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https://github.com/aharabada/glitchy-engine-beef.git
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Implemented Materials
- Shaders get Textureslots via reflection - added Textureslots to Effect
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@@ -1,15 +1,159 @@
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using System;
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using System.Collections;
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using GlitchyEngine.Math;
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using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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public class Material : RefCounted
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{
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private Effect _effect ~ _?.ReleaseRef();
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private uint8[] _rawVariables ~ delete _;
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private Dictionary<String, Texture> _textures = new .();
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private Dictionary<String, (uint32 Offset, BufferVariable Variable)> _variables = new .() ~ delete _;
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public Effect Effect => _effect;
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public this(Effect effect)
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{
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_effect = effect..AddRef();
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// TODO: get variables from effect
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for(let (name, entry) in _effect.Textures)
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{
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var texture = entry.Texture;
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texture?.AddRef();
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_textures.Add(name, texture);
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}
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InitRawData();
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}
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public ~this()
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{
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for(let (name, texture) in _textures)
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{
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texture?.ReleaseRef();
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}
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delete _textures;
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}
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/** @brief Initializes the raw data array for the variables.
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*/
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private void InitRawData()
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{
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uint32 bufferSize = 0;
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for(let variable in _effect.Variables)
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{
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_variables.Add(variable.Name, (bufferSize, variable));
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bufferSize += variable._sizeInBytes;
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}
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_rawVariables = new uint8[bufferSize];
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}
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/**
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* Binds the materials Shaders and Parameters to the given context.
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*/
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public void Bind(GraphicsContext context)
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{
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for(let (name, texture) in _textures)
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{
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_effect.SetTexture(name, texture);
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}
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for(let (name, variable) in _variables)
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{
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variable.Variable.SetRawData(&RawPointer!<uint8>(variable.Offset));
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}
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_effect.Bind(context);
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}
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/** @brief Sets a texture of the material.
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* @param name The name of the texture to set.
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* @param texture The texture to bind to the effect.
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*/
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public void SetTexture(String name, Texture texture)
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{
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if(_textures.TryGetValue(name, var entry))
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{
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entry?.ReleaseRef();
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_textures[name] = texture;
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texture?.AddRef();
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}
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else
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{
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Log.EngineLogger.Assert(false);
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}
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}
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private mixin RawPointer<T>(uint32 offset)
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{
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*(T*)(&_rawVariables[offset])
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}
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public void SetVariable(String name, float value)
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{
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if(_variables.TryGetValue(name, let entry))
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{
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entry.Variable.EnsureTypeMatch(1, 1, .Float);
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RawPointer!<float>(entry.Offset) = value;
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}
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else
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{
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Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
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}
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}
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public void SetVariable(String name, Color value)
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{
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if(_variables.TryGetValue(name, let entry))
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{
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entry.Variable.EnsureTypeMatch<Color>();
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RawPointer!<ColorRGBA>(entry.Offset) = (ColorRGBA)value;
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}
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else
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{
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Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
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}
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}
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public void SetVariable(String name, Matrix value)
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{
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if(_variables.TryGetValue(name, let entry))
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{
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entry.Variable.EnsureTypeMatch<Matrix>();
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RawPointer!<Matrix>(entry.Offset) = value;
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}
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else
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{
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Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
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}
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}
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/**
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* Sets the raw data of the variable.
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* @param rawData The pointer to the raw data. If rawData is null the raw data will be set to zero.
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*/
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internal void SetRawData(uint32 offset, void* rawData, uint32 byteCount)
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{
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if(rawData != null)
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Internal.MemCpy(&_rawVariables + offset, rawData, byteCount);
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else
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Internal.MemSet(&_rawVariables + offset, 0, byteCount);
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}
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// public void Set(String name, VALUE)...
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@@ -22,8 +166,5 @@ namespace GlitchyEngine.Renderer
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// Bool, Bool2, Bool3, Bool4
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// Half, Half2, Half3, Half4
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// Byte, Byte2, Byte3, Byte4
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// Texture
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// Sampler
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}
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}
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