- AssetManager uses static assets ID from path hash - PipelineFactory creates Vulkan pipelines using PipelineConfig structure depending on AssetMaterial and creation flags - AssetMaterial describes pipelines (e.g. used shaders) - Materials are described with JSON in sources with path references to other assets - AssetMaterial is parsed from binary file with asset IDs in references - compile_config tool compiles material JSON file to binary file with path references replaced with asset IDs - Allocator supports type's constructors with arguments - NativeFileSystem: fixed empty bufferSize and buffer trash
14 lines
186 B
C++
14 lines
186 B
C++
#pragma once
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#include "AssetManager.hpp"
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#include "Renderer.hpp"
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class Engine
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{
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public:
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static AssetManager *assetManager;
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static Renderer *renderer;
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private:
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Engine();
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};
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