Пример #1
0
String Asset::GetCachePath() const
{
    AssetDatabase* db = GetSubsystem<AssetDatabase>();
    String cachePath = db->GetCachePath();
    cachePath += guid_;
    return cachePath;
}
Пример #2
0
bool Asset::CheckCacheFile()
{
    if (importer_.Null())
        return true;

    FileSystem* fs = GetSubsystem<FileSystem>();
    AssetDatabase* db = GetSubsystem<AssetDatabase>();
    String cachePath = db->GetCachePath();

    String cacheFile = cachePath + guid_;

    unsigned modifiedTime = fs->GetLastModifiedTime(path_);

    if (importer_->RequiresCacheFile()) {

        if (!fs->FileExists(cacheFile) || fs->GetLastModifiedTime(cacheFile) < modifiedTime)
            return false;
    }

    if (fs->GetLastModifiedTime(GetDotAssetFilename()) < modifiedTime)
    {
        return false;
    }

    return true;
}
bool TextureImporter::Import()
{
    AssetDatabase* db = GetSubsystem<AssetDatabase>();
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    String cachePath = db->GetCachePath();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    String compressedPath = cachePath + "DDS/" + asset_->GetRelativePath() + ".dds";
    if (fileSystem->FileExists(compressedPath))
        fileSystem->Delete(compressedPath);

    SharedPtr<Image> image = cache->GetTempResource<Image>(asset_->GetPath());

    if (image.Null())
        return false;

    if (compressTextures_ &&
        !image->IsCompressed())
    {
        fileSystem->CreateDirs(cachePath, "DDS/" + Atomic::GetPath(asset_->GetRelativePath()));

		float resizefactor;
		float width = image->GetWidth();
		float height = image->GetHeight();

		if (width > compressedSize_ || height > compressedSize_)
		{
			if (width >= height)
			{
				resizefactor = compressedSize_ / width;
			}
			else
			{
				resizefactor = compressedSize_ / height;
			}

			image->Resize(width*resizefactor, height*resizefactor);
		}

		if (image->SaveDDS(compressedPath))
		{			
			Renderer * renderer = GetSubsystem<Renderer>();
			renderer->ReloadTextures();
		}
    }

    // todo, proper proportions
    image->Resize(64, 64);

    // not sure entirely what we want to do here, though if the cache file doesn't exist
    // will reimport
    image->SavePNG(cachePath + asset_->GetGUID());

    // save thumbnail
    image->SavePNG(cachePath + asset_->GetGUID() + "_thumbnail.png");

    return true;
}
Пример #4
0
bool BuildWindows::CheckIncludeResourceFile(const String& resourceDir, const String& fileName)
{
    // #623 BEGIN TODO: Skip files that have a converted version in the cache
    AssetDatabase* db = GetSubsystem<AssetDatabase>();
    String cachePath = db->GetCachePath();
    if (resourceDir != cachePath)
    {
        String ext = GetExtension(fileName);
        if (ext == ".jpg" || ext == ".png" || ext == ".tga")
        {
            FileSystem* fileSystem = GetSubsystem<FileSystem>();
            String compressedPath = cachePath + "DDS/" + fileName + ".dds";
            if (fileSystem->FileExists(compressedPath))
                return false;
        }
    }
    // #623 END TODO

    return BuildBase::CheckIncludeResourceFile(resourceDir, fileName);
}
Пример #5
0
void BuildWindows::Initialize()
{
    ToolSystem* tsystem = GetSubsystem<ToolSystem>();
    Project* project = tsystem->GetProject();

    Vector<String> defaultResourcePaths;
    GetDefaultResourcePaths(defaultResourcePaths);

    for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
    {
        AddResourceDir(defaultResourcePaths[i]);
    }
    BuildDefaultResourceEntries();

    // Include the project resources and cache separately
    AddProjectResourceDir(project->GetResourcePath());
    AssetDatabase* db = GetSubsystem<AssetDatabase>();
    String cachePath = db->GetCachePath();
    AddProjectResourceDir(cachePath);

    BuildProjectResourceEntries();
}
Пример #6
0
void BuildAndroid::Initialize()
{
    ToolSystem* tsystem = GetSubsystem<ToolSystem>();
    Project* project = tsystem->GetProject();

    Vector<String> defaultResourcePaths;
    GetDefaultResourcePaths(defaultResourcePaths);
    

    for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
    {
        AddResourceDir(defaultResourcePaths[i]);
    }
    BuildDefaultResourceEntries();

    // TODO: smart filtering of cache
    String projectResources = project->GetResourcePath();
    AddProjectResourceDir(projectResources);
    AssetDatabase* db = GetSubsystem<AssetDatabase>();
    String cachePath = db->GetCachePath();
    AddProjectResourceDir(cachePath);

    BuildProjectResourceEntries();
}