Refactor asset pipeline to use file paths, improve import

- Switched asset handler interfaces and implementations to use file paths instead of FileStreams for all operations.
- Refactored mesh asset structure and parsing, moved meshlet logic to MeshProcessor, and introduced hierarchical MeshNode types.
- Updated texture asset handling: switched to bits-per-channel, improved mipmap/cubemap generation, and SPMD HDRI support.
- Updated shader asset handlers to use file paths and split code compilation logic.
- Improved asset registry: added event debouncing, better path handling, and import time/hash tracking.
- Added source generator for IAssetSettings registration to support polymorphic JSON serialization.
- Updated dependencies and tests; various minor fixes and cleanups.
This commit is contained in:
2026-04-25 18:23:21 +09:00
parent 4757c0c91a
commit 1a91811621
27 changed files with 1523 additions and 748 deletions

View File

@@ -66,13 +66,13 @@ internal static class ActivationHandler
AllocationManager.Initialize(opts);
var assetRegistry = App.GetService<IAssetRegistry>();
var engineCore = App.GetService<EngineCore>();
//var assetRegistry = App.GetService<IAssetRegistry>();
//var engineCore = App.GetService<EngineCore>();
assetRegistry.OnAssetImported += (sender, e) =>
{
engineCore.AssetManager.ReimportAsset(e);
};
//assetRegistry.OnAssetImported += (sender, e) =>
//{
// engineCore.AssetManager.ReimportAsset(e);
//};
return ValueTask.CompletedTask;
}