Refactor asset handling
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@@ -1,11 +1,11 @@
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#include "copium/core/Vulkan.h"
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#include "copium/asset/AssetManager.h"
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#include "copium/sampler/Texture2D.h"
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#include "copium/buffer/Framebuffer.h"
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#include "copium/pipeline/Pipeline.h"
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#include "copium/sampler/ColorAttachment.h"
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#include "copium/sampler/Font.h"
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#include "copium/pipeline/Pipeline.h"
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#include "copium/buffer/Framebuffer.h"
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#include "copium/sampler/Texture2D.h"
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#include "copium/util/Timer.h"
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namespace Copium
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@@ -15,7 +15,7 @@ namespace Copium
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std::unique_ptr<Device> Vulkan::device;
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std::unique_ptr<SwapChain> Vulkan::swapChain;
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std::unique_ptr<ImGuiInstance> Vulkan::imGuiInstance;
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AssetHandle Vulkan::emptyTexture2D;
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AssetHandle<Texture2D> Vulkan::emptyTexture2D;
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void Vulkan::Initialize()
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{
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@@ -38,13 +38,13 @@ namespace Copium
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// TODO: Make the working directory always be relative to the assets folder
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// By looking at where the executable is, since that should always be in the bin folder (it currently isn't though)
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AssetManager::RegisterAssetDir("assets/");
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emptyTexture2D = AssetManager::RegisterRuntimeAsset("empty_texture2d", std::make_unique<Texture2D>(std::vector<uint8_t>{255, 0, 255, 255}, 1, 1, SamplerCreator{}));
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emptyTexture2D = AssetHandle<Texture2D>{"empty_texture2d", std::make_unique<Texture2D>(std::vector<uint8_t>{255, 0, 255, 255}, 1, 1, SamplerCreator{})};
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CP_INFO("Initialized AssetManager in %f seconds", timer.Elapsed());
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}
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void Vulkan::Destroy()
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{
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AssetManager::UnloadAsset(emptyTexture2D);
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emptyTexture2D.UnloadAsset();
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AssetManager::UnregisterAssetDir("assets/");
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AssetManager::Cleanup();
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imGuiInstance.reset();
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@@ -79,7 +79,7 @@ namespace Copium
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return *imGuiInstance;
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}
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AssetHandle Vulkan::GetEmptyTexture2D()
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AssetHandle<Texture2D> Vulkan::GetEmptyTexture2D()
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{
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return emptyTexture2D;
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}
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