405 lines
12 KiB
C++
405 lines
12 KiB
C++
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#include <assets/assets_module.h>
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#include <assets/loaders/shader_loader.h>
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#include <assets/loaders/texture_loader.h>
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#include <event/events.h>
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#include <filesystem>
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#include <thread>
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#include <utils/logger.h>
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namespace extra2d {
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AssetsModule *g_assetsModule = nullptr;
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AssetsModule::AssetsModule() { g_assetsModule = this; }
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AssetsModule::~AssetsModule() {
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if (g_assetsModule == this) {
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g_assetsModule = nullptr;
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}
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}
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bool AssetsModule::init() {
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E2D_LOG_INFO("AssetsModule initializing...");
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textureLoader_ = std::make_unique<TextureLoader>();
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shaderLoader_ = std::make_unique<ShaderLoader>();
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// 监听窗口显示事件,在 OpenGL 上下文创建完成后创建默认资源
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onShowListener_ = std::make_unique<events::OnShow::Listener>();
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onShowListener_->bind([this]() { this->onGLContextReady(); });
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E2D_LOG_INFO(
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"AssetsModule initialized successfully (waiting for GL context)");
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return true;
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}
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void AssetsModule::onGLContextReady() {
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if (defaultResourcesCreated_) {
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return;
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}
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E2D_LOG_INFO("OpenGL context ready, creating default resources...");
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if (!createDefaultResources()) {
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E2D_LOG_ERROR("Failed to create default resources");
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return;
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}
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defaultResourcesCreated_ = true;
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E2D_LOG_INFO("Default resources created successfully");
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}
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void AssetsModule::shutdown() {
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E2D_LOG_INFO("AssetsModule shutting down...");
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// 释放事件监听器
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onShowListener_.reset();
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destroyDefaultResources();
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textures_.clear();
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shaders_.clear();
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materials_.clear();
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meshes_.clear();
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texturePathCache_.clear();
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shaderPathCache_.clear();
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textureLoader_.reset();
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shaderLoader_.reset();
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defaultResourcesCreated_ = false;
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E2D_LOG_INFO("AssetsModule shutdown complete");
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}
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AssetsModule *getAssets() { return g_assetsModule; }
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//===========================================================================
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// Texture 加载特化
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//===========================================================================
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template <>
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Handle<Texture> AssetsModule::load<Texture>(const std::string &path) {
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auto it = texturePathCache_.find(path);
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if (it != texturePathCache_.end()) {
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if (textures_.isValid(it->second)) {
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return it->second;
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}
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texturePathCache_.erase(it);
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}
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if (!textureLoader_) {
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E2D_LOG_ERROR("TextureLoader not registered");
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return Handle<Texture>::invalid();
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}
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Ptr<Texture> texture = textureLoader_->load(path);
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if (!texture) {
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E2D_LOG_ERROR("Failed to load texture: {}", path);
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return Handle<Texture>::invalid();
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}
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Handle<Texture> handle = textures_.insert(texture);
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texturePathCache_[path] = handle;
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E2D_LOG_DEBUG("Loaded texture: {} -> handle index {}", path, handle.index());
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return handle;
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}
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template <>
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Handle<Texture> AssetsModule::loadFromMemory<Texture>(const std::string &key,
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const uint8_t *data,
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size_t size) {
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auto it = texturePathCache_.find(key);
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if (it != texturePathCache_.end()) {
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if (textures_.isValid(it->second)) {
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return it->second;
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}
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texturePathCache_.erase(it);
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}
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if (!textureLoader_) {
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E2D_LOG_ERROR("TextureLoader not registered");
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return Handle<Texture>::invalid();
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}
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Ptr<Texture> texture = textureLoader_->loadFromMemory(data, size);
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if (!texture) {
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E2D_LOG_ERROR("Failed to load texture from memory: {}", key);
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return Handle<Texture>::invalid();
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}
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Handle<Texture> handle = textures_.insert(texture);
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texturePathCache_[key] = handle;
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return handle;
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}
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//===========================================================================
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// Shader 加载特化
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//===========================================================================
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template <> Handle<Shader> AssetsModule::load<Shader>(const std::string &path) {
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auto it = shaderPathCache_.find(path);
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if (it != shaderPathCache_.end()) {
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if (shaders_.isValid(it->second)) {
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return it->second;
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}
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shaderPathCache_.erase(it);
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}
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if (!shaderLoader_) {
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E2D_LOG_ERROR("ShaderLoader not registered");
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return Handle<Shader>::invalid();
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}
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Ptr<Shader> shader = shaderLoader_->load(path);
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if (!shader) {
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E2D_LOG_ERROR("Failed to load shader: {}", path);
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return Handle<Shader>::invalid();
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}
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Handle<Shader> handle = shaders_.insert(shader);
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shaderPathCache_[path] = handle;
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E2D_LOG_DEBUG("Loaded shader: {} -> handle index {}", path, handle.index());
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return handle;
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}
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template <>
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Handle<Shader> AssetsModule::load<Shader>(const std::string &vertPath,
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const std::string &fragPath) {
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std::string cacheKey = vertPath + "|" + fragPath;
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auto it = shaderPathCache_.find(cacheKey);
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if (it != shaderPathCache_.end()) {
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if (shaders_.isValid(it->second)) {
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return it->second;
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}
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shaderPathCache_.erase(it);
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}
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if (!shaderLoader_) {
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E2D_LOG_ERROR("ShaderLoader not registered");
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return Handle<Shader>::invalid();
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}
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ShaderLoader *shaderLoader = static_cast<ShaderLoader *>(shaderLoader_.get());
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Ptr<Shader> shader = shaderLoader->load(vertPath, fragPath);
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if (!shader) {
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E2D_LOG_ERROR("Failed to load shader: {} + {}", vertPath, fragPath);
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return Handle<Shader>::invalid();
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}
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Handle<Shader> handle = shaders_.insert(shader);
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shaderPathCache_[cacheKey] = handle;
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E2D_LOG_DEBUG("Loaded shader: {} + {} -> handle index {}", vertPath, fragPath,
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handle.index());
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return handle;
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}
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//===========================================================================
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// 批量加载
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//===========================================================================
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template <>
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std::vector<Handle<Texture>>
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AssetsModule::loadDir<Texture>(const std::string &directory,
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const std::string &pattern, bool recursive) {
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std::vector<Handle<Texture>> handles;
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try {
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std::filesystem::path dirPath(directory);
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if (!std::filesystem::exists(dirPath)) {
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E2D_LOG_WARN("Directory not found: {}", directory);
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return handles;
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}
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auto loadFile = [this, &handles](const std::filesystem::path &filePath) {
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std::string ext = filePath.extension().string();
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std::string pathStr = filePath.string();
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for (const auto &supportedExt : textureLoader_->getExtensions()) {
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if (ext == supportedExt) {
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Handle<Texture> handle = load<Texture>(pathStr);
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if (handle.isValid()) {
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handles.push_back(handle);
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}
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break;
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}
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}
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};
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if (recursive) {
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for (const auto &entry :
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std::filesystem::recursive_directory_iterator(dirPath)) {
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if (entry.is_regular_file()) {
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loadFile(entry.path());
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}
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}
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} else {
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for (const auto &entry : std::filesystem::directory_iterator(dirPath)) {
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if (entry.is_regular_file()) {
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loadFile(entry.path());
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}
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}
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}
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} catch (const std::exception &e) {
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E2D_LOG_ERROR("Error loading directory {}: {}", directory, e.what());
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}
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E2D_LOG_DEBUG("Loaded {} textures from {}", handles.size(), directory);
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return handles;
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}
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//===========================================================================
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// 异步加载
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//===========================================================================
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template <>
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void AssetsModule::loadAsync<Texture>(
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const std::string &path, std::function<void(Handle<Texture>)> callback) {
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std::thread([this, path, callback]() {
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Handle<Texture> handle = load<Texture>(path);
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if (callback) {
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callback(handle);
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}
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}).detach();
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}
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//===========================================================================
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// 加载器注册
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//===========================================================================
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template <>
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void AssetsModule::registerLoader<Texture>(
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std::unique_ptr<AssetLoader<Texture>> loader) {
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textureLoader_ = std::move(loader);
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}
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template <>
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void AssetsModule::registerLoader<Shader>(
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std::unique_ptr<AssetLoader<Shader>> loader) {
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shaderLoader_ = std::move(loader);
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}
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//===========================================================================
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// 默认资源
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//===========================================================================
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bool AssetsModule::createDefaultResources() {
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{
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Ptr<Texture> texture = makePtr<Texture>();
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uint8_t whitePixel[] = {255, 255, 255, 255};
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if (!texture->loadFromMemory(whitePixel, 1, 1, TextureFormat::RGBA8)) {
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E2D_LOG_ERROR("Failed to create default texture");
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return false;
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}
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defaultTexture_ = textures_.insert(texture);
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E2D_LOG_DEBUG("Created default texture");
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}
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{
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// 从文件加载默认着色器
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std::filesystem::path vertPath = "shader/default.vert";
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std::filesystem::path fragPath = "shader/default.frag";
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Ptr<Shader> shader = makePtr<Shader>();
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if (!std::filesystem::exists(vertPath) ||
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!std::filesystem::exists(fragPath)) {
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E2D_LOG_ERROR("Default shader files not found: {}, {}", vertPath.string(),
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fragPath.string());
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return false;
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}
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if (!shader->loadFromFile(vertPath.string(), fragPath.string())) {
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E2D_LOG_ERROR("Failed to load default shader from files: {}, {}",
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vertPath.string(), fragPath.string());
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return false;
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}
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defaultShader_ = shaders_.insert(shader);
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E2D_LOG_DEBUG("Loaded default shader from files: {}, {}", vertPath.string(),
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fragPath.string());
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}
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{
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Ptr<Material> material = makePtr<Material>();
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material->setShader(getPtr(defaultShader_));
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defaultMaterial_ = materials_.insert(material);
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E2D_LOG_DEBUG("Created default material");
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}
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{
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Ptr<Mesh> mesh = Mesh::createQuad(Vec2(1.0f, 1.0f));
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if (!mesh) {
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E2D_LOG_ERROR("Failed to create default quad mesh");
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return false;
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}
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defaultQuad_ = meshes_.insert(mesh);
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E2D_LOG_DEBUG("Created default quad mesh");
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}
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return true;
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}
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void AssetsModule::destroyDefaultResources() {
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materials_.remove(defaultMaterial_);
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meshes_.remove(defaultQuad_);
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textures_.remove(defaultTexture_);
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shaders_.remove(defaultShader_);
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defaultMaterial_ = Handle<Material>::invalid();
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defaultQuad_ = Handle<Mesh>::invalid();
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defaultTexture_ = Handle<Texture>::invalid();
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defaultShader_ = Handle<Shader>::invalid();
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}
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Handle<Texture> AssetsModule::getDefaultTexture() { return defaultTexture_; }
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Handle<Shader> AssetsModule::getDefaultShader() { return defaultShader_; }
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Handle<Material> AssetsModule::getDefaultMaterial() { return defaultMaterial_; }
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Handle<Mesh> AssetsModule::getDefaultQuad() { return defaultQuad_; }
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Texture *AssetsModule::getDefaultTexturePtr() {
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return textures_.get(defaultTexture_);
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}
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Shader *AssetsModule::getDefaultShaderPtr() {
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return shaders_.get(defaultShader_);
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}
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Material *AssetsModule::getDefaultMaterialPtr() {
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return materials_.get(defaultMaterial_);
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}
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Mesh *AssetsModule::getDefaultQuadPtr() { return meshes_.get(defaultQuad_); }
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//===========================================================================
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// 热重载
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//===========================================================================
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void AssetsModule::enableHotReload(bool enable) { hotReloadEnabled_ = enable; }
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void AssetsModule::checkForChanges() {}
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//===========================================================================
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// 统计
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//===========================================================================
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AssetsModule::Stats AssetsModule::getStats() const {
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Stats stats;
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stats.textureCount = textures_.count();
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stats.shaderCount = shaders_.count();
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stats.materialCount = materials_.count();
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stats.meshCount = meshes_.count();
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return stats;
|
||
|
|
}
|
||
|
|
|
||
|
|
} // namespace extra2d
|