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