ADD: async glTF loading
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@@ -30,6 +30,7 @@
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#include "core/context.h"
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#include "core/pipeline/manager.h"
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#include "core/assets/manager.h"
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#include "core/assets/async_loader.h"
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#include "render/graph/graph.h"
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#include "core/raytracing/raytracing.h"
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#include "core/assets/texture_cache.h"
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@@ -70,6 +71,7 @@ public:
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std::unique_ptr<SceneManager> _sceneManager;
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std::unique_ptr<PipelineManager> _pipelineManager;
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std::unique_ptr<AssetManager> _assetManager;
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std::unique_ptr<AsyncAssetLoader> _asyncLoader;
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std::unique_ptr<RenderGraph> _renderGraph;
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std::unique_ptr<RayTracingManager> _rayManager;
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std::unique_ptr<TextureCache> _textureCache;
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@@ -202,6 +204,12 @@ public:
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const std::string &modelRelativePath,
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const glm::mat4 &transform = glm::mat4(1.f));
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// Asynchronous glTF load that reports progress via AsyncAssetLoader.
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// Returns a JobID that can be queried via AsyncAssetLoader.
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uint32_t loadGLTFAsync(const std::string &sceneName,
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const std::string &modelRelativePath,
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const glm::mat4 &transform = glm::mat4(1.f));
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bool resize_requested{false};
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bool freeze_rendering{false};
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