11#include < vector>
22
3- #include " generate.h"
4-
5- #include < cage-core/assetManager.h>
3+ #include < cage-core/assetsManager.h>
64#include < cage-core/entities.h>
75#include < cage-core/meshImport.h>
86#include < cage-core/profiling.h>
1412#include < cage-engine/texture.h>
1513#include < cage-simple/engine.h>
1614
15+ #include " generate.h"
16+
1717namespace mazetd
1818{
1919 ConcurrentQueue<ChunkUpload> chunksUploadQueue;
@@ -29,11 +29,11 @@ namespace mazetd
2929 void remove ()
3030 {
3131 if (model)
32- engineAssets ()->remove (model);
32+ engineAssets ()->unload (model);
3333 if (albedo)
34- engineAssets ()->remove (albedo);
34+ engineAssets ()->unload (albedo);
3535 if (material)
36- engineAssets ()->remove (material);
36+ engineAssets ()->unload (material);
3737 model = albedo = material = 0 ;
3838 }
3939 };
@@ -65,8 +65,8 @@ namespace mazetd
6565 tex->filters (GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, 100 );
6666 tex->wraps (GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
6767 tex->generateMipmaps ();
68- re.albedo = engineAssets ()->generateUniqueName ();
69- engineAssets ()->fabricate <AssetSchemeIndexTexture, Texture>(re.albedo , std::move (tex), " chunkAlbedo" );
68+ re.albedo = engineAssets ()->generateUniqueId ();
69+ engineAssets ()->loadValue <AssetSchemeIndexTexture, Texture>(re.albedo , std::move (tex), " chunkAlbedo" );
7070 }
7171
7272 {
@@ -76,8 +76,8 @@ namespace mazetd
7676 tex->filters (GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, 100 );
7777 tex->wraps (GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
7878 tex->generateMipmaps ();
79- re.material = engineAssets ()->generateUniqueName ();
80- engineAssets ()->fabricate <AssetSchemeIndexTexture, Texture>(re.material , std::move (tex), " chunkMaterial" );
79+ re.material = engineAssets ()->generateUniqueId ();
80+ engineAssets ()->loadValue <AssetSchemeIndexTexture, Texture>(re.material , std::move (tex), " chunkMaterial" );
8181 }
8282
8383 {
@@ -88,8 +88,8 @@ namespace mazetd
8888 model->textureNames [0 ] = re.albedo ;
8989 model->textureNames [1 ] = re.material ;
9090 model->layer = -100 ;
91- re.model = engineAssets ()->generateUniqueName ();
92- engineAssets ()->fabricate <AssetSchemeIndexModel, Model>(re.model , std::move (model), " chunkModel" );
91+ re.model = engineAssets ()->generateUniqueId ();
92+ engineAssets ()->loadValue <AssetSchemeIndexModel, Model>(re.model , std::move (model), " chunkModel" );
9393 }
9494
9595 chunksRenderQueue.push (std::move (re));
0 commit comments