Started reworking the asset builder
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@@ -81,7 +81,7 @@
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<PostBuildEvent />
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<PostBuildEvent>
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<Command>cd assets
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"$(SolutionDir)NFPackCreator\bin\x64$(Configuration)\NFPackCreator.exe"</Command>
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"$(SolutionDir)NFAssetBuilder\bin\x64$(Configuration)\NFAssetBuilder.exe"</Command>
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</PostBuildEvent>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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@@ -116,7 +116,7 @@
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<PostBuildEvent />
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<PostBuildEvent>
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<Command>cd assets
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"$(SolutionDir)NFPackCreator\bin\x64$(Configuration)\NFPackCreator.exe"</Command>
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"$(SolutionDir)NFAssetBuilder\bin\x64$(Configuration)\NFAssetBuilder.exe"</Command>
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</PostBuildEvent>
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</ItemDefinitionGroup>
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<ItemGroup>
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@@ -184,6 +184,11 @@
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<None Include="res\defaultShader\fragment.shader" />
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<None Include="res\defaultShader\vertex.shader" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\NFAssetBuilder\NFAssetBuilder.vcxproj">
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<Project>{771b4aee-e2c6-4745-ac40-1ef57149612e}</Project>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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File diff suppressed because it is too large.
Load diff
@@ -361,11 +361,11 @@ namespace nf {
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for (unsigned int i = 0; i < m_materials.size(); i++) {
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Texture* curr;
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if ((curr = std::get<0>(m_materials[i])) != nullptr)
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Application::getApp()->getCurrentState()->m_texturesToDelete.insert(std::get<0>(m_materials[i]));
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Application::getApp()->getCurrentState()->m_texturesToDelete.insert(curr);
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if ((curr = std::get<1>(m_materials[i])) != nullptr)
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Application::getApp()->getCurrentState()->m_texturesToDelete.insert(std::get<1>(m_materials[i]));
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Application::getApp()->getCurrentState()->m_texturesToDelete.insert(curr);
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if ((curr = std::get<2>(m_materials[i])) != nullptr)
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Application::getApp()->getCurrentState()->m_texturesToDelete.insert(std::get<2>(m_materials[i]));
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Application::getApp()->getCurrentState()->m_texturesToDelete.insert(curr);
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}
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}
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}
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@@ -1,8 +1,6 @@
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#include "nf/Texture.h"
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#include "GL/glew.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "nf/Assets.h"
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#include "nf/Utility.h"
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@@ -14,18 +12,14 @@ namespace nf {
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m_x(0),
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m_y(0)
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{
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//Load dimensions and channels from cooked data
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int nChannels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* texture = stbi_load_from_memory((unsigned char*)tex->data, (unsigned int)tex->size, &m_x, &m_y, &nChannels, 0);
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if (!texture)
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NFError("Texture failed to load from memory!");
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glGenTextures(1, &m_id);
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glBindTexture(GL_TEXTURE_2D, m_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, linear ? GL_RGBA : GL_SRGB_ALPHA, m_x, m_y, 0, nChannels == 3 ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, linear ? GL_RGBA : GL_SRGB_ALPHA, m_x, m_y, 0, nChannels == 3 ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, tex->data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(texture);
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m_isBase = tex->isBaseAsset;
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tex->alreadyLoaded = true;
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tex->loadedTexture = this;
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