Asset Management
On Disk (file) Layout
{version} | 4 bytes, ie. uint32_t
{general metadata} | sizeof(AssetMetadata)
{specialized metadata} | sizeof(XXXAssetMetadata), eg. TextureAssetMetadata
{n} | 4 bytes, ie. uint32_t
{blob_0...n metadata} | n * sizeof(BlobMetadata)
{blob_0...n data} | variable size based on actual data
{end marker} | 8 byte, ie size_t for marking the END
Sections
version -> The version of the asset for forward compatibility
general metadata -> Common asset metadata such as file-path, asset-type, creator, etc.
specialized metadata -> Metadata specific to the asset, eg. texture dimensions for Textures.
n -> The number of blobs.
blob_0...n metadata -> Metadata specifying how the actual data is packed, required for unpacking.
blob_0...n data -> The actual data, packed and compressed to be reacdy for direct engine consumption.
Loading
Loading pre-baked asset files (like .png files) for baking:
Each Loader has ONE OR MORE supported input file types (detected via the file extension): eg. StbLoader -> Can read in .jpg, .png, .bmp, etc…. files
Each Loader has ONLY ONE supported output asset type: eg. StbLoader -> outputs TextureAsset
Multiple Loaders MAY have as output the same asset type: eg. StbLoader -> outputs TextureAsset eg. SomeOtherImgLoader -> outputs TextureAsset
Multiple Loaders SHOULD NOT have as input same extension types eg. .jpg, .png -> if supported, should only be supported by 1 Loader class
Each Loader SHOULD read and turn the data from a file (eg. .png for textures) into something understandable by a Packer (not the engine itself).
A Loader SHOULD NOT be responsible for packing the parsed file data into asset data, as that implies direct understanding of the layout required by the engine.
And if that layout changes, ALL Loader**s should change accordingly; which makes a class that’s responsible for reading files dependant on the engine’s (potentially frequent) internal changes. The logic is to reduce many-to-one dependency into a one-to-one dependency by redirecting the packing process to **Packer classes
Packing
Each Packer is responsible for packing ONLY ONE asset type: eg. TexturePacker for packing texture assets from parsed image files. eg. ModelPacker for packing model assets from parsed model files.
Each Packer will output ONE OR MORE blobs of data, and for EACH blob of data, it’ll write a BlobMetadata, AFTER the specialized metadata (eg. TextureAssetMetadata)
A Packer will make use of the Compressor classes to compress the data, and lay it out in a way that is suitable for the engine’s consumption.
Unpacking
A Parser is responsible for parsing ONLY ONE asset type: eg. TextureParser for parsing texture assets for direct engine consumption. eg. ModelParser for parsing model assets for direct engine consumption.