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

View File

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#include "Resources/Texture.h"
#include <cstring>
namespace XCEngine {
namespace Resources {
Texture::Texture() = default;
Texture::~Texture() = default;
void Texture::Release() {
m_pixelData.Clear();
SetInvalid();
}
bool Texture::Create(Core::uint32 width, Core::uint32 height, Core::uint32 depth,
Core::uint32 mipLevels, TextureType type, TextureFormat format,
const void* data, size_t dataSize) {
m_width = width;
m_height = height;
m_depth = depth;
m_mipLevels = mipLevels;
m_textureType = type;
m_format = format;
if (data && dataSize > 0) {
m_pixelData.Resize(dataSize);
std::memcpy(m_pixelData.Data(), data, dataSize);
}
m_memorySize = dataSize;
return true;
}
bool Texture::GenerateMipmaps() {
return false;
}
} // namespace Resources
} // namespace XCEngine