Handle EngineBuffers, Preview Names and variable editor types for materials

This commit is contained in:
Simon Lübeß
2025-03-22 23:40:43 +01:00
parent 77a7a04637
commit 5e50d75eb9
13 changed files with 696 additions and 431 deletions
+3 -3
View File
@@ -95,7 +95,7 @@ public class Material : Asset
BufferCollection parentBuffers = _parent?._bufferCollection ?? _effect.Buffers;
for (let (bufferName, buffer) in parentBuffers)
for (let (bufferName, engineBufferName, buffer) in parentBuffers)
{
if (buffer == null)
continue;
@@ -104,7 +104,7 @@ public class Material : Asset
{
using (OverridingConstantBuffer childConstBuffer = new OverridingConstantBuffer(parentConstBuffer))
{
_bufferCollection.Add(@bufferName.Index, childConstBuffer.Name, childConstBuffer);
_bufferCollection.Add(@bufferName.Index, childConstBuffer.Name, engineBufferName, childConstBuffer);
InitVariables(childConstBuffer);
}
}
@@ -177,7 +177,7 @@ public class Material : Asset
{
Debug.Profiler.ProfileRendererFunction!();
for (let (bufferName, buffer) in _bufferCollection)
for (let (bufferName, engineBufferName, buffer) in _bufferCollection)
{
if (let cbuffer = buffer as ConstantBuffer)
{