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#include <asset_parser/assets/text.hpp>
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#include <asset_parser/assets/texture.hpp>
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#include <engine/graphics/graphics_context.hpp>
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#include <engine/graphics/shader.hpp>
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#include <engine/graphics/texture.hpp>
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#include <engine/utils/resource_manager.hpp>
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#include <logger/logger.hpp>
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namespace Light {
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void ResourceManager::load_shader_impl(
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const std::string &name,
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const std::filesystem::path &vertex_path,
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const std::filesystem::path &pixel_path
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)
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{
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try
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{
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log_trc("Loading shader:");
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log_trc("\tname : {}", name);
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log_trc("\tvertex path: {}", vertex_path.string());
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log_trc("\tpixel path : {}", pixel_path.string());
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auto vertex_asset = Assets::TextAsset { vertex_path };
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auto pixel_asset = Assets::TextAsset { pixel_path };
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auto vertex_blob_metadata = vertex_asset.get_blob_metadata(Assets::BlobMetadata::Tag::text);
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auto pixel_blob_metadata = pixel_asset.get_blob_metadata(Assets::BlobMetadata::Tag::text);
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auto vertex_blob = Assets::Blob(vertex_blob_metadata.uncompressed_size);
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auto pixel_blob = Assets::Blob(pixel_blob_metadata.uncompressed_size);
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vertex_asset.unpack_blob(vertex_blob_metadata.tag, vertex_blob.data(), vertex_blob.size());
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pixel_asset.unpack_blob(pixel_blob_metadata.tag, pixel_blob.data(), pixel_blob.size());
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m_shaders[name] = Ref<Shader>(Shader::create(
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std::move(vertex_blob),
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std::move(pixel_blob),
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GraphicsContext::get_shared_context()
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));
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}
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catch (const std::exception &exp)
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{
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log_err("Failed to load shader:");
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log_err("\tname : {}", name);
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log_err("\tvertex path: {}", vertex_path.string());
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log_err("\tpixel path : {}", pixel_path.string());
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log_err("\texception : {}", exp.what());
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}
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}
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void ResourceManager::load_texture_impl(const std::string &name, const std::filesystem::path &path)
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{
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try
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{
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log_trc("Loading texture:");
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log_trc("\tname: {}", name);
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log_trc("\tpath: {}", path.string());
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auto asset = Assets::TextureAsset { path };
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const auto metadata = asset.get_metadata();
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const auto blob_metadata = asset.get_blob_metadata(Assets::BlobMetadata::Tag::color);
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auto blob = std::vector<std::byte>(blob_metadata.uncompressed_size);
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asset.unpack_blob(blob_metadata.tag, blob.data(), blob.size());
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m_textures[name] = Ref<Texture>(Texture::create(
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metadata.pixel_size[0],
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metadata.pixel_size[1],
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metadata.num_components,
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std::bit_cast<unsigned char *>(blob.data()),
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GraphicsContext::get_shared_context(),
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path
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));
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}
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catch (const std::exception &exp)
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{
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log_err("Failed to load texture:");
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log_err("\tname : {}", name);
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log_err("\tpath : {}", path.string());
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log_err("\texception: {}", exp.what());
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}
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}
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} // namespace Light
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