Finished basic GLTF asset baking thread safe

This commit is contained in:
antopilo
2025-01-20 23:31:35 -05:00
parent 148a792902
commit 1728b20cda
11 changed files with 475 additions and 63 deletions

View File

@@ -12,15 +12,17 @@
#include <src/Core/String.h>
#include <src/Resource/ModelLoader.h>
#include "src/Resource/Bakers/AssetBakerManager.h"
#include "src/Resource/ResourceManager.h"
class MeshPanel : ComponentPanel
{
private:
private:
Scope<ModelResourceInspector> _modelInspector;
bool _expanded = false;
std::string _importedPathMesh;
public:
public:
MeshPanel()
{
CreateScope<ModelResourceInspector>();
@@ -73,55 +75,31 @@ public:
{
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("_Model"))
{
char* file = (char*)payload->Data;
std::string fullPath = std::string(file, 256);
// Convert payload to relative path
std::string fullPath = std::string(static_cast<char*>(payload->Data), 256);
fullPath = Nuake::FileSystem::AbsoluteToRelative(fullPath);
if (Nuake::String::EndsWith(fullPath, ".mesh"))
{
component.ModelPath = fullPath;
//component.ModelResource = ResourceLoader::LoadModel(fullPath);
}
else
{
// Convert to .Model
//component.ModelPath = fullPath;
//component.LoadModel();
//
//_importedPathMesh = fullPath;
//
//auto loader = ModelLoader();
//auto modelResource = loader.LoadModel(fullPath);
//shouldConvert = true;
}
auto file = Nuake::FileSystem::GetFile(fullPath);
if(file)
{
// TODO(antopilo) use file type instead of extension
if(file->GetExtension() == ".nkmesh")
{
auto modelResource = ResourceManager::GetResourceFromFile<Model>(file);
component.ModelResource = modelResource->ID;
}
else
{
// Check if we can bake this filetype
AssetBakerManager& bakerMgr = AssetBakerManager::Get();
bakerMgr.Bake(file);
}
}
}
ImGui::EndDragDropTarget();
}
if (PopupHelper::DefineConfirmationDialog("##ConvertAsset", "Convert Asset"))
{
// Convert to disk
auto loader = ModelLoader();
Ref<Model> modelResource = loader.LoadModel(_importedPathMesh);
//json serializedData = modelResource->SerializeData();
//
//const std::string exportedMeshPath = _importedPathMesh + ".mesh";
//FileSystem::BeginWriteFile(exportedMeshPath);
//FileSystem::WriteLine(serializedData.dump());
//FileSystem::EndWriteFile();
//
//ResourceManager::RegisterResource(modelResource);
//
//// Update component
//component.ModelPath = exportedMeshPath;
//component.ModelResource = modelResource;
}
if (shouldConvert)
{
PopupHelper::OpenPopup("##ConvertAsset");
}
ImGui::TableNextColumn();
ComponentTableReset(component.ModelPath, "");
}

View File

@@ -10,13 +10,18 @@
#include "src/UI/NuakeUI.h"
#include "src/UI/UIInputManager.h"
#include "src/Resource/Bakers/AssetBakerManager.h"
#include "src/Resource/Bakers/GLTFBaker.h"
void EditorApplication::OnInit()
{
using namespace Nuake;
Engine::Init();
// Register bakers, these can convert files into nuake resources
AssetBakerManager& assetBakerMgr = AssetBakerManager::Get();
assetBakerMgr.RegisterBaker(CreateRef<GLTFBaker>());
m_Window = Engine::GetCurrentWindow();
m_Window->SetSize({ m_Specification.WindowWidth, m_Specification.WindowHeight });
m_Window->SetTitle(m_Specification.Name);

View File

@@ -305,7 +305,7 @@ namespace Nuake
{
dragType = "_Material";
}
else if (fileExtension == ".mesh" || fileExtension == ".obj" || fileExtension == ".mdl" || fileExtension == ".gltf" || fileExtension == ".md3" || fileExtension == ".fbx" || fileExtension == ".glb")
else if (fileExtension == ".nkmesh" || fileExtension == ".obj" || fileExtension == ".mdl" || fileExtension == ".gltf" || fileExtension == ".md3" || fileExtension == ".fbx" || fileExtension == ".glb")
{
dragType = "_Model";
}