mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Materials kind of working and used in some places
- Also Texture viewer fixes
This commit is contained in:
+1
-1
@@ -1,6 +1,6 @@
|
||||
FileVersion = 1
|
||||
Projects = {GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}, "Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}, ScriptCore = {Path = "ScriptCore"}}
|
||||
WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq"]}
|
||||
WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq"], Beef = ["Beefy2D", "corlib", "MiniZ"]}
|
||||
|
||||
[Workspace]
|
||||
StartupProject = "GlitchyEditor"
|
||||
|
||||
@@ -7,6 +7,9 @@ TargetType = "BeefGUIApplication"
|
||||
StartupObject = "GlitchyEngine.Program"
|
||||
ProcessorMacros = ["GE_EDITOR_IMGUI_DEMO"]
|
||||
|
||||
[Platform.Windows]
|
||||
IconFile = "$(ProjectDir)/Resources/Textures/GlitchyEngineIcon.ico"
|
||||
|
||||
[Configs.Debug.Win64]
|
||||
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
|
||||
DebugCommandArguments = "\"D:\\Development\\Git\\SingleStateToOrbit\""
|
||||
|
||||
@@ -84,7 +84,7 @@ class MaterialProcessor : IAssetProcessor
|
||||
{
|
||||
Log.EngineLogger.Error("The buffers of a material must be ConstantBuffers.");
|
||||
continue;
|
||||
// TODO: Why even allow any kind of Buffer for Materials? Will this make sense later if we can create and bind Buffers from C#?
|
||||
// TODO: Why even allow any other kind of Buffer for Materials? Will this make sense later if we can create and bind Buffers from C#?
|
||||
}
|
||||
|
||||
Span<uint8> data = processedMaterial.CloneBuffer(buffer.Name, cBuffer);
|
||||
|
||||
@@ -14,7 +14,7 @@ class AssetViewer : EditorWindow
|
||||
|
||||
private AssetHandle _selectedAsset;
|
||||
|
||||
append TexturererViewerer _textureViewer = .();
|
||||
append TextureViewer _textureViewer = .();
|
||||
|
||||
public this(EditorContentManager contentManager)
|
||||
{
|
||||
@@ -133,7 +133,7 @@ class AssetViewer : EditorWindow
|
||||
}
|
||||
}
|
||||
|
||||
class TexturererViewerer
|
||||
class TextureViewer
|
||||
{
|
||||
enum BackgroundMode : int32
|
||||
{
|
||||
@@ -160,7 +160,8 @@ class TexturererViewerer
|
||||
}
|
||||
|
||||
AssetHandle<Effect> _effect;
|
||||
AssetHandle<Effect> _renderTargetEffect;
|
||||
//AssetHandle<Effect> _renderTargetEffect;
|
||||
Material _renderTargetMaterial ~ _.ReleaseRef();
|
||||
|
||||
float _zoom = 1.0f;
|
||||
|
||||
@@ -169,14 +170,28 @@ class TexturererViewerer
|
||||
|
||||
SampleMode _sampleMode = .Linear;
|
||||
|
||||
RenderTarget2D _target ~ _?.ReleaseRef();
|
||||
RenderTargetGroup _targets ~ _?.ReleaseRef();
|
||||
/*RenderTarget2D _target ~ _?.ReleaseRef();
|
||||
RenderTarget2D _idTarget ~ _?.ReleaseRef();
|
||||
// TODO: we don't need depth!
|
||||
DepthStencilTarget _depth ~ _?.ReleaseRef();
|
||||
DepthStencilTarget _depth ~ _?.ReleaseRef();*/
|
||||
|
||||
public this()
|
||||
{
|
||||
_effect = Content.LoadAsset("Resources/Shaders/textureViewerShader.hlsl", null, true);
|
||||
_renderTargetEffect = Content.LoadAsset("Resources/Shaders/RenderTargetGroupViewer.hlsl", null, true);
|
||||
AssetHandle<Effect> effect = Content.LoadAsset("Resources/Shaders/RenderTargetGroupViewer.hlsl", null, true);
|
||||
|
||||
_renderTargetMaterial = new Material(effect);
|
||||
|
||||
_targets = new RenderTargetGroup(.(){
|
||||
Width = 100,
|
||||
Height = 100,
|
||||
ColorTargetDescriptions = TargetDescription[](
|
||||
.(.R8G8B8A8_UNorm, clearColor: .Color(ColorRGBA.Pink)),
|
||||
.(.R32_UInt)
|
||||
),
|
||||
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
|
||||
});
|
||||
}
|
||||
|
||||
float2 _position;
|
||||
@@ -215,7 +230,8 @@ class TexturererViewerer
|
||||
|
||||
if (_backgroundMode == .CustomColor)
|
||||
{
|
||||
ImGui.ColorPicker4("Color", ref _backgroundColor);
|
||||
ImGui.ColorPicker3("Color", ref _backgroundColor);
|
||||
_backgroundColor.A = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -366,20 +382,16 @@ class TexturererViewerer
|
||||
viewportSize.x = Math.Max(viewportSize.x, 1);
|
||||
viewportSize.y = Math.Max(viewportSize.y, 1);
|
||||
|
||||
if(_target == null || viewportSize.x != _target.Width || viewportSize.y != _target.Height)
|
||||
if (_targets.Width != viewportSize.x || _targets.Height != viewportSize.y)
|
||||
{
|
||||
_target?.ReleaseRef();
|
||||
_target = new RenderTarget2D(.(.R8G8B8A8_UNorm_SRGB, (.)viewportSize.x, (.)viewportSize.y));
|
||||
_target.SamplerState = SamplerStateManager.PointClamp;
|
||||
_depth?.ReleaseRef();
|
||||
_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
|
||||
_targets.Resize((.)viewportSize.x, (.)viewportSize.y);
|
||||
}
|
||||
|
||||
RenderBackground();
|
||||
|
||||
RenderTexture(texture);
|
||||
|
||||
ImGui.Image(_target, viewportSize);
|
||||
ImGui.Image(_targets.GetViewBinding(0), viewportSize);
|
||||
|
||||
ImGui.EndChild();
|
||||
}
|
||||
@@ -398,20 +410,19 @@ class TexturererViewerer
|
||||
viewportSize.x = Math.Max(viewportSize.x, 1);
|
||||
viewportSize.y = Math.Max(viewportSize.y, 1);
|
||||
|
||||
if(_target == null || viewportSize.x != _target.Width || viewportSize.y != _target.Height)
|
||||
if (_targets.Width != viewportSize.x || _targets.Height != viewportSize.y)
|
||||
{
|
||||
_target?.ReleaseRef();
|
||||
_target = new RenderTarget2D(.(.R8G8B8A8_UNorm_SRGB, (.)viewportSize.x, (.)viewportSize.y));
|
||||
_target.SamplerState = SamplerStateManager.PointClamp;
|
||||
_depth?.ReleaseRef();
|
||||
_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
|
||||
_targets.Resize((.)viewportSize.x, (.)viewportSize.y);
|
||||
}
|
||||
|
||||
RenderBackground();
|
||||
|
||||
RenderTexture(texture);
|
||||
|
||||
ImGui.Image(_target, viewportSize);
|
||||
using (let vb = _targets.GetViewBinding(0))
|
||||
{
|
||||
ImGui.Image(vb, viewportSize);
|
||||
}
|
||||
|
||||
ImGui.EndChild();
|
||||
}
|
||||
@@ -468,19 +479,21 @@ class TexturererViewerer
|
||||
|
||||
private void RenderBackground()
|
||||
{
|
||||
Viewport vp = .(0, 0, _target.Width, _target.Height);
|
||||
Viewport vp = .(0, 0, _targets.Width, _targets.Height);
|
||||
RenderCommand.SetViewport(vp);
|
||||
|
||||
RenderCommand.Clear(_targets, .ColorDepth);
|
||||
// TODO: don't clear pink!
|
||||
RenderCommand.Clear(_target, .Pink);
|
||||
RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
|
||||
//RenderCommand.Clear(_target, .Pink);
|
||||
//RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
|
||||
|
||||
//_target.Bind();
|
||||
RenderCommand.SetRenderTarget(_target);
|
||||
RenderCommand.SetDepthStencilTarget(_depth);
|
||||
RenderCommand.SetRenderTargetGroup(_targets);
|
||||
//RenderCommand.SetRenderTarget(_idTarget, 1);
|
||||
//RenderCommand.SetDepthStencilTarget(_depth);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
float2 targetSize = float2(_target.Width, _target.Height);
|
||||
float2 targetSize = float2(_targets.Width, _targets.Height);
|
||||
|
||||
_camera.Left = 0;
|
||||
_camera.Top = 0;
|
||||
@@ -520,7 +533,7 @@ class TexturererViewerer
|
||||
Renderer2D.EndScene();
|
||||
}
|
||||
|
||||
private void RenderTexture(TextureViewBinding viewedTexture, float2 textureSize, Format format)
|
||||
private void RenderTexture(Asset textureAsset, float2 textureSize, Format format, int32? groupTargetIndex = null)
|
||||
{
|
||||
float2 mippedTextureSize = float2((int)textureSize.X >> _mipLevel, (int)textureSize.X >> _mipLevel);
|
||||
|
||||
@@ -544,52 +557,70 @@ class TexturererViewerer
|
||||
//Renderer2D.BeginScene(_camera, .SortByTexture, _effect);
|
||||
|
||||
// float3(_position * .(1, -1), 0)
|
||||
RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
|
||||
//RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
|
||||
RenderCommand.Clear(_targets, .Depth);
|
||||
|
||||
Matrix matrix = .Translation(float3(_position * .(1, -1), 0)) * .Scaling(float3(zoomedTextureSize, 1));
|
||||
|
||||
// TODO: ViewProjection kommt nicht korrekt an?
|
||||
_renderTargetEffect.Variables["WorldViewProjection"].SetData(_camera.ViewProjection * matrix);
|
||||
_renderTargetMaterial.SetVariable("WorldViewProjection", _camera.ViewProjection * matrix);
|
||||
_renderTargetMaterial.SetVariable("ColorOffset", _colorOffset);
|
||||
_renderTargetMaterial.SetVariable("ColorScale", _colorScale);
|
||||
_renderTargetMaterial.SetVariable("AlphaOffset", _alphaOffset);
|
||||
_renderTargetMaterial.SetVariable("AlphaScale", _alphaScale);
|
||||
/*_renderTargetEffect.Variables["WorldViewProjection"].SetData(_camera.ViewProjection * matrix);
|
||||
_renderTargetEffect.Variables["ColorOffset"].SetData(_colorOffset);
|
||||
_renderTargetEffect.Variables["ColorScale"].SetData(_colorScale);
|
||||
_renderTargetEffect.Variables["AlphaOffset"].SetData(_alphaOffset);
|
||||
_renderTargetEffect.Variables["AlphaScale"].SetData(_alphaScale);
|
||||
_renderTargetEffect.Variables["AlphaScale"].SetData(_alphaScale);*/
|
||||
|
||||
_renderTargetEffect.Variables["Texels"].SetData(mippedTextureSize);
|
||||
//_renderTargetEffect.Variables["Texels"].SetData(mippedTextureSize);
|
||||
_renderTargetMaterial.SetVariable("Texels", mippedTextureSize);
|
||||
|
||||
_renderTargetEffect.Variables["MipLevel"].SetData((float)_mipLevel);
|
||||
//_renderTargetEffect.Variables["MipLevel"].SetData((float)_mipLevel);
|
||||
_renderTargetMaterial.SetVariable("MipLevel", (float)_mipLevel);
|
||||
|
||||
_renderTargetEffect.Variables["Swizzle"].SetData(int4((int32)_swizzleR, (int32)_swizzleG, (int32)_swizzleB, (int32)_swizzleA));
|
||||
//_renderTargetEffect.Variables["Swizzle"].SetData(int4((int32)_swizzleR, (int32)_swizzleG, (int32)_swizzleB, (int32)_swizzleA));
|
||||
_renderTargetMaterial.SetVariable("Swizzle", int4((int32)_swizzleR, (int32)_swizzleG, (int32)_swizzleB, (int32)_swizzleA));
|
||||
|
||||
if (((DirectX.DXGI.Format)format).IsInt())
|
||||
int textureSlot = -1;
|
||||
|
||||
if (format.IsInt())
|
||||
{
|
||||
// Int Texture
|
||||
_renderTargetEffect.Variables["Mode"].SetData(1);
|
||||
_renderTargetEffect.SetTexture("IntTexture", viewedTexture);
|
||||
_renderTargetEffect.SetTexture("UIntTexture", (Texture)null);
|
||||
_renderTargetEffect.SetTexture("Texture", (Texture)null);
|
||||
_renderTargetMaterial.SetVariable("Mode", 1);
|
||||
textureSlot = _renderTargetMaterial.Effect.Textures["IntTexture"].PsSlot.Index;
|
||||
}
|
||||
else if (format.IsUInt())
|
||||
{
|
||||
// UInt Texture
|
||||
_renderTargetEffect.Variables["Mode"].SetData(2);
|
||||
_renderTargetEffect.SetTexture("IntTexture", (Texture)null);
|
||||
_renderTargetEffect.SetTexture("UIntTexture", viewedTexture);
|
||||
_renderTargetEffect.SetTexture("Texture", (Texture)null);
|
||||
_renderTargetMaterial.SetVariable("Mode", 2);
|
||||
textureSlot = _renderTargetMaterial.Effect.Textures["UIntTexture"].PsSlot.Index;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Float Texture
|
||||
_renderTargetEffect.Variables["Mode"].SetData(0);
|
||||
_renderTargetEffect.SetTexture("IntTexture", (Texture)null);
|
||||
_renderTargetEffect.SetTexture("UIntTexture", (Texture)null);
|
||||
_renderTargetEffect.SetTexture("Texture", viewedTexture);
|
||||
_renderTargetMaterial.SetVariable("Mode", 0);
|
||||
textureSlot = _renderTargetMaterial.Effect.Textures["Texture"].PsSlot.Index;
|
||||
}
|
||||
|
||||
_renderTargetEffect.Variables["Swizzle"].SetData(int4((int32)_swizzleR, (int32)_swizzleG, (int32)_swizzleB, (int32)_swizzleA));
|
||||
//_renderTargetMaterial.ApplyChanges();
|
||||
_renderTargetMaterial.Bind();
|
||||
|
||||
_renderTargetEffect.ApplyChanges();
|
||||
_renderTargetEffect.Bind();
|
||||
if (let renderTargetGroup = textureAsset as RenderTargetGroup)
|
||||
{
|
||||
using (let viewBinding = renderTargetGroup.GetViewBinding((.)groupTargetIndex))
|
||||
{
|
||||
RenderCommand.BindTexture(viewBinding, textureSlot, .Pixel);
|
||||
}
|
||||
}
|
||||
else if (let texture = textureAsset as Texture)
|
||||
{
|
||||
using (let viewBinding = texture.GetViewBinding())
|
||||
{
|
||||
RenderCommand.BindTexture(viewBinding, textureSlot, .Pixel);
|
||||
}
|
||||
}
|
||||
|
||||
Quad.Draw();
|
||||
}
|
||||
@@ -598,11 +629,11 @@ class TexturererViewerer
|
||||
{
|
||||
var desc = _groupIndex >= 0 ? viewedTexture.[Friend]_colorTargetDescriptions[_groupIndex] : viewedTexture.[Friend]_depthTargetDescription;
|
||||
|
||||
RenderTexture(viewedTexture.GetViewBinding(_groupIndex), float2(viewedTexture.Width, viewedTexture.Height), (.)desc.Format.GetShaderViewFormat());
|
||||
RenderTexture(viewedTexture, float2(viewedTexture.Width, viewedTexture.Height), (.)desc.Format.GetShaderViewFormat(), _groupIndex);
|
||||
}
|
||||
|
||||
private void RenderTexture(Texture viewedTexture)
|
||||
{
|
||||
RenderTexture(viewedTexture.GetViewBinding(), float2(viewedTexture.Width, viewedTexture.Height), viewedTexture.Format);
|
||||
RenderTexture(viewedTexture, float2(viewedTexture.Width, viewedTexture.Height), viewedTexture.Format, -1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -133,7 +133,7 @@ class ShaderLoader : IProcessedAssetLoader
|
||||
}
|
||||
|
||||
Try!(stream.TryRead(buffer.RawData));
|
||||
Try!(buffer.Update());
|
||||
Try!(buffer.Apply());
|
||||
|
||||
if (vertexShaderBindPoint != -1)
|
||||
effect.VertexShader.Buffers.Add(vertexShaderBindPoint, buffer.Name, buffer);
|
||||
|
||||
@@ -233,6 +233,8 @@ namespace GlitchyEngine.ImGui
|
||||
ImGui.Render();
|
||||
|
||||
RenderCommand.SetDepthStencilTarget(null);
|
||||
// TODO: This is dirty
|
||||
RenderCommand.UnbindRenderTargets();
|
||||
RenderCommand.SetRenderTarget(null);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
internal ID3D11Buffer*[DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] nativeBuffers;
|
||||
|
||||
internal void PlatformFetchNativeBuffers()
|
||||
protected internal override void PlatformFetchNativeBuffers()
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
|
||||
@@ -210,11 +210,19 @@ namespace GlitchyEngine.Renderer
|
||||
BindInputLayout();
|
||||
|
||||
if (_hasVs)
|
||||
{
|
||||
NativeContext.VertexShader.SetShaderResources(0, _vsShaderResources.Count, &_vsShaderResources);
|
||||
NativeContext.VertexShader.SetSamplers(0, _vsSamplers.Count, &_vsSamplers);
|
||||
NativeContext.VertexShader.SetConstantBuffers(0, _vsBuffers.Count, &_vsBuffers);
|
||||
}
|
||||
|
||||
if (_hasPs)
|
||||
{
|
||||
NativeContext.PixelShader.SetShaderResources(0, _psShaderResources.Count, &_psShaderResources);
|
||||
NativeContext.PixelShader.SetSamplers(0, _psSamplers.Count, &_psSamplers);
|
||||
NativeContext.PixelShader.SetConstantBuffers(0, _psBuffers.Count, &_psBuffers);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(uint32 vertexCount, uint32 startVertexIndex = 0)
|
||||
{
|
||||
@@ -291,6 +299,11 @@ namespace GlitchyEngine.Renderer
|
||||
private ID3D11Buffer*[DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] _vsBuffers;
|
||||
private ID3D11Buffer*[DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] _psBuffers;
|
||||
|
||||
private ID3D11ShaderResourceView*[DirectX.D3D11.D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] _vsShaderResources;
|
||||
private ID3D11SamplerState*[DirectX.D3D11.D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] _vsSamplers;
|
||||
private ID3D11ShaderResourceView*[DirectX.D3D11.D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] _psShaderResources;
|
||||
private ID3D11SamplerState*[DirectX.D3D11.D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] _psSamplers;
|
||||
|
||||
/**
|
||||
* Binds the given shader to the corresponding shader stage.
|
||||
* @param shader The shader that will be bound to the graphics context.
|
||||
@@ -299,24 +312,25 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
uint32 _firstTexture = D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT;
|
||||
uint32 _textureCount = 0;
|
||||
//uint32 _firstTexture = D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT;
|
||||
//uint32 _textureCount = 0;
|
||||
|
||||
ID3D11ShaderResourceView*[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] shaderResources = .();
|
||||
ID3D11SamplerState*[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] samplers = .();
|
||||
|
||||
ID3D11ShaderResourceView*[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT] _textures = .();
|
||||
ID3D11SamplerState*[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT] _samplers = .();
|
||||
|
||||
for (let entry in shader?.Textures)
|
||||
{
|
||||
_textures[entry.Index] = entry.BoundTexture._nativeShaderResourceView;
|
||||
_samplers[entry.Index] = entry.BoundTexture._nativeSamplerState;
|
||||
shaderResources[entry.Index] = entry.BoundTexture._nativeShaderResourceView;
|
||||
samplers[entry.Index] = entry.BoundTexture._nativeSamplerState;
|
||||
|
||||
if(entry.Index >= _textureCount)
|
||||
/*if(entry.Index >= _textureCount)
|
||||
_textureCount = entry.Index + 1;
|
||||
if(entry.Index < _firstTexture)
|
||||
_firstTexture = entry.Index;
|
||||
_firstTexture = entry.Index;*/
|
||||
}
|
||||
|
||||
shader.Buffers.PlatformFetchNativeBuffers();
|
||||
//constantBuffers.PlatformFetchNativeBuffers();
|
||||
|
||||
switch (typeof(TShader))
|
||||
{
|
||||
@@ -325,38 +339,44 @@ namespace GlitchyEngine.Renderer
|
||||
_hasPs = shader != null;
|
||||
|
||||
// TODO: bind uavs
|
||||
if (_textureCount > 0)
|
||||
/*if (_textureCount > 0)
|
||||
{
|
||||
NativeContext.PixelShader.SetShaderResources(_firstTexture, _textureCount, &_textures[_firstTexture]);
|
||||
NativeContext.PixelShader.SetSamplers(_firstTexture, _textureCount, &_samplers[_firstTexture]);
|
||||
}
|
||||
//NativeContext.PixelShader.SetShaderResources(_firstTexture, _textureCount, &_textures[_firstTexture]);
|
||||
//NativeContext.PixelShader.SetSamplers(_firstTexture, _textureCount, &_samplers[_firstTexture]);
|
||||
}*/
|
||||
|
||||
_ps_FirstTexture = _firstTexture;
|
||||
_ps_BoundTextures = _textureCount;
|
||||
/*_ps_FirstTexture = _firstTexture;
|
||||
_ps_BoundTextures = _textureCount;*/
|
||||
|
||||
_psBuffers = shader.Buffers.nativeBuffers;
|
||||
//_psBuffers = constantBuffers.nativeBuffers;
|
||||
|
||||
//NativeContext.PixelShader.SetConstantBuffers(0, shader.Buffers.nativeBuffers.Count, &shader.Buffers.nativeBuffers);
|
||||
|
||||
_psShaderResources = shaderResources;
|
||||
_psSamplers = samplers;
|
||||
|
||||
NativeContext.PixelShader.SetShader((ID3D11PixelShader*)shader?.nativeShader);
|
||||
|
||||
case typeof(VertexShader):
|
||||
_hasVs = shader != null;
|
||||
|
||||
if (_textureCount > 0)
|
||||
/*if (_textureCount > 0)
|
||||
{
|
||||
NativeContext.VertexShader.SetShaderResources(_firstTexture, _textureCount, &_textures[_firstTexture]);
|
||||
NativeContext.VertexShader.SetSamplers(_firstTexture, _textureCount, &_samplers[_firstTexture]);
|
||||
}
|
||||
}*/
|
||||
|
||||
_vsBuffers = shader.Buffers.nativeBuffers;
|
||||
//_vsBuffers = constantBuffers.nativeBuffers;
|
||||
|
||||
//NativeContext.VertexShader.SetConstantBuffers(0, shader.Buffers.nativeBuffers.Count, &shader.Buffers.nativeBuffers);
|
||||
|
||||
_vsShaderResources = shaderResources;
|
||||
_vsSamplers = samplers;
|
||||
|
||||
NativeContext.VertexShader.SetShader((ID3D11VertexShader*)shader?.nativeShader);
|
||||
|
||||
_vs_FirstTexture = _firstTexture;
|
||||
_vs_BoundTextures = _textureCount;
|
||||
/*_vs_FirstTexture = _firstTexture;
|
||||
_vs_BoundTextures = _textureCount;*/
|
||||
|
||||
//if (VertexShader vs = shader as VertexShader)
|
||||
[ConstSkip]
|
||||
@@ -372,12 +392,14 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
public override void UnbindTextures()
|
||||
{
|
||||
void** voidArray = scope void*[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]*;
|
||||
_vsShaderResources = .();
|
||||
_psShaderResources = .();
|
||||
|
||||
using (ContextMonitor.Enter())
|
||||
{
|
||||
NativeContext.PixelShader.SetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, (.)voidArray);
|
||||
NativeContext.VertexShader.SetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, (.)voidArray);
|
||||
// Do we need to set here, or is it enough to do it in BindState?
|
||||
NativeContext.PixelShader.SetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, &_vsShaderResources);
|
||||
NativeContext.VertexShader.SetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, &_psShaderResources);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -411,6 +433,34 @@ namespace GlitchyEngine.Renderer
|
||||
_psBuffers[slot] = buffer.nativeBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
public override void BindTexture(TextureViewBinding textureBinding, int slot, ShaderStage shaderStage)
|
||||
{
|
||||
Debug.Assert((slot >= 0) && (slot < DirectX.D3D11.D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT));
|
||||
|
||||
if (shaderStage.HasFlag(.Vertex))
|
||||
{
|
||||
_vsShaderResources[slot] = textureBinding._nativeShaderResourceView;
|
||||
_vsSamplers[slot] = textureBinding._nativeSamplerState;
|
||||
}
|
||||
|
||||
if (shaderStage.HasFlag(.Pixel))
|
||||
{
|
||||
_psShaderResources[slot] = textureBinding._nativeShaderResourceView;
|
||||
_psSamplers[slot] = textureBinding._nativeSamplerState;
|
||||
}
|
||||
}
|
||||
|
||||
public override void BindConstantBuffers(BufferCollection bufferCollection, ShaderStage shaderStage)
|
||||
{
|
||||
bufferCollection.PlatformFetchNativeBuffers();
|
||||
|
||||
if (shaderStage.HasFlag(.Vertex))
|
||||
_vsBuffers = bufferCollection.nativeBuffers;
|
||||
|
||||
if (shaderStage.HasFlag(.Pixel))
|
||||
_psBuffers = bufferCollection.nativeBuffers;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -291,6 +291,16 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
_context.BindPixelShader(pixelShader);
|
||||
}
|
||||
|
||||
public override void BindConstantBuffers(BufferCollection bufferCollection, ShaderStage shaderStage)
|
||||
{
|
||||
_context.BindConstantBuffers(bufferCollection, shaderStage);
|
||||
}
|
||||
|
||||
public override void BindTexture(TextureViewBinding textureBinding, int slot, ShaderStage shaderStage)
|
||||
{
|
||||
_context.BindTexture(textureBinding, slot, shaderStage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -176,5 +176,7 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
return _buffers.GetEnumerator();
|
||||
}
|
||||
|
||||
protected internal extern void PlatformFetchNativeBuffers();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,21 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
using internal GlitchyEngine.Renderer;
|
||||
|
||||
public enum VariableFlags
|
||||
{
|
||||
None = 0x00,
|
||||
/// The variable is dirty and needs to be sent do the GPU.
|
||||
Dirty = 0x01,
|
||||
/// The variable is locked, its value cannot be overwritten in child buffers.
|
||||
Locked = 0x02,
|
||||
/// The variable is used in the shader. Conversely, this means that the variable is unused.
|
||||
Used = 0x04,
|
||||
/// (For inherited variables only) The variable doesn't override the value set in the parent buffer.
|
||||
Unset = 0x08,
|
||||
/// The variables value cannot be changed. (i.e. it is locked in the parent buffer)
|
||||
Readonly = 0x10
|
||||
}
|
||||
|
||||
public class BufferVariable
|
||||
{
|
||||
private ConstantBuffer _constantBuffer;
|
||||
@@ -19,7 +34,7 @@ namespace GlitchyEngine.Renderer
|
||||
// Number of elements in the array
|
||||
internal uint32 _arrayElements;
|
||||
|
||||
private bool _isUsed;
|
||||
private VariableFlags _flags;
|
||||
|
||||
public ConstantBuffer ConstantBuffer => _constantBuffer;
|
||||
|
||||
@@ -27,7 +42,7 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
public String Name => _name;
|
||||
|
||||
public bool IsUsed => _isUsed;
|
||||
public bool IsUsed => _flags.HasFlag(.Used);
|
||||
|
||||
public uint32 Columns => _columns;
|
||||
public uint32 Rows => _rows;
|
||||
@@ -35,6 +50,20 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
public uint32 Offset => _offset;
|
||||
|
||||
public bool IsDirty => _flags.HasFlag(.Dirty);
|
||||
public bool IsLocked => _flags.HasFlag(.Locked);
|
||||
|
||||
/// Only applies to variables of child buffers. If true, the variable is unset and
|
||||
/// it's value will come from the parent buffer.
|
||||
/// Note: Setting IsUnset to true will only have a guaranteed effect on the value stored in this BufferVariable once Apply has been called on the constant buffer.
|
||||
public bool IsUnset
|
||||
{
|
||||
get => _flags.HasFlag(.Unset);
|
||||
set => Enum.SetFlagConditionally(ref _flags, .Unset, value);
|
||||
}
|
||||
|
||||
public VariableFlags Flags => _flags;
|
||||
|
||||
/**
|
||||
* Gets a pointer to the start of the variable in the constant buffers backing data.
|
||||
*/
|
||||
@@ -51,7 +80,12 @@ namespace GlitchyEngine.Renderer
|
||||
_offset = offset;
|
||||
_sizeInBytes = sizeInBytes;
|
||||
_arrayElements = arrayElements;
|
||||
_isUsed = isUsed;
|
||||
|
||||
_flags = .None;
|
||||
|
||||
Enum.SetFlagConditionally(ref _flags, .Used, isUsed);
|
||||
Enum.SetFlag(ref _flags, .Dirty);
|
||||
//Enum.SetFlag(ref _flags, .Locked);
|
||||
}
|
||||
|
||||
public void EnsureTypeMatch(int rows, int cols, ShaderVariableType type)
|
||||
@@ -131,11 +165,20 @@ namespace GlitchyEngine.Renderer
|
||||
}
|
||||
}
|
||||
|
||||
enum SetDataError
|
||||
{
|
||||
VariableNotFound,
|
||||
TypeMismatch
|
||||
}
|
||||
|
||||
[Inline]
|
||||
private void SetData<T>(T value)
|
||||
{
|
||||
EnsureTypeMatch<T>();
|
||||
|
||||
_flags |= .Dirty;
|
||||
Enum.ClearFlag(ref _flags, .Unset);
|
||||
|
||||
*(T*)firstByte = value;
|
||||
}
|
||||
|
||||
@@ -175,6 +218,9 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
EnsureTypeMatch<Matrix4x3>();
|
||||
|
||||
_flags |= .Dirty;
|
||||
Enum.ClearFlag(ref _flags, .Unset);
|
||||
|
||||
// TODO: assert length
|
||||
|
||||
Internal.MemCpy(firstByte, value.Ptr, sizeof(Matrix4x3) * Math.Min(value.Count, _arrayElements));
|
||||
@@ -184,15 +230,22 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
EnsureTypeMatch<Matrix3x3>();
|
||||
|
||||
*(Matrix4x3*)firstByte = Matrix4x3(value);
|
||||
_flags |= .Dirty;
|
||||
Enum.ClearFlag(ref _flags, .Unset);
|
||||
|
||||
// Todo: maybe manual copy
|
||||
// TODO: D3D uses 16 Byte rows, smaller rows are padded.
|
||||
// OpenGL and Vulkan do this by default, too. However they support compact buffers,
|
||||
// if we want to support that we need to handle it here somehow (simple size check?).
|
||||
*(Matrix4x3*)firstByte = Matrix4x3(value);
|
||||
}
|
||||
|
||||
public void SetData(Matrix3x3[] value)
|
||||
{
|
||||
EnsureTypeMatch<Matrix3x3>();
|
||||
|
||||
_flags |= .Dirty;
|
||||
Enum.ClearFlag(ref _flags, .Unset);
|
||||
|
||||
// TODO: assert length
|
||||
|
||||
for(int i < Math.Min(value.Count, _arrayElements))
|
||||
@@ -207,6 +260,9 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
EnsureTypeMatch<Matrix>();
|
||||
|
||||
_flags |= .Dirty;
|
||||
Enum.ClearFlag(ref _flags, .Unset);
|
||||
|
||||
// TODO: assert length
|
||||
|
||||
Internal.MemCpy(firstByte, value.Ptr, sizeof(Matrix) * Math.Min(value.Count, _arrayElements));
|
||||
@@ -223,12 +279,15 @@ namespace GlitchyEngine.Renderer
|
||||
#if GE_SHADER_UNUSED_VARIABLE_IS_ERROR
|
||||
Log.EngineLogger.Assert(_isUsed, scope $"Setting data for unused Variable \"{_name}\" of constant buffer \"{_constantBuffer.Name}\".");
|
||||
#elif GE_SHADER_UNUSED_VARIABLE_IS_WARNING
|
||||
if(!_isUsed)
|
||||
if(!_flags.HasFlag(.Used))
|
||||
{
|
||||
Log.EngineLogger.Warning($"Setting data for unused Variable \"{_name}\" of constant buffer \"{_constantBuffer.Name}\".");
|
||||
}
|
||||
#endif
|
||||
|
||||
_flags |= .Dirty;
|
||||
Enum.ClearFlag(ref _flags, .Unset);
|
||||
|
||||
if(rawData != null)
|
||||
Internal.MemCpy(firstByte, rawData, _sizeInBytes);
|
||||
else
|
||||
|
||||
@@ -17,8 +17,12 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
protected BufferVariableCollection _variables = new BufferVariableCollection() ~ delete _;
|
||||
|
||||
protected bool _isDirty = true;
|
||||
|
||||
protected internal int _generation = 0;
|
||||
|
||||
/// Gets the name of the constant buffer.
|
||||
public String Name => _name;
|
||||
public StringView Name => _name;
|
||||
|
||||
public BufferVariableCollection Variables => _variables;
|
||||
|
||||
@@ -58,10 +62,32 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
/**
|
||||
* Uploads the date to the GPU.
|
||||
* @returns true if the GPU buffer was updated, false otherwise (i.e. it wasn't dirty).
|
||||
*/
|
||||
public Result<void> Update()
|
||||
public virtual Result<void> Apply()
|
||||
{
|
||||
return PlatformSetData(rawData.CArray(), (uint32)rawData.Count, 0, .WriteDiscard);
|
||||
bool isDirty = false;
|
||||
|
||||
for (BufferVariable variable in _variables)
|
||||
{
|
||||
if (variable.IsDirty)
|
||||
{
|
||||
isDirty = true;
|
||||
Enum.ClearFlag(ref variable.[Friend]_flags, .Dirty);
|
||||
}
|
||||
}
|
||||
|
||||
if (isDirty)
|
||||
{
|
||||
Result<void> setDataResult = PlatformSetData(rawData.CArray(), (uint32)rawData.Count, 0, .WriteDiscard);
|
||||
|
||||
if (setDataResult case .Err)
|
||||
return .Err;
|
||||
|
||||
_generation++;
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -123,7 +123,7 @@ public class Effect : Asset
|
||||
{
|
||||
if(let cbuffer = buffer.Buffer as ConstantBuffer)
|
||||
{
|
||||
cbuffer.Update();
|
||||
cbuffer.Apply();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -116,5 +116,9 @@ namespace GlitchyEngine.Renderer
|
||||
public extern void UnbindTextures();
|
||||
|
||||
public extern void BindConstantBuffer(Buffer buffer, int slot, ShaderStage stage);
|
||||
|
||||
public extern void BindConstantBuffers(BufferCollection bufferCollection, ShaderStage shaderStage);
|
||||
|
||||
public extern void BindTexture(TextureViewBinding textureBinding, int slot, ShaderStage shaderStage);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,11 +12,11 @@ public class Material : Asset
|
||||
{
|
||||
private Effect _effect ~ _?.ReleaseRef();
|
||||
|
||||
private uint8[] _rawVariables ~ delete _;
|
||||
private Dictionary<String, (AssetHandle<Texture> Handle, TextureDimension Dimension, int32? groupTarget)> _textures = new .() ~ DeleteDictionaryAndKeys!(_);
|
||||
|
||||
private Dictionary<String, (AssetHandle<Texture> Handle, TextureDimension Dimension)> _textures = new .() ~ DeleteDictionaryAndKeys!(_);
|
||||
private Dictionary<StringView, BufferVariable> _variables = new .() ~ delete _;
|
||||
|
||||
private Dictionary<String, (uint32 Offset, BufferVariable Variable)> _variables = new .() ~ DeleteDictionaryAndKeys!(_);
|
||||
private BufferCollection _bufferCollection ~ _?.ReleaseRef();
|
||||
|
||||
public Effect Effect
|
||||
{
|
||||
@@ -28,36 +28,7 @@ public class Material : Asset
|
||||
if (_effect == null)
|
||||
return;
|
||||
|
||||
// TODO: get variables from effect
|
||||
decltype(_textures) newTextures = new .();
|
||||
|
||||
// Get texture slots from effect
|
||||
for(let (name, effectTexture) in _effect.Textures)
|
||||
{
|
||||
// TODO: We need to be able to define default textures in the shader.
|
||||
// At least things like "Black", "White", "Normal"
|
||||
// At best whole paths. Shouldn't be that hard to do...
|
||||
|
||||
AssetHandle<Texture> textureHandle = .Invalid;
|
||||
|
||||
if (_textures.TryGetValue(name, let oldMaterialTexture))
|
||||
{
|
||||
textureHandle = oldMaterialTexture.Handle;
|
||||
}
|
||||
|
||||
if (textureHandle.IsValid)
|
||||
{
|
||||
if (textureHandle.Dimension != effectTexture.TextureDimension)
|
||||
textureHandle = .Invalid;
|
||||
}
|
||||
|
||||
newTextures[new String(name)] = (textureHandle, effectTexture.TextureDimension);
|
||||
}
|
||||
|
||||
DeleteDictionaryAndKeys!(_textures);
|
||||
_textures = newTextures;
|
||||
|
||||
InitRawData();
|
||||
Init();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -71,51 +42,81 @@ public class Material : Asset
|
||||
Effect = effect;
|
||||
}
|
||||
|
||||
|
||||
/** @brief Initializes the raw data array for the variables.
|
||||
*/
|
||||
private void InitRawData()
|
||||
private void Init()
|
||||
{
|
||||
uint32 bufferSize = 0;
|
||||
decltype(_textures) newTextures = new .();
|
||||
|
||||
decltype(_variables) newVariables = new Dictionary<String, (uint32 Offset, BufferVariable Variable)>();
|
||||
|
||||
for(let variable in _effect.Variables)
|
||||
// Get texture slots from effect
|
||||
for(let (name, effectTexture) in _effect.Textures)
|
||||
{
|
||||
newVariables.Add(new .(variable.Name), (bufferSize, variable));
|
||||
// TODO: We need to be able to define default textures in the shader.
|
||||
// At least things like "Black", "White", "Normal"
|
||||
// At best whole paths. Shouldn't be that hard to do...
|
||||
|
||||
bufferSize += variable._sizeInBytes;
|
||||
AssetHandle<Texture> textureHandle = .Invalid;
|
||||
int32? groupTarget = null;
|
||||
|
||||
if (_textures.TryGetValue(name, let oldMaterialTexture))
|
||||
{
|
||||
textureHandle = oldMaterialTexture.Handle;
|
||||
groupTarget = oldMaterialTexture.groupTarget;
|
||||
}
|
||||
|
||||
uint8[] newData = new uint8[bufferSize];
|
||||
|
||||
for (let (newKey, newValue) in newVariables)
|
||||
if (textureHandle.IsValid)
|
||||
{
|
||||
if (_variables.TryGetValue(newKey, let oldEntry))
|
||||
{
|
||||
if (oldEntry.Variable.ElementType == newValue.Variable.ElementType)
|
||||
{
|
||||
int elementSize = newValue.Variable.ElementType.ElementSizeInBytes();
|
||||
|
||||
for (int r = 0; r < Math.Min(oldEntry.Variable.Rows, newValue.Variable.Rows); r++)
|
||||
for (int c = 0; c < Math.Min(oldEntry.Variable.Columns, newValue.Variable.Columns); c++)
|
||||
{
|
||||
int oldElementIndex = r * oldEntry.Variable.Columns + c;
|
||||
int newElementIndex = r * newValue.Variable.Columns + c;
|
||||
|
||||
Internal.MemCpy(newData.Ptr + (newValue.Offset + elementSize * oldElementIndex),
|
||||
_rawVariables.Ptr + (oldEntry.Offset + elementSize * newElementIndex), elementSize);
|
||||
if (textureHandle.Dimension != effectTexture.TextureDimension)
|
||||
textureHandle = .Invalid;
|
||||
}
|
||||
|
||||
newTextures[new String(name)] = (textureHandle, effectTexture.TextureDimension, groupTarget);
|
||||
}
|
||||
// TODO: we could try to convert e.g. Int <-> Float
|
||||
|
||||
DeleteDictionaryAndKeys!(_textures);
|
||||
_textures = newTextures;
|
||||
|
||||
//InitRawData();
|
||||
InitBuffers();
|
||||
}
|
||||
|
||||
private void InitBuffers()
|
||||
{
|
||||
_variables.Clear();
|
||||
_bufferCollection?.ReleaseRef();
|
||||
_bufferCollection = new BufferCollection();
|
||||
|
||||
void InitVariables(ConstantBuffer buffer)
|
||||
{
|
||||
for (BufferVariable variable in buffer.Variables)
|
||||
{
|
||||
if (_variables.ContainsKey(variable.Name))
|
||||
{
|
||||
// TODO: Handle overlapping variable names?
|
||||
Log.EngineLogger.Error("Variable with same name already added to Material, skipping...");
|
||||
continue;
|
||||
}
|
||||
|
||||
_variables.Add(variable.Name, variable);
|
||||
}
|
||||
}
|
||||
|
||||
delete _rawVariables;
|
||||
_rawVariables = newData;
|
||||
for (let (bufferName, buffer) in _effect.Buffers)
|
||||
{
|
||||
if (buffer == null)
|
||||
continue;
|
||||
|
||||
DeleteDictionaryAndKeys!(_variables);
|
||||
_variables = newVariables;
|
||||
if (ConstantBuffer parentConstBuffer = buffer as ConstantBuffer)
|
||||
{
|
||||
using (OverridingConstantBuffer childConstBuffer = new OverridingConstantBuffer(parentConstBuffer))
|
||||
{
|
||||
_bufferCollection.Add(@bufferName.Index, childConstBuffer.Name, childConstBuffer);
|
||||
InitVariables(childConstBuffer);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.EngineLogger.Error("Found buffer in constant buffer collection that is not a constant buffer.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -125,6 +126,7 @@ public class Material : Asset
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
// TODO: Bind textures, don't go through effect for that
|
||||
for(let (name, texture) in _textures)
|
||||
{
|
||||
switch (texture.Dimension)
|
||||
@@ -142,20 +144,30 @@ public class Material : Asset
|
||||
}
|
||||
}
|
||||
|
||||
for(let (name, variable) in _variables)
|
||||
for (let (bufferName, buffer) in _bufferCollection)
|
||||
{
|
||||
variable.Variable.SetRawData(RawPointer!<uint8>(variable.Offset));
|
||||
if (let cbuffer = buffer as ConstantBuffer)
|
||||
{
|
||||
TrySilent!(cbuffer.Apply());
|
||||
}
|
||||
}
|
||||
|
||||
_effect.ApplyChanges();
|
||||
/*for(let (name, variable) in _variables)
|
||||
{
|
||||
variable.Variable.SetRawData(RawPointer!<uint8>(variable.Offset));
|
||||
}*/
|
||||
|
||||
//_effect.ApplyChanges();
|
||||
_effect.Bind();
|
||||
|
||||
RenderCommand.BindConstantBuffers(_bufferCollection);
|
||||
}
|
||||
|
||||
/** @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, AssetHandle<Texture> texture)
|
||||
public void SetTexture(String name, AssetHandle<Texture> texture, int32? groupTargetIndex = null)
|
||||
{
|
||||
if(_textures.TryGetValue(name, var entry))
|
||||
{
|
||||
@@ -174,6 +186,7 @@ public class Material : Asset
|
||||
}*/
|
||||
//entry?.ReleaseRef();
|
||||
_textures[name].Handle = texture;
|
||||
_textures[name].groupTarget = groupTargetIndex;
|
||||
//texture?.AddRef();
|
||||
}
|
||||
else
|
||||
@@ -183,135 +196,41 @@ public class Material : Asset
|
||||
}
|
||||
}
|
||||
|
||||
private mixin RawPointer<T>(uint32 offset)
|
||||
{
|
||||
(T*)(&_rawVariables[offset])
|
||||
}
|
||||
|
||||
[Inline]
|
||||
private void SetVariable<T>(String name, T value) where T : struct
|
||||
{
|
||||
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}\"");
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVariable(String name, bool value) => SetVariable<bool>(name, value);
|
||||
public void SetVariable(String name, bool2 value) => SetVariable<bool2>(name, value);
|
||||
public void SetVariable(String name, bool3 value) => SetVariable<bool3>(name, value);
|
||||
public void SetVariable(String name, bool4 value) => SetVariable<bool4>(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, uint2 value) => SetVariable<uint2>(name, value);
|
||||
public void SetVariable(String name, uint3 value) => SetVariable<uint3>(name, value);
|
||||
public void SetVariable(String name, uint4 value) => SetVariable<uint4>(name, value);
|
||||
|
||||
public void SetVariable(String name, float value) => SetVariable<float>(name, value);
|
||||
public void SetVariable(String name, float2 value) => SetVariable<float2>(name, value);
|
||||
public void SetVariable(String name, float3 value) => SetVariable<float3>(name, value);
|
||||
public void SetVariable(String name, float4 value) => SetVariable<float4>(name, value);
|
||||
|
||||
/*public void SetVariable(String name, float value) => SetVariable<double>(name, value);
|
||||
public void SetVariable(String name, float2 value) => SetVariable<float2>(name, value);
|
||||
public void SetVariable(String name, float3 value) => SetVariable<float3>(name, value);
|
||||
public void SetVariable(String name, float4 value) => SetVariable<float4>(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)
|
||||
private mixin SetVariable(String name, var 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}\"");
|
||||
entry.SetData(value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVariable(String name, Matrix3x3[] values)
|
||||
{
|
||||
if(_variables.TryGetValue(name, let entry))
|
||||
{
|
||||
entry.Variable.EnsureTypeMatch<Matrix3x3>();
|
||||
public void SetVariable(String name, bool value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, bool2 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, bool3 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, bool4 value) => SetVariable!(name, value);
|
||||
|
||||
int count = Math.Min(values.Count, entry.Variable._arrayElements);
|
||||
public void SetVariable(String name, int32 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, int2 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, int3 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, int4 value) => SetVariable!(name, value);
|
||||
|
||||
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}\"");
|
||||
}
|
||||
}
|
||||
public void SetVariable(String name, uint32 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, uint2 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, uint3 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, uint4 value) => SetVariable!(name, value);
|
||||
|
||||
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, float value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, float2 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, float3 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, float4 value) => SetVariable!(name, value);
|
||||
|
||||
public void SetVariable(String name, Matrix[] values)
|
||||
{
|
||||
if(_variables.TryGetValue(name, let entry))
|
||||
{
|
||||
entry.Variable.EnsureTypeMatch<Matrix>();
|
||||
public void SetVariable(String name, Color value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, ColorRGB value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, ColorRGBA value) => SetVariable!(name, value);
|
||||
|
||||
Internal.MemCpy(RawPointer!<Matrix>(entry.Offset), values.Ptr, sizeof(Matrix) * Math.Min(values.Count, entry.Variable._arrayElements));
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
|
||||
}
|
||||
}
|
||||
|
||||
// Supporeted types
|
||||
// Bool, Bool2, Bool3, Bool4
|
||||
// Int, int2, int3, int4
|
||||
// UInt, UInt2, UInt3, UInt4
|
||||
// Color, ColorRGB, ColorRGBA
|
||||
// Float, Float2, Float3, Float4
|
||||
// Matrix3x3, Matrix4x3, Matrix
|
||||
|
||||
// TODO: Add missing variable types
|
||||
// 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 SetVariable(String name, Matrix3x3 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, Matrix4x3 value) => SetVariable!(name, value);
|
||||
public void SetVariable(String name, Matrix value) => SetVariable!(name, value);
|
||||
|
||||
public void GetVariable<T>(String name, out T value) where T : struct
|
||||
{
|
||||
@@ -319,9 +238,10 @@ public class Material : Asset
|
||||
|
||||
if(_variables.TryGetValue(name, let entry))
|
||||
{
|
||||
entry.Variable.EnsureTypeMatch<T>();
|
||||
entry.EnsureTypeMatch<T>();
|
||||
|
||||
value = *RawPointer!<T>(entry.Offset);
|
||||
// TODO: This obviously breaks for all cases where a custom SetData was necessary.
|
||||
value = *(T*)entry.firstByte;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -0,0 +1,106 @@
|
||||
using System;
|
||||
|
||||
namespace GlitchyEngine.Renderer;
|
||||
|
||||
using internal GlitchyEngine.Renderer;
|
||||
|
||||
class OverridingConstantBuffer : ConstantBuffer
|
||||
{
|
||||
protected ConstantBuffer _parent;
|
||||
|
||||
protected int _parentGeneration = 0;
|
||||
|
||||
public ConstantBuffer Parent => _parent;
|
||||
|
||||
public this(ConstantBuffer parent) : base(parent.Name, parent.RawData.Length)
|
||||
{
|
||||
Log.EngineLogger.AssertDebug(parent != null);
|
||||
_parent = parent;
|
||||
|
||||
InheritVariables();
|
||||
}
|
||||
|
||||
private void InheritVariables()
|
||||
{
|
||||
for (BufferVariable parentVariable in _parent.Variables)
|
||||
{
|
||||
BufferVariable newVariable = new BufferVariable(parentVariable.Name, this, parentVariable.ElementType, parentVariable.Columns,
|
||||
parentVariable.Rows, parentVariable.Offset, parentVariable._sizeInBytes, parentVariable.ArrayElements, parentVariable.IsUsed);
|
||||
|
||||
if (parentVariable.Flags.HasFlag(.Locked))
|
||||
{
|
||||
Enum.SetFlag(ref newVariable.[Friend]_flags, .Readonly | .Locked);
|
||||
}
|
||||
|
||||
// Default to using the value from the parent buffer.
|
||||
Enum.SetFlag(ref newVariable.[Friend]_flags, .Unset);
|
||||
|
||||
_variables.Add(newVariable);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Uploads the date to the GPU.
|
||||
* @returns true if the GPU buffer was updated, false otherwise (i.e. it wasn't dirty).
|
||||
*/
|
||||
public override Result<void> Apply()
|
||||
{
|
||||
Result<void> parentChangedResult = _parent.Apply();
|
||||
|
||||
if (parentChangedResult case .Err)
|
||||
return .Err;
|
||||
|
||||
bool isDirty = false;
|
||||
|
||||
// If the parent got a newer generation then it was changed since our last apply.
|
||||
if (_parentGeneration != _parent._generation)
|
||||
{
|
||||
uint8[] newData = scope uint8[rawData.Count];
|
||||
|
||||
isDirty = true;
|
||||
_parent.RawData.CopyTo(newData);
|
||||
|
||||
for (BufferVariable variable in _variables)
|
||||
{
|
||||
Enum.ClearFlag(ref variable.[Friend]_flags, .Dirty);
|
||||
// TODO: Check if our variable is
|
||||
|
||||
if (!variable.Flags.HasFlag(.Unset))
|
||||
{
|
||||
Internal.MemCpy(newData.Ptr + variable.Offset, variable.firstByte, variable._sizeInBytes);
|
||||
}
|
||||
}
|
||||
|
||||
newData.CopyTo(rawData);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (BufferVariable variable in _variables)
|
||||
{
|
||||
if (variable.IsDirty)
|
||||
{
|
||||
isDirty = true;
|
||||
Enum.ClearFlag(ref variable.[Friend]_flags, .Dirty);
|
||||
|
||||
if (variable.Flags.HasFlag(.Unset))
|
||||
{
|
||||
// If it is unset, we copy the value from the parent buffer into ourselves.
|
||||
Internal.MemCpy(variable.firstByte, _parent.rawData.Ptr + variable.Offset, variable._sizeInBytes);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isDirty)
|
||||
{
|
||||
Result<void> setDataResult = PlatformSetData(rawData.Ptr, (uint32)rawData.Count, 0, .WriteDiscard);
|
||||
|
||||
if (setDataResult case .Err)
|
||||
return .Err;
|
||||
|
||||
_generation++;
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
}
|
||||
@@ -129,6 +129,11 @@ namespace GlitchyEngine.Renderer
|
||||
_rendererAPI.BindConstantBuffer(buffer, slot, stage);
|
||||
}
|
||||
|
||||
public static void BindConstantBuffers(BufferCollection constantBuffers, ShaderStage stage = .All)
|
||||
{
|
||||
_rendererAPI.BindConstantBuffers(constantBuffers, stage);
|
||||
}
|
||||
|
||||
public static void BindVertexShader(VertexShader vertexShader)
|
||||
{
|
||||
_rendererAPI.BindVertexShader(vertexShader);
|
||||
@@ -138,5 +143,10 @@ namespace GlitchyEngine.Renderer
|
||||
{
|
||||
_rendererAPI.BindPixelShader(pixelShader);
|
||||
}
|
||||
|
||||
public static void BindTexture(TextureViewBinding textureBinding, int slot, ShaderStage shaderStage)
|
||||
{
|
||||
_rendererAPI.BindTexture(textureBinding, slot, shaderStage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -132,6 +132,7 @@ namespace GlitchyEngine.Renderer
|
||||
#endif
|
||||
|
||||
private static AssetHandle<Effect> s_quadBatchEffect;
|
||||
private static Material s_quadBatchMaterial ~ _?.ReleaseRef();
|
||||
private static AssetHandle<Effect> s_circleBatchEffect;
|
||||
private static AssetHandle<Effect> s_lineBatchEffect;
|
||||
|
||||
@@ -162,7 +163,7 @@ namespace GlitchyEngine.Renderer
|
||||
private static DrawOrder s_drawOrder;
|
||||
|
||||
/// The effect that is currently used to draw the sprites.
|
||||
private static AssetHandle<Effect> s_currentQuadEffect;
|
||||
//private static AssetHandle<Effect> s_currentQuadEffect;
|
||||
private static AssetHandle<Effect> s_currentCircleEffect;
|
||||
private static AssetHandle<Effect> s_currentLineEffect;
|
||||
|
||||
@@ -185,6 +186,7 @@ namespace GlitchyEngine.Renderer
|
||||
Debug.Profiler.ProfileFunction!();
|
||||
|
||||
s_quadBatchEffect = Content.LoadAsset("Resources/Shaders/spritebatch.hlsl", null, true);
|
||||
s_quadBatchMaterial = new Material(s_quadBatchEffect);
|
||||
s_circleBatchEffect = Content.LoadAsset("Resources/Shaders/circlebatch.hlsl", null, true);
|
||||
s_lineBatchEffect = Content.LoadAsset("Resources/Shaders/linebatch.hlsl", null, true);
|
||||
}
|
||||
@@ -455,7 +457,7 @@ namespace GlitchyEngine.Renderer
|
||||
}
|
||||
|
||||
// TODO: remove?
|
||||
public static void BeginScene(OldCamera camera, DrawOrder drawOrder = .SortByTexture, AssetHandle<Effect> effect = .Invalid, AssetHandle<Effect> circleEffect = .Invalid)
|
||||
public static void BeginScene(OldCamera camera, DrawOrder drawOrder = .SortByTexture)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
#if DEBUG
|
||||
@@ -463,28 +465,29 @@ namespace GlitchyEngine.Renderer
|
||||
Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
|
||||
#endif
|
||||
|
||||
if(effect != .Invalid)
|
||||
/*if(effect != .Invalid)
|
||||
{
|
||||
s_currentQuadEffect = effect;
|
||||
}
|
||||
else
|
||||
{
|
||||
s_currentQuadEffect = s_quadBatchEffect;
|
||||
}
|
||||
}*/
|
||||
|
||||
if(circleEffect != .Invalid)
|
||||
/*if(circleEffect != .Invalid)
|
||||
{
|
||||
s_currentCircleEffect = circleEffect;
|
||||
}
|
||||
else
|
||||
{
|
||||
s_currentCircleEffect = s_circleBatchEffect;
|
||||
}
|
||||
}*/
|
||||
|
||||
s_currentLineEffect = s_lineBatchEffect;
|
||||
|
||||
s_currentQuadEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
|
||||
s_currentCircleEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
|
||||
//s_currentQuadEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
|
||||
s_quadBatchMaterial.SetVariable("ViewProjection", camera.ViewProjection);
|
||||
//s_currentCircleEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
|
||||
|
||||
s_drawOrder = drawOrder;
|
||||
|
||||
@@ -493,7 +496,7 @@ namespace GlitchyEngine.Renderer
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void BeginScene(Camera camera, Matrix transform, DrawOrder drawOrder = .SortByTexture, AssetHandle<Effect> effect = .Invalid, AssetHandle<Effect> circleEffect = .Invalid)
|
||||
public static void BeginScene(Camera camera, Matrix transform, DrawOrder drawOrder = .SortByTexture)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
#if DEBUG
|
||||
@@ -501,29 +504,30 @@ namespace GlitchyEngine.Renderer
|
||||
Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
|
||||
#endif
|
||||
|
||||
if(effect != .Invalid)
|
||||
/*if(effect != .Invalid)
|
||||
{
|
||||
s_currentQuadEffect = effect;
|
||||
}
|
||||
else
|
||||
{
|
||||
s_currentQuadEffect = s_quadBatchEffect;
|
||||
}
|
||||
}*/
|
||||
|
||||
if(circleEffect != .Invalid)
|
||||
/*if(circleEffect != .Invalid)
|
||||
{
|
||||
s_currentCircleEffect = circleEffect;
|
||||
}
|
||||
else
|
||||
{
|
||||
s_currentCircleEffect = s_circleBatchEffect;
|
||||
}
|
||||
}*/
|
||||
|
||||
s_currentLineEffect = s_lineBatchEffect;
|
||||
|
||||
Matrix viewProjection = camera.Projection * Matrix.Invert(transform);
|
||||
|
||||
s_currentQuadEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
||||
s_quadBatchMaterial.SetVariable("ViewProjection", viewProjection);
|
||||
//s_currentQuadEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
||||
s_currentCircleEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
||||
s_currentLineEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
||||
|
||||
@@ -534,7 +538,7 @@ namespace GlitchyEngine.Renderer
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void BeginScene(EditorCamera camera, DrawOrder drawOrder = .SortByTexture, AssetHandle<Effect> effect = .Invalid, AssetHandle<Effect> circleEffect = .Invalid)
|
||||
public static void BeginScene(EditorCamera camera, DrawOrder drawOrder = .SortByTexture)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
#if DEBUG
|
||||
@@ -542,7 +546,7 @@ namespace GlitchyEngine.Renderer
|
||||
Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
|
||||
#endif
|
||||
|
||||
if(effect != .Invalid)
|
||||
/*if(effect != .Invalid)
|
||||
{
|
||||
s_currentQuadEffect = effect;
|
||||
}
|
||||
@@ -558,13 +562,14 @@ namespace GlitchyEngine.Renderer
|
||||
else
|
||||
{
|
||||
s_currentCircleEffect = s_circleBatchEffect;
|
||||
}
|
||||
}*/
|
||||
|
||||
s_currentLineEffect = s_lineBatchEffect;
|
||||
|
||||
Matrix viewProjection = camera.Projection * camera.View;
|
||||
|
||||
s_currentQuadEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
||||
//s_currentQuadEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
||||
s_quadBatchMaterial.SetVariable("ViewProjection", viewProjection);
|
||||
s_currentCircleEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
||||
s_currentLineEffect.Get()?.Variables["ViewProjection"].SetData(viewProjection);
|
||||
|
||||
@@ -623,7 +628,7 @@ namespace GlitchyEngine.Renderer
|
||||
s_statistics.LineCount++;
|
||||
}
|
||||
|
||||
private static void FlushQuadInstances()
|
||||
private static void FlushQuadInstances(Texture texture)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
@@ -632,8 +637,24 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
s_quadInstanceBuffer.SetData<QuadBatchVertex>(s_rawQuadInstances.Ptr, s_setQuadInstances, 0, .WriteDiscard);
|
||||
|
||||
s_currentQuadEffect.ApplyChanges();
|
||||
s_currentQuadEffect.Bind();
|
||||
//s_currentQuadEffect.ApplyChanges();
|
||||
//s_currentQuadEffect.Bind();
|
||||
s_quadBatchMaterial.Bind();
|
||||
|
||||
using (TextureViewBinding tvb = texture.GetViewBinding())
|
||||
{
|
||||
if (s_quadBatchMaterial.Effect.Textures.TryGetValue("Texture", let textureEntry))
|
||||
{
|
||||
if (textureEntry.PsSlot != null)
|
||||
{
|
||||
RenderCommand.BindTexture(tvb, textureEntry.PsSlot.Index, .Pixel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//s_quadBatchMaterial.Effect.Textures["Texture"]
|
||||
//
|
||||
|
||||
s_quadBatchBinding.InstanceCount = s_setQuadInstances;
|
||||
s_quadBatchBinding.Bind();
|
||||
RenderCommand.DrawIndexedInstanced(s_quadBatchBinding);
|
||||
@@ -778,13 +799,13 @@ namespace GlitchyEngine.Renderer
|
||||
// TODO: per object blendstate
|
||||
RenderCommand.SetBlendState(s_transparentBlendState);
|
||||
|
||||
let quadEffect = s_currentQuadEffect.Get();
|
||||
let quadMaterial = s_quadBatchMaterial;//s_currentQuadEffect.Get();
|
||||
|
||||
if (quadEffect == null)
|
||||
if (quadMaterial == null)
|
||||
return;
|
||||
|
||||
Texture texture = s_QuadinstanceQueue[0].Texture;
|
||||
quadEffect.SetTexture("Texture", texture);
|
||||
//quadMaterial.SetTexture("Texture", .Invalid);
|
||||
|
||||
s_setQuadInstances = 0;
|
||||
|
||||
@@ -795,21 +816,21 @@ namespace GlitchyEngine.Renderer
|
||||
// flush every time the texture changes
|
||||
if(quad.Texture != texture)
|
||||
{
|
||||
FlushQuadInstances();
|
||||
FlushQuadInstances(texture);
|
||||
|
||||
texture = quad.Texture;
|
||||
quadEffect.SetTexture("Texture", texture);
|
||||
//quadMaterial.SetTexture("Texture", .Invalid);
|
||||
}
|
||||
|
||||
s_rawQuadInstances[s_setQuadInstances++] = .(quad.Transform, quad.Color, quad.uvTransform, quad.entityId);
|
||||
|
||||
if(s_setQuadInstances == s_rawQuadInstances.Count)
|
||||
{
|
||||
FlushQuadInstances();
|
||||
FlushQuadInstances(texture);
|
||||
}
|
||||
}
|
||||
|
||||
FlushQuadInstances();
|
||||
FlushQuadInstances(texture);
|
||||
|
||||
s_QuadinstanceQueue.Clear();
|
||||
}
|
||||
|
||||
@@ -68,5 +68,9 @@ namespace GlitchyEngine.Renderer
|
||||
public extern void BindVertexShader(VertexShader vertexShader);
|
||||
|
||||
public extern void BindPixelShader(PixelShader pixelShader);
|
||||
|
||||
public extern void BindConstantBuffers(BufferCollection bufferCollection, ShaderStage shaderStage);
|
||||
|
||||
public extern void BindTexture(TextureViewBinding textureBinding, int slot, ShaderStage shaderStage);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -560,7 +560,7 @@ namespace GlitchyEngine.Renderer.Text
|
||||
|
||||
public static void DrawText(PreparedText text, Matrix transform, ColorRGBA fontColor = .White)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
/*Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
text.AddRef();
|
||||
defer text.ReleaseRef();
|
||||
@@ -654,7 +654,7 @@ namespace GlitchyEngine.Renderer.Text
|
||||
for(int i < atlasses.Count)
|
||||
{
|
||||
atlasses[i].ReleaseRef();
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -172,6 +172,8 @@ class SceneRenderer
|
||||
|
||||
viewportTarget.AddRef();
|
||||
|
||||
RenderCommand.Clear(_compositeTarget, .ColorDepth);
|
||||
|
||||
// 3D render
|
||||
Renderer.BeginScene(camera, _compositeTarget);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user