Load effects via content manager + virtual InitContentManager in App

This commit is contained in:
Simon Lübeß
2023-01-08 00:17:04 +01:00
parent 3da60355df
commit 4589030da6
36 changed files with 1092 additions and 743 deletions
+13 -11
View File
@@ -7,13 +7,12 @@ using GlitchyEngine.Content;
namespace GlitchyEngine
{
public class Application
public abstract class Application
{
static Application s_Instance = null;
private Window _window;
private RendererAPI _rendererApi;
private EffectLibrary _effectLibrary;
private bool _running = true;
private bool _isMinimized = false;
@@ -31,8 +30,6 @@ namespace GlitchyEngine
public bool IsRunning => _running;
public Window Window => _window;
public EffectLibrary EffectLibrary => _effectLibrary;
public IContentManager ContentManager => _contentManager;
public bool IsMinimized => _isMinimized;
@@ -56,19 +53,19 @@ namespace GlitchyEngine
_window.EventCallback = new => OnEvent;
Input.Init();
_contentManager = InitContentManager();
// TODO: RenderAPI in RenderCommand initialisieren?
_rendererApi = new RendererAPI();
_rendererApi.Context = _window.Context;
//_contentManager = new ContentManager("./content");
SamplerStateManager.Init();
// TODO: Rendercommmand in Renderer initialisieren?
RenderCommand.RendererAPI = _rendererApi;
_effectLibrary = new EffectLibrary();
Renderer.Init(_effectLibrary);
Renderer.Init();
#if IMGUI
_imGuiLayer = new ImGuiLayer();
@@ -79,6 +76,13 @@ namespace GlitchyEngine
Settings.Apply();
}
/// Initializes the content manager.
protected abstract IContentManager InitContentManager();
//{
// TODO: init default content manager?
//_contentManager = new ContentManager("./content");
//}
public ~this()
{
Profiler.ProfileFunction!();
@@ -86,8 +90,6 @@ namespace GlitchyEngine
SamplerStateManager.Uninit();
Renderer.Deinit();
delete _effectLibrary;
delete _contentManager;
delete _rendererApi;
+12 -7
View File
@@ -56,24 +56,24 @@ namespace GlitchyEngine.Content
/// @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.
Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView? subAsset, IContentManager contentManager);
Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager);
}
static
{
/// Loads the specified asset with the given contentManager or the current applications content manager.
public static T LoadAsset<T>(StringView assetIdentifier, IContentManager contentManager = null) where T : IRefCounted
public static T LoadAsset<T>(StringView assetIdentifier, IContentManager contentManager = null) where T : Asset
{
var contentManager;
if (contentManager == null)
contentManager = Application.Get().ContentManager;
Object o = contentManager.LoadAsset(assetIdentifier);
Asset asset = contentManager.LoadAsset(assetIdentifier);
Log.EngineLogger.AssertDebug(o is T);
Log.EngineLogger.AssertDebug(asset is T);
return (T)o;
return (T)asset;
}
}
@@ -96,7 +96,7 @@ namespace GlitchyEngine.Content
Stream GetStream(StringView assetIdentifier);
void RegisterAssetLoader<T>() where T : new, class, IAssetLoader;
void SetAsDefaultAssetLoader<T>(params StringView[] fileExtensions) where T : IAssetLoader;
void SetAsDefaultAssetLoader<T>(params Span<StringView> fileExtensions) where T : IAssetLoader;
//void GetFilePath(String outFilename, String filename);
//Stream GetFile(String filename);
@@ -104,6 +104,11 @@ namespace GlitchyEngine.Content
class RuntimeContentManager : IContentManager
{
public this()
{
Runtime.NotImplemented();
}
public Asset LoadAsset(StringView assetIdentifier)
{
Runtime.NotImplemented();
@@ -134,7 +139,7 @@ namespace GlitchyEngine.Content
Runtime.NotImplemented();
}
public void SetAsDefaultAssetLoader<T>(params StringView[] fileExtensions) where T : IAssetLoader
public void SetAsDefaultAssetLoader<T>(params Span<StringView> fileExtensions) where T : IAssetLoader
{
Runtime.NotImplemented();
}
@@ -4,6 +4,7 @@ using System;
using DirectX.D3D11;
using DirectX.D3DCompiler;
using GlitchyEngine.Platform.DX11;
using GlitchyEngine.Content;
using internal GlitchyEngine.Renderer;
using internal GlitchyEngine.Platform.DX11;
@@ -12,11 +13,11 @@ namespace GlitchyEngine.Renderer
{
extension PixelShader
{
public override void CompileFromSource(StringView code, StringView? fileName, String entryPoint, ShaderDefine[] macros = null)
public override void CompileFromSource(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null)
{
Debug.Profiler.ProfileRendererFunction!();
Shader.PlattformCompileShaderFromSource(code, fileName, macros, entryPoint, "ps_5_0", DefaultCompileFlags, out nativeCode);
Shader.PlattformCompileShaderFromSource(code, fileName, macros, entryPoint, "ps_5_0", DefaultCompileFlags, contentManager, out nativeCode);
{
Debug.Profiler.ProfileResourceScope!("CreateNativePixelShader");
@@ -6,11 +6,106 @@ using DirectX.Common;
using DirectX.D3D11;
using DirectX.D3DCompiler;
using DirectX.D3D11Shader;
using System.IO;
using GlitchyEngine.Content;
using System.Collections;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer
{
struct ContentManagerInclude : ID3DInclude, IDisposable
{
private VTable _vTable;
private IContentManager _contentManager;
private Dictionary<char8*, (String FileContent, void* Data, uint32 Length)> _loadedFiles;
private String _parentFileDirectory;
public this(IContentManager contentManager, String parentFileDirectory)
{
_contentManager = contentManager;
_parentFileDirectory = parentFileDirectory;
_loadedFiles = new Dictionary<char8*, (String FileContent, void* Data, uint32 Length)>();
_vTable.Open = => Open;
_vTable.Close = => Close;
_vt = &_vTable;
}
public void Dispose()
{
delete _loadedFiles;
}
public static HResult Open(ID3DInclude* self, IncludeType includeType, char8* fileName, void* parentData, void** data, uint32* bytes)
{
ContentManagerInclude* includer = (.)self;
if (includer._loadedFiles.TryGetValue(fileName, let value))
{
*data = value.Data;
*bytes = value.Length;
return .S_OK;
}
String pathNextToParent = scope .();
Path.Combine(pathNextToParent, includer._parentFileDirectory, StringView(fileName));
Stream fileStream = Application.Get().ContentManager.GetStream(pathNextToParent);
if (fileStream == null)
{
fileStream = Application.Get().ContentManager.GetStream(StringView(fileName));
}
if (fileStream == null)
{
Log.EngineLogger.Error($"Failed to include file \"{fileName}\"");
return .E_FILENOTFOUND;
}
String fileContent = new String();
{
StreamReader reader = scope .(fileStream);
reader.ReadToEnd(fileContent);
includer._loadedFiles.Add(fileName, (fileContent, fileContent.Ptr, (uint32)fileContent.Length));
}
delete fileStream;
*data = (void*)fileContent.Ptr;
*bytes = (uint32)fileContent.Length;
return .S_OK;
}
public static HResult Close(ID3DInclude* self, void** data)
{
ContentManagerInclude* includer = (.)self;
for (var v in includer._loadedFiles)
{
if (v.value.Data == data)
{
delete v.value.FileContent;
includer._loadedFiles.Remove(v.key);
}
}
return .S_OK;
}
}
extension Shader
{
internal ID3D11DeviceChild* nativeShader ~ _?.Release();
@@ -27,7 +122,7 @@ namespace GlitchyEngine.Renderer
.OptimizationLevel3;
#endif
internal static void PlattformCompileShaderFromSource(StringView code, StringView? fileName, ShaderDefine[] macros, String entryPoint, String target, ShaderCompileFlags compileFlags, out ID3DBlob* shaderBlob)
internal static void PlattformCompileShaderFromSource(StringView code, StringView? fileName, ShaderDefine[] macros, String entryPoint, String target, ShaderCompileFlags compileFlags, IContentManager contentManager, out ID3DBlob* shaderBlob)
{
Debug.Profiler.ProfileResourceFunction!();
@@ -44,12 +139,22 @@ namespace GlitchyEngine.Renderer
ID3DBlob* errorBlob = null;
shaderBlob = null;
var result = D3DCompiler.D3DCompile(code.Ptr, (.)code.Length, fileName?.ToScopeCStr!(), nativeMacros, ID3DInclude.StandardInclude, entryPoint, target, compileFlags, .None, &shaderBlob, &errorBlob);
if(result.Failed)
String directory = scope .();
Path.GetDirectoryPath(fileName.Value, directory);
using (ContentManagerInclude includer = .(contentManager, directory))
{
StringView str = StringView((char8*)errorBlob.GetBufferPointer(), (int)errorBlob.GetBufferSize());
Log.EngineLogger.Error($"Failed to compile Shader: Error Code({(int)result}): {result} | Error Message: {str}");
//ID3DInclude.StandardInclude
shaderBlob = null;
var result = D3DCompiler.D3DCompile(code.Ptr, (.)code.Length, fileName?.ToScopeCStr!(), nativeMacros, &includer, entryPoint, target, compileFlags, .None, &shaderBlob, &errorBlob);
if(result.Failed)
{
StringView str = StringView((char8*)errorBlob.GetBufferPointer(), (int)errorBlob.GetBufferSize());
Log.EngineLogger.Error($"Failed to compile Shader: Error Code({(int)result}): {result} | Error Message: {str}");
}
}
Log.EngineLogger.Assert(shaderBlob != null, "Shader compilation failed.");
@@ -5,6 +5,7 @@ using GlitchyEngine.Renderer;
using DirectX.D3D11;
using DirectX.D3DCompiler;
using GlitchyEngine.Platform.DX11;
using GlitchyEngine.Content;
using internal GlitchyEngine.Renderer;
using internal GlitchyEngine.Platform.DX11;
@@ -13,11 +14,11 @@ namespace GlitchyEngine.Renderer
{
extension VertexShader
{
public override void CompileFromSource(StringView code, StringView? fileName, String entryPoint, ShaderDefine[] macros = null)
public override void CompileFromSource(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager = null, ShaderDefine[] macros = null)
{
Debug.Profiler.ProfileResourceFunction!();
Shader.PlattformCompileShaderFromSource(code, fileName, macros, entryPoint, "vs_5_0", DefaultCompileFlags, out nativeCode);
Shader.PlattformCompileShaderFromSource(code, fileName, macros, entryPoint, "vs_5_0", DefaultCompileFlags, contentManager, out nativeCode);
{
Debug.Profiler.ProfileResourceScope!("CreateNativeVertexShader");
File diff suppressed because it is too large Load Diff
+3 -2
View File
@@ -1,11 +1,12 @@
using System;
using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer
{
public class PixelShader : Shader
{
[AllowAppend]
public this(StringView code, StringView? fileName, String entryPoint, ShaderDefine[] macros = null)
: base(code, fileName, entryPoint, macros) { }
public this(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null)
: base(code, fileName, entryPoint, contentManager, macros) { }
}
}
+8 -8
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@@ -104,7 +104,7 @@ namespace GlitchyEngine.Renderer
private Vector3 _padding;
}
public static void Init(EffectLibrary effectLibrary)
public static void Init()
{
Debug.Profiler.ProfileFunction!();
@@ -112,8 +112,8 @@ namespace GlitchyEngine.Renderer
Renderer2D.Init();
FullscreenQuad.Init();
InitLineRenderer(effectLibrary);
InitDeferredRenderer(effectLibrary);
InitLineRenderer();
InitDeferredRenderer();
}
public static void Deinit()
@@ -128,11 +128,11 @@ namespace GlitchyEngine.Renderer
Renderer2D.Deinit();
}
static void InitLineRenderer(EffectLibrary effectLibrary)
static void InitLineRenderer()
{
Debug.Profiler.ProfileFunction!();
LineEffect = effectLibrary.Load("content\\Shaders\\lineShader.hlsl");
LineEffect = Content.LoadAsset<Effect>("Shaders\\lineShader.hlsl");
LineGeometry = new GeometryBinding();
LineGeometry.SetPrimitiveTopology(.LineList);
@@ -161,10 +161,10 @@ namespace GlitchyEngine.Renderer
LineEffect.ReleaseRef();
}
static void InitDeferredRenderer(EffectLibrary effectLibrary)
static void InitDeferredRenderer()
{
TestFullscreenEffect = effectLibrary.Load("content\\Shaders\\simpleLight.hlsl");
s_tonemappingEffect = effectLibrary.Load("content\\Shaders\\SimpleTonemapping.hlsl");
TestFullscreenEffect = Content.LoadAsset<Effect>("Shaders\\simpleLight.hlsl");
s_tonemappingEffect = Content.LoadAsset<Effect>("Shaders\\SimpleTonemapping.hlsl");
_gBuffer = new GBuffer();
BlendStateDescription gBufferBlendDesc = .Default;
+7 -6
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@@ -2,6 +2,7 @@ using System;
using System.IO;
using System.Collections;
using GlitchyEngine.Core;
using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer
{
@@ -30,7 +31,7 @@ namespace GlitchyEngine.Renderer
public ShaderTextureCollection Textures => _textures;
[AllowAppend]
public this(StringView code, StringView? fileName, String entryPoint, ShaderDefine[] macros = null)
public this(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null)
{
Debug.Profiler.ProfileResourceFunction!();
@@ -39,7 +40,7 @@ namespace GlitchyEngine.Renderer
_buffers = new BufferCollection();
_textures = new ShaderTextureCollection();
CompileFromSource(code, fileName, entryPoint);
CompileFromSource(code, fileName, entryPoint, contentManager);
}
public ~this()
@@ -47,19 +48,19 @@ namespace GlitchyEngine.Renderer
Debug.Profiler.ProfileResourceFunction!();
}
public static mixin FromFile<T>(String fileName, String entryPoint, ShaderDefine[] macros = null) where T : Shader
/*public static mixin FromFile<T>(String fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null) where T : Shader
{
Debug.Profiler.ProfileResourceFunction!();
String fileContent = new String();
File.ReadAllText(fileName, fileContent, true);
T shader = new T(fileContent, (StringView)fileName, entryPoint, macros);
T shader = new T(fileContent, (StringView)fileName, contentManager, entryPoint, macros);
delete fileContent;
shader
}
}*/
public abstract void CompileFromSource(StringView code, StringView? fileName, String entryPoint, ShaderDefine[] macros = null);
public abstract void CompileFromSource(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null);
}
}
+3 -2
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@@ -1,11 +1,12 @@
using System;
using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer
{
public class VertexShader : Shader
{
[AllowAppend]
public this(StringView code, StringView? fileName, String entryPoint, ShaderDefine[] macros = null)
: base(code, fileName, entryPoint, macros) { }
public this(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager = null, ShaderDefine[] macros = null)
: base(code, fileName, entryPoint, contentManager, macros) { }
}
}
+2 -1
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@@ -4,6 +4,7 @@ using System;
using System.Collections;
using Box2D;
using GlitchyEngine.Core;
using GlitchyEngine.Content;
namespace GlitchyEngine.World
{
@@ -75,7 +76,7 @@ namespace GlitchyEngine.World
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
});
_gammaCorrectEffect = Application.Get().EffectLibrary.Load("content/Shaders/GammaCorrect.hlsl");
_gammaCorrectEffect = Content.LoadAsset<Effect>("Shaders/GammaCorrect.hlsl");//Application.Get().EffectLibrary.Load("content/Shaders/GammaCorrect.hlsl");
}
public ~this()