Add model and GaussianSplat asset pipelines
This commit is contained in:
@@ -6,6 +6,7 @@
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#include <XCEngine/Resources/Mesh/MeshLoader.h>
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#include <XCEngine/Resources/Mesh/MeshImportSettings.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Model/Model.h>
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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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@@ -301,11 +302,15 @@ TEST(MeshLoader, ProjectBackpackSampleArtifactRetainsSectionMaterialTextures) {
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database.Initialize(projectRoot.string().c_str());
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AssetDatabase::ResolvedAsset resolvedAsset;
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ASSERT_TRUE(database.EnsureArtifact("Assets/Models/backpack/backpack.obj", ResourceType::Mesh, resolvedAsset));
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ASSERT_TRUE(database.EnsureArtifact("Assets/Models/backpack/backpack.obj", ResourceType::Model, resolvedAsset));
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ASSERT_TRUE(resolvedAsset.artifactReady);
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EXPECT_EQ(fs::path(resolvedAsset.artifactMainPath.CStr()).filename().string(), "main.xcmodel");
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const fs::path meshArtifactPath = fs::path(resolvedAsset.artifactDirectory.CStr()) / "mesh_0.xcmesh";
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ASSERT_TRUE(fs::exists(meshArtifactPath));
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MeshLoader loader;
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const LoadResult result = loader.Load(resolvedAsset.artifactMainPath.CStr());
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const LoadResult result = loader.Load(meshArtifactPath.string().c_str());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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@@ -370,21 +375,25 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
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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(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, firstResolve));
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ASSERT_TRUE(firstResolve.exists);
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ASSERT_TRUE(firstResolve.artifactReady);
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EXPECT_EQ(fs::path(firstResolve.artifactMainPath.CStr()).filename().string(), "main.xcmodel");
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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()) /
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("material_" + std::to_string(sourceMaterialIndex) + ".xcmat"))));
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EXPECT_TRUE(fs::exists(fs::path(firstResolve.artifactDirectory.CStr()) / "mesh_0.xcmesh"));
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EXPECT_TRUE(fs::exists(
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fs::path(firstResolve.artifactDirectory.CStr()) /
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("material_" + std::to_string(sourceMaterialIndex) + ".xcmat")));
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EXPECT_TRUE(fs::exists((fs::path(firstResolve.artifactDirectory.CStr()) / "texture_0.xctex")));
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MaterialLoader materialLoader;
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LoadResult materialArtifactResult =
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materialLoader.Load((fs::path(firstResolve.artifactDirectory.CStr()) /
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("material_" + std::to_string(sourceMaterialIndex) + ".xcmat")).string().c_str());
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materialLoader.Load(
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(fs::path(firstResolve.artifactDirectory.CStr()) /
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("material_" + std::to_string(sourceMaterialIndex) + ".xcmat")).string().c_str());
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ASSERT_TRUE(materialArtifactResult);
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ASSERT_NE(materialArtifactResult.resource, nullptr);
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auto* artifactMaterial = static_cast<Material*>(materialArtifactResult.resource);
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@@ -405,7 +414,8 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
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delete artifactMaterial;
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MeshLoader meshLoader;
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LoadResult meshArtifactResult = meshLoader.Load(firstResolve.artifactMainPath.CStr());
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LoadResult meshArtifactResult =
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meshLoader.Load((fs::path(firstResolve.artifactDirectory.CStr()) / "mesh_0.xcmesh").string().c_str());
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ASSERT_TRUE(meshArtifactResult);
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ASSERT_NE(meshArtifactResult.resource, nullptr);
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auto* artifactMesh = static_cast<Mesh*>(meshArtifactResult.resource);
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@@ -430,14 +440,14 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
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delete artifactMesh;
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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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ASSERT_TRUE(database.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Model, 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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ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, 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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@@ -469,7 +479,7 @@ TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
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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(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, firstResolve));
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ASSERT_TRUE(firstResolve.artifactReady);
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const String firstArtifactPath = firstResolve.artifactMainPath;
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database.Shutdown();
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@@ -484,7 +494,7 @@ TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
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database.Initialize(projectRoot.string().c_str());
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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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ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, secondResolve));
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ASSERT_TRUE(secondResolve.artifactReady);
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EXPECT_NE(firstArtifactPath, secondResolve.artifactMainPath);
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const String secondArtifactPath = secondResolve.artifactMainPath;
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@@ -495,7 +505,7 @@ TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
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database.Initialize(projectRoot.string().c_str());
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AssetDatabase::ResolvedAsset thirdResolve;
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ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Mesh, thirdResolve));
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ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, thirdResolve));
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ASSERT_TRUE(thirdResolve.artifactReady);
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EXPECT_NE(secondArtifactPath, thirdResolve.artifactMainPath);
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EXPECT_TRUE(fs::exists(thirdResolve.artifactMainPath.CStr()));
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@@ -504,7 +514,7 @@ TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
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fs::remove_all(projectRoot);
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}
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TEST(MeshLoader, ResourceManagerLoadsModelByAssetRefFromProjectAssets) {
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TEST(MeshLoader, ResourceManagerLoadsImportedMeshSubAssetByAssetRefFromProjectAssets) {
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namespace fs = std::filesystem;
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ResourceManager& manager = ResourceManager::Get();
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@@ -527,60 +537,97 @@ TEST(MeshLoader, ResourceManagerLoadsModelByAssetRefFromProjectAssets) {
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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(), 0u);
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const auto initialMaterialCount = firstHandle->GetMaterials().Size();
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const XCEngine::Core::uint32 firstSectionMaterialIndex = GetFirstSectionMaterialIndex(*firstHandle.Get());
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EXPECT_LT(firstSectionMaterialIndex, initialMaterialCount);
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Material* firstMaterial = GetFirstSectionMaterial(*firstHandle.Get());
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ASSERT_NE(firstMaterial, nullptr);
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ASSERT_NE(firstMaterial->GetShader(), nullptr);
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EXPECT_EQ(firstMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(firstMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(firstMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(firstMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> firstLazyTexture = firstMaterial->GetTexture("_MainTex");
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EXPECT_FALSE(firstLazyTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> firstResolvedTexture = firstMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(firstResolvedTexture.IsValid());
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EXPECT_EQ(firstResolvedTexture->GetWidth(), 2u);
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EXPECT_EQ(firstResolvedTexture->GetHeight(), 2u);
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{
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const auto directSourceMesh = manager.Load<Mesh>("Assets/textured_triangle.obj");
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ASSERT_TRUE(directSourceMesh.IsValid());
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EXPECT_EQ(directSourceMesh->GetVertexCount(), 3u);
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EXPECT_EQ(directSourceMesh->GetIndexCount(), 3u);
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EXPECT_EQ(directSourceMesh->GetTextures().Size(), 1u);
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Material* directMaterial = GetFirstSectionMaterial(*directSourceMesh.Get());
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ASSERT_NE(directMaterial, nullptr);
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const ResourceHandle<Texture> directTexture = directMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(directTexture.IsValid());
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EXPECT_EQ(directTexture->GetWidth(), 2u);
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EXPECT_EQ(directTexture->GetHeight(), 2u);
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}
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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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AssetRef modelAssetRef;
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AssetRef meshAssetRef;
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String resolvedMeshPath;
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{
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const auto modelHandle = manager.Load<Model>("Assets/textured_triangle.obj");
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ASSERT_TRUE(modelHandle.IsValid());
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ASSERT_TRUE(manager.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Model, modelAssetRef));
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ASSERT_TRUE(modelHandle->GetMeshBindings().Size() >= 1u);
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meshAssetRef.assetGuid = modelAssetRef.assetGuid;
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meshAssetRef.localID = modelHandle->GetMeshBindings()[0].meshLocalID;
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meshAssetRef.resourceType = ResourceType::Mesh;
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ASSERT_TRUE(meshAssetRef.IsValid());
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ASSERT_TRUE(manager.TryResolveAssetPath(meshAssetRef, resolvedMeshPath));
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EXPECT_EQ(fs::path(resolvedMeshPath.CStr()).filename().string(), "mesh_0.xcmesh");
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}
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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(), 0u);
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EXPECT_EQ(GetFirstSectionMaterialIndex(*secondHandle.Get()), firstSectionMaterialIndex);
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Material* secondMaterial = GetFirstSectionMaterial(*secondHandle.Get());
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ASSERT_NE(secondMaterial, nullptr);
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ASSERT_NE(secondMaterial->GetShader(), nullptr);
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EXPECT_EQ(secondMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(secondMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(secondMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(secondMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> secondLazyTexture = secondMaterial->GetTexture("_MainTex");
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EXPECT_FALSE(secondLazyTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> secondResolvedTexture = secondMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(secondResolvedTexture.IsValid());
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EXPECT_EQ(secondResolvedTexture->GetWidth(), 2u);
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EXPECT_EQ(secondResolvedTexture->GetHeight(), 2u);
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XCEngine::Core::uint32 initialMaterialCount = 0;
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XCEngine::Core::uint32 firstSectionMaterialIndex = 0;
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{
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const auto firstHandle = manager.Load<Mesh>(meshAssetRef);
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ASSERT_TRUE(firstHandle.IsValid());
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EXPECT_EQ(firstHandle->GetPath(), resolvedMeshPath);
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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(), 0u);
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initialMaterialCount = firstHandle->GetMaterials().Size();
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firstSectionMaterialIndex = GetFirstSectionMaterialIndex(*firstHandle.Get());
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EXPECT_LT(firstSectionMaterialIndex, initialMaterialCount);
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Material* firstMaterial = GetFirstSectionMaterial(*firstHandle.Get());
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ASSERT_NE(firstMaterial, nullptr);
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ASSERT_NE(firstMaterial->GetShader(), nullptr);
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EXPECT_EQ(firstMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(firstMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(firstMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(firstMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> firstLazyTexture = firstMaterial->GetTexture("_MainTex");
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EXPECT_FALSE(firstLazyTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> firstResolvedTexture = firstMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(firstResolvedTexture.IsValid());
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EXPECT_EQ(firstResolvedTexture->GetWidth(), 2u);
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EXPECT_EQ(firstResolvedTexture->GetHeight(), 2u);
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}
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manager.UnloadAll();
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{
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const auto secondHandle = manager.Load<Mesh>(meshAssetRef);
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ASSERT_TRUE(secondHandle.IsValid());
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EXPECT_EQ(secondHandle->GetPath(), resolvedMeshPath);
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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(), 0u);
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EXPECT_EQ(GetFirstSectionMaterialIndex(*secondHandle.Get()), firstSectionMaterialIndex);
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Material* secondMaterial = GetFirstSectionMaterial(*secondHandle.Get());
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ASSERT_NE(secondMaterial, nullptr);
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ASSERT_NE(secondMaterial->GetShader(), nullptr);
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EXPECT_EQ(secondMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(secondMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(secondMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(secondMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> secondLazyTexture = secondMaterial->GetTexture("_MainTex");
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EXPECT_FALSE(secondLazyTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> secondResolvedTexture = secondMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(secondResolvedTexture.IsValid());
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EXPECT_EQ(secondResolvedTexture->GetWidth(), 2u);
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EXPECT_EQ(secondResolvedTexture->GetHeight(), 2u);
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}
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manager.SetResourceRoot("");
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manager.Shutdown();
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