Refactor AssetsContainer
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@@ -193,7 +193,7 @@ public:
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FORCE_INLINE AssetReference& operator=(const Guid& id)
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{
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OnSet((T*)LoadAsset(id, T::TypeInitializer));
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OnSet((T*)::LoadAsset(id, T::TypeInitializer));
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return *this;
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}
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@@ -3,6 +3,7 @@
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#include "VisualScript.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Scripting/MException.h"
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#include "Engine/Scripting/Scripting.h"
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@@ -2,10 +2,9 @@
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#pragma once
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#include "Engine/Content/Content.h"
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Content/AssetReference.h"
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#include "../Asset.h"
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#include "Asset.h"
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/// <summary>
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/// Assets Container allows to load collection of assets and keep references to them.
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@@ -27,13 +26,9 @@ public:
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if (e.GetID() == id)
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return (T*)e.Get();
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}
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auto asset = Content::LoadAsync<T>(id);
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auto asset = (T*)::LoadAsset(id, T::TypeInitializer);
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if (asset)
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{
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Add(asset);
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}
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return asset;
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}
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@@ -158,7 +158,7 @@ public:
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FORCE_INLINE WeakAssetReference& operator=(const Guid& id)
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{
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OnSet((T*)LoadAsset(id, T::TypeInitializer));
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OnSet((T*)::LoadAsset(id, T::TypeInitializer));
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return *this;
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}
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@@ -271,7 +271,7 @@ void MaterialGenerator::prepareLayer(MaterialLayer* layer, bool allowVisiblePara
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mp.Type = MaterialParameterType::Texture;
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// Special case for Normal Maps
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auto asset = Content::LoadAsync<Texture>((Guid)param->Value);
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auto asset = (Texture*)::LoadAsset((Guid)param->Value, Texture::TypeInitializer);
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if (asset && !asset->WaitForLoaded() && asset->IsNormalMap())
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mp.Type = MaterialParameterType::NormalMap;
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}
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@@ -6,7 +6,7 @@
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#include "Engine/Graphics/Materials/MaterialInfo.h"
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#include "Engine/Graphics/Materials/MaterialParams.h"
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#include "Engine/Content/Utilities/AssetsContainer.h"
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#include "Engine/Content/AssetsContainer.h"
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#include "MaterialLayer.h"
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#include "Types.h"
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@@ -10,7 +10,7 @@
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#include "Engine/Core/Collections/HashSet.h"
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#include "Engine/Utilities/TextWriter.h"
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#include "Engine/Graphics/Materials/MaterialParams.h"
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#include "Engine/Content/Utilities/AssetsContainer.h"
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#include "Engine/Content/AssetsContainer.h"
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#include "Engine/Animations/Curve.h"
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#define SHADER_GRAPH_MAX_CALL_STACK 100
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@@ -723,7 +723,7 @@ void VisjectExecutor::ProcessGroupTools(Box* box, Node* node, Value& value)
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// Asset Reference
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case 18:
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{
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value = Content::LoadAsync<Asset>((Guid)node->Values[0]);
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value = ::LoadAsset((Guid)node->Values[0], Asset::TypeInitializer);
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break;
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}
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// To String
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@@ -8,7 +8,7 @@
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#include "Engine/Core/Math/Vector4.h"
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#include "Engine/Content/Asset.h"
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Content/Utilities/AssetsContainer.h"
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#include "Engine/Content/AssetsContainer.h"
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#include "Engine/Animations/Curve.h"
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#define VISJECT_GRAPH_NODE_MAX_ASSETS 14
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@@ -204,7 +204,7 @@ public:
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// Get Gameplay Global
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case 16:
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{
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n->Assets[0] = Content::LoadAsync<Asset>((Guid)n->Values[0]);
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n->Assets[0] = ::LoadAsset((Guid)n->Values[0], Asset::TypeInitializer);
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break;
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}
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}
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