Implement initial Unity-style asset library cache

This commit is contained in:
2026-04-02 03:03:36 +08:00
parent 619856ab22
commit 4c167bec0e
29 changed files with 4818 additions and 73 deletions

View File

@@ -4,9 +4,12 @@
#include <XCEngine/Components/MeshFilterComponent.h>
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <filesystem>
#include <fstream>
#include <sstream>
using namespace XCEngine::Components;
@@ -179,4 +182,59 @@ TEST(MeshRendererComponent_Test, SetMaterialPathPreservesPathWithoutLoadedResour
EXPECT_EQ(component.GetMaterial(1), nullptr);
}
TEST(MeshRendererComponent_Test, SerializeAndDeserializeLoadsProjectMaterialByAssetRef) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path projectRoot = fs::temp_directory_path() / "xc_mesh_renderer_asset_ref_test";
const fs::path assetsDir = projectRoot / "Assets";
const fs::path materialPath = assetsDir / "runtime.material";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"renderQueue\": \"geometry\",\n";
materialFile << " \"renderState\": {\n";
materialFile << " \"cull\": \"back\"\n";
materialFile << " }\n";
materialFile << "}";
}
manager.SetResourceRoot(projectRoot.string().c_str());
MeshRendererComponent source;
source.SetMaterialPath(0, "Assets/runtime.material");
ASSERT_EQ(source.GetMaterialCount(), 1u);
ASSERT_NE(source.GetMaterial(0), nullptr);
ASSERT_EQ(source.GetMaterialPath(0), "Assets/runtime.material");
ASSERT_EQ(source.GetMaterialAssetRefs().size(), 1u);
EXPECT_TRUE(source.GetMaterialAssetRefs()[0].IsValid());
std::stringstream stream;
source.Serialize(stream);
const std::string serialized = stream.str();
EXPECT_NE(serialized.find("materialRefs="), std::string::npos);
EXPECT_EQ(serialized.find("materialRefs=;"), std::string::npos);
std::stringstream deserializeStream(serialized);
MeshRendererComponent target;
target.Deserialize(deserializeStream);
ASSERT_EQ(target.GetMaterialCount(), 1u);
EXPECT_EQ(target.GetMaterialPath(0), "Assets/runtime.material");
ASSERT_NE(target.GetMaterial(0), nullptr);
EXPECT_TRUE(target.GetMaterialAssetRefs()[0].IsValid());
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
} // namespace