mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
RenderTargetGroup GetData, Shader uint support
This commit is contained in:
@@ -29,9 +29,17 @@ namespace ImGui
|
||||
|
||||
public static bool ColorPicker4(char* label, ref ColorRGBA col, ColorEditFlags flags = (ColorEditFlags) 0, float* ref_col = null) => ColorPicker4Impl(label, *(float[4]*)&col, flags, ref_col);
|
||||
|
||||
public static extern void Image(Texture2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero);
|
||||
// Wouldn't be necesseary if RenderTarget2D was Texture2D
|
||||
public static extern void Image(RenderTarget2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero);
|
||||
public static void Image(Texture2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero)
|
||||
{
|
||||
Image(texture.GetViewBinding(), size, uv0, uv1, tint_col, border_col);
|
||||
}
|
||||
|
||||
public static void Image(RenderTarget2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero)
|
||||
{
|
||||
Image(texture.GetViewBinding(), size, uv0, uv1, tint_col, border_col);
|
||||
}
|
||||
|
||||
public static extern void Image(TextureViewBinding textureViewBinding, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero);
|
||||
|
||||
public static void TextUnformatted(StringView text) => TextUnformattedImpl(text.Ptr, text.Ptr + text.Length);
|
||||
|
||||
|
||||
@@ -12,20 +12,14 @@ namespace ImGui
|
||||
{
|
||||
static List<ID3D11ShaderResourceView*> _resourceViews = new .() ~ delete _;
|
||||
|
||||
public static override void Image(Texture2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero)
|
||||
public static override void Image(TextureViewBinding textureViewBinding, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero)
|
||||
{
|
||||
var view = texture._nativeResourceView..AddRef();
|
||||
var view = textureViewBinding._nativeShaderResourceView..AddRef();
|
||||
_resourceViews.Add(view);
|
||||
|
||||
ImGui.Image(view, size, uv0, uv1, tint_col, border_col);
|
||||
}
|
||||
|
||||
public static override void Image(RenderTarget2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero)
|
||||
{
|
||||
var view = texture._nativeResourceView..AddRef();
|
||||
_resourceViews.Add(view);
|
||||
|
||||
ImGui.Image(view, size, uv0, uv1, tint_col, border_col);
|
||||
textureViewBinding.ReleaseRef();
|
||||
}
|
||||
|
||||
protected internal static override void CleanupFrame()
|
||||
|
||||
@@ -37,6 +37,8 @@ namespace GlitchyEngine.Renderer
|
||||
_type = .Float;
|
||||
case .Int:
|
||||
_type = .Int;
|
||||
case .UInt:
|
||||
_type = .UInt;
|
||||
default:
|
||||
Log.EngineLogger.Assert(false, scope $"Unhandled shader variable type: {shaderTypeDescription.Type}");
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ using DirectX.Common;
|
||||
using DirectX.D3D11;
|
||||
using GlitchyEngine.Platform.DX11;
|
||||
using DirectX.DXGI.DXGI1_2;
|
||||
using System;
|
||||
|
||||
using internal GlitchyEngine.Platform.DX11;
|
||||
|
||||
@@ -131,6 +132,11 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
switch(this)
|
||||
{
|
||||
case .R8_SInt:
|
||||
return .R8_SInt;
|
||||
case .R32_UInt:
|
||||
return .R32_UInt;
|
||||
|
||||
case .R8G8B8A8_UNorm:
|
||||
return .R8G8B8A8_UNorm;
|
||||
case .R8G8B8A8_SNorm:
|
||||
@@ -179,6 +185,7 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
extension RenderTargetGroup
|
||||
{
|
||||
protected uint32 _mipLevels;
|
||||
internal ID3D11Texture2D*[] _nativeTextures;
|
||||
internal ID3D11RenderTargetView*[] _renderTargetViews;
|
||||
internal ID3D11ShaderResourceView*[] _nativeResourceViews;
|
||||
@@ -218,6 +225,11 @@ namespace GlitchyEngine.Renderer
|
||||
var result = NativeDevice.CreateTexture2D(ref desc, null, &texture);
|
||||
Log.EngineLogger.Assert(result.Succeeded, "Failed to create RenderTarget2D");
|
||||
|
||||
// TODO: calculate the max mip level
|
||||
// Read back the description to get the actual mip level count.
|
||||
texture.GetDescription(let actualDesc);
|
||||
_mipLevels = actualDesc.MipLevels;
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
@@ -374,6 +386,63 @@ namespace GlitchyEngine.Renderer
|
||||
return .(_nativeResourceViews[index], _colorSamplerStates[index].nativeSamplerState);
|
||||
}
|
||||
}
|
||||
|
||||
protected override Result<void> PlatformGetData(void* destination, uint32 elementSize, uint32 x, uint32 y, uint32 width, uint32 height, int renderTarget, uint32 arraySlice, uint32 mipLevel) // mapType?
|
||||
{
|
||||
Debug.Profiler.ProfileResourceFunction!();
|
||||
|
||||
ID3D11Texture2D* texture = renderTarget == -1 ? _nativeDepthTexture : _nativeTextures[renderTarget];
|
||||
|
||||
if (texture == null)
|
||||
return .Err;
|
||||
|
||||
// TODO: Dynamic textures with CPU read access don't need a staging texture.
|
||||
|
||||
ID3D11Texture2D* stagingTexture = null;
|
||||
|
||||
Texture2DDescription stagingDesc = .();
|
||||
stagingDesc.Width = width;
|
||||
stagingDesc.Height = height;
|
||||
stagingDesc.MipLevels = 1;
|
||||
stagingDesc.ArraySize = 1;
|
||||
stagingDesc.Format = _colorTargetDescriptions[renderTarget].Format.GetTextureFormat();
|
||||
stagingDesc.SampleDesc = .(_description.Samples, 0);
|
||||
stagingDesc.Usage = .Staging;
|
||||
stagingDesc.BindFlags = .None;
|
||||
stagingDesc.CpuAccessFlags = .Read;
|
||||
stagingDesc.MiscFlags = .None;
|
||||
|
||||
var result = NativeDevice.CreateTexture2D(ref stagingDesc, null, &stagingTexture);
|
||||
if (result != 0)
|
||||
return .Err;
|
||||
|
||||
defer stagingTexture.Release();
|
||||
|
||||
uint32 srcSubResource = D3D11.CalcSubresource(mipLevel, arraySlice, _mipLevels);
|
||||
|
||||
Box srcBox = .(x, y, arraySlice, x + width, y + height, arraySlice + 1);
|
||||
|
||||
NativeContext.CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, texture, srcSubResource, &srcBox);
|
||||
|
||||
MappedSubresource subresource = ?;
|
||||
result = NativeContext.Map(stagingTexture, 0, .Read, .None, &subresource);
|
||||
defer NativeContext.Unmap(stagingTexture, 0);
|
||||
|
||||
if (result != 0)
|
||||
return .Err;
|
||||
|
||||
for (int i < height)
|
||||
{
|
||||
uint32 destRowLength = elementSize * width;
|
||||
|
||||
uint32 count = Math.Min(destRowLength, subresource.RowPitch);
|
||||
|
||||
Internal.MemCpy((uint8*)destination + i * destRowLength, (uint8*)subresource.Data + i * subresource.RowPitch,
|
||||
count);
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
using GlitchyEngine.Math;
|
||||
using GlitchyEngine.Platform.DX11;
|
||||
using System;
|
||||
|
||||
using internal GlitchyEngine.Renderer;
|
||||
using internal GlitchyEngine.Platform.DX11;
|
||||
@@ -61,14 +62,31 @@ namespace GlitchyEngine.Renderer
|
||||
NativeContext.ClearDepthStencilView(target.nativeView, flags, depth, stencil);
|
||||
}
|
||||
|
||||
public override void Clear(RenderTargetGroup renderTarget, ClearOptions options, ColorRGBA? color = null, float? depth = null, uint8? stencil = null)
|
||||
private void ClearRtv(DirectX.D3D11.ID3D11RenderTargetView* rtv, ClearColor clearColor)
|
||||
{
|
||||
switch(clearColor)
|
||||
{
|
||||
case .Color(let color):
|
||||
NativeContext.ClearRenderTargetView(rtv, color);
|
||||
case .UInt(let value):
|
||||
/*#unwarn
|
||||
NativeContext.OutputMerger.SetRenderTargets(1, &rtv, null);
|
||||
|
||||
|
||||
|
||||
BindRenderTargets();*/
|
||||
default:
|
||||
Runtime.NotImplemented();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Clear(RenderTargetGroup renderTarget, ClearOptions options, ClearColor? color = null, float? depth = null, uint8? stencil = null)
|
||||
{
|
||||
if (options.HasFlag(.Color) && renderTarget._renderTargetViews != null)
|
||||
{
|
||||
for (int i < renderTarget._renderTargetViews.Count)
|
||||
{
|
||||
NativeContext.ClearRenderTargetView(renderTarget._renderTargetViews[i],
|
||||
color ?? renderTarget._colorTargetDescriptions[i].ClearColor);
|
||||
ClearRtv(renderTarget._renderTargetViews[i], color ?? renderTarget._colorTargetDescriptions[i].ClearColor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -88,9 +106,24 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
if (flags != default)
|
||||
{
|
||||
NativeContext.ClearDepthStencilView(renderTarget._nativeDepthTargetView, flags,
|
||||
renderTarget._depthTargetDescription.ClearColor.R,
|
||||
(uint8)renderTarget._depthTargetDescription.ClearColor.G);
|
||||
float clearDepth = 0.0f;
|
||||
uint8 clearStencil = 0;
|
||||
|
||||
if (renderTarget._depthTargetDescription.ClearColor case .DepthStencil(let d, let s))
|
||||
{
|
||||
clearDepth = d;
|
||||
clearStencil = s;
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.EngineLogger.Error("Clear color of depth stencil target must be of type DepthStencil.");
|
||||
Log.EngineLogger.AssertDebug(false);
|
||||
}
|
||||
|
||||
clearDepth = depth ?? clearDepth;
|
||||
clearStencil = stencil ?? clearStencil;
|
||||
|
||||
NativeContext.ClearDepthStencilView(renderTarget._nativeDepthTargetView, flags, clearDepth, clearStencil);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -96,6 +96,9 @@ namespace GlitchyEngine.Renderer
|
||||
case typeof(Int4):
|
||||
EnsureTypeMatch(1, 4, .Int);
|
||||
|
||||
case typeof(uint32):
|
||||
EnsureTypeMatch(1, 1, .UInt);
|
||||
|
||||
case typeof(Matrix4x3):
|
||||
EnsureTypeMatch(4, 3, .Float);
|
||||
case typeof(Matrix3x3):
|
||||
|
||||
@@ -102,6 +102,7 @@ namespace GlitchyEngine.Renderer
|
||||
Bool,
|
||||
Float,
|
||||
Int,
|
||||
UInt
|
||||
// todo
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,52 @@
|
||||
namespace GlitchyEngine.Renderer
|
||||
{
|
||||
static class FullscreenQuad
|
||||
{
|
||||
//static GeometryBinding s_fullscreenQuadGeometry;
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
/*s_fullscreenQuadGeometry = new GeometryBinding();
|
||||
s_fullscreenQuadGeometry.SetPrimitiveTopology(.TriangleList);
|
||||
|
||||
using(var quadVertices = new VertexBuffer(typeof(Vector4), 4, .Immutable))
|
||||
{
|
||||
Vector4[4] vertices = .(
|
||||
.(-1,-1, 0, 1),
|
||||
.(-1, 1, 0, 0),
|
||||
.( 1, 1, 1, 0),
|
||||
.( 1,-1, 1, 1)
|
||||
);
|
||||
|
||||
quadVertices.SetData(vertices);
|
||||
s_fullscreenQuadGeometry.SetVertexBufferSlot(quadVertices, 0);
|
||||
}
|
||||
|
||||
using(var quadIndices = new IndexBuffer(6, .Immutable))
|
||||
{
|
||||
uint16[6] indices = .(
|
||||
0, 1, 2,
|
||||
2, 3, 0
|
||||
);
|
||||
|
||||
quadIndices.SetData(indices);
|
||||
s_fullscreenQuadGeometry.SetIndexBuffer(quadIndices);
|
||||
}
|
||||
|
||||
VertexElement[] vertexElements = new .(
|
||||
VertexElement(.R32G32_Float, "POSITION"),
|
||||
VertexElement(.R32G32_Float, "TEXCOORD")
|
||||
);
|
||||
|
||||
using (var quadBatchLayout = new VertexLayout(vertexElements, true, TestFullscreenEffect.VertexShader))
|
||||
{
|
||||
s_fullscreenQuadGeometry.SetVertexLayout(quadBatchLayout);
|
||||
}*/
|
||||
}
|
||||
|
||||
public static void Deinit()
|
||||
{
|
||||
//s_fullscreenQuadGeometry.ReleaseRef();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -132,6 +132,8 @@ namespace GlitchyEngine.Renderer
|
||||
public void SetVariable(String name, Int3 value) => SetVariable<Int3>(name, value);
|
||||
public void SetVariable(String name, Int4 value) => SetVariable<Int4>(name, value);
|
||||
|
||||
public void SetVariable(String name, uint32 value) => SetVariable<uint32>(name, value);
|
||||
|
||||
public void SetVariable(String name, Color value) => SetVariable<ColorRGBA>(name, value);
|
||||
public void SetVariable(String name, ColorRGB value) => SetVariable<ColorRGB>(name, value);
|
||||
public void SetVariable(String name, ColorRGBA value) => SetVariable<ColorRGBA>(name, value);
|
||||
|
||||
@@ -88,6 +88,9 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
case None = 0;
|
||||
|
||||
case R8_SInt;
|
||||
case R32_UInt;
|
||||
|
||||
case R8G8B8A8_UNorm;
|
||||
case R8G8B8A8_SNorm;
|
||||
|
||||
@@ -104,6 +107,18 @@ namespace GlitchyEngine.Renderer
|
||||
public bool IsDepth => HasFlag(DepthMarker);
|
||||
}
|
||||
|
||||
public enum ClearColor
|
||||
{
|
||||
case Color(ColorRGBA ClearColor);
|
||||
case UInt(uint32 ClearValue);
|
||||
case DepthStencil(float Depth, uint8 Stencil);
|
||||
|
||||
public static implicit operator ClearColor(ColorRGBA color)
|
||||
{
|
||||
return .Color(color);
|
||||
}
|
||||
}
|
||||
|
||||
public struct TargetDescription
|
||||
{
|
||||
public RenderTargetFormat Format = .None;
|
||||
@@ -113,13 +128,13 @@ namespace GlitchyEngine.Renderer
|
||||
public bool IsShaderReadable = true;
|
||||
|
||||
/// Clear color. For DepthStencilBuffers: R is Depth, G is Stencil
|
||||
public ColorRGBA ClearColor = .Black;
|
||||
public ClearColor ClearColor = .Color(.Black);
|
||||
|
||||
public SamplerStateDescription SamplerDescription = .();
|
||||
|
||||
public this() { }
|
||||
|
||||
public this(RenderTargetFormat format, bool isSwapchainTarget = false, bool isShaderReadable = true, ColorRGBA clearColor = .Black, SamplerStateDescription samplerDescription = .())
|
||||
public this(RenderTargetFormat format, bool isSwapchainTarget = false, bool isShaderReadable = true, ClearColor clearColor = .Color(.(0, 0, 0, 1)), SamplerStateDescription samplerDescription = .())
|
||||
{
|
||||
Format = format;
|
||||
IsSwapchainTarget = isSwapchainTarget;
|
||||
@@ -179,6 +194,9 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
_description = description;
|
||||
|
||||
Log.EngineLogger.AssertDebug(_description.Width != 0);
|
||||
Log.EngineLogger.AssertDebug(_description.Height != 0);
|
||||
|
||||
var colorTargets = description.ColorTargetDescriptions;
|
||||
|
||||
if (!colorTargets.IsNull && !colorTargets.IsEmpty)
|
||||
@@ -206,10 +224,12 @@ namespace GlitchyEngine.Renderer
|
||||
}
|
||||
|
||||
_depthTargetDescription = description.DepthTargetDescription;
|
||||
Log.EngineLogger.AssertDebug(_depthTargetDescription.Format.IsDepth, "Depth target must have depth format.");
|
||||
|
||||
if (_depthTargetDescription.Format != .None)
|
||||
{
|
||||
Log.EngineLogger.AssertDebug(_depthTargetDescription.Format.IsDepth, "Depth target must have depth format.");
|
||||
Log.EngineLogger.AssertDebug(_depthTargetDescription.ClearColor case .DepthStencil, "Clear color for depth stencil target must be of type DepthStencil.");
|
||||
|
||||
_depthSamplerState = SamplerStateManager.GetSampler(_depthTargetDescription.SamplerDescription);
|
||||
}
|
||||
|
||||
@@ -227,5 +247,16 @@ namespace GlitchyEngine.Renderer
|
||||
}
|
||||
|
||||
protected extern TextureViewBinding PlatformGetViewBinding(int index);
|
||||
|
||||
protected extern Result<void> PlatformGetData(void* destination, uint32 elementSize,
|
||||
uint32 x, uint32 y, uint32 width, uint32 height, int renderTarget, uint32 arraySlice, uint32 mipLevel); // mapType?
|
||||
|
||||
public Result<void> GetData<T>(T* data, int renderTarget, uint32 left, uint32 top, uint32 width, uint32 height, uint32 arraySlice = 0, uint32 mipSlice = 0)
|
||||
{
|
||||
Log.EngineLogger.AssertDebug(left + width < Width);
|
||||
Log.EngineLogger.AssertDebug(top + height < Height);
|
||||
|
||||
return PlatformGetData(data, (.)sizeof(T), left, top, width, height, renderTarget, arraySlice, mipSlice);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace GlitchyEngine.Renderer
|
||||
public Matrix ViewProjection;
|
||||
public Vector3 CameraPosition;
|
||||
public RenderTarget2D CameraTarget;
|
||||
public RenderTarget2D CompositionTarget;
|
||||
public RenderTargetGroup CompositionTarget;
|
||||
}
|
||||
|
||||
struct ObjectConstants
|
||||
@@ -78,11 +78,12 @@ namespace GlitchyEngine.Renderer
|
||||
.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = desc},
|
||||
.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = desc},
|
||||
.(RenderTargetFormat.R32G32B32A32_Float){SamplerDescription = desc},
|
||||
.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = desc}
|
||||
.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = desc},
|
||||
.(RenderTargetFormat.R32_UInt){SamplerDescription = desc, ClearColor = ColorRGBA(0, 0, 0, 0)},
|
||||
),
|
||||
TargetDescription(.D24_UNorm_S8_UInt){
|
||||
SamplerDescription = desc,
|
||||
ClearColor = .(1.0f, 0, 0)
|
||||
ClearColor = .DepthStencil(1.0f, 0)
|
||||
});
|
||||
Target = new RenderTargetGroup(targetDesc);
|
||||
}
|
||||
@@ -167,6 +168,7 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
RenderCommand.Init();
|
||||
Renderer2D.Init();
|
||||
FullscreenQuad.Init();
|
||||
|
||||
InitLineRenderer(effectLibrary);
|
||||
InitDeferredRenderer(effectLibrary);
|
||||
@@ -179,7 +181,8 @@ namespace GlitchyEngine.Renderer
|
||||
DeinitDeferredRenderer();
|
||||
|
||||
DeinitLineRenderer();
|
||||
|
||||
|
||||
FullscreenQuad.Deinit();
|
||||
Renderer2D.Deinit();
|
||||
|
||||
_context.ReleaseRef();
|
||||
@@ -303,7 +306,7 @@ namespace GlitchyEngine.Renderer
|
||||
//_sceneConstants.Update();
|
||||
}
|
||||
|
||||
public static void BeginScene(Camera camera, Matrix transform, RenderTarget2D renderTarget, RenderTarget2D finalTarget)
|
||||
public static void BeginScene(Camera camera, Matrix transform, RenderTarget2D renderTarget, RenderTargetGroup finalTarget)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
@@ -314,7 +317,7 @@ namespace GlitchyEngine.Renderer
|
||||
_sceneConstants.CompositionTarget = finalTarget;
|
||||
}
|
||||
|
||||
public static void BeginScene(EditorCamera camera, RenderTarget2D finalTarget)
|
||||
public static void BeginScene(EditorCamera camera, RenderTargetGroup finalTarget)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
@@ -390,6 +393,8 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
entry.Material.SetVariable("Transform", entry.Transform);
|
||||
|
||||
entry.Material.SetVariable("EntityId", entry.EntityId);
|
||||
|
||||
Matrix3x3 mat = (Matrix3x3)(entry.Transform).Invert().Transpose();
|
||||
entry.Material.SetVariable("Transform_InvT", mat);
|
||||
}
|
||||
@@ -446,7 +451,7 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
RenderCommand.SetBlendState(_gBufferBlend);
|
||||
|
||||
RenderCommand.SetRenderTarget(_sceneConstants.CompositionTarget, 0, false);
|
||||
RenderCommand.SetRenderTargetGroup(_sceneConstants.CompositionTarget, true);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
// TODO: Postprocessing effects
|
||||
@@ -491,12 +496,14 @@ namespace GlitchyEngine.Renderer
|
||||
public GeometryBinding Mesh;
|
||||
public Material Material;
|
||||
public Matrix Transform;
|
||||
public uint32 EntityId;
|
||||
|
||||
public this(GeometryBinding mesh, Material material, Matrix transform)
|
||||
public this(GeometryBinding mesh, Material material, Matrix transform, uint32 id)
|
||||
{
|
||||
Mesh = mesh..AddRef();
|
||||
Material = material..AddRef();
|
||||
Transform = transform;
|
||||
EntityId = id;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
@@ -525,7 +532,14 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
_queue.Add(SubmittedMesh(geometry, material, transform));
|
||||
_queue.Add(SubmittedMesh(geometry, material, transform, 0));
|
||||
}
|
||||
|
||||
public static void Submit(GeometryBinding geometry, Material material, EcsEntity entity, Matrix transform = .Identity)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
_queue.Add(SubmittedMesh(geometry, material, transform, entity.[Friend]Index));
|
||||
}
|
||||
|
||||
public static void Submit(SceneLight light, Matrix transform = .Identity)
|
||||
|
||||
@@ -21,7 +21,8 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
public extern void Clear(DepthStencilTarget target, ClearOptions options, float depth, uint8 stencil);
|
||||
|
||||
public extern void Clear(RenderTargetGroup renderTarget, ClearOptions options, ColorRGBA? color = null, float? depth = null, uint8? stencil = null);
|
||||
//public extern void Clear(RenderTargetGroup renderTarget, ClearOptions options, ColorRGBA? color = null, float? depth = null, uint8? stencil = null);
|
||||
public extern void Clear(RenderTargetGroup renderTarget, ClearOptions options, ClearColor? color = null, float? depth = null, uint8? stencil = null);
|
||||
|
||||
public void Clear(RenderTarget2D renderTarget, ClearOptions options, ColorRGBA color, float depth, uint8 stencil)
|
||||
{
|
||||
|
||||
@@ -8,7 +8,7 @@ namespace GlitchyEngine.World
|
||||
{
|
||||
public class EcsWorld
|
||||
{
|
||||
const int MaxEntities = 1024;
|
||||
const int MaxEntities = 16348;
|
||||
|
||||
internal typealias BitmaskEntry = (EcsEntity ID, BitArray ComponentMask);
|
||||
internal List<BitmaskEntry> _entities = new .();
|
||||
@@ -149,6 +149,28 @@ namespace GlitchyEngine.World
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns whether the given entity is valid or not.
|
||||
public bool IsValid(EcsEntity entity)
|
||||
{
|
||||
if(entity.Index > _entities.Count)
|
||||
return false;
|
||||
|
||||
var listEntity = ref _entities[entity.Index];
|
||||
|
||||
return entity == listEntity.ID;
|
||||
}
|
||||
|
||||
/// Returns the entity with the same ID and the current version. Or null, if no such entity exists.
|
||||
public EcsEntity? GetCurrentVersion(EcsEntity entity)
|
||||
{
|
||||
if(entity.Index > _entities.Count)
|
||||
return null;
|
||||
|
||||
var listEntity = ref _entities[entity.Index];
|
||||
|
||||
return listEntity.ID;
|
||||
}
|
||||
|
||||
/**
|
||||
* Assigns a component of type T to the specified entity and returns it.
|
||||
*/
|
||||
@@ -208,7 +230,7 @@ namespace GlitchyEngine.World
|
||||
|
||||
listEntity.ComponentMask[entry.Id] = false;
|
||||
}
|
||||
|
||||
|
||||
public void RemoveComponent<T>(EcsEntity entity) where T : struct, new, IDisposableComponent
|
||||
{
|
||||
if(entity.Index > _entities.Count)
|
||||
|
||||
@@ -48,7 +48,7 @@ namespace GlitchyEngine.World
|
||||
{
|
||||
}
|
||||
|
||||
public void UpdateRuntime(GameTime gameTime, RenderTarget2D finalTarget)
|
||||
public void UpdateRuntime(GameTime gameTime, RenderTargetGroup finalTarget)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
@@ -111,7 +111,7 @@ namespace GlitchyEngine.World
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTarget2D viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
|
||||
public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTargetGroup viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
@@ -124,7 +124,7 @@ namespace GlitchyEngine.World
|
||||
|
||||
for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
|
||||
{
|
||||
Renderer.Submit(mesh.Mesh, meshRenderer.Material, transform.WorldTransform);
|
||||
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
|
||||
}
|
||||
|
||||
for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
|
||||
|
||||
Reference in New Issue
Block a user