refactor: reorganize Resources module into Core/Asset, Core/IO and Resources subdirectories

- Split core resource architecture into Core/Asset/ (IResource, ResourceManager, ResourceCache, etc.)
- Moved IO layer into Core/IO/ (IResourceLoader, ResourceFileSystem, etc.)
- Reorganized concrete resource types into Resources/{Texture,Mesh,Material,Shader,AudioClip}/
- Updated all include paths from relative to <XCEngine/...> format
- Fixed circular dependency in Material.h (removed unnecessary ResourceManager.h include)
- Fixed malformed include syntax in ResourceManager.h and AsyncLoader.h
- Fixed glad.h path issues in CMakeLists.txt
This commit is contained in:
2026-03-24 14:46:17 +08:00
parent b1829bcfc5
commit 50c0ffdb9e
47 changed files with 0 additions and 0 deletions

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#include "Resources/ShaderLoader.h"
#include "Resources/ResourceManager.h"
#include "Resources/ResourceTypes.h"
namespace XCEngine {
namespace Resources {
ShaderLoader::ShaderLoader() = default;
ShaderLoader::~ShaderLoader() = default;
Containers::Array<Containers::String> ShaderLoader::GetSupportedExtensions() const {
Containers::Array<Containers::String> extensions;
extensions.PushBack("vert");
extensions.PushBack("frag");
extensions.PushBack("geom");
extensions.PushBack("comp");
extensions.PushBack("glsl");
extensions.PushBack("hlsl");
extensions.PushBack("shader");
return extensions;
}
bool ShaderLoader::CanLoad(const Containers::String& path) const {
Containers::String ext = GetExtension(path);
return ext == "vert" || ext == "frag" || ext == "geom" ||
ext == "comp" || ext == "glsl" || ext == "hlsl" || ext == "shader";
}
LoadResult ShaderLoader::Load(const Containers::String& path, const ImportSettings* settings) {
Containers::Array<Core::uint8> data = ReadFileData(path);
if (data.Empty()) {
return LoadResult("Failed to read shader file: " + path);
}
Containers::String source;
source.Reserve(data.Size());
for (size_t i = 0; i < data.Size(); ++i) {
source += static_cast<char>(data[i]);
}
Shader* shader = new Shader();
shader->m_path = path;
shader->m_name = path;
shader->m_guid = ResourceGUID::Generate(path);
Containers::String ext = GetExtension(path);
if (ext == "hlsl") {
shader->SetShaderLanguage(ShaderLanguage::HLSL);
} else {
shader->SetShaderLanguage(ShaderLanguage::GLSL);
}
ShaderType shaderType = DetectShaderType(path, source);
shader->SetShaderType(shaderType);
shader->SetSourceCode(source);
shader->m_isValid = true;
shader->m_memorySize = sizeof(Shader) + shader->m_name.Length() +
shader->m_path.Length() + source.Length();
return LoadResult(shader);
}
ImportSettings* ShaderLoader::GetDefaultSettings() const {
return nullptr;
}
ShaderType ShaderLoader::DetectShaderType(const Containers::String& path, const Containers::String& source) {
Containers::String ext = GetExtension(path);
if (ext == "vert") return ShaderType::Vertex;
if (ext == "frag") return ShaderType::Fragment;
if (ext == "geom") return ShaderType::Geometry;
if (ext == "comp") return ShaderType::Compute;
return ShaderType::Fragment;
}
bool ShaderLoader::ParseShaderSource(const Containers::String& source, Shader* shader) {
return true;
}
} // namespace Resources
} // namespace XCEngine