57 lines
1.2 KiB
C++
57 lines
1.2 KiB
C++
export module AssetData;
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import GameData;
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import views;
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import std;
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export namespace ee_assets
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{
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struct AssetData {};
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template<typename T> concept Asset = std::is_base_of_v<AssetData, T>;
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enum AssetType
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{
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BINARY,
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MAP_MESH,
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SAVE,
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SHADER,
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MATERIAL,
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IMAGE
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};
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struct AssetBinary : public AssetData
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{
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std::uint8_t* content = nullptr;
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std::size_t size = 0;
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AssetBinary(std::uint8_t* &source, const std::size_t sourceSize);
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~AssetBinary();
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};
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struct AssetMapMesh : public AssetData
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{
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ee_engine::MapMesh content;
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std::uint8_t* Serialize(std::size_t &size);
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AssetMapMesh() {};
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AssetMapMesh(std::uint8_t* &source, const std::size_t sourceSize);
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};
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struct AssetSave : public AssetData
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{
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ee_data::GameState content;
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std::uint8_t* Serialize(std::size_t &size);
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AssetSave() {};
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AssetSave(std::uint8_t* &source, const std::size_t sourceSize);
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};
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using AssetShader = AssetBinary;
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struct AssetMaterial : public AssetData
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{
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std::uint32_t vertexShaderAssetID;
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std::uint32_t fragmentShaderAssetID;
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};
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} |