorConfig);
|
||||
Log.EngineLogger.AssertDebug(importedObject is ImportedTexture);
|
||||
|
||||
Try!(ProcessTexture(importedObject as ImportedTexture, config as TextureProcessorConfig));
|
||||
|
||||
return .Ok(null);
|
||||
}
|
||||
|
||||
private Result<void> ProcessTexture(ImportedTexture importedTexture, TextureProcessorConfig config)
|
||||
{
|
||||
ProcessedTexture processedTexture = new ProcessedTexture(new AssetIdentifier(importedTexture.AssetIdentifier.FullIdentifier));
|
||||
|
||||
processedTexture.SetSurfaceCount(importedTexture.TextureInfo.ArraySize, importedTexture.TextureInfo.MipMapCount);
|
||||
|
||||
for (LoadedSurface loadedSurface in importedTexture.Surfaces)
|
||||
{
|
||||
ProcessedTexture.TextureSurface surface = new .(loadedSurface.Width, loadedSurface.Height, loadedSurface.Depth,
|
||||
loadedSurface.Data, loadedSurface.MipLevel, loadedSurface.ArrayIndex);
|
||||
processedTexture.Surfaces[loadedSurface.ArrayIndex, loadedSurface.MipLevel] = surface;
|
||||
}
|
||||
|
||||
if (!(config.GenerateMipMaps case .No))
|
||||
{
|
||||
// TODO: Unpack BC-Formats to RGBA
|
||||
|
||||
GenerateMipMaps(processedTexture, config);
|
||||
}
|
||||
|
||||
// TODO: Pack to BC-Format or what ever was selected.
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
|
||||
private int CalculateMipMapCount(int width, int height, int depth)
|
||||
{
|
||||
var width, height, depth;
|
||||
|
||||
int count = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
count++;
|
||||
|
||||
if (width == 1 && height == 1 && depth == 1)
|
||||
break;
|
||||
|
||||
if (width > 1)
|
||||
width >>= 1;
|
||||
if (height > 1)
|
||||
height >>= 1;
|
||||
if (depth > 1)
|
||||
depth >>= 1;
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
public bool CanGenerateMipMaps(Format format)
|
||||
{
|
||||
// TODO!
|
||||
return true;
|
||||
}
|
||||
|
||||
private Result<void> GenerateMipMaps(ProcessedTexture processedTexture, TextureProcessorConfig config)
|
||||
{
|
||||
if (!CanGenerateMipMaps(processedTexture.PixelFormat))
|
||||
{
|
||||
return .Err;
|
||||
}
|
||||
|
||||
int mipMapCount = CalculateMipMapCount(processedTexture.Width, processedTexture.Height, processedTexture.Depth);
|
||||
|
||||
if (processedTexture.MipMapCount != mipMapCount)
|
||||
{
|
||||
processedTexture.SetSurfaceCount(processedTexture.ArraySize, mipMapCount);
|
||||
}
|
||||
|
||||
for (int arraySlice < processedTexture.ArraySize)
|
||||
{
|
||||
ProcessedTexture.TextureSurface largerSurface = processedTexture.Surfaces[arraySlice, 0];
|
||||
|
||||
for (int mipMap = 1; mipMap < processedTexture.MipMapCount; mipMap++)
|
||||
{
|
||||
ref ProcessedTexture.TextureSurface surface = ref processedTexture.Surfaces[arraySlice, mipMap];
|
||||
|
||||
surface = GenerateMipLevel(processedTexture.PixelFormat, largerSurface, surface);
|
||||
|
||||
largerSurface = surface;
|
||||
}
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
|
||||
// TODO: Generate Mip Maps
|
||||
/*int mipMapCount = CalculateMipMapCount(processedTexture.Width, processedTexture.Height, processedTexture.Depth);
|
||||
|
||||
processedTexture.SetMipMapCount(mipMapCount);
|
||||
|
||||
for (int slice < processedTexture.ArraySize)
|
||||
{
|
||||
for (int mipMap < mipMapCount)
|
||||
{
|
||||
if (processedTexture.Surfaces[slice, mipMap] == null)
|
||||
{
|
||||
processedTexture.Surfaces[slice, mipMap] = GenerateMipLevel(processedTexture.Surfaces[slice, mipMap - 1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
private ProcessedTexture.TextureSurface GenerateMipLevel(Format pixelFormat, ProcessedTexture.TextureSurface largerLevel, ProcessedTexture.TextureSurface smallerLevel)
|
||||
{
|
||||
var smallerLevel;
|
||||
|
||||
int width = Math.Max(largerLevel.Width / 2, 1);
|
||||
int height = Math.Max(largerLevel.Height / 2, 1);
|
||||
int depth = Math.Max(largerLevel.Depth / 2, 1);
|
||||
|
||||
if (smallerLevel == null)
|
||||
{
|
||||
smallerLevel = new ProcessedTexture.TextureSurface(width, height, depth, new uint8[width * height * depth * pixelFormat.BitsPerPixel()], largerLevel.MipLevel + 1, largerLevel.ArraySlice);
|
||||
}
|
||||
|
||||
// TODO: Kaiser mip maps?
|
||||
|
||||
FormatInfo formatInfo = default; //pixelFormat.GetFormatInfo();
|
||||
|
||||
// Simple box filter
|
||||
for (int x < width)
|
||||
for (int y < height)
|
||||
for (int z < depth)
|
||||
{
|
||||
for (int channel < formatInfo.ComponentCount)
|
||||
{
|
||||
ComponentInfo info = formatInfo.Components[channel];
|
||||
|
||||
switch (info.DataType)
|
||||
{
|
||||
case .UNorm, .UInt:
|
||||
|
||||
default:
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return smallerLevel;
|
||||
}
|
||||
|
||||
private void Box<DataType>() where DataType : const ComponentDataType
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
class TextureExporter : IAssetExporter
|
||||
{
|
||||
public AssetExporterConfig CreateDefaultConfig()
|
||||
{
|
||||
return new AssetExporterConfig();
|
||||
}
|
||||
|
||||
public Result<void> Export(Stream stream, ProcessedResource processedResource, AssetExporterConfig config)
|
||||
{
|
||||
Log.EngineLogger.AssertDebug(processedResource is ProcessedTexture);
|
||||
|
||||
ProcessedTexture processedTexture = (.)processedResource;
|
||||
|
||||
/*
|
||||
|
||||
File Format:
|
||||
TextureType (1 byte)
|
||||
Pixel Format (4 bytes)
|
||||
Width of larges mip-slice (4 bytes)
|
||||
Height of larges mip-slice (4 bytes)
|
||||
Depth of larges mip-slice (4 bytes)
|
||||
Array size (4 bytes)
|
||||
Mip map levels (4 bytes)
|
||||
Pixeldata
|
||||
{
|
||||
Array[0]: Mip[0] Mip[1] ... Mip[M]
|
||||
Array[1]: Mip[0] Mip[1] ... Mip[M]
|
||||
...
|
||||
Array[N]: Mip[0] Mip[1] ... Mip[M]
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
Try!(stream.Write(processedTexture.Dimension));
|
||||
Try!(stream.Write(processedTexture.PixelFormat));
|
||||
Try!(stream.Write((uint32)processedTexture.Width));
|
||||
Try!(stream.Write((uint32)processedTexture.Height));
|
||||
Try!(stream.Write((uint32)processedTexture.Depth));
|
||||
Try!(stream.Write((uint32)processedTexture.ArraySize));
|
||||
Try!(stream.Write((uint32)processedTexture.MipMapCount));
|
||||
|
||||
for (int arraySlice < processedTexture.ArraySize)
|
||||
{
|
||||
int validateWidth = processedTexture.Width;
|
||||
int validateHeight = processedTexture.Height;
|
||||
int validateDepth = processedTexture.Depth;
|
||||
|
||||
for (int mipSlice < processedTexture.MipMapCount)
|
||||
{
|
||||
ProcessedTexture.TextureSurface slice = processedTexture.Surfaces[arraySlice, mipSlice];
|
||||
|
||||
Log.EngineLogger.AssertDebug(validateWidth == slice.Width);
|
||||
Log.EngineLogger.AssertDebug(validateHeight == slice.Height);
|
||||
Log.EngineLogger.AssertDebug(validateDepth == slice.Depth);
|
||||
validateWidth /= 2;
|
||||
validateHeight /= 2;
|
||||
validateDepth /= 2;
|
||||
|
||||
if (validateWidth < 1)
|
||||
validateWidth = 1;
|
||||
|
||||
if (validateHeight < 1)
|
||||
validateHeight = 1;
|
||||
|
||||
if (validateDepth < 1)
|
||||
validateDepth = 1;
|
||||
|
||||
Try!(stream.TryWrite(slice.PixelData));
|
||||
}
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
}
|
||||
|
||||
class TextureLoader
|
||||
{
|
||||
public Result<Asset> Load(Stream data, AssetIdentifier assetIdentifier)
|
||||
{
|
||||
Dimension dimension = Try!(data.Read<Dimension>());
|
||||
Format pixelFormat = Try!(data.Read<Format>());
|
||||
uint32 width = Try!(data.Read<uint32>());
|
||||
uint32 height = Try!(data.Read<uint32>());
|
||||
uint32 depth = Try!(data.Read<uint32>());
|
||||
uint32 arraySize = Try!(data.Read<uint32>());
|
||||
uint32 mipMapCount = Try!(data.Read<uint32>());
|
||||
|
||||
|
||||
|
||||
return .Ok(null);
|
||||
}
|
||||
}
|
||||
@@ -343,7 +343,7 @@ class EditorTextureAssetLoader : IAssetLoader//, IReloadingAssetLoader
|
||||
staging.MipLevels = (.)textureInfo.MipMapCount;
|
||||
staging.ArraySize = (.)textureInfo.ArraySize;
|
||||
|
||||
staging.Format = textureInfo.PixelFormat;
|
||||
staging.Format = (.)textureInfo.PixelFormat;
|
||||
|
||||
// TODO: allow enabling read/write
|
||||
staging.CpuAccess = .None;
|
||||
@@ -370,7 +370,7 @@ class EditorTextureAssetLoader : IAssetLoader//, IReloadingAssetLoader
|
||||
staging.MipLevels = (.)textureInfo.MipMapCount;
|
||||
staging.ArraySize = (.)textureInfo.ArraySize;
|
||||
|
||||
staging.Format = textureInfo.PixelFormat;
|
||||
staging.Format = (.)textureInfo.PixelFormat;
|
||||
|
||||
// TODO: allow enabling read/write
|
||||
staging.CpuAccess = .None;
|
||||
|
||||
@@ -561,7 +561,7 @@ class TexturererViewerer
|
||||
|
||||
_renderTargetEffect.Variables["Swizzle"].SetData(int4((int32)_swizzleR, (int32)_swizzleG, (int32)_swizzleB, (int32)_swizzleA));
|
||||
|
||||
if (format.IsInt())
|
||||
if (((DirectX.DXGI.Format)format).IsInt())
|
||||
{
|
||||
// Int Texture
|
||||
_renderTargetEffect.Variables["Mode"].SetData(1);
|
||||
@@ -598,7 +598,7 @@ class TexturererViewerer
|
||||
{
|
||||
var desc = _groupIndex >= 0 ? viewedTexture.[Friend]_colorTargetDescriptions[_groupIndex] : viewedTexture.[Friend]_depthTargetDescription;
|
||||
|
||||
RenderTexture(viewedTexture.GetViewBinding(_groupIndex), float2(viewedTexture.Width, viewedTexture.Height), desc.Format.GetShaderViewFormat());
|
||||
RenderTexture(viewedTexture.GetViewBinding(_groupIndex), float2(viewedTexture.Width, viewedTexture.Height), (.)desc.Format.GetShaderViewFormat());
|
||||
}
|
||||
|
||||
private void RenderTexture(Texture viewedTexture)
|
||||
|
||||
@@ -79,9 +79,9 @@ class PropertiesWindow : EditorWindow
|
||||
Asset asset = _editor.ContentManager.GetAsset(null, _currentAssetHandle);
|
||||
|
||||
// We need the actual asset for preview and sometimes for editing
|
||||
if (asset?.Identifier != assetFile.Identifier)
|
||||
if (asset?.Identifier != assetFile.AssetFile.Identifier)
|
||||
{
|
||||
_currentAssetHandle = _editor.ContentManager.LoadAsset(assetFile.Identifier);
|
||||
_currentAssetHandle = _editor.ContentManager.LoadAsset(assetFile.AssetFile.Identifier);
|
||||
}
|
||||
|
||||
// TODO: allow changing AssetLoader
|
||||
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
using GlitchyEngine;
|
||||
using GlitchyEngine.Content;
|
||||
using GlitchyEditor.Assets;
|
||||
using GlitchyEditor.Assets.Importers;
|
||||
|
||||
namespace GlitchyEditor
|
||||
{
|
||||
@@ -36,6 +37,12 @@ namespace GlitchyEditor
|
||||
_contentManager.SetAsDefaultAssetLoader<EffectAssetLoader>(".hlsl");
|
||||
_contentManager.SetAssetPropertiesEditor<EffectAssetLoader>(=> EffectAssetPropertiesEditor.Factory);
|
||||
|
||||
_contentManager.RegisterAssetImporter<TextureImporter>();
|
||||
_contentManager.RegisterAssetProcessor<TextureProcessor>();
|
||||
_contentManager.RegisterAssetExporter<TextureExporter>();
|
||||
|
||||
_contentManager.ConfigureDefaultProcessing<TextureImporter, TextureProcessor, TextureExporter>(".png");
|
||||
|
||||
_contentManager.SetResourcesDirectory("./Resources");
|
||||
|
||||
return _contentManager;
|
||||
|
||||
@@ -9,6 +9,9 @@ using GlitchyEditor.Assets;
|
||||
using GlitchyEngine;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using GlitchyEditor.Assets.Importers;
|
||||
using GlitchyEngine.Core;
|
||||
|
||||
using internal GlitchyEngine.Content.Asset;
|
||||
|
||||
namespace GlitchyEditor;
|
||||
@@ -18,19 +21,22 @@ class EditorContentManager : IContentManager
|
||||
private append String _resourcesDirectory = .();
|
||||
private append String _assetsDirectory = .();
|
||||
|
||||
public StringView ResourcesDirectory => _resourcesDirectory;
|
||||
public StringView AssetDirectory => _assetsDirectory;
|
||||
|
||||
private append Dictionary<StringView, AssetHandle> _identiferToHandle = .(); // TODO: Check if all resources are unloaded
|
||||
|
||||
private append Dictionary<AssetHandle, Asset> _handleToAsset = .();
|
||||
|
||||
private append AssetHierarchy _assetHierarchy = .(this);
|
||||
|
||||
public AssetHierarchy AssetHierarchy => _assetHierarchy;
|
||||
private append AssetCache _assetCache = .() ~ delete:append _;
|
||||
private append AssetConverter _assetConverter = .(this) ~ delete:append _;
|
||||
|
||||
private append List<AssetHandle> _reloadQueue = .();
|
||||
|
||||
public StringView ResourcesDirectory => _resourcesDirectory;
|
||||
public StringView AssetDirectory => _assetsDirectory;
|
||||
public AssetHierarchy AssetHierarchy => _assetHierarchy;
|
||||
public AssetCache AssetCache => _assetCache;
|
||||
public AssetConverter AssetConverter => _assetConverter;
|
||||
|
||||
public this()
|
||||
{
|
||||
_assetHierarchy.OnFileContentChanged.Add(new => OnFileContentChanged);
|
||||
@@ -45,7 +51,7 @@ class EditorContentManager : IContentManager
|
||||
private void OnFileContentChanged(AssetNode assetNode)
|
||||
{
|
||||
// Asset isn't loaded so we don't need to reload it.
|
||||
if (assetNode.AssetFile.LoadedAsset == null)
|
||||
if (assetNode.AssetFile?.LoadedAsset == null)
|
||||
return;
|
||||
|
||||
_reloadQueue.Add(assetNode.AssetFile.LoadedAsset.Handle);
|
||||
@@ -60,7 +66,7 @@ class EditorContentManager : IContentManager
|
||||
Asset asset = assetNode.AssetFile.LoadedAsset;
|
||||
|
||||
_identiferToHandle.Remove(oldIdentifier);
|
||||
asset.Identifier = assetNode.AssetFile.Identifier;
|
||||
asset.Identifier = assetNode.Identifier;
|
||||
_identiferToHandle.Add(asset.Identifier, asset.Handle);
|
||||
}
|
||||
|
||||
@@ -80,8 +86,15 @@ class EditorContentManager : IContentManager
|
||||
_assetHierarchy.SetAssetsDirectory(_assetsDirectory);
|
||||
}
|
||||
|
||||
public void SetAssetCacheDirectory(StringView fileName)
|
||||
{
|
||||
_assetCache.SetDirectory(fileName);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
_assetConverter.Update();
|
||||
|
||||
SwapInLoadedAssets();
|
||||
|
||||
if (!_reloadQueue.IsEmpty)
|
||||
@@ -135,6 +148,16 @@ class EditorContentManager : IContentManager
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// TODO: This type sucks!
|
||||
public Result<(IAssetImporter Importer, IAssetProcessor Processor, IAssetExporter Exporter)> GetDefaultProcessors(StringView fileExtension)
|
||||
{
|
||||
if (_defaultAssetProcessors.TryGetValue(fileExtension, let value))
|
||||
return value;
|
||||
|
||||
return .Err;
|
||||
}
|
||||
|
||||
private append List<String> _supportedExtensions = .() ~ ClearAndDeleteItems!(_);
|
||||
private append List<IAssetLoader> _assetLoaders = .() ~ ClearAndDeleteItems!(_);
|
||||
private append Dictionary<StringView, IAssetLoader> _defaultAssetLoaders = .();
|
||||
@@ -143,8 +166,14 @@ class EditorContentManager : IContentManager
|
||||
{
|
||||
delete key;
|
||||
}
|
||||
delete:append _;
|
||||
};
|
||||
|
||||
private append List<IAssetImporter> _assetImporters = .() ~ ClearAndDeleteItems!(_);
|
||||
private append List<IAssetProcessor> _assetProcessors = .() ~ ClearAndDeleteItems!(_);
|
||||
private append List<IAssetExporter> _assetExporters = .() ~ ClearAndDeleteItems!(_);
|
||||
private append Dictionary<StringView, (IAssetImporter Importer, IAssetProcessor Processor, IAssetExporter Exporter)> _defaultAssetProcessors = .() ~ delete:append _;
|
||||
|
||||
public void RegisterAssetLoader<T>() where T : new, class, IAssetLoader
|
||||
{
|
||||
// Log.EngineLogger.AssertDebug(!_assetLoaders.Any((l) => l.GetType() == typeof(T)), "Asset loader already registered.");
|
||||
@@ -157,6 +186,30 @@ class EditorContentManager : IContentManager
|
||||
_supportedExtensions.Add(new String(ext));
|
||||
}
|
||||
|
||||
public void RegisterAssetImporter<T>() where T : new, class, IAssetImporter
|
||||
{
|
||||
T assetImporter = new T();
|
||||
|
||||
_assetImporters.Add(assetImporter);
|
||||
|
||||
for (StringView ext in T.FileExtensions)
|
||||
_supportedExtensions.Add(new String(ext));
|
||||
}
|
||||
|
||||
public void RegisterAssetProcessor<T>() where T : new, class, IAssetProcessor
|
||||
{
|
||||
T assetProcessor = new T();
|
||||
|
||||
_assetProcessors.Add(assetProcessor);
|
||||
}
|
||||
|
||||
public void RegisterAssetExporter<T>() where T : new, class, IAssetExporter
|
||||
{
|
||||
T assetExporter = new T();
|
||||
|
||||
_assetExporters.Add(assetExporter);
|
||||
}
|
||||
|
||||
public void SetAsDefaultAssetLoader<T>(params Span<StringView> fileExtensions) where T : IAssetLoader
|
||||
{
|
||||
for (var ext in fileExtensions)
|
||||
@@ -186,6 +239,63 @@ class EditorContentManager : IContentManager
|
||||
}
|
||||
}
|
||||
|
||||
public void ConfigureDefaultProcessing<TImport, TProcess, TExport>(params Span<StringView> fileExtensions) where TImport : IAssetImporter where TProcess : IAssetProcessor where TExport : IAssetExporter
|
||||
{
|
||||
for (var ext in fileExtensions)
|
||||
{
|
||||
// Find file extension in registered file extensions
|
||||
String foundExtension = null;
|
||||
|
||||
for (var supportedExt in _supportedExtensions)
|
||||
{
|
||||
if (supportedExt == ext)
|
||||
{
|
||||
foundExtension = supportedExt;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Log.EngineLogger.Assert(foundExtension != null, "File Extension is not registered.");
|
||||
|
||||
//IAssetImporter importer = _assetImporters.Where((i) => i.GetType() == typeof(TImport)).First();
|
||||
//IAssetProcessor processor = _assetProcessors.Where((i) => i.GetType() == typeof(TProcess)).First();
|
||||
//IAssetExporter exporter = _assetExporters.Where((i) => i.GetType() == typeof(TExport)).First();
|
||||
|
||||
IAssetImporter importer = null;
|
||||
IAssetProcessor processor = null;
|
||||
IAssetExporter exporter = null;
|
||||
|
||||
for (var i in _assetImporters)
|
||||
{
|
||||
if (i.GetType() == typeof(TImport))
|
||||
{
|
||||
importer = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (var i in _assetProcessors)
|
||||
{
|
||||
if (i.GetType() == typeof(TProcess))
|
||||
{
|
||||
processor = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (var i in _assetExporters)
|
||||
{
|
||||
if (i.GetType() == typeof(TExport))
|
||||
{
|
||||
exporter = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_defaultAssetProcessors[foundExtension] = (importer, processor, exporter);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetAssetPropertiesEditor(Type assetLoaderType, function AssetPropertiesEditor(AssetFile) editorFactory)
|
||||
{
|
||||
String loaderTypeName = new String();
|
||||
@@ -275,11 +385,12 @@ class EditorContentManager : IContentManager
|
||||
return;
|
||||
}
|
||||
|
||||
AssetFile file = resultNode->Value.AssetFile;
|
||||
AssetNode assetNode = resultNode->Value;
|
||||
AssetFile file = assetNode.AssetFile;
|
||||
|
||||
IAssetLoader assetLoader = GetAssetLoader(file);
|
||||
|
||||
Stream stream = OpenStream(file.FilePath, true);
|
||||
Stream stream = OpenStream(assetNode.Path, true);
|
||||
|
||||
// TODO: Add async loading!
|
||||
Asset loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
|
||||
@@ -361,13 +472,13 @@ class EditorContentManager : IContentManager
|
||||
|
||||
String filePath = scope String(resultNode->Value.Path);
|
||||
|
||||
AssetFile file = resultNode->Value.AssetFile;
|
||||
AssetNode assetNode = resultNode->Value;
|
||||
AssetFile file = assetNode.AssetFile;
|
||||
|
||||
GetResourceAndSubassetName(file.Identifier, let resourceName, let subassetName);
|
||||
GetResourceAndSubassetName(assetNode.Identifier, let resourceName, let subassetName);
|
||||
|
||||
IAssetLoader assetLoader = GetAssetLoader(file);
|
||||
|
||||
// TODO: what are we supposed to do if we don't find a loader? Surely not crash...
|
||||
//Log.EngineLogger.AssertDebug(assetLoader != null);
|
||||
if (assetLoader == null)
|
||||
{
|
||||
@@ -407,7 +518,7 @@ class EditorContentManager : IContentManager
|
||||
loadedAsset = placeholder;
|
||||
}
|
||||
|
||||
loadedAsset.Identifier = file.Identifier;
|
||||
loadedAsset.Identifier = assetNode.Identifier;
|
||||
|
||||
_handleToAsset.Add(handle, loadedAsset);
|
||||
|
||||
@@ -584,6 +695,26 @@ class EditorContentManager : IContentManager
|
||||
return assetLoader;
|
||||
}
|
||||
|
||||
public IAssetImporter GetAssetImporter(AssetFile file)
|
||||
{
|
||||
IAssetImporter result = null;
|
||||
|
||||
String typeName = scope .(128);
|
||||
|
||||
for (IAssetImporter importer in _assetImporters)
|
||||
{
|
||||
importer.GetType().GetName(typeName..Clear());
|
||||
|
||||
if (typeName == file.AssetConfig.Importer)
|
||||
{
|
||||
result = importer;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public enum SaveAssetError
|
||||
{
|
||||
case Unknown;
|
||||
|
||||
@@ -765,6 +765,7 @@ namespace GlitchyEditor
|
||||
|
||||
String appAssemblyPath = scope String();
|
||||
_contentManager.SetAssetDirectory(_currentProject.AssetsFolder);
|
||||
_contentManager.SetAssetCacheDirectory(_currentProject.GetScopedPath!(".cache"));
|
||||
|
||||
_currentProject.PathInProject(appAssemblyPath, scope $"bin/{_currentProject.Name}.dll");
|
||||
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
namespace GlitchyEngine.Content;
|
||||
|
||||
enum AssetCompression : uint8
|
||||
{
|
||||
None,
|
||||
L4Z
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
namespace GlitchyEngine.Content;
|
||||
|
||||
enum AssetType : uint16
|
||||
{
|
||||
Unknown,
|
||||
Texture
|
||||
}
|
||||
@@ -56,7 +56,7 @@ namespace GlitchyEngine.Renderer
|
||||
public override uint32 Height => nativeDesc.Height;
|
||||
public override uint32 ArraySize => nativeDesc.ArraySize;
|
||||
public override uint32 MipLevels => nativeDesc.MipLevels;
|
||||
public override Format Format => nativeDesc.Format;
|
||||
public override Format Format => (.)nativeDesc.Format;
|
||||
|
||||
|
||||
/*protected override void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch)
|
||||
@@ -304,7 +304,7 @@ namespace GlitchyEngine.Renderer
|
||||
public override uint32 Height => nativeDesc.Height;
|
||||
public override uint32 ArraySize => nativeDesc.ArraySize / 6;
|
||||
public override uint32 MipLevels => nativeDesc.MipLevels;
|
||||
public override Format Format => nativeDesc.Format;
|
||||
public override Format Format => (.)nativeDesc.Format;
|
||||
|
||||
protected override void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch)
|
||||
{
|
||||
|
||||
@@ -33,7 +33,7 @@ namespace GlitchyEngine.Renderer
|
||||
Debug.Assert(input.Count == output.Count);
|
||||
|
||||
for(int i < input.Count)
|
||||
output[i] = .(input[i].SemanticName, input[i].SemanticIndex, input[i].Format, input[i].InputSlot, input[i].AlignedByteOffset, (.)input[i].InputSlotClass, input[i].InstanceDataStepRate);
|
||||
output[i] = .(input[i].SemanticName, input[i].SemanticIndex, (.)input[i].Format, input[i].InputSlot, input[i].AlignedByteOffset, (.)input[i].InputSlotClass, input[i].InstanceDataStepRate);
|
||||
}
|
||||
|
||||
/// Validates or gets the validated input layout for the given vertexshader.
|
||||
|
||||
@@ -160,9 +160,6 @@ namespace GlitchyEngine.Renderer
|
||||
//Structured = 2,
|
||||
}
|
||||
|
||||
typealias Format = DirectX.DXGI.Format;
|
||||
|
||||
|
||||
public struct BufferDescription
|
||||
{
|
||||
/**
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user