Replaced IntX by intX, Basic AssetViewer (can view Textures, kind of)

This commit is contained in:
Simon Lübeß
2023-07-01 00:15:01 +02:00
parent e12fcaacff
commit 77c45db122
37 changed files with 1299 additions and 1688 deletions
+7
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@@ -19,6 +19,8 @@ struct AssetHandle : IHashable
public bool IsValid => this != .Invalid;
public bool IsInvalid => this == .Invalid;
public UUID ID => _uuid;
/// Create a new random AssetHandle
public this()
{
@@ -73,6 +75,11 @@ struct AssetHandle : IHashable
return .Ok;
}
public override void ToString(String strBuffer)
{
_uuid.ToString(strBuffer);
}
}
struct AssetHandle<T> where T : Asset
+5
View File
@@ -36,6 +36,11 @@ namespace GlitchyEngine.Core
return (int)_uuid;
}
public override void ToString(String strBuffer)
{
_uuid.ToString(strBuffer);
}
static void Serialize(BonWriter writer, ValueView val, BonEnvironment env, SerializeValueState state)
{
UUID uuid = *(UUID*)val.dataPtr;
-2
View File
@@ -119,8 +119,6 @@ namespace GlitchyEngine.ImGui
Begin();
ImGui.ShowDemoWindow();
{
Debug.Profiler.ProfileScope!("ImGuiRenderEvent");
+10 -10
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@@ -28,15 +28,15 @@ namespace GlitchyEngine
public static extern bool IsKeyReleasing(Key keycode);
// TODO: Should Input be able to set mousepos?
public static extern void SetMousePosition(Int2 pos);
public static extern void SetMousePosition(int2 pos);
public static extern bool IsMouseButtonPressed(MouseButton button);
public static extern bool IsMouseButtonReleased(MouseButton button);
public static extern bool IsMouseButtonPressing(MouseButton button);
public static extern bool IsMouseButtonReleasing(MouseButton button);
public static extern Int2 GetMousePosition();
public static extern Int2 GetMouseMovement();
public static extern Int2 GetRawMouseMovement();
public static extern int2 GetMousePosition();
public static extern int2 GetMouseMovement();
public static extern int2 GetRawMouseMovement();
public static extern int32 GetMouseX();
public static extern int32 GetMouseY();
@@ -44,9 +44,9 @@ namespace GlitchyEngine
// public static extern bool WasMouseButtonPressing(MouseButton button);
public static extern bool WasMouseButtonReleased(MouseButton button);
//public static extern bool WasMouseButtonReleasing(MouseButton button);
public static extern Int2 GetLastMousePosition();
public static extern Int2 GetLastMouseMovement();
public static extern Int2 GetLastRawMouseMovement();
public static extern int2 GetLastMousePosition();
public static extern int2 GetLastMouseMovement();
public static extern int2 GetLastRawMouseMovement();
public static extern int32 GetLastMouseX();
public static extern int32 GetLastMouseY();
@@ -121,14 +121,14 @@ namespace GlitchyEngine
public static class Mouse
{
private static append List<(Int2 Position, int Hash)> _lockPositions = .();
private static append List<(int2 Position, int Hash)> _lockPositions = .();
public static void LockCurrentPosition(int hash)
{
LockPosition(Input.GetMousePosition(), hash);
}
public static void LockPosition(Int2 pos, int hash)
public static void LockPosition(int2 pos, int hash)
{
for (var entry in _lockPositions)
{
@@ -156,7 +156,7 @@ namespace GlitchyEngine
//Log.EngineLogger.AssertDebug(false, "No mouse lock position with hash found.");
}
public static Int2? LockedPosition;
public static int2? LockedPosition;
public static void NewFrame()
{
+23 -3
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@@ -13,12 +13,32 @@ namespace System
}
[Inline]
public Int2 XX => Int2((int32)this);
public int2 XX => (int32)this;
[Inline]
public Int3 XXX => Int3((int32)this);
public int3 XXX => (int32)this;
[Inline]
public Int4 XXXX => Int4((int32)this);
public int4 XXXX => (int32)this;
}
extension UInt32
{
public uint32 X
{
[Inline]
get => (uint32)this;
[Inline]
set mut => this = value;
}
[Inline]
public uint2 XX => (uint32)this;
[Inline]
public uint3 XXX => (uint32)this;
[Inline]
public uint4 XXXX => (uint32)this;
}
}
-299
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@@ -1,299 +0,0 @@
using Bon;
using System;
namespace GlitchyEngine.Math
{
[BonTarget]
[SwizzleVector(2, "GlitchyEngine.Math.Vector")]
public struct Vector2
{
public const Vector2 Zero = .(0f, 0f);
public const Vector2 UnitX = .(1f, 0f);
public const Vector2 UnitY = .(0f, 1f);
public const Vector2 One = .(1f, 1f);
public const int ComponentCount = 2;
public float X, Y;
public this() => this = default;
public this(float value)
{
X = value;
Y = value;
}
public this(float x, float y)
{
X = x;
Y = y;
}
public ref float this[int index]
{
[Checked]
get mut
{
if(index < 0 || index >= ComponentCount)
Internal.ThrowIndexOutOfRange(1);
return ref (&X)[index];
}
[Inline]
get mut => ref (&X)[index];
}
public float this[int index]
{
[Checked]
get
{
if(index < 0 || index >= ComponentCount)
Internal.ThrowIndexOutOfRange(1);
if(index == 0)
return X;
else
return Y;
}
[Inline]
get
{
if(index == 0)
return X;
else
return Y;
}
[Checked]
set mut
{
if(index < 0 || index >= ComponentCount)
Internal.ThrowIndexOutOfRange(1);
if(index == 0)
X = value;
else
Y = value;
}
[Inline]
set mut
{
if(index == 0)
X = value;
else
Y = value;
}
}
/**
* Calculates the magnitude (length) of this vector.
* @remarks MagnitudeSquared might be used if only the relative length is relevant.
*/
public float Magnitude()
{
return Math.Sqrt(X * X + Y * Y);
}
/**
* Calculates the squared magnitude (length) of this vector.
*/
public float MagnitudeSquared()
{
return X * X + Y * Y;
}
//TODO: Normalization interface is bad
[Checked]
public void Normalize() mut
{
if(this == .Zero)
return;
this /= Magnitude();
}
public void Normalize() mut
{
this /= Magnitude();
}
public static Vector2 Normalize(Vector2 v)
{
return v / v.Magnitude();
}
public static float Dot(Vector2 l, Vector2 r)
{
return l.X * r.X + l.Y * r.Y;
}
/**
* Calculates the projection of a onto b
*/
public static Vector2 Project(Vector2 a, Vector2 b)
{
return (b * (Dot(a, b) / Dot(b, b)));
}
/**
* Calculates the rejection of a from b
*/
public static Vector2 Reject(Vector2 a, Vector2 b)
{
return (a - b * (Dot(a, b) / Dot(b, b)));
}
/**
* Interpolates linearly between two given vectors.
* @param a The first vector.
* @param b The second vector.
* @param interpolationValue The value that linearly interpolates between a and b.
* (0 means a will be returned, 1 means b will be returned.)
* @returns The resulting linear interpolation.
*/
public static Vector2 Lerp(Vector2 a, Vector2 b, float interpolationValue)
{
return a + interpolationValue * (b - a);
}
public static Vector2 Min(Vector2 a, Vector2 b)
{
return .(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y));
}
public static Vector2 Max(Vector2 a, Vector2 b)
{
return .(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y));
}
//
// Assignment operators
//
// Addition
public void operator +=(Vector2 value) mut
{
X += value.X;
Y += value.Y;
}
public void operator +=(float scalar) mut
{
X += scalar;
Y += scalar;
}
// Subtraction
public void operator -=(Vector2 value) mut
{
X -= value.X;
Y -= value.Y;
}
public void operator -=(float scalar) mut
{
X -= scalar;
Y -= scalar;
}
// Multiplication
public void operator *=(Vector2 value) mut
{
X *= value.X;
Y *= value.Y;
}
public void operator *=(float scalar) mut
{
X *= scalar;
Y *= scalar;
}
// Division
public void operator /=(float scalar) mut
{
float f = 1.0f / scalar;
X *= f;
Y *= f;
}
public void operator /=(Vector2 value) mut
{
X /= value.X;
Y /= value.Y;
}
//
// operators
//
// Addition
public static Vector2 operator +(Vector2 left, Vector2 right) => Vector2(left.X + right.X, left.Y + right.Y);
public static Vector2 operator +(Vector2 value, float scalar) => Vector2(value.X + scalar, value.Y + scalar);
public static Vector2 operator +(float scalar, Vector2 value) => Vector2(scalar + value.X, scalar + value.Y);
public static Vector2 operator +(Vector2 value) => value;
// Subtraction
public static Vector2 operator -(Vector2 left, Vector2 right) => Vector2(left.X - right.X, left.Y - right.Y);
public static Vector2 operator -(Vector2 value, float scalar) => Vector2(value.X - scalar, value.Y - scalar);
public static Vector2 operator -(float scalar, Vector2 value) => Vector2(scalar - value.X, scalar - value.Y);
public static Vector2 operator -(Vector2 value) => Vector2(-value.X, -value.Y);
// Multiplication
public static Vector2 operator *(Vector2 left, Vector2 right) => Vector2(left.X * right.X, left.Y * right.Y);
public static Vector2 operator *(Vector2 value, float scalar) => Vector2(value.X * scalar, value.Y * scalar);
public static Vector2 operator *(float scalar, Vector2 value) => Vector2(scalar * value.X, scalar * value.Y);
// Division
public static Vector2 operator /(Vector2 left, Vector2 right) => Vector2(left.X / right.X, left.Y / right.Y);
public static Vector2 operator /(Vector2 value, float scalar)
{
float inv = 1.0f / scalar;
return Vector2(value.X * inv, value.Y * inv);
}
public static Vector2 operator /(float scalar, Vector2 value) => Vector2(scalar / value.X, scalar / value.Y);
// Equality
public static bool operator ==(Vector2 left, Vector2 right) => left.X == right.X && left.Y == right.Y;
public static bool operator !=(Vector2 left, Vector2 right) => left.X != right.X || left.Y != right.Y;
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1}", X, Y);
public bool Equals(Vector2 v, float epsilon = Math.[Friend]sMachineEpsilonFloat)
{
return (Math.Abs(v.X - X) < epsilon) && (Math.Abs(v.Y - Y) < epsilon);
}
[Inline]
public static explicit operator Self(float value) => Self(value);
[Inline]
#unwarn
public static explicit operator float[2](Vector2 value) => *(float[2]*)&value;
}
}
-349
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@@ -1,349 +0,0 @@
using Bon;
using System;
namespace GlitchyEngine.Math
{
[BonTarget]
[SwizzleVector(3, "GlitchyEngine.Math.Vector")]
public struct float3
{
public const float3 Zero = .(0f, 0f, 0f);
public const float3 UnitX = .(1f, 0f, 0f);
public const float3 UnitY = .(0f, 1f, 0f);
public const float3 UnitZ = .(0f, 0f, 1f);
public const float3 One = .(1f, 1f, 1f);
public const float3 Forward = .(0f, 0f, 1f);
public const float3 Backward = .(0f, 0f, -1f);
public const float3 Left = .(-1f, 0f, 0f);
public const float3 Right = .(1f, 0f, 0f);
public const float3 Up = .(0f, 1f, 0f);
public const float3 Down = .(0f, -1f, 0f);
public const int ComponentCount = 3;
public float X, Y, Z;
public this() => this = default;
public this(float value)
{
X = value;
Y = value;
Z = value;
}
public this(Vector2 value, float z = 0.0f)
{
X = value.X;
Y = value.Y;
Z = z;
}
public this(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public this(float3 value)
{
X = value.X;
Y = value.Y;
Z = value.Z;
}
public this(float4 value)
{
X = value.X;
Y = value.Y;
Z = value.Z;
}
public ref float this[int index]
{
[Checked]
get mut
{
if(index < 0 || index >= ComponentCount)
Internal.ThrowIndexOutOfRange(1);
return ref (&X)[index];
}
[Inline]
get mut => ref (&X)[index];
}
public float this[int index]
{
get
{
switch(index)
{
case 0: return X;
case 1: return Y;
case 2: return Z;
default: Internal.ThrowIndexOutOfRange(1);
}
}
set mut
{
switch(index)
{
case 0: X = value;
case 1: Y = value;
case 2: Z = value;
default: Internal.ThrowIndexOutOfRange(1);
}
}
}
/**
* Calculates the magnitude (length) of this vector.
* @remarks If the exact magnitude isn't needed (e.g. for comparisons) consider using MagnitudeSquared which doesn't use the square root operation.
*/
public float Magnitude() => Math.Sqrt(X * X + Y * Y + Z * Z);
/**
* Calculates the squared magnitude (length) of this vector.
* @remarks This function avoids the square root operation to calculate the magnitude and is thus more suitable for comparisons where the exact magnitude isn't needed.
*/
public float MagnitudeSquared() => X * X + Y * Y + Z * Z;
/// Normalizes this vector.
[Checked]
public void Normalize() mut
{
if(this == .Zero)
return;
this /= Magnitude();
}
/// Normalizes this vector.
public void Normalize() mut
{
this /= Magnitude();
}
/// Returns a copy of this Vector with a magnitude of 1.
[Checked]
public float3 Normalized()
{
if(this == .Zero)
return .Zero;
return this / Magnitude();
}
/// Returns a copy of this Vector with a magnitude of 1.
public float3 Normalized()
{
return this / Magnitude();
}
/// Returns a copy of the given Vector with a magnitude of 1.
public static float3 Normalize(float3 v)
{
return v / v.Magnitude();
}
/// Calculates the dot product of two vectors.
public static float Dot(float3 l, float3 r) => l.X * r.X + l.Y * r.Y + l.Z * r.Z;
/// Calculates the distance between two vectors.
public static float Distance(float3 a, float3 b) => (a - b).[Inline]Magnitude();
/// Calculates the squared distance between two vectors.
public static float DistanceSquared(float3 a, float3 b) => (a - b).[Inline]MagnitudeSquared();
/// Calculates the cross product of two vectors.
public static float3 Cross(float3 l, float3 r)
{
return .(l.Y * r.Z - l.Z * r.Y,
l.Z * r.X - l.X * r.Z,
l.X * r.Y - l.Y * r.X);
}
/// Calculates the projection of a onto b.
public static float3 Project(float3 a, float3 b)
{
return (b * (Dot(a, b) / Dot(b, b)));
}
/// Calculates the rejection of a from b.
public static float3 Reject(float3 a, float3 b)
{
return (a - b * (Dot(a, b) / Dot(b, b)));
}
public static float3 Floor(float3 value) => .(Math.Floor(value.X), Math.Floor(value.Y), Math.Floor(value.Z));
public static float3 Ceiling(float3 value) => .(Math.Ceiling(value.X), Math.Ceiling(value.Y), Math.Ceiling(value.Z));
/**
* Interpolates linearly between two given vectors.
* @param a The first vector.
* @param b The second vector.
* @param interpolationValue The value that linearly interpolates between a and b.
* (0 means a will be returned, 1 means b will be returned.)
* @returns The resulting linear interpolation.
*/
public static float3 Lerp(float3 a, float3 b, float interpolationValue)
{
return a + interpolationValue * (b - a);
}
public static float3 Min(float3 a, float3 b) => .(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y), Math.Min(a.Z, b.Z));
public static float3 Max(float3 a, float3 b) => .(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y), Math.Min(a.Z, b.Z));
public static float3 Abs(float3 v) => .(Math.Abs(v.X), Math.Abs(v.Y), Math.Abs(v.Z));
public static float3 Clamp(float3 v, float3 min, float3 max)
{
return .(Math.Clamp(v.X, min.X, max.X),
Math.Clamp(v.Y, min.Y, max.Y),
Math.Clamp(v.X, min.Z, max.Z));
}
//
// Assignment operators
//
// Addition
public void operator +=(float3 value) mut
{
X += value.X;
Y += value.Y;
Z += value.Z;
}
public void operator +=(float scalar) mut
{
X += scalar;
Y += scalar;
Z += scalar;
}
// Subtraction
public void operator -=(float3 value) mut
{
X -= value.X;
Y -= value.Y;
Z -= value.Z;
}
public void operator -=(float scalar) mut
{
X -= scalar;
Y -= scalar;
Z -= scalar;
}
// Multiplication
public void operator *=(float3 value) mut
{
X *= value.X;
Y *= value.Y;
Z *= value.Z;
}
public void operator *=(float scalar) mut
{
X *= scalar;
Y *= scalar;
Z *= scalar;
}
// Division
public void operator /=(float3 value) mut
{
X /= value.X;
Y /= value.Y;
Z /= value.Z;
}
public void operator /=(float scalar) mut
{
float inv = 1.0f / scalar;
X *= inv;
Y *= inv;
Z *= inv;
}
//
// operators
//
// Addition
public static float3 operator +(float3 left, float3 right) => float3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
public static float3 operator +(float3 value, float scalar) => float3(value.X + scalar, value.Y + scalar, value.Z + scalar);
public static float3 operator +(float scalar, float3 value) => float3(scalar + value.X, scalar + value.Y, scalar + value.Z);
public static float3 operator +(float3 value) => value;
// Subtraction
public static float3 operator -(float3 left, float3 right) => float3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
public static float3 operator -(float3 value, float scalar) => float3(value.X - scalar, value.Y - scalar, value.Z - scalar);
public static float3 operator -(float scalar, float3 value) => float3(scalar - value.X, scalar - value.Y, scalar - value.Z);
public static float3 operator -(float3 value) => float3(-value.X, -value.Y, -value.Z);
// Multiplication
public static float3 operator *(float3 left, float3 right) => float3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
public static float3 operator *(float3 value, float scalar) => float3(value.X * scalar, value.Y * scalar, value.Z * scalar);
public static float3 operator *(float scalar, float3 value) => float3(scalar * value.X, scalar * value.Y, scalar * value.Z);
// Division
public static float3 operator /(float3 left, float3 right) => float3(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
public static float3 operator /(float3 value, float scalar)
{
float inv = 1.0f / scalar;
return float3(value.X * inv, value.Y * inv, value.Z * inv);
}
public static float3 operator /(float scalar, float3 value) => float3(scalar / value.X, scalar / value.Y, scalar / value.Z);
// Modulo
public static float3 operator %(float3 left, float3 right) => float3(left.X % right.X, left.Y % right.Y, left.Z % right.Z);
public static float3 operator %(float3 value, float scalar) => float3(value.X % scalar, value.Y % scalar, value.Z % scalar);
public static float3 operator %(float scalar, float3 value) => float3(scalar % value.X, scalar % value.Y, scalar % value.Z);
// Equality
public static bool operator ==(float3 left, float3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator !=(float3 left, float3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2}", X, Y, Z);
[Inline]
public static explicit operator Self(float value) => Self(value);
[Inline]
#unwarn
public static explicit operator float[3](float3 value) => *(float[3]*)&value;
}
}
-330
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@@ -1,330 +0,0 @@
using Bon;
using System;
namespace GlitchyEngine.Math
{
[BonTarget]
[SwizzleVector(4, "GlitchyEngine.Math.Vector")]
public struct float4
{
public const float4 Zero = .(0f, 0f, 0f, 0f);
public const float4 UnitX = .(1f, 0f, 0f, 0f);
public const float4 UnitY = .(0f, 1f, 0f, 0f);
public const float4 UnitZ = .(0f, 0f, 1f, 0f);
public const float4 UnitW = .(0f, 0f, 0f, 1f);
public const float4 One = .(1f, 1f, 1f, 1f);
public const int ComponentCount = 4;
public float X, Y, Z, W;
public this() => this = default;
public this(float value)
{
X = value;
Y = value;
Z = value;
W = value;
}
public this(Vector2 value, float z, float w)
{
X = value.X;
Y = value.Y;
Z = z;
W = w;
}
public this(Vector2 value1, Vector2 value2)
{
X = value1.X;
Y = value1.Y;
Z = value2.X;
W = value2.Y;
}
public this(float3 value, float w)
{
X = value.X;
Y = value.Y;
Z = value.Z;
W = w;
}
public this(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
public ref float this[int index]
{
[Checked]
get mut
{
if(index < 0 || index >= ComponentCount)
Internal.ThrowIndexOutOfRange(1);
return ref (&X)[index];
}
[Inline]
get mut => ref (&X)[index];
}
public float this[int index]
{
get
{
switch(index)
{
case 0: return X;
case 1: return Y;
case 2: return Z;
case 3: return W;
default: Internal.ThrowIndexOutOfRange(1);
}
}
set mut
{
switch(index)
{
case 0: X = value;
case 1: Y = value;
case 2: Z = value;
case 3: W = value;
default: Internal.ThrowIndexOutOfRange(1);
}
}
}
/**
* Calculates the magnitude (length) of this vector.
* @remarks MagnitudeSquared might be used if only the relative length is relevant.
*/
public float Magnitude()
{
return Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
}
/**
* Calculates the squared magnitude (length) of this vector.
*/
public float MagnitudeSquared()
{
return X * X + Y * Y + Z * Z + W * W;
}
[Checked]
public void Normalize() mut
{
if(this == .Zero)
return;
this /= Magnitude();
}
public void Normalize() mut
{
this /= Magnitude();
}
public static float4 Normalize(float4 v)
{
if(v == .Zero)
return .Zero;
return v / v.Magnitude();
}
[Unchecked]
public static float4 Normalize(float4 v)
{
return v / v.Magnitude();
}
public static float Dot(float4 l, float4 r)
{
return l.X * r.X + l.Y * r.Y + l.Z * r.Z + l.W * r.W;
}
/**
* Calculates the projection of a onto b
*/
public static float4 Project(float4 a, float4 b)
{
return (b * (Dot(a, b) / Dot(b, b)));
}
/**
* Calculates the rejection of a from b
*/
public static float4 Reject(float4 a, float4 b)
{
return (a - b * (Dot(a, b) / Dot(b, b)));
}
/**
* Interpolates linearly between two given vectors.
* @param a The first vector.
* @param b The second vector.
* @param interpolationValue The value that linearly interpolates between a and b.
* (0 means a will be returned, 1 means b will be returned.)
* @returns The resulting linear interpolation.
*/
public static float4 Lerp(float4 a, float4 b, float interpolationValue)
{
return a + interpolationValue * (b - a);
}
public static float4 Min(float4 a, float4 b)
{
return .(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y), Math.Min(a.Z, b.Z), Math.Min(a.W, b.W));
}
public static float4 Max(float4 a, float4 b)
{
return .(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y), Math.Min(a.Z, b.Z), Math.Min(a.W, b.W));
}
//
// Assignment operators
//
// Addition
public void operator +=(float4 value) mut
{
X += value.X;
Y += value.Y;
Z += value.Z;
W += value.W;
}
public void operator +=(float scalar) mut
{
X += scalar;
Y += scalar;
Z += scalar;
W += scalar;
}
// Subtraction
public void operator -=(float4 value) mut
{
X -= value.X;
Y -= value.Y;
Z -= value.Z;
W -= value.W;
}
public void operator -=(float scalar) mut
{
X -= scalar;
Y -= scalar;
Z -= scalar;
W -= scalar;
}
// Multiplication
public void operator *=(float4 value) mut
{
X *= value.X;
Y *= value.Y;
Z *= value.Z;
W *= value.W;
}
public void operator *=(float scalar) mut
{
X *= scalar;
Y *= scalar;
Z *= scalar;
W *= scalar;
}
// Division
public void operator /=(float scalar) mut
{
float f = 1.0f / scalar;
X *= f;
Y *= f;
Z *= f;
W *= f;
}
public void operator /=(float4 value) mut
{
X /= value.X;
Y /= value.Y;
Z /= value.Z;
W /= value.W;
}
//
// operators
//
// Addition
public static float4 operator +(float4 left, float4 right) => float4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
public static float4 operator +(float4 value, float scalar) => float4(value.X + scalar, value.Y + scalar, value.Z + scalar, value.W + scalar);
public static float4 operator +(float scalar, float4 value) => float4(scalar + value.X, scalar + value.Y, scalar + value.Z, scalar + value.W);
public static float4 operator +(float4 value) => value;
// Subtraction
public static float4 operator -(float4 left, float4 right) => float4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
public static float4 operator -(float4 value, float scalar) => float4(value.X - scalar, value.Y - scalar, value.Z - scalar, value.W - scalar);
public static float4 operator -(float scalar, float4 value) => float4(scalar - value.X, scalar - value.Y, scalar - value.Z, scalar - value.W);
public static float4 operator -(float4 value) => float4(-value.X, -value.Y, -value.Z, -value.W);
// Multiplication
public static float4 operator *(float4 left, float4 right) => float4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
public static float4 operator *(float4 value, float scalar) => float4(value.X * scalar, value.Y * scalar, value.Z * scalar, value.W * scalar);
public static float4 operator *(float scalar, float4 value) => float4(scalar * value.X, scalar * value.Y, scalar * value.Z, scalar * value.W);
// Division
public static float4 operator /(float4 left, float4 right) => float4(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W);
public static float4 operator /(float4 value, float scalar)
{
float inv = 1.0f / scalar;
return float4(value.X * inv, value.Y * inv, value.Z * inv, value.W * inv);
}
public static float4 operator /(float scalar, float4 value) => float4(scalar / value.X, scalar / value.Y, scalar / value.Z, scalar / value.W);
// Equality
public static bool operator ==(float4 left, float4 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
public static bool operator !=(float4 left, float4 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2} W:{3}", X, Y, Z, W);
[Inline]
public static explicit operator Self(float value) => Self(value);
[Inline]
#unwarn
public static explicit operator float[4](float4 value) => *(float[4]*)&value;
}
}
-162
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#pragma warning disable 4204
using System;
using System.Diagnostics;
namespace GlitchyEngine.Math
{
/**
* A Vector with two components of type int32.
*/
[SwizzleVector(2, "Int")]
public struct Int2 : IHashable
{
public const Int2 Zero = .(0, 0);
public const Int2 UnitX = .(1, 0);
public const Int2 UnitY = .(0, 1);
public const Int2 One = .(1, 1);
public int32 X, Y;
public this() => this = default;
public this(int32 value)
{
X = value;
Y = value;
}
public this(int value)
{
X = (.)value;
Y = (.)value;
}
public this(int32 x, int32 y)
{
X = x;
Y = y;
}
public this(int x, int y)
{
X = (.)x;
Y = (.)y;
}
public ref int32 this[int index]
{
[Inline]
get
{
#if DEBUG
if(index < 0 || index >= 2)
Internal.ThrowIndexOutOfRange(1);
#endif
return ref (&X)[index];
}
}
public int32 MagnitudeSquared() => X * X + Y * Y;
public float Magnitude() => Math.Sqrt(X * X + Y * Y);
public Int2 Abs() => .(Math.Abs(X), Math.Abs(Y));
//
// Assignment operators
//
public void operator +=(Int2 value) mut
{
X += value.X;
Y += value.Y;
}
public void operator +=(int32 value) mut
{
X += value;
Y += value;
}
public void operator -=(Int2 value) mut
{
X -= value.X;
Y -= value.Y;
}
public void operator -=(int32 value) mut
{
X -= value;
Y -= value;
}
public void operator *=(Int2 value) mut
{
X *= value.X;
Y *= value.Y;
}
public void operator *=(int32 value) mut
{
X *= value;
Y *= value;
}
public void operator /=(Int2 value) mut
{
X /= value.X;
Y /= value.Y;
}
public void operator /=(int32 value) mut
{
X /= value;
Y /= value;
}
// Operators
public static Int2 operator +(Int2 value) => value;
public static Int2 operator +(Int2 left, Int2 right) => .(left.X + right.X, left.Y + right.Y);
public static Int2 operator +(Int2 left, int32 right) => .(left.X + right, left.Y + right);
public static Int2 operator +(int32 left, Int2 right) => .(left + right.X, left + right.Y);
public static Int2 operator -(Int2 value) => .(-value.X, -value.Y);
public static Int2 operator -(Int2 left, Int2 right) => .(left.X - right.X, left.Y - right.Y);
public static Int2 operator -(Int2 left, int32 right) => .(left.X - right, left.Y - right);
public static Int2 operator -(int32 left, Int2 right) => .(left - right.X, left - right.Y);
public static Int2 operator *(Int2 left, Int2 right) => .(left.X * right.X, left.Y * right.Y);
public static Int2 operator *(Int2 left, int32 right) => .(left.X * right, left.Y * right);
public static Int2 operator *(int32 left, Int2 right) => .(left * right.X, left * right.Y);
public static Int2 operator /(Int2 left, Int2 right) => .(left.X / right.X, left.Y / right.Y);
public static Int2 operator /(Int2 left, int32 right) => .(left.X / right, left.Y / right);
public static Int2 operator /(int32 left, Int2 right) => .(left / right.X, left / right.Y);
public static Int2 operator %(Int2 left, Int2 right) => .(left.X % right.X, left.Y % right.Y);
public static Int2 operator %(Int2 left, int32 right) => .(left.X % right, left.Y % right);
public static Int2 operator %(int32 left, Int2 right) => .(left % right.X, left % right.Y);
public static bool operator ==(Int2 left, Int2 right) => left.X == right.X && left.Y == right.Y;
public static bool operator ==(Int2 left, int32 right) => left.X == right && left.Y == right;
public static bool operator ==(int32 left, Int2 right) => left == right.X && left == right.Y;
public static bool operator !=(Int2 left, Int2 right) => left.X != right.X || left.Y != right.Y;
public static bool operator !=(Int2 left, int32 right) => left.X != right || left.Y != right;
public static bool operator !=(int32 left, Int2 right) => left != right.X || left != right.Y;
public override void ToString(String strBuffer) => strBuffer.AppendF($"X:{X} Y:{Y}");
public static explicit operator float2(Int2 point) => .(point.X, point.Y);
public static explicit operator Int2(float2 point) => .((int32)point.X, (int32)point.Y);
public int GetHashCode()
{
return (X * 39) ^ Y;
}
}
}
-206
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#pragma warning disable 4204
using System;
using System.Diagnostics;
namespace GlitchyEngine.Math
{
/**
* A Vector with three components of type int32.
*/
[SwizzleVector(3, "Int")]
public struct Int3 : IHashable
{
public const Int3 Zero = .(0, 0, 0);
public const Int3 UnitX = .(1, 0, 0);
public const Int3 UnitY = .(0, 1, 0);
public const Int3 UnitZ = .(0, 0, 1);
public const Int3 One = .(1, 1, 1);
public int32 X, Y, Z;
public this() => this = default;
public this(int32 value)
{
X = value;
Y = value;
Z = value;
}
public this(int value)
{
X = (.)value;
Y = (.)value;
Z = (.)value;
}
public this(int32 x, int32 y, int32 z)
{
X = x;
Y = y;
Z = z;
}
public this(Int2 xy, int32 z)
{
X = xy.X;
Y = xy.Y;
Z = z;
}
public this(int32 x, Int2 yz)
{
X = x;
Y = yz.X;
Z = yz.Y;
}
public this(int x, int y, int z)
{
X = (.)x;
Y = (.)y;
Z = (.)z;
}
public this(Int2 xy, int z)
{
X = xy.X;
Y = xy.Y;
Z = (.)z;
}
public this(int x, Int2 yz)
{
X = (.)x;
Y = yz.X;
Z = yz.Y;
}
public ref int32 this[int index]
{
[Inline]
get
{
#if DEBUG
if(index < 0 || index >= 3)
Internal.ThrowIndexOutOfRange(1);
#endif
return ref (&X)[index];
}
}
public int32 MagnitudeSquared() => X * X + Y * Y + Z * Z;
public float Magnitude() => Math.Sqrt(X * X + Y * Y + Z * Z);
public Int3 Abs() => .(Math.Abs(X), Math.Abs(Y), Math.Abs(Z));
//
// Assignment operators
//
public void operator +=(Int3 value) mut
{
X += value.X;
Y += value.Y;
Z += value.Z;
}
public void operator +=(int32 value) mut
{
X += value;
Y += value;
Z += value;
}
public void operator -=(Int3 value) mut
{
X -= value.X;
Y -= value.Y;
Z -= value.Z;
}
public void operator -=(int32 value) mut
{
X -= value;
Y -= value;
Z -= value;
}
public void operator *=(Int3 value) mut
{
X *= value.X;
Y *= value.Y;
Z *= value.Z;
}
public void operator *=(int32 value) mut
{
X *= value;
Y *= value;
Z *= value;
}
public void operator /=(Int3 value) mut
{
X /= value.X;
Y /= value.Y;
Z /= value.Z;
}
public void operator /=(int32 value) mut
{
X /= value;
Y /= value;
Z /= value;
}
// Operators
public static Int3 operator +(Int3 value) => value;
public static Int3 operator +(Int3 left, Int3 right) => .(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
public static Int3 operator +(Int3 left, int32 right) => .(left.X + right, left.Y + right, left.Z + right);
public static Int3 operator +(int32 left, Int3 right) => .(left + right.X, left + right.Y, left + right.Z);
public static Int3 operator -(Int3 value) => .(-value.X, -value.Y, -value.Z);
public static Int3 operator -(Int3 left, Int3 right) => .(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
public static Int3 operator -(Int3 left, int32 right) => .(left.X - right, left.Y - right, left.Z- right);
public static Int3 operator -(int32 left, Int3 right) => .(left - right.X, left - right.Y, left - right.Z);
public static Int3 operator *(Int3 left, Int3 right) => .(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
public static Int3 operator *(Int3 left, int32 right) => .(left.X * right, left.Y * right, left.Z * right);
public static Int3 operator *(int32 left, Int3 right) => .(left * right.X, left * right.Y, left * right.Z);
public static Int3 operator /(Int3 left, Int3 right) => .(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
public static Int3 operator /(Int3 left, int32 right) => .(left.X / right, left.Y / right, left.Z / right);
public static Int3 operator /(int32 left, Int3 right) => .(left / right.X, left / right.Y, left / right.Z);
public static Int3 operator %(Int3 left, Int3 right) => .(left.X % right.X, left.Y % right.Y, left.Z % right.Z);
public static Int3 operator %(Int3 left, int32 right) => .(left.X % right, left.Y % right, left.Z % right);
public static Int3 operator %(int32 left, Int3 right) => .(left % right.X, left % right.Y, left % right.Z);
public static bool operator ==(Int3 left, Int3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator ==(Int3 left, int32 right) => left.X == right && left.Y == right && left.Z == right;
public static bool operator ==(int32 left, Int3 right) => left == right.X && left == right.Y && left == right.Z;
public static bool operator !=(Int3 left, Int3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public static bool operator !=(Int3 left, int32 right) => left.X != right || left.Y != right || left.Z != right;
public static bool operator !=(int32 left, Int3 right) => left != right.X || left != right.Y || left != right.Z;
public override void ToString(String strBuffer) => strBuffer.AppendF($"X:{X} Y:{Y} Z:{Z}");
public static explicit operator float3(Int3 point) => .(point.X, point.Y, point.Z);
public static explicit operator Int3(float3 point) => .((int32)point.X, (int32)point.Y, (int32)point.Z);
[Inline]
public static explicit operator Int2(in Int3 point) => *(Int2*)&point;
public int GetHashCode()
{
return (((X * 39) ^ Y) * 39) ^ Z;
}
}
}
-234
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@@ -1,234 +0,0 @@
#pragma warning disable 4204
using System;
using System.Diagnostics;
namespace GlitchyEngine.Math
{
/**
* A Vector with four components of type int32.
*/
[SwizzleVector(4, "Int")]
public struct Int4 : IHashable
{
public const Int4 Zero = .(0, 0, 0, 0);
public const Int4 UnitX = .(1, 0, 0, 0);
public const Int4 UnitY = .(0, 1, 0, 0);
public const Int4 UnitZ = .(0, 0, 1, 0);
public const Int4 UnitW = .(0, 0, 0, 1);
public const Int4 One = .(1, 1, 1, 1);
public int32 X, Y, Z, W;
public this() => this = default;
public this(int32 value)
{
X = value;
Y = value;
Z = value;
W = value;
}
public this(int value)
{
X = (.)value;
Y = (.)value;
Z = (.)value;
W = (.)value;
}
public this(int32 x, int32 y, int32 z, int32 w)
{
X = x;
Y = y;
Z = z;
W = w;
}
public this(Int2 xy, int32 z, int32 w)
{
X = xy.X;
Y = xy.Y;
Z = z;
W = w;
}
public this(int32 x, Int2 yz, int32 w)
{
X = x;
Y = yz.X;
Z = yz.Y;
W = w;
}
public this(int32 x, int32 y, Int2 zw)
{
X = x;
Y = y;
Z = zw.X;
W = zw.Y;
}
public this(Int2 xy, Int2 zw)
{
X = xy.X;
Y = xy.Y;
Z = zw.X;
W = zw.Y;
}
public this(Int3 xyz, int32 w)
{
X = xyz.X;
Y = xyz.Y;
Z = xyz.Z;
W = w;
}
public this(int32 x, Int3 yzw)
{
X = x;
Y = yzw.X;
Z = yzw.Y;
W = yzw.Z;
}
public ref int32 this[int index]
{
[Inline]
get
{
#if DEBUG
if(index < 0 || index >= 3)
Internal.ThrowIndexOutOfRange(1);
#endif
return ref (&X)[index];
}
}
public int32 MagnitudeSquared() => X * X + Y * Y + Z * Z + W * W;
public float Magnitude() => Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
public Int4 Abs() => .(Math.Abs(X), Math.Abs(Y), Math.Abs(Z), Math.Abs(W));
//
// Assignment operators
//
public void operator +=(Int4 value) mut
{
X += value.X;
Y += value.Y;
Z += value.Z;
W += value.W;
}
public void operator +=(int32 value) mut
{
X += value;
Y += value;
Z += value;
W += value;
}
public void operator -=(Int4 value) mut
{
X -= value.X;
Y -= value.Y;
Z -= value.Z;
W -= value.W;
}
public void operator -=(int32 value) mut
{
X -= value;
Y -= value;
Z -= value;
W -= value;
}
public void operator *=(Int4 value) mut
{
X *= value.X;
Y *= value.Y;
Z *= value.Z;
W *= value.W;
}
public void operator *=(int32 value) mut
{
X *= value;
Y *= value;
Z *= value;
W *= value;
}
public void operator /=(Int4 value) mut
{
X /= value.X;
Y /= value.Y;
Z /= value.Z;
W /= value.W;
}
public void operator /=(int32 value) mut
{
X /= value;
Y /= value;
Z /= value;
W /= value;
}
// Operators
public static Int4 operator +(Int4 value) => value;
public static Int4 operator +(Int4 left, Int4 right) => .(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
public static Int4 operator +(Int4 left, int32 right) => .(left.X + right, left.Y + right, left.Z + right, left.W + right);
public static Int4 operator +(int32 left, Int4 right) => .(left + right.X, left + right.Y, left + right.Z, left + right.W);
public static Int4 operator -(Int4 value) => .(-value.X, -value.Y, -value.Z, -value.W);
public static Int4 operator -(Int4 left, Int4 right) => .(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
public static Int4 operator -(Int4 left, int32 right) => .(left.X - right, left.Y - right, left.Z - right, left.W - right);
public static Int4 operator -(int32 left, Int4 right) => .(left - right.X, left - right.Y, left - right.Z, left - right.W);
public static Int4 operator *(Int4 left, Int4 right) => .(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
public static Int4 operator *(Int4 left, int32 right) => .(left.X * right, left.Y * right, left.Z * right, left.W * right);
public static Int4 operator *(int32 left, Int4 right) => .(left * right.X, left * right.Y, left * right.Z, left * right.W);
public static Int4 operator /(Int4 left, Int4 right) => .(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W);
public static Int4 operator /(Int4 left, int32 right) => .(left.X / right, left.Y / right, left.Z / right, left.W / right);
public static Int4 operator /(int32 left, Int4 right) => .(left / right.X, left / right.Y, left / right.Z, left / right.W);
public static Int4 operator %(Int4 left, Int4 right) => .(left.X % right.X, left.Y % right.Y, left.Z % right.Z, left.W % right.W);
public static Int4 operator %(Int4 left, int32 right) => .(left.X % right, left.Y % right, left.Z % right, left.W % right);
public static Int4 operator %(int32 left, Int4 right) => .(left % right.X, left % right.Y, left % right.Z, left % right.W);
public static bool operator ==(Int4 left, Int4 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
public static bool operator ==(Int4 left, int32 right) => left.X == right && left.Y == right && left.Z == right && left.W == right;
public static bool operator ==(int32 left, Int4 right) => left == right.X && left == right.Y && left == right.Z && left == right.W;
public static bool operator !=(Int4 left, Int4 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
public static bool operator !=(Int4 left, int32 right) => left.X != right || left.Y != right || left.Z != right || left.W != right;
public static bool operator !=(int32 left, Int4 right) => left != right.X || left != right.Y || left != right.Z || left != right.W;
public override void ToString(String strBuffer) => strBuffer.AppendF($"X:{X} Y:{Y} Z:{Z} W:{W}");
public static explicit operator float4(Int4 point) => .(point.X, point.Y, point.Z, point.W);
public static explicit operator Int4(float4 point) => .((int32)point.X, (int32)point.Y, (int32)point.Z, (int32)point.W);
[Inline]
public static explicit operator Int2(in Int4 point) => *(Int2*)&point;
[Inline]
public static explicit operator Int3(in Int4 point) => *(Int3*)&point;
public int GetHashCode()
{
return (((((X * 39) ^ Y) * 39) ^ Z) * 39) ^ W;
}
}
}
+113
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@@ -0,0 +1,113 @@
using Bon;
using System;
namespace GlitchyEngine.Math;
[BonTarget]
[Vector<double, 2>]
[ComparableVector<double, 2>]
[VectorMath<double, 2>]
[SwizzleVector(2, "GlitchyEngine.Math.double")]
public struct double2
{
public const double2 Zero = .(0, 0);
public const double2 UnitX = .(1, 0);
public const double2 UnitY = .(0, 1);
public const double2 One = .(1, 1);
public static explicit operator int2(double2 value)
{
return int2((int32)value.X, (int32)value.Y);
}
public static explicit operator uint2(double2 value)
{
return uint2((uint32)value.X, (uint32)value.Y);
}
public static explicit operator half2(double2 value)
{
return half2((half)value.X, (half)value.Y);
}
public static explicit operator float2(double2 value)
{
return float2((float)value.X, (float)value.Y);
}
}
[BonTarget]
[Vector<double, 3>]
[ComparableVector<double, 3>]
[VectorMath<double, 3>]
[SwizzleVector(3, "GlitchyEngine.Math.double")]
public struct double3
{
public const double3 Zero = .(0, 0, 0);
public const double3 UnitX = .(1, 0, 0);
public const double3 UnitY = .(0, 1, 0);
public const double3 UnitZ = .(0, 0, 1);
public const double3 One = .(1, 1, 1);
public const double3 Forward = .(0, 0, 1);
public const double3 Backward = .(0, 0, -1);
public const double3 Left = .(-1, 0, 0);
public const double3 Right = .(1, 0, 0);
public const double3 Up = .(0, 1, 0);
public const double3 Down = .(0, -1, 0);
public static explicit operator int3(double3 value)
{
return int3((int32)value.X, (int32)value.Y, (int32)value.Z);
}
public static explicit operator uint3(double3 value)
{
return uint3((uint32)value.X, (uint32)value.Y, (uint32)value.Z);
}
public static explicit operator half3(double3 value)
{
return half3((half)(float)value.X, (half)(float)value.Y, (half)(float)value.Z);
}
public static explicit operator float3(double3 value)
{
return float3((float)value.X, (float)value.Y, (float)value.Z);
}
}
[BonTarget]
[Vector<double, 4>]
[ComparableVector<double, 4>]
[VectorMath<double, 4>]
[SwizzleVector(4, "GlitchyEngine.Math.double")]
public struct double4
{
public const double4 Zero = .(0, 0, 0, 0);
public const double4 UnitX = .(1, 0, 0, 0);
public const double4 UnitY = .(0, 1, 0, 0);
public const double4 UnitZ = .(0, 0, 1, 0);
public const double4 UnitW = .(0, 0, 0, 1);
public const double4 One = .(1, 1, 1, 1);
public static explicit operator int4(double4 value)
{
return int4((int32)value.X, (int32)value.Y, (int32)value.Z, (int32)value.W);
}
public static explicit operator uint4(double4 value)
{
return uint4((uint32)value.X, (uint32)value.Y, (uint32)value.Z, (uint32)value.W);
}
public static explicit operator half4(double4 value)
{
return half4((half)(float)value.X, (half)(float)value.Y, (half)(float)value.Z, (half)(float)value.W);
}
public static explicit operator float4(double4 value)
{
return float4((float)value.X, (float)value.Y, (float)value.Z, (float)value.W);
}
}
+106 -1
View File
@@ -10,10 +10,20 @@ namespace GlitchyEngine.Math;
[SwizzleVector(2, "GlitchyEngine.Math.int")]
public struct int2
{
public const int2 Zero = .(0, 0);
public const int2 UnitX = .(1, 0);
public const int2 UnitY = .(0, 1);
public const int2 One = .(1, 1);
public static implicit operator float2(int2 value)
{
return float2(value.X, value.Y);
}
public static explicit operator uint2(int2 value)
{
return uint2((uint32)value.X, (uint32)value.Y);
}
}
[BonTarget]
@@ -23,10 +33,21 @@ public struct int2
[SwizzleVector(3, "GlitchyEngine.Math.int")]
public struct int3
{
public const int3 Zero = .(0, 0, 0);
public const int3 UnitX = .(1, 0, 0);
public const int3 UnitY = .(0, 1, 0);
public const int3 UnitZ = .(0, 0, 1);
public const int3 One = .(1, 1, 1);
public static implicit operator float3(int3 value)
{
return float3(value.X, value.Y, value.Z);
}
public static explicit operator uint3(int3 value)
{
return uint3((uint32)value.X, (uint32)value.Y, (uint32)value.Z);
}
}
[BonTarget]
@@ -36,8 +57,92 @@ public struct int3
[SwizzleVector(4, "GlitchyEngine.Math.int")]
public struct int4
{
public const int4 Zero = .(0, 0, 0, 0);
public const int4 UnitX = .(1, 0, 0, 0);
public const int4 UnitY = .(0, 1, 0, 0);
public const int4 UnitZ = .(0, 0, 1, 0);
public const int4 UnitW = .(0, 0, 0, 1);
public const int4 One = .(1, 1, 1, 1);
public static implicit operator float4(int4 value)
{
return float4(value.X, value.Y, value.Z, value.W);
}
}
public static explicit operator uint4(int4 value)
{
return uint4((uint32)value.X, (uint32)value.Y, (uint32)value.Z, (uint32)value.W);
}
}
[BonTarget]
[Vector<uint32, 2>]
[ComparableVector<uint32, 2>]
//[VectorMath<uint32, 2>]
[SwizzleVector(2, "GlitchyEngine.Math.uint")]
public struct uint2
{
public const uint2 Zero = .(0, 0);
public const uint2 UnitX = .(1, 0);
public const uint2 UnitY = .(0, 1);
public const uint2 One = .(1, 1);
public static implicit operator float2(uint2 value)
{
return float2(value.X, value.Y);
}
public static explicit operator int2(uint2 value)
{
return int2((int32)value.X, (int32)value.Y);
}
}
[BonTarget]
[Vector<uint32, 3>]
[ComparableVector<uint32, 3>]
//[VectorMath<uint32, 3>]
[SwizzleVector(3, "GlitchyEngine.Math.uint")]
public struct uint3
{
public const uint3 Zero = .(0, 0, 0);
public const uint3 UnitX = .(1, 0, 0);
public const uint3 UnitY = .(0, 1, 0);
public const uint3 UnitZ = .(0, 0, 1);
public const uint3 One = .(1, 1, 1);
public static implicit operator float3(uint3 value)
{
return float3(value.X, value.Y, value.Z);
}
public static explicit operator int3(uint3 value)
{
return int3((int32)value.X, (int32)value.Y, (int32)value.Z);
}
}
[BonTarget]
[Vector<uint32, 4>]
[ComparableVector<uint32, 4>]
//[VectorMath<uint32, 4>]
[SwizzleVector(4, "GlitchyEngine.Math.uint")]
public struct uint4
{
public const uint4 Zero = .(0, 0, 0, 0);
public const uint4 UnitX = .(1, 0, 0, 0);
public const uint4 UnitY = .(0, 1, 0, 0);
public const uint4 UnitZ = .(0, 0, 1, 0);
public const uint4 UnitW = .(0, 0, 0, 1);
public const uint4 One = .(1, 1, 1, 1);
public static implicit operator float4(uint4 value)
{
return float4(value.X, value.Y, value.Z, value.W);
}
public static explicit operator int4(uint4 value)
{
return int4((int32)value.X, (int32)value.Y, (int32)value.Z, (int32)value.W);
}
}
@@ -479,7 +479,7 @@ namespace GlitchyEngine.Renderer
return .Ok;
}
public override void CopyTo(RenderTargetGroup destination, int dstTarget, Int2 dstTopLeft, Int2 size, Int2 srcTopLeft, int srcTarget)
public override void CopyTo(RenderTargetGroup destination, int dstTarget, int2 dstTopLeft, int2 size, int2 srcTopLeft, int srcTarget)
{
ID3D11Texture2D* dstTexture = destination.GetNativeTexture(dstTarget);
ID3D11Texture2D* srcTexture = GetNativeTexture(srcTarget);
@@ -19,13 +19,13 @@ namespace GlitchyEngine
//[CLink, CallingConvention(.Stdcall)]
//static extern int16 GetKeyState(int32 keycode);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool GetCursorPos(out Int2 p);
static extern IntBool GetCursorPos(out int2 p);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool SetCursorPos(c_int x, c_int y);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool ScreenToClient(HWnd hWnd, ref Int2 p);
static extern IntBool ScreenToClient(HWnd hWnd, ref int2 p);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool ClientToScreen(HWnd hWnd, ref Int2 p);
static extern IntBool ClientToScreen(HWnd hWnd, ref int2 p);
[Import("user32.lib"), CLink]
public static extern IntBool RegisterRawInputDevices(RAWINPUTDEVICE* pRawInputDevices, uint32 uiNumDevices, uint32 cbSize);
@@ -50,9 +50,9 @@ namespace GlitchyEngine
struct WindowsInputState
{
public int8[256] KeyStates;
public Int2 CursorPosition;
public Int2 CursorPositionDifference;
public Int2 RawCursorMovement;
public int2 CursorPosition;
public int2 CursorPositionDifference;
public int2 RawCursorMovement;
}
static WindowsInputState[2] IputStates;
@@ -157,11 +157,11 @@ namespace GlitchyEngine
public override static bool IsMouseButtonReleasing(MouseButton button) => IsMouseButtonReleased(button) && WasMouseButtonPressed(button);
public override static Int2 GetMousePosition() => CurrentState.CursorPosition;
public override static int2 GetMousePosition() => CurrentState.CursorPosition;
public override static Int2 GetMouseMovement() => CurrentState.CursorPositionDifference;
public override static int2 GetMouseMovement() => CurrentState.CursorPositionDifference;
public override static Int2 GetRawMouseMovement() => CurrentState.RawCursorMovement;
public override static int2 GetRawMouseMovement() => CurrentState.RawCursorMovement;
public override static int32 GetMouseX() => CurrentState.CursorPosition.X;
@@ -182,17 +182,17 @@ namespace GlitchyEngine
return state >= 0;
}
public override static Int2 GetLastMousePosition() => LastState.CursorPosition;
public override static int2 GetLastMousePosition() => LastState.CursorPosition;
public override static Int2 GetLastMouseMovement() => LastState.CursorPositionDifference;
public override static int2 GetLastMouseMovement() => LastState.CursorPositionDifference;
public override static Int2 GetLastRawMouseMovement() => LastState.RawCursorMovement;
public override static int2 GetLastRawMouseMovement() => LastState.RawCursorMovement;
public override static int32 GetLastMouseX() => LastState.CursorPosition.X;
public override static int32 GetLastMouseY() => LastState.CursorPosition.Y;
public override static void SetMousePosition(Int2 pos)
public override static void SetMousePosition(int2 pos)
{
HWnd windowHandle = (HWnd)(int)Application.Get().Window.NativeWindow;
@@ -67,13 +67,13 @@ namespace GlitchyEngine
//
// Size
//
public override Int2 Size
public override int2 Size
{
get => *(Int2*)&_clientRect.Width;
get => *(int2*)&_clientRect.Width;
set
{
*(Int2*)&_clientRect.Width = value;
*(int2*)&_clientRect.Width = value;
ApplyRectangle();
}
}
@@ -103,13 +103,13 @@ namespace GlitchyEngine
//
// Position
//
public override Int2 Position
public override int2 Position
{
get => *(Int2*)&_clientRect;
get => *(int2*)&_clientRect;
set
{
*(Int2*)&_clientRect = value;
*(int2*)&_clientRect = value;
ApplyRectangle();
}
}
@@ -263,7 +263,7 @@ namespace GlitchyEngine
return .Ok;
}
internal Int2 _rawMouseMovementAccumulator;
internal int2 _rawMouseMovementAccumulator;
private static LRESULT MessageHandler(HWND hwnd, uint32 uMsg, WPARAM wParam, LPARAM lParam)
{
@@ -478,7 +478,7 @@ namespace GlitchyEngine
window._eventCallback(event);
// We accumulate the raw movements an collect them once each frame in WindowsInput.Impl_NewFrame()
window._rawMouseMovementAccumulator += Int2(raw.Data.Mouse.lLastX, raw.Data.Mouse.lLastY);
window._rawMouseMovementAccumulator += int2(raw.Data.Mouse.lLastX, raw.Data.Mouse.lLastY);
}
}
}
+37 -19
View File
@@ -77,7 +77,31 @@ namespace GlitchyEngine.Renderer
{
case typeof(bool):
EnsureTypeMatch(1, 1, .Bool);
case typeof(bool2):
EnsureTypeMatch(1, 2, .Bool);
case typeof(bool3):
EnsureTypeMatch(1, 3, .Bool);
case typeof(bool4):
EnsureTypeMatch(1, 4, .Bool);
case typeof(int32):
EnsureTypeMatch(1, 1, .Int);
case typeof(int2):
EnsureTypeMatch(1, 2, .Int);
case typeof(int3):
EnsureTypeMatch(1, 3, .Int);
case typeof(int4):
EnsureTypeMatch(1, 4, .Int);
case typeof(uint32):
EnsureTypeMatch(1, 1, .UInt);
case typeof(uint2):
EnsureTypeMatch(1, 2, .UInt);
case typeof(uint3):
EnsureTypeMatch(1, 3, .UInt);
case typeof(uint4):
EnsureTypeMatch(1, 4, .UInt);
case typeof(float):
EnsureTypeMatch(1, 1, .Float);
case typeof(float2):
@@ -87,18 +111,6 @@ namespace GlitchyEngine.Renderer
case typeof(float4):
EnsureTypeMatch(1, 4, .Float);
case typeof(int32):
EnsureTypeMatch(1, 1, .Int);
case typeof(Int2):
EnsureTypeMatch(1, 2, .Int);
case typeof(Int3):
EnsureTypeMatch(1, 3, .Int);
case typeof(Int4):
EnsureTypeMatch(1, 4, .Int);
case typeof(uint32):
EnsureTypeMatch(1, 1, .UInt);
case typeof(Matrix4x3):
EnsureTypeMatch(4, 3, .Float);
case typeof(Matrix3x3):
@@ -130,19 +142,25 @@ namespace GlitchyEngine.Renderer
}
public void SetData(bool value) => SetData<bool>(value);
public void SetData(bool2 value) => SetData<bool2>(value);
public void SetData(bool3 value) => SetData<bool3>(value);
public void SetData(bool4 value) => SetData<bool4>(value);
public void SetData(int32 value) => SetData<int32>(value);
public void SetData(int2 value) => SetData<int2>(value);
public void SetData(int3 value) => SetData<int3>(value);
public void SetData(int4 value) => SetData<int4>(value);
public void SetData(uint32 value) => SetData<uint32>(value);
public void SetData(uint2 value) => SetData<uint2>(value);
public void SetData(uint3 value) => SetData<uint3>(value);
public void SetData(uint4 value) => SetData<uint4>(value);
public void SetData(float value) => SetData<float>(value);
public void SetData(float2 value) => SetData<float2>(value);
public void SetData(float3 value) => SetData<float3>(value);
public void SetData(float4 value) => SetData<float4>(value);
public void SetData(int32 value) => SetData<int32>(value);
public void SetData(Int2 value) => SetData<Int2>(value);
public void SetData(Int3 value) => SetData<Int3>(value);
public void SetData(Int4 value) => SetData<Int4>(value);
public void SetData(uint32 value) => SetData<uint32>(value);
public void SetData(ColorRGB value) => SetData<ColorRGB>(value);
public void SetData(ColorRGBA value) => SetData<ColorRGBA>(value);
public void SetData(Color value) => SetData<ColorRGBA>((ColorRGBA)value);
@@ -53,4 +53,57 @@ namespace GlitchyEngine.Renderer
RenderCommand.DrawIndexed(s_fullscreenQuadGeometry);
}
}
static class Quad
{
static GeometryBinding s_quadGeometry;
public static void Init()
{
s_quadGeometry = new GeometryBinding();
s_quadGeometry.SetPrimitiveTopology(.TriangleList);
using(var quadVertices = new VertexBuffer(typeof(float4), 4, .Immutable))
{
float4[4] vertices = .(
.(-0.5f,-0.5f, 0, 1),
.(-0.5f, 0.5f, 0, 0),
.( 0.5f, 0.5f, 1, 0),
.( 0.5f,-0.5f, 1, 1)
);
quadVertices.SetData(vertices);
s_quadGeometry.SetVertexBufferSlot(quadVertices, 0);
}
using(var quadIndices = new IndexBuffer(6, .Immutable))
{
uint16[6] indices = .(0, 1, 2, 2, 3, 0);
quadIndices.SetData(indices);
s_quadGeometry.SetIndexBuffer(quadIndices);
}
VertexElement[] vertexElements = new .(
VertexElement(.R32G32_Float, "POSITION"),
VertexElement(.R32G32_Float, "TEXCOORD")
);
using (var quadBatchLayout = new VertexLayout(vertexElements, true))
{
s_quadGeometry.SetVertexLayout(quadBatchLayout);
}
}
public static void Deinit()
{
s_quadGeometry.ReleaseRef();
}
public static void Draw()
{
s_quadGeometry.Bind();
RenderCommand.DrawIndexed(s_quadGeometry);
}
}
}
+23 -11
View File
@@ -144,17 +144,30 @@ public class Material : Asset
}
}
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, 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, 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);
@@ -216,15 +229,14 @@ public class Material : Asset
}
// Supporeted types
// Float, Float2, Float3, Float4
// Bool, Bool2, Bool3, Bool4
// Int, int2, int3, int4
// UInt, UInt2, UInt3, UInt4
// Color, ColorRGB, ColorRGBA
// Int, Int2, Int3, Int4
// UInt
// Float, Float2, Float3, Float4
// Matrix3x3, Matrix4x3, Matrix
// TODO: Add missing variable types
// UInt2, UInt3, UInt4
// Bool, Bool2, Bool3, Bool4
// Half, Half2, Half3, Half4
// Byte, Byte2, Byte3, Byte4
+58 -6
View File
@@ -2,6 +2,7 @@ using GlitchyEngine.Core;
using System;
using System.Collections;
using GlitchyEngine.Math;
using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer
{
@@ -107,6 +108,28 @@ namespace GlitchyEngine.Renderer
case Depth = D24_UNorm_S8_UInt;
public bool IsDepth => HasFlag(DepthMarker);
public bool IsInt()
{
switch(this)
{
case R8_SInt:
return true;
default:
return false;
}
}
public bool IsUInt()
{
switch(this)
{
case R32_UInt:
return true;
default:
return false;
}
}
}
public enum ClearColor
@@ -129,7 +152,7 @@ namespace GlitchyEngine.Renderer
}
}
public struct TargetDescription
public struct TargetDescription : IDisposable
{
public RenderTargetFormat Format = .None;
@@ -140,22 +163,30 @@ namespace GlitchyEngine.Renderer
public ClearColor ClearColor = .Default;
public SamplerStateDescription SamplerDescription = .();
public String DebugName = null;
public this() { }
public this(RenderTargetFormat format, bool isSwapchainTarget = false, bool isShaderReadable = true, ClearColor clearColor = .Default, SamplerStateDescription samplerDescription = .())
public this(RenderTargetFormat format, bool isSwapchainTarget = false, bool isShaderReadable = true, ClearColor clearColor = .Default, SamplerStateDescription samplerDescription = .(), String ownDebugName = null)
{
Format = format;
IsSwapchainTarget = isSwapchainTarget;
IsShaderReadable = isShaderReadable;
SamplerDescription = samplerDescription;
ClearColor = clearColor;
DebugName = ownDebugName;
}
public static implicit operator Self(RenderTargetFormat format)
{
return Self(format);
}
public void Dispose()
{
delete DebugName;
}
}
public struct RenderTargetGroupDescription
@@ -181,15 +212,22 @@ namespace GlitchyEngine.Renderer
}
}
public class RenderTargetGroup : RefCounter
public class RenderTargetGroup : Asset
{
internal RenderTargetGroupDescription _description;
internal TargetDescription[] _colorTargetDescriptions ~ delete _;
internal TargetDescription[] _colorTargetDescriptions ~ {
for (var desc in _)
{
desc.Dispose();
}
delete _;
};
internal SamplerState[] _colorSamplerStates ~ DeleteContainerAndReleaseItems!(_);
internal SamplerState _depthSamplerState ~ _?.ReleaseRef();
internal TargetDescription _depthTargetDescription;
internal TargetDescription _depthTargetDescription ~ _.Dispose();
public uint32 Width => _description.Width;
public uint32 Height => _description.Height;
@@ -201,6 +239,8 @@ namespace GlitchyEngine.Renderer
public int TargetCount => _colorTargetDescriptions.Count + (_depthTargetDescription.Format.IsDepth ? 1 : 0);
public int ColorTargetCount => _colorTargetDescriptions.Count;
public bool HasDepth => _depthTargetDescription.Format.IsDepth;
[AllowAppend]
public this(RenderTargetGroupDescription description)
{
@@ -265,6 +305,18 @@ namespace GlitchyEngine.Renderer
return PlatformGetViewBinding(index);
}
public TargetDescription GetTargetDescription(int index)
{
if (index == -1 && HasDepth)
{
return _depthTargetDescription;
}
else
{
return _colorTargetDescriptions[index];
}
}
protected extern TextureViewBinding PlatformGetViewBinding(int index);
protected extern Result<void> PlatformGetData(void* destination, uint32 elementSize,
@@ -278,6 +330,6 @@ namespace GlitchyEngine.Renderer
return PlatformGetData(data, (.)sizeof(T), left, top, width, height, renderTarget, arraySlice, mipSlice);
}
public extern void CopyTo(RenderTargetGroup destination, int dstTarget, Int2 dstTopLeft, Int2 size, Int2 srcTopLeft, int srcTarget);
public extern void CopyTo(RenderTargetGroup destination, int dstTarget, int2 dstTopLeft, int2 size, int2 srcTopLeft, int srcTarget);
}
}
+15 -11
View File
@@ -29,7 +29,7 @@ namespace GlitchyEngine.Renderer
public uint32 Width => _width;
public uint32 Height => _height;
public Int2 Size => .(_width, _height);
public uint2 Size => .(_width, _height);
public RenderTargetGroup Target ~ _?.ReleaseRef();
@@ -47,25 +47,28 @@ namespace GlitchyEngine.Renderer
RenderTargetGroupDescription targetDesc = .(width, height,
TargetDescription[](
// RGB: Albedo A: Transparency
.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = samplerDesc},
.(RenderTargetFormat.R8G8B8A8_UNorm, ownDebugName: new String("RGB: Albedo A: Alpha")){SamplerDescription = samplerDesc},
// RG: TextureNormal.XY | BA: GeoNrm.XY
.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = samplerDesc},
.(RenderTargetFormat.R16G16B16A16_SNorm, ownDebugName: new String("RG: TextureNormal.XY | BA: GeoNrm.XY")){SamplerDescription = samplerDesc},
// R: GeoNrm.Z | GBA: GeoTan.XYZ
.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = samplerDesc},
.(RenderTargetFormat.R16G16B16A16_SNorm, ownDebugName: new String("R: GeoNrm.Z | GBA: GeoTan.XYZ")){SamplerDescription = samplerDesc},
// RGB: world position XYZ | A: 1.0
.(RenderTargetFormat.R32G32B32A32_Float){SamplerDescription = samplerDesc},
.(RenderTargetFormat.R32G32B32A32_Float, ownDebugName: new String("RGB: world position XYZ | A: 1.0")){SamplerDescription = samplerDesc},
// RGB: emissive light and color | A: unused
.(RenderTargetFormat.R16G16B16A16_Float){SamplerDescription = samplerDesc},
.(RenderTargetFormat.R16G16B16A16_Float, ownDebugName: new String("RGB: emissive light and color | A: unused")){SamplerDescription = samplerDesc},
// R: Metallicity | G: Roughness | B: Ambient | A: Unused
.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = samplerDesc},
.(RenderTargetFormat.R8G8B8A8_UNorm, ownDebugName: new String("R: Metallicity | G: Roughness | B: Ambient | A: Unused")){SamplerDescription = samplerDesc},
// EntityId : Needed for editor picking. Simply pass through the EntityId.
.(RenderTargetFormat.R32_UInt){SamplerDescription = samplerDesc, ClearColor = .UInt(uint32.MaxValue)},
.(RenderTargetFormat.R32_UInt, ownDebugName: new String("EntityId")){SamplerDescription = samplerDesc, ClearColor = .UInt(uint32.MaxValue)},
),
TargetDescription(.D24_UNorm_S8_UInt){
TargetDescription(.D24_UNorm_S8_UInt, ownDebugName: new String("DepthStencil")){
SamplerDescription = samplerDesc,
ClearColor = .DepthStencil(1.0f, 0)
});
Target = new RenderTargetGroup(targetDesc);
// TODO: there needs to be a proper way to do it
Target.[Friend]Identifier = "GBuffer";
Content.ManageAsset(Target, null);
}
_width = width;
@@ -120,6 +123,7 @@ namespace GlitchyEngine.Renderer
RenderCommand.Init();
Renderer2D.Init();
FullscreenQuad.Init();
Quad.Init();
InitLineRenderer();
InitDeferredRenderer();
@@ -135,6 +139,7 @@ namespace GlitchyEngine.Renderer
FullscreenQuad.Deinit();
Renderer2D.Deinit();
Quad.Deinit();
}
static void InitLineRenderer()
@@ -301,7 +306,6 @@ namespace GlitchyEngine.Renderer
RenderCommand.SetBlendState(_gBufferBlend);
for (SubmittedMesh entry in _queue)
{
Debug.Profiler.ProfileRendererScope!("Draw Mesh");
@@ -378,7 +382,7 @@ namespace GlitchyEngine.Renderer
_lights.Clear();
// Copy EntityIDs to compositionTarget
_gBuffer.Target.CopyTo(_sceneConstants.CompositionTarget, 1, Int2.Zero, Int2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height), Int2.Zero, 6);
_gBuffer.Target.CopyTo(_sceneConstants.CompositionTarget, 1, int2.Zero, int2((int32)_sceneConstants.CameraTarget.Width, (int32)_sceneConstants.CameraTarget.Height), int2.Zero, 6);
RenderCommand.SetBlendState(_gBufferBlend);
+1 -1
View File
@@ -13,7 +13,7 @@ namespace GlitchyEngine.Renderer
public this(Texture2D texture) : this(_texture, .(0, 0, 1, 1)) { }
public this(Texture2D texture, Int2 topLeft, Int2 size) :
public this(Texture2D texture, int2 topLeft, int2 size) :
this(texture,
{
float2 texSize = float2(texture.Width, texture.Height);
+7 -7
View File
@@ -20,7 +20,7 @@ namespace GlitchyEngine.Renderer.Text
public FT_UInt GlyphIndex;
// TODO: Consider using floats
public Int3 MapCoord;
public int3 MapCoord;
public int32 Width, Height;
public double TranslationX, TranslationY;
@@ -49,10 +49,10 @@ namespace GlitchyEngine.Renderer.Text
private int32 _faceIndex;
private bool _hasColor;
private Int3 _penPos;
private int3 _penPos;
private int32 _lastRowHeight;
internal Texture2D _atlas ~ _?.ReleaseRef();
private Int3 _atlasSize;
private int3 _atlasSize;
private Dictionary<char32, GlyphDescriptor> _glyphs = new .() ~ delete _;//DeleteDictionaryAndValues!(_);
private Dictionary<uint32, GlyphDescriptor> _glyphsById = new .() ~ DeleteDictionaryAndValues!(_);
@@ -335,14 +335,14 @@ namespace GlitchyEngine.Renderer.Text
UpdateAtlas();
}
Int3 PrepareAtlas()
int3 PrepareAtlas()
{
Debug.Profiler.ProfileResourceFunction!();
const uint32 maxRes = 16384; // D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION
const uint32 maxArray = 2048; // D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION
ref Int3 pen = ref _penPos;
ref int3 pen = ref _penPos;
ref int32 rowHeight = ref _lastRowHeight;
int32 atlasWidth = _atlasSize.X;
@@ -422,10 +422,10 @@ namespace GlitchyEngine.Renderer.Text
{
Debug.Profiler.ProfileResourceFunction!();
Int3 oldAtlasSize = _atlasSize;
int3 oldAtlasSize = _atlasSize;
_atlasSize = PrepareAtlas();
if(_atlasSize != oldAtlasSize)
if(any(_atlasSize != oldAtlasSize))
{
Debug.Profiler.ProfileResourceScope!("Recreate Atlas");
+1 -1
View File
@@ -23,7 +23,7 @@ enum ScriptFieldType
SByte,
Short,
Int,// Int2, Int3, Int4,
Int,// int2, int3, int4,
Long,
Byte,
UShort,
+2 -2
View File
@@ -54,7 +54,7 @@ namespace GlitchyEngine
/**
* Gets or Sets the width and height of the window.
*/
public extern Int2 Size {get; set;}
public extern int2 Size {get; set;}
/**
* Gets or Sets the width of the window.
*/
@@ -67,7 +67,7 @@ namespace GlitchyEngine
/**
* Gets or Sets the position of the upper-left corner of the client area of the window.
*/
public extern Int2 Position {get; set;}
public extern int2 Position {get; set;}
/**
* Gets or Sets the x-coordinate of the upper-left corner of the client area of the window.
+2 -2
View File
@@ -260,7 +260,7 @@ namespace GlitchyEngine.World
var mouseDelta = Input.GetMouseMovement();
if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.LeftButton) && mouseDelta != .())
if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.LeftButton) && any(mouseDelta != .Zero))
{
float2 movement = .(
-mouseDelta.X,
@@ -275,7 +275,7 @@ namespace GlitchyEngine.World
transformChanged = true;
}
if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.RightButton) && mouseDelta != .())
if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.RightButton) && any(mouseDelta != .()))
{
float rotY = mouseDelta.X * _cameraRotationSpeedX;
float rotX = mouseDelta.Y * _cameraRotationSpeedY;