better asset manager
This commit is contained in:
parent
5da859f0e7
commit
1b1abda7d0
88
main.go
88
main.go
@ -7,8 +7,6 @@ import (
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"git.tek.govt.hu/dowerx/opengl-deferred/types/gbuffer"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/geometry"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/light"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/shader"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/texture"
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"git.tek.govt.hu/dowerx/opengl-deferred/utils/assetmanager"
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"git.tek.govt.hu/dowerx/opengl-deferred/utils/fpscontrols"
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"github.com/go-gl/gl/v4.6-core/gl"
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@ -55,43 +53,11 @@ func main() {
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fmt.Println("OpenGL version:", gl.GoStr(gl.GetString(gl.VERSION)))
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// load assets
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assetManager := assetmanager.Get()
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defer assetManager.Delete()
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// shader
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tmpShader, err := shader.FromFiles("assets/shader/deferred/deferred.vs", "assets/shader/deferred/deferred.fs")
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assetManager, err := assetmanager.Init("assets")
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if err != nil {
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panic(err)
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}
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assetManager.Add("deferred", tmpShader)
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tmpShader, err = shader.FromFiles("assets/shader/pbr/pbr.vs", "assets/shader/pbr/pbr.fs")
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if err != nil {
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panic(err)
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}
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assetManager.Add("pbr", tmpShader)
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tmpShader, err = shader.FromFiles("assets/shader/screen/screen.vs", "assets/shader/screen/screen.fs")
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if err != nil {
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panic(err)
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}
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assetManager.Add("screen", tmpShader)
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deferredShader := assetManager.Shadres["deferred"]
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screenShader := assetManager.Shadres["pbr"]
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// geometry
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tmpGeometry, err := geometry.LoadOBJ("assets/geometries/20.obj")
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if err != nil {
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panic(err)
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}
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assetManager.Add("teapot", tmpGeometry)
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// tmpGeometry, err = geometry.LoadOBJ("assets/geometries/plane.obj")
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// if err != nil {
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// panic(err)
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// }
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// assetManager.Add("plane", tmpGeometry)
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defer assetManager.Destroy()
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screen, err := geometry.Screen()
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if err != nil {
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@ -99,37 +65,6 @@ func main() {
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}
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defer screen.Delete()
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// textures
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tmpTexture, err := texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_albedo.tif")
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if err != nil {
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panic(err)
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}
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assetManager.Add("albedo", tmpTexture)
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tmpTexture, err = texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_normal.tif")
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if err != nil {
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panic(err)
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}
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assetManager.Add("normal", tmpTexture)
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tmpTexture, err = texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_roughness.tif")
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if err != nil {
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panic(err)
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}
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assetManager.Add("roughness", tmpTexture)
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tmpTexture, err = texture.Load("assets/textures/white.png")
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if err != nil {
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panic(err)
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}
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assetManager.Add("white", tmpTexture)
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tmpTexture, err = texture.Load("assets/textures/black.png")
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if err != nil {
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panic(err)
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}
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assetManager.Add("black", tmpTexture)
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// lights
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lights := []light.Light{
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{Color: [3]float32{1, 1, 1}, Position: mgl32.Vec3{0, 10, 0}, Intensity: 40, Type: light.POINT},
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@ -150,6 +85,10 @@ func main() {
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model := mgl32.Ident4()
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controls := fpscontrols.Get(10, 10, mgl32.Vec3{0, 0, -10}, mgl32.Vec2{0, 0}, window)
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deferredShader := assetManager.GetShader("assets/shader/deferred")
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screenShader := assetManager.GetShader("assets/shader/screen")
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teapot := assetManager.GetGeometry("assets/geometry/teapot")
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for !window.ShouldClose() {
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glfw.PollEvents()
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controls.Update()
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@ -161,11 +100,11 @@ func main() {
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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assetManager.Textures["albedo"].Bind(gl.TEXTURE0)
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assetManager.Textures["normal"].Bind(gl.TEXTURE1)
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assetManager.Textures["roughness"].Bind(gl.TEXTURE2)
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assetManager.Textures["roughness"].Bind(gl.TEXTURE3)
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assetManager.Textures["roughness"].Bind(gl.TEXTURE4)
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assetManager.GetTexture("assets/texture/albedo").Bind(gl.TEXTURE0)
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assetManager.GetTexture("assets/texture/normal").Bind(gl.TEXTURE1)
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assetManager.GetTexture("assets/texture/roughness").Bind(gl.TEXTURE2)
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assetManager.GetTexture("assets/texture/roughness").Bind(gl.TEXTURE3)
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assetManager.GetTexture("assets/texture/roughness").Bind(gl.TEXTURE4)
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// transfer uniforms
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deferredShader.Use()
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@ -178,9 +117,8 @@ func main() {
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deferredShader.Int("s_specular", 2)
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deferredShader.Int("s_roughness", 3)
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deferredShader.Int("s_metalic", 4)
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for _, g := range assetManager.Geometries {
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g.Draw()
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}
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teapot.Draw()
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// second pass
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gl.Disable(gl.DEPTH_TEST)
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5
types/asset/asset.go
Normal file
5
types/asset/asset.go
Normal file
@ -0,0 +1,5 @@
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package asset
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type Asset interface {
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Delete()
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}
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@ -22,7 +22,7 @@ func (s *Shader) Use() {
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s.lightCount = 0
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}
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func (s *Shader) Delete() {
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func (s Shader) Delete() {
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gl.DeleteProgram(s.program)
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}
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@ -1,67 +1,153 @@
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package assetmanager
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import (
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"errors"
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"reflect"
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"fmt"
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"os"
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"path/filepath"
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"regexp"
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"slices"
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"strings"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/asset"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/geometry"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/shader"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/texture"
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)
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type AssetManager struct {
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Geometries map[string]geometry.Geometry
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Textures map[string]texture.Texture
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Shadres map[string]shader.Shader
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assets map[string]asset.Asset
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}
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var instance *AssetManager
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var (
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geometryType = reflect.TypeOf(geometry.Geometry{})
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textureType = reflect.TypeOf(texture.Texture{})
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shaderType = reflect.TypeOf(shader.Shader{})
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TEXTURE_EXTENSIONS = []string{"png", "tif"}
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GEOMETRY_EXTENSIONS = []string{"obj"}
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SHADER_EXTENSIONS = []string{"sdr"}
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VERTEX_REGEX = regexp.MustCompile("vertex_file (?P<path>.*)$")
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FRAGMENT_REGEX = regexp.MustCompile("fragment_file (?P<path>.*)$")
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)
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func Get() *AssetManager {
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if instance != nil {
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return &AssetManager{}
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}
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func (a *AssetManager) loadItem(path string, itemToLoad os.DirEntry) error {
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if itemToLoad.Type().IsDir() {
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items, err := os.ReadDir(filepath.Join(path, itemToLoad.Name()))
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if err != nil {
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return err
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}
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instance = &AssetManager{
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Geometries: make(map[string]geometry.Geometry),
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Textures: make(map[string]texture.Texture),
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Shadres: make(map[string]shader.Shader),
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}
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for _, item := range items {
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if err = a.loadItem(filepath.Join(path, itemToLoad.Name()), item); err != nil {
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return err
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}
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}
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} else if itemToLoad.Type().IsRegular() {
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parts := strings.Split(itemToLoad.Name(), ".")
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extension := parts[len(parts)-1]
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return instance
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}
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var asset asset.Asset
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var err error
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func (m *AssetManager) Add(key string, item interface{}) error {
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switch reflect.TypeOf(item) {
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case geometryType:
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m.Geometries[key] = item.(geometry.Geometry)
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case textureType:
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m.Textures[key] = item.(texture.Texture)
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case shaderType:
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m.Shadres[key] = item.(shader.Shader)
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default:
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return errors.New("unknown asset type")
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if slices.Contains(TEXTURE_EXTENSIONS, extension) {
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asset, err = texture.Load(filepath.Join(path, itemToLoad.Name()))
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} else if slices.Contains(GEOMETRY_EXTENSIONS, extension) {
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asset, err = geometry.LoadOBJ(filepath.Join(path, itemToLoad.Name()))
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} else if slices.Contains(SHADER_EXTENSIONS, extension) {
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definition, err := os.ReadFile(filepath.Join(path, itemToLoad.Name()))
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if err != nil {
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return err
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}
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var vertexPath, fragmentPath string
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for _, line := range strings.Split(string(definition), "\n") {
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var matches []string
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if matches = VERTEX_REGEX.FindStringSubmatch(line); matches != nil {
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vertexPath = matches[VERTEX_REGEX.SubexpIndex("path")]
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} else if matches = FRAGMENT_REGEX.FindStringSubmatch(line); matches != nil {
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fragmentPath = matches[FRAGMENT_REGEX.SubexpIndex("path")]
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}
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}
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asset, err = shader.FromFiles(filepath.Join(path, vertexPath), filepath.Join(path, fragmentPath))
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if err != nil {
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return err
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}
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} else {
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return nil
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}
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if err != nil {
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return err
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}
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a.assets[filepath.Join(path, itemToLoad.Name()[:len(itemToLoad.Name())-len(extension)-1])] = asset
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}
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return nil
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}
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func (m *AssetManager) Delete() {
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for _, g := range m.Geometries {
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g.Delete()
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func Init(path string) (*AssetManager, error) {
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if instance != nil {
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instance.Destroy()
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}
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for _, t := range m.Textures {
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t.Delete()
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instance = &AssetManager{make(map[string]asset.Asset)}
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items, err := os.ReadDir(path)
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if err != nil {
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return nil, err
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}
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for _, s := range m.Shadres {
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s.Delete()
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for _, item := range items {
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err = instance.loadItem(path, item)
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if err != nil {
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return nil, err
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}
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}
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fmt.Println("Loaded assets:")
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for k := range instance.assets {
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fmt.Printf(" %s\n", k)
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}
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return instance, err
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}
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func Get() *AssetManager {
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return instance
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}
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func (a *AssetManager) GetAsset(name string) asset.Asset {
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return a.assets[name]
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}
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func (a *AssetManager) GetTexture(name string) *texture.Texture {
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value, ok := a.GetAsset(name).(texture.Texture)
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if !ok {
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return nil
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}
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return &value
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}
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func (a *AssetManager) GetGeometry(name string) *geometry.Geometry {
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value, ok := a.GetAsset(name).(geometry.Geometry)
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if !ok {
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return nil
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}
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return &value
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}
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func (a *AssetManager) GetShader(name string) *shader.Shader {
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value, ok := a.GetAsset(name).(shader.Shader)
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if !ok {
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return nil
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}
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return &value
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}
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func (a *AssetManager) Destroy() {
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for _, item := range a.assets {
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item.Delete()
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}
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}
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