EDIT: folder structure refactoring (src/core)
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125
src/core/assets/manager.h
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125
src/core/assets/manager.h
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#pragma once
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#include <memory>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <unordered_map>
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#include <filesystem>
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#include <vector>
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#include <utility>
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#include <scene/vk_loader.h>
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#include <core/types.h>
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#include "render/materials.h"
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#include "locator.h"
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class VulkanEngine;
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class MeshAsset;
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class AssetManager
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{
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public:
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struct MaterialOptions
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{
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std::string albedoPath;
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std::string metalRoughPath;
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// Optional tangent-space normal map for PBR (placeholder; not wired yet)
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// When enabled later, this will be sampled in shaders and requires tangents.
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std::string normalPath;
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bool albedoSRGB = true;
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bool metalRoughSRGB = false;
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bool normalSRGB = false; // normal maps are typically non-sRGB
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GLTFMetallic_Roughness::MaterialConstants constants{};
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MaterialPass pass = MaterialPass::MainColor;
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};
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struct MeshGeometryDesc
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{
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enum class Type { Provided, Cube, Sphere, Plane, Capsule };
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Type type = Type::Provided;
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std::span<Vertex> vertices{};
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std::span<uint32_t> indices{};
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int sectors = 16;
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int stacks = 16;
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};
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struct MeshMaterialDesc
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{
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enum class Kind { Default, Textured };
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Kind kind = Kind::Default;
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MaterialOptions options{};
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};
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struct MeshCreateInfo
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{
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std::string name;
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MeshGeometryDesc geometry;
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MeshMaterialDesc material;
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// Optional override for collision / picking bounds type for this mesh.
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// When unset, a reasonable default is chosen based on geometry.type.
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std::optional<BoundsType> boundsType;
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};
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void init(VulkanEngine *engine);
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void cleanup();
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std::string shaderPath(std::string_view name) const;
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std::string modelPath(std::string_view name) const;
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std::string assetPath(std::string_view name) const;
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std::optional<std::shared_ptr<LoadedGLTF> > loadGLTF(std::string_view nameOrPath);
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// Queue texture loads for a glTF file ahead of time. This parses the glTF,
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// builds TextureCache keys for referenced images (both external URIs and
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// embedded images in buffers), and issues TextureCache::request() calls.
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// Actual uploads happen via the normal per-frame pump.
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// Returns number of textures scheduled.
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size_t prefetchGLTFTextures(std::string_view nameOrPath);
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std::shared_ptr<MeshAsset> createMesh(const MeshCreateInfo &info);
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std::shared_ptr<MeshAsset> getPrimitive(std::string_view name) const;
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std::shared_ptr<MeshAsset> createMesh(const std::string &name,
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std::span<Vertex> vertices,
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std::span<uint32_t> indices,
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std::shared_ptr<GLTFMaterial> material = {});
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std::shared_ptr<MeshAsset> getMesh(const std::string &name) const;
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bool removeMesh(const std::string &name);
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// Convenience: create a PBR material from constants using engine default textures
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std::shared_ptr<GLTFMaterial> createMaterialFromConstants(const std::string &name,
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const GLTFMetallic_Roughness::MaterialConstants &constants,
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MaterialPass pass = MaterialPass::MainColor);
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const AssetPaths &paths() const { return _locator.paths(); }
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void setPaths(const AssetPaths &p) { _locator.setPaths(p); }
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private:
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VulkanEngine *_engine = nullptr;
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AssetLocator _locator;
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std::unordered_map<std::string, std::weak_ptr<LoadedGLTF> > _gltfCacheByPath;
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std::unordered_map<std::string, std::shared_ptr<MeshAsset> > _meshCache;
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std::unordered_map<std::string, AllocatedBuffer> _meshMaterialBuffers;
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std::unordered_map<std::string, std::vector<AllocatedImage> > _meshOwnedImages;
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AllocatedBuffer createMaterialBufferWithConstants(const GLTFMetallic_Roughness::MaterialConstants &constants) const;
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std::shared_ptr<GLTFMaterial> createMaterial(MaterialPass pass,
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const GLTFMetallic_Roughness::MaterialResources &res) const;
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std::pair<AllocatedImage, bool> loadImageFromAsset(std::string_view path, bool srgb) const;
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};
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