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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 10:16:50 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 10:16:50 +0100 |
| commit | e281b6ff0884a5b4af8aa2ca79fd01141bc2005b (patch) | |
| tree | b6c33df6a2667fc4852b277275765eea15bac89f /src/util/asset_manager_utils.h | |
| parent | 98ab690a5e6c5b038a3842dd071848c0059971ae (diff) | |
refactor(build): Split asset_manager.h into dcl/core/utils headers
Split monolithic asset_manager.h (61 lines) into 3 focused headers:
- asset_manager_dcl.h: Forward declarations (AssetId, ProcGenFunc)
- asset_manager.h: Core API (GetAsset, DropAsset, AssetRecord)
- asset_manager_utils.h: Typed helpers (TextureAsset, MeshAsset)
Updated 17 source files to use appropriate headers:
- object.h: Uses dcl.h (only needs AssetId forward declaration)
- 7 files using TextureAsset/MeshAsset: Use utils.h
- 10 files using only GetAsset(): Keep asset_manager.h
Performance improvement:
- Before: Touch asset_manager.h → 4.82s (35 files rebuild)
- After: Touch asset_manager_utils.h → 2.01s (24 files rebuild)
- Improvement: 58% faster for common workflow (tweaking mesh/texture helpers)
Note: Touching base headers (dcl/core) still triggers ~33 file rebuilds
due to object.h dependency chain. Further optimization would require
reducing object.h's footprint (separate task).
Files changed:
- Created: asset_manager_dcl.h, asset_manager_utils.h
- Modified: asset_manager.h (removed structs), asset_manager.cc
- Updated: object.h, visual_debug.h, renderer_mesh.cc,
flash_cube_effect.cc, hybrid_3d_effect.cc, test files
Diffstat (limited to 'src/util/asset_manager_utils.h')
| -rw-r--r-- | src/util/asset_manager_utils.h | 32 |
1 files changed, 32 insertions, 0 deletions
diff --git a/src/util/asset_manager_utils.h b/src/util/asset_manager_utils.h new file mode 100644 index 0000000..b738692 --- /dev/null +++ b/src/util/asset_manager_utils.h @@ -0,0 +1,32 @@ +// This file is part of the 64k demo project. +// Typed asset helpers for specialized asset retrieval. +// Only include this if you need TextureAsset or MeshAsset structs. + +#pragma once +#include "asset_manager.h" + +struct TextureAsset { + int width; + int height; + const uint8_t* pixels; +}; + +struct MeshVertex { + float p[3]; + float n[3]; + float u[2]; +}; + +struct MeshAsset { + uint32_t num_vertices; + const MeshVertex* vertices; + uint32_t num_indices; + const uint32_t* indices; +}; + +// Helper to retrieve and parse a simple texture asset (from packer's +// [w][h][pixels] format) +TextureAsset GetTextureAsset(AssetId asset_id); + +// Helper to retrieve and parse a mesh asset (from packer's binary format) +MeshAsset GetMeshAsset(AssetId asset_id); |
