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