Add Asset system

- Add Abstract Asset class which defines Assets
- Add AssetManager class to keep track of all the Asset
- Add AssetFile class to cache the asset without loading it
- Add UUID class to uniquely identify assets
- Add MetaFile class to load meta asset files
This commit is contained in:
Thraix
2023-04-13 21:00:36 +02:00
parent 431ad9c573
commit d9e7fd7019
29 changed files with 1002 additions and 37 deletions
@@ -0,0 +1,163 @@
#include "copium/asset/AssetManager.h"
#include "copium/sampler/Texture2D.h"
#include "copium/util/Common.h"
#include "copium/util/MetaFile.h"
#include <fstream>
#include <filesystem>
namespace Copium
{
std::vector<std::string> AssetManager::assetDirs;
std::map<AssetHandle, std::unique_ptr<Asset>> AssetManager::assets;
std::map<std::string, AssetHandle> AssetManager::pathToAssetCache;
std::map<std::string, AssetHandle> AssetManager::nameToAssetCache;
std::vector<AssetFile> AssetManager::cachedAssetFiles;
AssetHandle AssetManager::assetHandle = 1;
AssetHandle AssetManager::runtimeAssetHandle = (1 << 31) + 1;
void AssetManager::RegisterAssetDir(std::string assetDir)
{
if (assetDir.back() == '/')
assetDir.pop_back();
assetDirs.emplace_back(assetDir);
for (std::filesystem::recursive_directory_iterator it(assetDir), end; it != end; ++it)
{
if (std::filesystem::is_directory(it->path()))
continue;
std::filesystem::path assetDirPath{assetDir};
cachedAssetFiles.emplace_back(assetDir + "/" + std::filesystem::absolute(it->path()).string().substr(std::filesystem::absolute(assetDirPath).string().size()).c_str());
}
UUID uuid{};
CP_INFO(uuid.ToString().c_str());
}
void AssetManager::UnregisterAssetDir(std::string assetDir)
{
if (assetDir.back() == '/')
assetDir.pop_back();
for (auto it = assetDirs.begin(); it != assetDirs.end(); ++it)
{
if (*it == assetDir)
{
assetDirs.erase(it);
return;
}
}
}
Asset& AssetManager::GetAsset(AssetHandle handle)
{
auto it = assets.find(handle);
CP_ASSERT(it != assets.end(), "GetAsset : Asset not loaded");
return *it->second.get();
}
Asset& AssetManager::LoadAsset(const std::string& assetPath)
{
CP_DEBUG("LoadAsset : Loading Asset: %s", assetPath.c_str());
for (auto& dir : assetDirs)
{
std::string path = dir + "/" + assetPath;
auto it = pathToAssetCache.find(path);
if (it != pathToAssetCache.end())
return *assets.find(it->second)->second.get();
std::ifstream file{path};
if (!file.good())
continue;
MetaFile metaFile{path};
if (metaFile.HasMetaClass("Texture2D"))
{
return CreateAsset<Texture2D>(metaFile, "Texture2D");
}
CP_ABORT("LoadAsset : Unknown Asset type: %s/%s", dir.c_str(), assetPath.c_str());
}
CP_ABORT("LoadAsset : Unknown Asset: %s", assetPath.c_str());
}
Asset& AssetManager::LoadAsset(const UUID& uuid)
{
CP_DEBUG("LoadAsset : Loading uuid Asset: %s", uuid.ToString().c_str());
for (auto&& assetFile : cachedAssetFiles)
{
if (assetFile.GetUUID() != uuid)
continue;
if (assetFile.NeedReload())
assetFile.Load();
if (assetFile.GetUUID() != uuid)
continue;
CP_DEBUG("LoadAsset : Loading Asset: %s", assetFile.GetPath().c_str());
auto it = pathToAssetCache.find(assetFile.GetPath());
if (it != pathToAssetCache.end())
return *assets.find(it->second)->second.get();
MetaFile metaFile{assetFile.GetPath()};
if (metaFile.HasMetaClass("Texture2D"))
{
return CreateAsset<Texture2D>(metaFile, "Texture2D");
}
CP_ABORT("LoadAsset : Unknown Asset type: %s", assetFile.GetPath().c_str());
}
CP_ABORT("LoadAsset : Asset not found with uuid=%s", uuid.ToString().c_str());
// TODO: Reload the assetCache to see if a new file has appeared with that uuid
}
void AssetManager::UnloadAsset(AssetHandle handle)
{
auto it = assets.find(handle);
CP_ASSERT(it != assets.end(), "UnloadAsset : Asset not loaded");
if (it->second->isRuntime())
nameToAssetCache.erase(it->second->GetName());
else
pathToAssetCache.erase(it->second->GetName());
assets.erase(it);
}
void AssetManager::Cleanup()
{
if (assets.empty())
return;
CP_WARN("Cleanup : Cleaning up %d loaded assets", assets.size());
assets.clear();
nameToAssetCache.clear();
pathToAssetCache.clear();
}
Asset& AssetManager::RegisterRuntimeAsset(const std::string& name, std::unique_ptr<Asset>&& asset)
{
auto it = nameToAssetCache.find(name);
CP_ASSERT(it == nameToAssetCache.end(), "RegistedRuntimeAsset : Asset already exists: %s", name);
AssetHandle handle = runtimeAssetHandle++;
Asset* asset2 = assets.emplace(handle, std::move(asset)).first->second.get();
asset2->metaData.handle = handle;
asset2->metaData.name = name;
asset2->metaData.uuid = UUID();
asset2->metaData.isRuntime = true;
nameToAssetCache.emplace(name, handle);
return *asset2;
}
template <typename T>
Asset& AssetManager::CreateAsset(const MetaFile& metaFile, const std::string& metaFileClass)
{
AssetHandle handle = assetHandle++;
pathToAssetCache.emplace(metaFile.GetFilePath(), handle);
Asset& asset = *assets.emplace(handle, std::make_unique<T>(metaFile)).first->second.get();
asset.metaData.handle = handle;
asset.metaData.name = metaFile.GetFilePath();
asset.metaData.uuid = UUID{metaFile.GetMetaClass(metaFileClass).GetValue("uuid")};
asset.metaData.isRuntime = false;
return asset;
}
}