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https://github.com/aharabada/glitchy-engine-beef.git
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Load effects via content manager + virtual InitContentManager in App
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@@ -0,0 +1,101 @@
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using Bon;
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using GlitchyEngine.Content;
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using System;
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using System.Collections;
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using System.IO;
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using GlitchyEngine;
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using GlitchyEngine.Renderer;
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namespace GlitchyEditor.Assets;
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class EffectAssetPropertiesEditor : AssetPropertiesEditor
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{
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public this(AssetFile asset) : base(asset)
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{
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}
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public override void ShowEditor()
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{
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}
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public static AssetPropertiesEditor Factory(AssetFile assetFile)
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{
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return new Self(assetFile);
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}
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}
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[BonTarget, BonPolyRegister]
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class EffectAssetLoaderConfig : AssetLoaderConfig
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{
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}
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class EffectAssetLoader : IAssetLoader //, IReloadingAssetLoader
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{
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private static readonly List<StringView> _fileExtensions = new .(){".hlsl"} ~ delete _;
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public static List<StringView> FileExtensions => _fileExtensions;
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public AssetLoaderConfig GetDefaultConfig()
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{
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return new EffectAssetLoaderConfig();
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}
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public Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager)
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{
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Effect effect = new Effect(file, assetIdentifier, contentManager);
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return effect;
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/*StreamReader reader = scope .(file);
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String text = scope .();
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reader.ReadToEnd(text);
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MaterialFile materialFile = scope .();
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var result = Bon.Deserialize<MaterialFile>(ref materialFile, text);
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if (result case .Err)
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{
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Log.EngineLogger.Error("Failed to load material.");
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return null;
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// TODO: return error material
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}
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Effect fx = new Effect(materialFile.Effect);
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Material material = new Material(fx);
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for (let (slotName, textureIdentifier) in materialFile.Textures)
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{
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Texture texture = contentManager.LoadAsset(textureIdentifier) as Texture;
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if (texture == null)
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{
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Log.EngineLogger.Error("Failed to load texture.");
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// TODO: LoadAsset should return an error texture.
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}
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material.SetTexture(slotName, texture);
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}
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fx.ReleaseRef();
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/*for (let (slotName, textureIdentifier) in materialFile.Variables)
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{
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if (texture == null)
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{
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Log.EngineLogger.Error("Failed to load texture.");
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// TODO: LoadAsset should return an error texture.
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}
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material.SetVariable(slotName, );
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}*/
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return material; //ModelLoader.LoadMesh(file, subAsset.Value, 0);*/
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}
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}
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