Model and Material loading via content manager

This commit is contained in:
Simon Lübeß
2023-01-07 12:15:14 +01:00
parent ee30920b56
commit 3da60355df
25 changed files with 859 additions and 267 deletions
+37
View File
@@ -0,0 +1,37 @@
using GlitchyEngine.Core;
using System;
namespace GlitchyEngine.Content;
class Asset : RefCounter
{
private append String _identifier;
internal IContentManager _contentManager;
/// Gets the identifier of this asset.
/// @remarks The identifier is the name with which the asset was registered in the content manager.
/// This identifier can be used to request the Asset from the content manager.
public StringView Identifier
{
get => _identifier;
set
{
_contentManager?.UpdateAssetIdentifier(this, _identifier, value);
_identifier.Set(value);
// TODO: do we need to tell the content manager, that the name changed?
}
}
// TODO: do we need unmanaged assets? Probably not...
/// Gets the content manager that manages this asset; or null if this asset isn't managed.
public IContentManager ContentManager => _contentManager;
protected ~this()
{
// TODO: crash when _contentManager is deleted first...
// TODO: unregister from content manager
_contentManager?.UnmanageAsset(this);
}
}
+29 -3
View File
@@ -54,8 +54,9 @@ namespace GlitchyEngine.Content
/// Loads the asset from the given data stream with the specified config.
/// @param file The stream containing the asset.
/// @param config The configuration which specifies the settings used to load the asset.
/// @param contentManager The content manager used to load the asset.
/// @returns The loaded asset.
IRefCounted LoadAsset(Stream file, AssetLoaderConfig config);
Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView? subAsset, IContentManager contentManager);
}
static
@@ -79,7 +80,17 @@ namespace GlitchyEngine.Content
interface IContentManager
{
/// Loads the given asset.
IRefCounted LoadAsset(StringView assetIdentifier);
Asset LoadAsset(StringView assetIdentifier);
/// The content manager will manage the asset (e.g. provide it when LoadAsset is called with the assets identifier)
void ManageAsset(Asset asset);
/// The content manager will no longer manage the asset.
void UnmanageAsset(Asset asset);
// TODO: Maybe calling UnmanageAsset -> ManageAsset is enough....
/// Provides a method for the asset to tell its content manager that the identifer changed.
void UpdateAssetIdentifier(Asset asset, StringView oldIdentifier, StringView newIdentifier);
/// Returns a data stream for the given asset.
Stream GetStream(StringView assetIdentifier);
@@ -93,7 +104,22 @@ namespace GlitchyEngine.Content
class RuntimeContentManager : IContentManager
{
public IRefCounted LoadAsset(StringView identifier)
public Asset LoadAsset(StringView assetIdentifier)
{
Runtime.NotImplemented();
}
public void ManageAsset(Asset asset)
{
Runtime.NotImplemented();
}
public void UnmanageAsset(Asset asset)
{
Runtime.NotImplemented();
}
public void UpdateAssetIdentifier(Asset asset, StringView oldIdentifier, StringView newIdentifier)
{
Runtime.NotImplemented();
}
+163
View File
@@ -5,6 +5,7 @@ using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using GlitchyEngine.Renderer.Animation;
using GlitchyEngine.World;
using System.IO;
namespace GlitchyEngine.Content
{
@@ -66,6 +67,168 @@ namespace GlitchyEngine.Content
return geoBinding;
}
public static GeometryBinding LoadMesh(Stream data, StringView meshName, int primitiveIndex)
{
// TODO: add a context to remember which buffers were loaded before so that we don't load the same data multiple times.
uint8[] rawData = new:ScopedAlloc! uint8[data.Length];
var dataReadResult = data.TryRead(rawData);
if (dataReadResult case .Err(let err))
{
Log.EngineLogger.Error($"Failed to read data from stream. Error: {err}");
}
CGLTF.Options options = .();
CGLTF.Data* modelData;
CGLTF.Result result = CGLTF.Parse(options, (Span<uint8>)rawData, out modelData);
if (!(result case .Success))
return null;
// TODO: one buffer can be used by multiple primitives, the content manager could manage the buffers
// TODO: load with content manager
result = CGLTF.LoadBuffers(options, modelData, (char8*)null);
//result = LoadBuffersWithContentManager(options, modelData, meshName, Application.Get().ContentManager);
GeometryBinding geoBinding = null;
for (var mesh in modelData.Meshes)
{
var name = StringView(mesh.Name);
//if (name == meshName)
{
Log.EngineLogger.AssertDebug(primitiveIndex >= 0 && primitiveIndex < mesh.Primitives.Length);
geoBinding = PrimitiveToGeoBinding(mesh.Primitives[primitiveIndex]);
break;
}
}
CGLTF.Free(modelData);
return geoBinding;
}
private static CGLTF.Result LoadBuffersWithContentManager(CGLTF.Options options, CGLTF.Data* data, StringView fileName, IContentManager contentManager)
{
if (data.Buffers.Length > 0 && data.Buffers[0].Data == null && data.Buffers[0].Uri == null && !data.Bin.IsEmpty)
{
if ((uint)data.Bin.Length < data.Buffers[0].Size)
return .DataTooShort;
data.Buffers[0].Data = data.Bin.Ptr;
data.Buffers[0].DataFreeMethod = .None;
}
for (ref CGLTF.Buffer buffer in ref data.Buffers)
{
if (buffer.Data != null)
continue;
if (buffer.Uri == null)
continue;
StringView uri = StringView(buffer.Uri);
if (uri.StartsWith("data:"))
{
int commaIndex = uri.IndexOf(',');
//char* comma = strchr(uri, ',');
if (commaIndex == -1 || commaIndex >= 7 || uri.StartsWith(";base64"))
return .UnknownFormat;
StringView dataView = uri.Substring(commaIndex + 1);
#unwarn
CGLTF.Result loadBufferResult = CGLTF.LoadBuffersBase64(&options, buffer.Size, dataView.Ptr, &buffer.Data);
buffer.DataFreeMethod = .MemoryFree;
return loadBufferResult;
}
else
{
Runtime.NotImplemented();
// TODO: Request Buffer from Content Manager
//int index = uri.IndexOf("://");
//if (index == -1)
// return .UnknownFormat;
// TODO: load buffer file...
//CGLTF.Result res = //cgltf_load_buffer_file(options, data->buffers[i].size, uri, gltf_path, &data->buffers[i].data);
//buffer.DataFreeMethod = cgltf_data_free_method_file_release;
/*if (res != cgltf_result_success)
{
return res;
}*/
}
}
/*
for (cgltf_size i = 0; i < data->buffers_count; ++i)
{
if (data->buffers[i].data)
{
continue;
}
const char* uri = data->buffers[i].uri;
if (uri == NULL)
{
continue;
}
if (strncmp(uri, "data:", 5) == 0)
{
const char* comma = strchr(uri, ',');
if (comma && comma - uri >= 7 && strncmp(comma - 7, ";base64", 7) == 0)
{
cgltf_result res = cgltf_load_buffer_base64(options, data->buffers[i].size, comma + 1, &data->buffers[i].data);
data->buffers[i].data_free_method = cgltf_data_free_method_memory_free;
if (res != cgltf_result_success)
{
return res;
}
}
else
{
return cgltf_result_unknown_format;
}
}
else if (strstr(uri, "://") == NULL && gltf_path)
{
cgltf_result res = cgltf_load_buffer_file(options, data->buffers[i].size, uri, gltf_path, &data->buffers[i].data);
data->buffers[i].data_free_method = cgltf_data_free_method_file_release;
if (res != cgltf_result_success)
{
return res;
}
}
else
{
return cgltf_result_unknown_format;
}
}
*/
return .Success;
}
public static EcsEntity LoadModel(String filename, Material material, EcsWorld world,
List<AnimationClip> outClips, StringView entityName = StringView())
{
+1 -2
View File
@@ -7,11 +7,10 @@ namespace GlitchyEngine.Core
* Implements the IDisposable interface so that it can be used with a using-Block so that the counter
* will be decremented automatically after leaving the block.
*/
public class RefCounter : System.RefCounted, IDisposable
public class RefCounter : RefCounted, IDisposable
{
protected ~this()
{
}
public void Dispose()
+12 -25
View File
@@ -1,41 +1,28 @@
using System.Diagnostics;
namespace System.IO;
extension Path
{
/// Opens the file browser and selects the specified file.
/// @param path The path of the file to select.
public static void OpenFolderAndSelectItem(String path)
public static mixin GetScopedFullPath(String path)
{
String fullPath = scope String(256);
String fullPath = scope String(Path.MaxPath);
Path.GetFullPath(path, fullPath);
#if BF_PLATFORM_WINDOWS
ProcessStartInfo processInfo = scope .();
processInfo.SetFileNameAndArguments(scope $"explorer /select,\"{fullPath}\"");
scope SpawnedProcess().Start(processInfo);
#else
Runtime.NotImplemented();
#endif
fullPath
}
/// Opens the file browser and selects the specified file.
/// @param path The path of the file to select.
public static extern Result<void> OpenFolderAndSelectItem(String path);
/// Opens the file browser in the given directory.
/// @param directory The directory to show in the file browser.
public static void OpenFolder(String directory)
{
String fullPath = scope String(256);
Path.GetFullPath(directory, fullPath);
public static extern Result<void> OpenFolder(String directory);
#if BF_PLATFORM_WINDOWS
ProcessStartInfo processInfo = scope .();
processInfo.SetFileNameAndArguments(scope $"explorer \"{fullPath}\"");
scope SpawnedProcess().Start(processInfo);
#else
Runtime.NotImplemented();
#endif
}
/// Shows a dialog in which the user can select which program to open the given file with.
/// @param The Path of the file to open.
public static extern Result<void> OpenWithDialog(String filePath);
public static void Fixup(String path)
{
@@ -0,0 +1,90 @@
#if BF_PLATFORM_WINDOWS
using DirectX.Common;
using DirectX.Windows;
using System;
using System.Diagnostics;
using DirectX.Windows.Winuser;
namespace DirectX.Windows.Winuser
{
enum OpenAsInfoFlags : uint32
{
/// Enable the "always use this program" checkbox. If not passed, it will be disabled.
AllowRegistration = 0x1,
/// Do the registration after the user hits the OK button.
RegisterExtension = 0x2,
/// Execute file after registering.
Exec = 0x4,
///Force the Always use this program checkbox to be checked.
/// Typically, you won't use the OAIF_ALLOW_REGISTRATION flag when you pass this value.
ForceRegistration = 0x8,
/// Introduced in Windows Vista. Hide the Always use this program checkbox. If this flag is specified, the OAIF_ALLOW_REGISTRATION and OAIF_FORCE_REGISTRATION flags will be ignored.
HideRegistration = 0x20,
/// Introduced in Windows Vista. The value for the extension that is passed is actually a protocol, so the Open With dialog box should show applications that are registered as capable of handling that protocol.
UrlProtocol = 0x40,
/// Introduced in Windows 8. The location pointed to by the pcszFile parameter is given as a URI.
FileIsUri = 0x80
}
struct OpenAsInfo
{
public LPCWSTR File;
public LPCWSTR Class;
public OpenAsInfoFlags Flags;
}
static
{
[Import("user32.lib"), CallingConvention(.Stdcall), CLink]
public extern static HResult SHOpenWithDialog(HWND hwndParent, OpenAsInfo* poainfo);
}
}
namespace System.IO;
extension Path
{
/// Opens the file browser and selects the specified file.
/// @param path The path of the file to select.
public static override Result<void> OpenFolderAndSelectItem(String path)
{
String fullPath = GetScopedFullPath!(path);
ProcessStartInfo processInfo = scope .();
processInfo.SetFileNameAndArguments(scope $"explorer /select,\"{fullPath}\"");
return scope SpawnedProcess().Start(processInfo);
}
/// Opens the file browser in the given directory.
/// @param directory The directory to show in the file browser.
public static override Result<void> OpenFolder(String directory)
{
String fullPath = GetScopedFullPath!(directory);
ProcessStartInfo processInfo = scope .();
processInfo.SetFileNameAndArguments(scope $"explorer \"{fullPath}\"");
return scope SpawnedProcess().Start(processInfo);
}
public static override Result<void> OpenWithDialog(String filePath)
{
String fullPath = GetScopedFullPath!(filePath);
OpenAsInfo info = .();
info.File = fullPath.ToScopedNativeWChar!();
info.Class = null;
info.Flags = .Exec;
HResult result = SHOpenWithDialog(0, &info);
if (result.Succeeded)
return .Ok;
else
return .Err;
}
}
#endif
@@ -1,10 +1,12 @@
using System;
using System.Collections;
using GlitchyEngine.Content;
using GlitchyEngine.Core;
namespace GlitchyEngine.Renderer
{
public class GeometryBinding : RefCounter
// Todo: Rename to Mesh?
public class GeometryBinding : Asset
{
internal List<VertexBufferBinding> _vertexBuffers = new .() ~ delete _;
internal IndexBuffer _indexBuffer ~ _?.ReleaseRef();
+186 -184
View File
@@ -1,237 +1,239 @@
using System;
using System.Collections;
using GlitchyEngine.Content;
using GlitchyEngine.Core;
using GlitchyEngine.Math;
using System;
using System.Collections;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer
namespace GlitchyEngine.Renderer;
public class Material : Asset
{
public class Material : RefCounter
private Effect _effect ~ _?.ReleaseRef();
private uint8[] _rawVariables ~ delete _;
private Dictionary<String, TextureViewBinding> _textures = new .();
private Dictionary<String, (uint32 Offset, BufferVariable Variable)> _variables = new .() ~ delete _;
public Effect Effect => _effect;
public this(Effect effect)
{
private Effect _effect ~ _?.ReleaseRef();
_effect = effect..AddRef();
private uint8[] _rawVariables ~ delete _;
// TODO: get variables from effect
private Dictionary<String, TextureViewBinding> _textures = new .();
private Dictionary<String, (uint32 Offset, BufferVariable Variable)> _variables = new .() ~ delete _;
public Effect Effect => _effect;
public this(Effect effect)
for(let (name, entry) in _effect.Textures)
{
_effect = effect..AddRef();
var texture = entry.BoundTexture;
texture.AddRef();
// TODO: get variables from effect
for(let (name, entry) in _effect.Textures)
{
var texture = entry.BoundTexture;
texture.AddRef();
_textures.Add(name, texture);
}
InitRawData();
_textures.Add(name, texture);
}
public ~this()
{
for(let (name, texture) in _textures)
{
texture.Release();
}
InitRawData();
}
delete _textures;
public ~this()
{
for(let (name, texture) in _textures)
{
texture.Release();
}
/** @brief Initializes the raw data array for the variables.
*/
private void InitRawData()
delete _textures;
}
/** @brief Initializes the raw data array for the variables.
*/
private void InitRawData()
{
uint32 bufferSize = 0;
for(let variable in _effect.Variables)
{
uint32 bufferSize = 0;
_variables.Add(variable.Name, (bufferSize, variable));
for(let variable in _effect.Variables)
{
_variables.Add(variable.Name, (bufferSize, variable));
bufferSize += variable._sizeInBytes;
}
_rawVariables = new uint8[bufferSize];
bufferSize += variable._sizeInBytes;
}
/**
* Binds the materials Shaders and Parameters to the given context.
*/
public void Bind()
_rawVariables = new uint8[bufferSize];
}
/**
* Binds the materials Shaders and Parameters to the given context.
*/
public void Bind()
{
Debug.Profiler.ProfileRendererFunction!();
for(let (name, texture) in _textures)
{
Debug.Profiler.ProfileRendererFunction!();
for(let (name, texture) in _textures)
{
_effect.SetTexture(name, texture);
}
for(let (name, variable) in _variables)
{
variable.Variable.SetRawData(RawPointer!<uint8>(variable.Offset));
}
_effect.ApplyChanges();
_effect.Bind();
_effect.SetTexture(name, texture);
}
/** @brief Sets a texture of the material.
* @param name The name of the texture to set.
* @param texture The texture to bind to the effect.
*/
public void SetTexture(String name, Texture texture)
for(let (name, variable) in _variables)
{
if(_textures.TryGetValue(name, var entry))
{
entry.Release();
_textures[name] = texture.GetViewBinding();
//texture?.AddRef();
}
else
{
Log.EngineLogger.Assert(false);
}
variable.Variable.SetRawData(RawPointer!<uint8>(variable.Offset));
}
private mixin RawPointer<T>(uint32 offset)
_effect.ApplyChanges();
_effect.Bind();
}
/** @brief Sets a texture of the material.
* @param name The name of the texture to set.
* @param texture The texture to bind to the effect.
*/
public void SetTexture(String name, Texture texture)
{
if(_textures.TryGetValue(name, var entry))
{
(T*)(&_rawVariables[offset])
entry.Release();
_textures[name] = texture.GetViewBinding();
//texture?.AddRef();
}
[Inline]
private void SetVariable<T>(String name, T value) where T : struct
else
{
Debug.Profiler.ProfileRendererFunction!();
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<T>();
*RawPointer!<T>(entry.Offset) = value;
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
Log.EngineLogger.Assert(false);
}
}
public void SetVariable(String name, float value) => SetVariable<float>(name, value);
public void SetVariable(String name, Vector2 value) => SetVariable<Vector2>(name, value);
public void SetVariable(String name, Vector3 value) => SetVariable<Vector3>(name, value);
public void SetVariable(String name, Vector4 value) => SetVariable<Vector4>(name, value);
public void SetVariable(String name, int32 value) => SetVariable<int32>(name, value);
public void SetVariable(String name, Int2 value) => SetVariable<Int2>(name, value);
public void SetVariable(String name, Int3 value) => SetVariable<Int3>(name, value);
public void SetVariable(String name, Int4 value) => SetVariable<Int4>(name, value);
private mixin RawPointer<T>(uint32 offset)
{
(T*)(&_rawVariables[offset])
}
public void SetVariable(String name, uint32 value) => SetVariable<uint32>(name, value);
[Inline]
private void SetVariable<T>(String name, T value) where T : struct
{
Debug.Profiler.ProfileRendererFunction!();
public void SetVariable(String name, Color value) => SetVariable<ColorRGBA>(name, (ColorRGBA)value);
public void SetVariable(String name, ColorRGB value) => SetVariable<ColorRGB>(name, value);
public void SetVariable(String name, ColorRGBA value) => SetVariable<ColorRGBA>(name, value);
public void SetVariable(String name, Matrix3x3 value)
if(_variables.TryGetValue(name, let entry))
{
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<Matrix3x3>();
// TODO: I'm not sure how to handle Matrix3x3
// It seems to be 44 Bytes (11 Floats) large.
Log.EngineLogger.AssertDebug(entry.Variable._sizeInBytes == 44, "Made wrong assumption about the size of float3x3 in a hlsl constant-buffer.");
entry.Variable.EnsureTypeMatch<T>();
*RawPointer!<T>(entry.Offset) = value;
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
public void SetVariable(String name, float value) => SetVariable<float>(name, value);
public void SetVariable(String name, Vector2 value) => SetVariable<Vector2>(name, value);
public void SetVariable(String name, Vector3 value) => SetVariable<Vector3>(name, value);
public void SetVariable(String name, Vector4 value) => SetVariable<Vector4>(name, value);
public void SetVariable(String name, int32 value) => SetVariable<int32>(name, value);
public void SetVariable(String name, Int2 value) => SetVariable<Int2>(name, value);
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, (ColorRGBA)value);
public void SetVariable(String name, ColorRGB value) => SetVariable<ColorRGB>(name, value);
public void SetVariable(String name, ColorRGBA value) => SetVariable<ColorRGBA>(name, value);
public void SetVariable(String name, Matrix3x3 value)
{
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<Matrix3x3>();
// TODO: I'm not sure how to handle Matrix3x3
// It seems to be 44 Bytes (11 Floats) large.
Log.EngineLogger.AssertDebug(entry.Variable._sizeInBytes == 44, "Made wrong assumption about the size of float3x3 in a hlsl constant-buffer.");
#unwarn
*RawPointer!<float[11]>(entry.Offset) = *(float[11]*)&Matrix4x3(value);
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
*RawPointer!<float[11]>(entry.Offset) = *(float[11]*)&Matrix4x3(value);
}
public void SetVariable(String name, Matrix3x3[] values)
else
{
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<Matrix3x3>();
int count = Math.Min(values.Count, entry.Variable._elements);
for(int i < count)
{
(RawPointer!<Matrix4x3>(entry.Offset))[i] = Matrix4x3(values[i]);
}
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
public void SetVariable(String name, Matrix4x3 value) => SetVariable<Matrix4x3>(name, value);
public void SetVariable(String name, Matrix value) => SetVariable<Matrix>(name, value);
public void SetVariable(String name, Matrix[] values)
}
public void SetVariable(String name, Matrix3x3[] values)
{
if(_variables.TryGetValue(name, let entry))
{
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<Matrix>();
entry.Variable.EnsureTypeMatch<Matrix3x3>();
Internal.MemCpy(RawPointer!<Matrix>(entry.Offset), values.Ptr, sizeof(Matrix) * Math.Min(values.Count, entry.Variable._elements));
}
else
int count = Math.Min(values.Count, entry.Variable._elements);
for(int i < count)
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
(RawPointer!<Matrix4x3>(entry.Offset))[i] = Matrix4x3(values[i]);
}
}
/**
* Sets the raw data of the variable.
* @param rawData The pointer to the raw data. If rawData is null the raw data will be set to zero.
*/
internal void SetRawData(uint32 offset, void* rawData, uint32 byteCount)
else
{
if(rawData != null)
Internal.MemCpy(&_rawVariables + offset, rawData, byteCount);
else
Internal.MemSet(&_rawVariables + offset, 0, byteCount);
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
// public void Set(String name, VALUE)...
public void GetVariable<T>(String name, out T value) where T : struct
public void SetVariable(String name, Matrix4x3 value) => SetVariable<Matrix4x3>(name, value);
public void SetVariable(String name, Matrix value) => SetVariable<Matrix>(name, value);
public void SetVariable(String name, Matrix[] values)
{
if(_variables.TryGetValue(name, let entry))
{
Debug.Profiler.ProfileRendererFunction!();
entry.Variable.EnsureTypeMatch<Matrix>();
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<T>();
value = *RawPointer!<T>(entry.Offset);
}
else
{
value = ?;
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
Internal.MemCpy(RawPointer!<Matrix>(entry.Offset), values.Ptr, sizeof(Matrix) * Math.Min(values.Count, entry.Variable._elements));
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
// Float, Float2, Float3, Float4
// Color, ColorRGB, ColorRGBA
// Matrix3x3, Matrix4x3, Matrix
// Int, Int2, Int3, Int4
// UInt, UInt2, UInt3, UInt4
// Bool, Bool2, Bool3, Bool4
// Half, Half2, Half3, Half4
// Byte, Byte2, Byte3, Byte4
// Supporeted types
// Float, Float2, Float3, Float4
// Color, ColorRGB, ColorRGBA
// Int, Int2, Int3, Int4
// UInt
// Matrix3x3, Matrix4x3, Matrix
// TODO: Add missing variable types
// UInt2, UInt3, UInt4
// Bool, Bool2, Bool3, Bool4
// Half, Half2, Half3, Half4
// Byte, Byte2, Byte3, Byte4
/**
* Sets the raw data of the variable.
* @param rawData The pointer to the raw data. If rawData is null the raw data will be set to zero.
*/
internal void SetRawData(uint32 offset, void* rawData, uint32 byteCount)
{
if(rawData != null)
Internal.MemCpy(&_rawVariables + offset, rawData, byteCount);
else
Internal.MemSet(&_rawVariables + offset, 0, byteCount);
}
public void GetVariable<T>(String name, out T value) where T : struct
{
Debug.Profiler.ProfileRendererFunction!();
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<T>();
value = *RawPointer!<T>(entry.Offset);
}
else
{
value = ?;
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
}
+3 -2
View File
@@ -1,12 +1,13 @@
using System;
using GlitchyEngine.Content;
using GlitchyEngine.Core;
using GlitchyEngine.Math;
using System;
using System.IO;
using System.Diagnostics;
namespace GlitchyEngine.Renderer
{
public abstract class Texture : RefCounter
public abstract class Texture : Asset
{
protected SamplerState _samplerState ~ _?.ReleaseRef();
+3
View File
@@ -442,6 +442,9 @@ namespace GlitchyEngine.World
for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
{
if (mesh.Mesh == null || meshRenderer.Material == null)
continue;
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
}