No more shaders and fonts reload on world open
This commit is contained in:
+12
-12
@@ -50,18 +50,18 @@ void AssetsLoader::createDefaults(AssetsLoader& loader) {
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loader.addLoader(ASSET_ATLAS, assetload::atlas);
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loader.addLoader(ASSET_ATLAS, assetload::atlas);
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}
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}
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void AssetsLoader::addDefaults(AssetsLoader& loader) {
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void AssetsLoader::addDefaults(AssetsLoader& loader, bool allAssets) {
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/main", "main");
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if (allAssets) {
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/lines", "lines");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/main", "main");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui", "ui");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/lines", "lines");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui3d", "ui3d");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui", "ui");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/background", "background");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui3d", "ui3d");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/skybox_gen", "skybox_gen");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/background", "background");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/skybox_gen", "skybox_gen");
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loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/blocks", "blocks");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/menubg.png", "menubg");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/menubg.png", "menubg");
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loader.add(ASSET_FONT, FONTS_FOLDER"/font", "normal");
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}
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loader.add(ASSET_FONT, FONTS_FOLDER"/font", "normal");
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loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/blocks", "blocks");
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}
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}
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const ResPaths* AssetsLoader::getPaths() const {
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const ResPaths* AssetsLoader::getPaths() const {
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@@ -36,7 +36,7 @@ public:
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bool loadNext();
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bool loadNext();
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static void createDefaults(AssetsLoader& loader);
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static void createDefaults(AssetsLoader& loader);
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static void addDefaults(AssetsLoader& loader);
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static void addDefaults(AssetsLoader& loader, bool allAssets);
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const ResPaths* getPaths() const;
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const ResPaths* getPaths() const;
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};
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};
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+2
-2
@@ -59,7 +59,7 @@ Engine::Engine(EngineSettings& settings, EnginePaths* paths)
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assets.reset(new Assets());
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assets.reset(new Assets());
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AssetsLoader loader(assets.get(), resPaths.get());
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AssetsLoader loader(assets.get(), resPaths.get());
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AssetsLoader::createDefaults(loader);
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AssetsLoader::createDefaults(loader);
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AssetsLoader::addDefaults(loader);
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AssetsLoader::addDefaults(loader, true);
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Shader::preprocessor->setPaths(resPaths.get());
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Shader::preprocessor->setPaths(resPaths.get());
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while (loader.hasNext()) {
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while (loader.hasNext()) {
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@@ -189,7 +189,7 @@ void Engine::loadContent() {
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std::cout << "-- loading assets" << std::endl;
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std::cout << "-- loading assets" << std::endl;
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AssetsLoader loader(new_assets.get(), resPaths.get());
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AssetsLoader loader(new_assets.get(), resPaths.get());
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AssetsLoader::createDefaults(loader);
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AssetsLoader::createDefaults(loader);
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AssetsLoader::addDefaults(loader);
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AssetsLoader::addDefaults(loader, false);
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while (loader.hasNext()) {
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while (loader.hasNext()) {
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if (!loader.loadNext()) {
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if (!loader.loadNext()) {
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new_assets.reset();
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new_assets.reset();
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