Vulkan Schnee 0.0.1
High-performance rendering engine
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TextureAsset.h
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1#pragma once
2#include "Engine/Core/Asset.h"
3#include "ExrLoader.h"
4#include <filesystem>
5#include <tiny_gltf.h>
6
7namespace EngineCore {
15 friend class AssetManager;
16 public:
17 explicit TextureAsset(bool initEcsData = false);
18 ~TextureAsset() override = default;
26 void setImage( tinygltf::Image && image );
27
34 void unload() override;
35
42 void updateLoadingState() override;
43 };
44
52 public:
54 ~ExrTextureAsset() override = default;
55 void setHeader(ExrHeader &header);
56 };
57
68 public:
70 ~GltfTextureAsset() override = default;
71 };
72
73 class TextureAssetManager : public Asset::AssetManager<std::filesystem::path, TextureAsset> {
74 public:
76 };
77}
Base class for asset wrappers. The data is stored in the private member variable 'data' in form of en...
Definition Asset.h:50
A manager which is used to look up existing assets and their loading state.
Definition Asset.h:141
void setHeader(ExrHeader &header)
~ExrTextureAsset() override=default
~GltfTextureAsset() override=default
void setImage(tinygltf::Image &&image)
sets the image data to an image. The image data will be moved into this asset
void updateLoadingState() override
updates the loading state according to all components required by this asset
void unload() override
unloads all data of this asset
~TextureAsset() override=default
TextureAsset(bool initEcsData=false)
Log category system implementation.
Wrapper for EXR file header information with owned data.
Definition ExrLoader.h:42