Implement initial Unity-style asset library cache
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@@ -1,4 +1,5 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Core/Asset/AssetDatabase.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Resources/Mesh/MeshLoader.h>
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#include <XCEngine/Resources/Mesh/MeshImportSettings.h>
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@@ -6,7 +7,10 @@
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#include <XCEngine/Resources/Texture/Texture.h>
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#include <XCEngine/Core/Asset/ResourceTypes.h>
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#include <XCEngine/Core/Containers/Array.h>
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#include <chrono>
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#include <filesystem>
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#include <thread>
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using namespace XCEngine::Resources;
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using namespace XCEngine::Containers;
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@@ -143,4 +147,102 @@ TEST(MeshLoader, ImportsMaterialTexturesFromObj) {
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delete mesh;
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}
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TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
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namespace fs = std::filesystem;
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using namespace std::chrono_literals;
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const fs::path projectRoot = fs::temp_directory_path() / "xc_mesh_library_cache_test";
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const fs::path assetsDir = projectRoot / "Assets";
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fs::remove_all(projectRoot);
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fs::create_directories(assetsDir);
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fs::copy_file(GetMeshFixturePath("textured_triangle.obj"),
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assetsDir / "textured_triangle.obj",
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fs::copy_options::overwrite_existing);
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fs::copy_file(GetMeshFixturePath("textured_triangle.mtl"),
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assetsDir / "textured_triangle.mtl",
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fs::copy_options::overwrite_existing);
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fs::copy_file(GetMeshFixturePath("checker.bmp"),
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assetsDir / "checker.bmp",
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fs::copy_options::overwrite_existing);
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AssetDatabase database;
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database.Initialize(projectRoot.string().c_str());
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AssetDatabase::ResolvedAsset firstResolve;
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ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Mesh, firstResolve));
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ASSERT_TRUE(firstResolve.exists);
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ASSERT_TRUE(firstResolve.artifactReady);
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EXPECT_TRUE(fs::exists(projectRoot / "Assets" / "textured_triangle.obj.meta"));
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EXPECT_TRUE(fs::exists(projectRoot / "Library" / "SourceAssetDB" / "assets.db"));
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EXPECT_TRUE(fs::exists(projectRoot / "Library" / "ArtifactDB" / "artifacts.db"));
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EXPECT_TRUE(fs::exists(firstResolve.artifactMainPath.CStr()));
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EXPECT_TRUE(fs::exists((fs::path(firstResolve.artifactDirectory.CStr()) / "texture_0.xctex")));
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AssetRef assetRef;
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ASSERT_TRUE(database.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Mesh, assetRef));
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EXPECT_TRUE(assetRef.IsValid());
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const auto originalArtifactWriteTime = fs::last_write_time(firstResolve.artifactMainPath.CStr());
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std::this_thread::sleep_for(50ms);
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AssetDatabase::ResolvedAsset secondResolve;
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ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Mesh, secondResolve));
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EXPECT_EQ(firstResolve.artifactMainPath, secondResolve.artifactMainPath);
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EXPECT_EQ(originalArtifactWriteTime, fs::last_write_time(secondResolve.artifactMainPath.CStr()));
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database.Shutdown();
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fs::remove_all(projectRoot);
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}
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TEST(MeshLoader, ResourceManagerLoadsModelByAssetRefFromProjectAssets) {
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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_asset_ref_test";
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const fs::path assetsDir = projectRoot / "Assets";
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fs::remove_all(projectRoot);
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fs::create_directories(assetsDir);
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fs::copy_file(GetMeshFixturePath("textured_triangle.obj"),
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assetsDir / "textured_triangle.obj",
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fs::copy_options::overwrite_existing);
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fs::copy_file(GetMeshFixturePath("textured_triangle.mtl"),
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assetsDir / "textured_triangle.mtl",
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fs::copy_options::overwrite_existing);
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fs::copy_file(GetMeshFixturePath("checker.bmp"),
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assetsDir / "checker.bmp",
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fs::copy_options::overwrite_existing);
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manager.SetResourceRoot(projectRoot.string().c_str());
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const auto firstHandle = manager.Load<Mesh>("Assets/textured_triangle.obj");
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ASSERT_TRUE(firstHandle.IsValid());
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EXPECT_EQ(firstHandle->GetVertexCount(), 3u);
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EXPECT_EQ(firstHandle->GetIndexCount(), 3u);
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EXPECT_GE(firstHandle->GetMaterials().Size(), 1u);
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EXPECT_EQ(firstHandle->GetTextures().Size(), 1u);
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const auto initialMaterialCount = firstHandle->GetMaterials().Size();
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AssetRef assetRef;
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ASSERT_TRUE(manager.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Mesh, assetRef));
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EXPECT_TRUE(assetRef.IsValid());
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manager.UnloadAll();
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const auto secondHandle = manager.Load<Mesh>(assetRef);
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ASSERT_TRUE(secondHandle.IsValid());
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EXPECT_EQ(secondHandle->GetPath(), "Assets/textured_triangle.obj");
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EXPECT_EQ(secondHandle->GetVertexCount(), 3u);
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EXPECT_EQ(secondHandle->GetIndexCount(), 3u);
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EXPECT_EQ(secondHandle->GetMaterials().Size(), initialMaterialCount);
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EXPECT_EQ(secondHandle->GetTextures().Size(), 1u);
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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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