mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
"Fix" warnings
This commit is contained in:
@@ -98,7 +98,7 @@ namespace GlitchyEngine.Content
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for (var mesh in modelData.Meshes)
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{
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var name = StringView(mesh.Name);
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//var name = StringView(mesh.Name);
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//if (name == meshName)
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{
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@@ -616,7 +616,7 @@ namespace GlitchyEngine.Content
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CGLTF.AccessorReadFloat(accessor, (uint)index, (float*)&result, 16);
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case typeof(uint16):
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CGLTF.AccessorReadUint(accessor, (uint)index, (uint32*)&result, 2);
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case default:
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default:
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uint8* data = (uint8*)accessor.BufferView.Buffer.Data;
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data += accessor.BufferView.Offset;
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@@ -15,7 +15,11 @@ class TextureLoader : IProcessedAssetLoader
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Format pixelFormat = Try!(dataStream.Read<Format>());
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uint32 width = Try!(dataStream.Read<uint32>());
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uint32 height = Try!(dataStream.Read<uint32>());
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uint32 depth = Try!(dataStream.Read<uint32>());
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// TODO: We don't need the depth-value?
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//uint32 depth =
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Try!(dataStream.Read<uint32>());
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uint32 arraySize = Try!(dataStream.Read<uint32>());
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uint32 mipMapCount = Try!(dataStream.Read<uint32>());
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bool isCubemap = Try!(dataStream.Read<bool>());
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@@ -0,0 +1,10 @@
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using System;
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using GlitchyEngine.Math;
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namespace Box2D;
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extension b2Color
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{
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[Inline]
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#unwarn
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public static explicit operator ColorRGBA(b2Color color) => ColorRGBA(color.r, color.g, color.b, color.a);
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}
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@@ -929,10 +929,5 @@ static
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return (int64)gcd((uint64)Math.Abs(u), (uint64)Math.Abs(v));
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}
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public static this()
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{
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int64 i = (int64)gcd(38, 123);
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}
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#endregion
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}
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@@ -476,7 +476,7 @@ public struct Matrix
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float3 right = normalize(cross(up, forward));
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float3 newUp = normalize(cross(forward, right));
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//float3 newUp = normalize(cross(forward, right));
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Matrix result = .Identity;
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@@ -68,7 +68,7 @@ namespace GlitchyEngine.Renderer
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uint32 backBufferCount = 2;
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Format backBufferFormat = .R8G8B8A8_UNorm;
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Format backBufferViewFormat = .R8G8B8A8_UNorm; // _SRGB
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//Format backBufferViewFormat = .R8G8B8A8_UNorm; // _SRGB
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if(nativeSwapChain != null)
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{
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@@ -335,7 +335,7 @@ namespace GlitchyEngine.Renderer
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{
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Debug.Profiler.ProfileResourceFunction!();
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SubresourceData resData = .(data, linePitch, slicePitch);
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//SubresourceData resData = .(data, linePitch, slicePitch);
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// If data is null, set subresourceData null
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SubresourceData* resDataPtr = null;//data == null ? null : &resData;
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@@ -131,7 +131,7 @@ namespace GlitchyEngine
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keycode = VK_XBUTTON1;
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case .XButton2:
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keycode = VK_XBUTTON2;
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case default:
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default:
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return false;
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}
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@@ -1205,12 +1205,12 @@ namespace GlitchyEngine.Renderer
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#endif
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Runtime.FatalError("Circle renderer currently broken, do we need it?");
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QueueCircleInstance(transform, color, texture, null, transform.Translation.Z, uvTransform, innerRadius, entityId);
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/*QueueCircleInstance(transform, color, texture, null, transform.Translation.Z, uvTransform, innerRadius, entityId);
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if(s_drawOrder == .Immediate)
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{
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DrawDeferred();
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}
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}*/
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}
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public struct Statistics
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@@ -242,7 +242,7 @@ namespace GlitchyEngine.Renderer.Text
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StyleStack<bool> richTextStack = scope .(true);
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// TODO: color stack not used?!
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StyleStack<ColorRGBA> fontColorStack = scope .(textRenderer.Color);
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//StyleStack<ColorRGBA> fontColorStack = scope .(textRenderer.Color);
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StyleStack<float> fontSizeStack = scope .(textRenderer.FontSize);
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@@ -117,8 +117,6 @@ struct EngineFunctionsGeneratorAttribute : Attribute, IComptimeTypeApply
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{
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String parameters = new String();
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StringView str = method.Name;
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for (int i < method.ParamCount)
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{
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if (i != 0)
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@@ -247,6 +247,7 @@ class SerializedObject
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static T GetFieldDataAs<T>(FieldData fieldData)
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{
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#unwarn
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return *(T*)&fieldData.RawData;
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}
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@@ -323,7 +324,7 @@ class SerializedObject
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Serialize.Value(writer, ValueView(typeof(StringView), &dataView), environment);
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case .EngineObjectReference:
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writer.Type("EngineObject");
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if (field.Data.EngineObject.FullTypeName != null)
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if (field.Data.EngineObject.FullTypeName.IsEmpty)
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writer.Type((StringView)field.Data.ListEngineObject.FullTypeName);
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Serialize.Value(writer, field.Data.EngineObject.ID, environment);
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case .ObjectReference:
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@@ -322,12 +322,12 @@ namespace GlitchyEngine.World
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let start = vertices[i - 1];
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let end = vertices[i];
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Renderer2D.DrawLine(float3(start.x, start.y, 0.0f), float3(end.x, end.y, 0.0f), *(ColorRGBA*)&color);
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Renderer2D.DrawLine(float3(start.x, start.y, 0.0f), float3(end.x, end.y, 0.0f), (ColorRGBA)color);
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}
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let start = vertices[vertexCount - 1];
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let end = vertices[0];
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Renderer2D.DrawLine(float3(start.x, start.y, 0.0f), float3(end.x, end.y, 0.0f), *(ColorRGBA*)&color);
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Renderer2D.DrawLine(float3(start.x, start.y, 0.0f), float3(end.x, end.y, 0.0f),(ColorRGBA)color);
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};
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draw.drawSolidPolygonCallback = (vertices, vertexCount, color, userData) =>
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{
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@@ -336,20 +336,20 @@ namespace GlitchyEngine.World
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let start = vertices[i - 1];
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let end = vertices[i];
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Renderer2D.DrawLine(float3(start.x, start.y, 0.0f), float3(end.x, end.y, 0.0f), *(ColorRGBA*)&color);
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Renderer2D.DrawLine(float3(start.x, start.y, 0.0f), float3(end.x, end.y, 0.0f),(ColorRGBA)color);
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}
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let start = vertices[vertexCount - 1];
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let end = vertices[0];
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Renderer2D.DrawLine(float3(start.x, start.y, 0.0f), float3(end.x, end.y, 0.0f), *(ColorRGBA*)&color);
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Renderer2D.DrawLine(float3(start.x, start.y, 0.0f), float3(end.x, end.y, 0.0f),(ColorRGBA)color);
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};
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draw.drawCircleCallback = (center, radius, color, userData) =>
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{
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Renderer2D.DrawCircle(center, radius.XX, *(ColorRGBA*)&color, 0.1f);
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Renderer2D.DrawCircle(center, radius.XX, (ColorRGBA)color, 0.1f);
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};
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draw.drawSolidCircleCallback = (center, radius, axis, color, userData) =>
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{
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Renderer2D.DrawCircle(center, radius.XX, *(ColorRGBA*)&color);
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Renderer2D.DrawCircle(center, radius.XX, (ColorRGBA)color);
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};
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draw.drawSegmentCallback = (p1, p2, color, userData) =>
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{
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@@ -723,7 +723,7 @@ namespace GlitchyEngine.World
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b2Body* body = rigidbody.RuntimeBody;
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b2Vec2 position = Box2D.Body.GetPosition(body);
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float angle = Box2D.Body.GetAngle(body);
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//float angle = Box2D.Body.GetAngle(body);
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b2Transform bodyTransform = Box2D.Body.GetTransform(body);
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float cos = sqrt((1 + bodyTransform.q.c) / 2);
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