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
@@ -0,0 +1,111 @@
Texture2DArray Texture : register(t0);
SamplerState Sampler : register(s0);
Texture2DArray<int4> IntTexture : register(t1);
SamplerState IntSampler : register(s1);
Texture2DArray<uint4> UIntTexture : register(t2);
SamplerState UIntSampler : register(s2);
#define SWIZZLE_NONE 0
#define SWIZZLE_R 1
#define SWIZZLE_G 2
#define SWIZZLE_B 3
#define SWIZZLE_A 4
cbuffer Constants
{
float ColorOffset = 0.5;
float AlphaOffset = 0.0;
float ColorScale = 0.5;
float AlphaScale = 1.0;
float MipLevel = 0.0;
float ArraySlice = 0.0;
// 0: Float | 1: Int | 2: Uint
int Mode = 0;
int4 Swizzle = int4(SWIZZLE_R, SWIZZLE_G, SWIZZLE_B, SWIZZLE_A);
float2 Texels;
float4x4 WorldViewProjection;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(WorldViewProjection, float4(input.Position, 0.0f, 1.0f));
output.Texcoord = input.Texcoord;
return output;
}
void SwizzleColor(int swizzleMode, float4 colorToSwizzle, inout float output)
{
switch (swizzleMode)
{
case SWIZZLE_R:
output = colorToSwizzle.r;
break;
case SWIZZLE_G:
output = colorToSwizzle.g;
break;
case SWIZZLE_B:
output = colorToSwizzle.b;
break;
case SWIZZLE_A:
output = colorToSwizzle.a;
break;
default:
break;
}
}
float4 PS(PS_Input input) : SV_Target0
{
float4 outputColor;
if (Mode == 0)
{
//float4 color = Texture.SampleLevel(Sampler, float3(input.Texcoord, ArraySlice), MipLevel);
// Quasi next neighbor
float4 color = Texture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 1)
{
int4 color = IntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 2)
{
uint4 color = UIntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
float4 swizzledOutput = float4(0, 0, 0, 1);
SwizzleColor(Swizzle.r, outputColor, swizzledOutput.r);
SwizzleColor(Swizzle.g, outputColor, swizzledOutput.g);
SwizzleColor(Swizzle.b, outputColor, swizzledOutput.b);
SwizzleColor(Swizzle.a, outputColor, swizzledOutput.a);
return swizzledOutput;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
@@ -430,9 +430,13 @@ static class DdsImporter
switch (textureInfo.PixelFormat) switch (textureInfo.PixelFormat)
{ {
case .BC1_UNorm, .BC1_UNorm_SRGB, .BC4_UNorm: case .BC1_UNorm, .BC1_UNorm_SRGB, .BC1_Typeless,
.BC4_UNorm, .BC4_SNorm, .BC4_Typeless:
blockSize = 8; blockSize = 8;
case .BC2_UNorm, .BC2_UNorm_SRGB, .BC3_UNorm, .BC3_UNorm_SRGB, .BC5_UNorm: case .BC2_UNorm, .BC2_UNorm_SRGB, .BC2_Typeless,
.BC3_UNorm, .BC3_UNorm_SRGB, .BC3_Typeless,
.BC5_UNorm, .BC5_SNorm, .BC5_Typeless,
.BC7_UNorm, .BC7_UNorm_SRGB, .BC7_Typeless:
blockSize = 16; blockSize = 16;
default: default:
} }
@@ -233,14 +233,22 @@ class MaterialAssetLoaderConfig : AssetLoaderConfig
[BonTarget] [BonTarget]
public enum VariableValue public enum VariableValue
{ {
case bool(bool Value);
case bool2(bool2 Value);
case bool3(bool3 Value);
case bool4(bool4 Value);
case int(int Value);
case int2(int2 Value);
case int3(int3 Value);
case int4(int4 Value);
case uint(uint Value);
case uint2(uint2 Value);
case uint3(uint3 Value);
case uint4(uint4 Value);
case Float(float Value); case Float(float Value);
case Float2(float2 Value); case Float2(float2 Value);
case Float3(float3 Value); case Float3(float3 Value);
case Float4(float4 Value); case Float4(float4 Value);
case Int(int Value);
case Int2(Int2 Value);
case Int3(Int3 Value);
case Int4(Int4 Value);
case ColorRGB(ColorRGB Value); case ColorRGB(ColorRGB Value);
case ColorRGBA(ColorRGBA Value); case ColorRGBA(ColorRGBA Value);
case None; case None;
@@ -0,0 +1,663 @@
using ImGui;
using System;
using GlitchyEngine.Content;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
namespace GlitchyEditor.EditWindows;
class AssetViewer : EditorWindow
{
public const String s_WindowTitle = "Asset Viewer";
public EditorContentManager _manager;
private AssetHandle _selectedAsset;
append TexturererViewerer _textureViewer = .();
public this(EditorContentManager contentManager)
{
_manager = contentManager;
}
protected override void InternalShow()
{
if(!ImGui.Begin(s_WindowTitle, &_open, .None))
{
ImGui.End();
return;
}
ImGui.PushStyleVar(.CellPadding, .(0, 0));
bool alt_pressed = ImGui.GetIO().KeyAlt;
if (ImGui.BeginTable("AssetViewerTable", 2, .BordersInnerV | .Resizable | .Reorderable | .NoPadOuterX))
{
if (alt_pressed)
{
// Header anzeigen, damit sie neu angeordnet werden können
ImGui.TableSetupColumn("Assets");
ImGui.TableSetupColumn("Viewer");
ImGui.TableHeadersRow();
}
ImGui.TableNextRow();
ImGui.TableSetColumnIndex(0);
if (ImGui.BeginChild("Assets"))
{
DrawAssetList();
ImGui.EndChild();
}
ImGui.TableNextColumn();
if (ImGui.BeginChild("Files"))
{
DrawAssetViewer();
ImGui.EndChild();
}
ImGui.EndTable();
}
ImGui.PopStyleVar(1);
ImGui.End();
}
void DrawAssetList()
{
for (let (handle, asset) in _manager.[Friend]_handleToAsset)
{
// TODO: gucken, was der Typ ist
String name = scope String();
if (asset.Identifier.IsWhiteSpace)
name.Append("Unnamed");
else
name.Append(asset.Identifier);
name.Append(" (");
asset.GetType().GetName(name);
name.Append(") [");
name.AppendF($"{handle.ID}]");
name.TrimStart();
ImGui.TreeNodeFlags flags = .Leaf;
if(handle == _selectedAsset)
flags |= .Selected;
if (ImGui.TreeNodeEx(name, flags, name))
{
if (ImGui.IsItemClicked(.Left))
_selectedAsset = handle;
ImGui.TreePop();
}
}
}
void DrawAssetViewer()
{
if (_selectedAsset.IsInvalid)
{
ImGui.Text("Select an asset to view it.");
return;
}
Asset asset = _selectedAsset.Get<Asset>();
/*if (!asset.Complete)
{
ImGui.Text("Loading asset...");
return;
}*/
/*switch (asset.GetType())
{
case typeof(RenderTargetGroup):
DrawRenderTargetGroupViewer((RenderTargetGroup)asset);
case typeof(Texture):
_textureViewer.ViewTexture((Texture)asset);
}*/
if (var texture = asset as Texture)
_textureViewer.ViewTexture(texture);
if (var texture = asset as RenderTargetGroup)
_textureViewer.ViewTexture(texture);
}
}
class TexturererViewerer
{
enum BackgroundMode : int32
{
White,
Black,
Pink,
Checkerboard,
CustomColor
}
enum SampleMode : int32
{
Point,
Linear
}
enum ColorChannelSwizzle : int32
{
None,
R,
G,
B,
A
}
AssetHandle<Effect> _effect;
AssetHandle<Effect> _renderTargetEffect;
float _zoom = 1.0f;
BackgroundMode _backgroundMode = .Checkerboard;
ColorRGBA _backgroundColor;
SampleMode _sampleMode = .Linear;
RenderTarget2D _target ~ _?.ReleaseRef();
// TODO: we don't need depth!
DepthStencilTarget _depth ~ _?.ReleaseRef();
public this()
{
_effect = Content.LoadAsset("Shaders\\textureViewerShader.hlsl");
_renderTargetEffect = Content.LoadAsset("Shaders\\RenderTargetGroupViewer.hlsl");
}
float2 _position;
bool _moving;
float _colorOffset = 0;
float _colorScale = 1;
float _alphaOffset = 0;
float _alphaScale = 1;
int32 _mipLevel = 0;
int32 _arraySlice = 0;
int32 _groupIndex = 0;
ColorChannelSwizzle _swizzleR = .R;
ColorChannelSwizzle _swizzleG = .G;
ColorChannelSwizzle _swizzleB = .B;
ColorChannelSwizzle _swizzleA = .A;
public void ViewTexture(RenderTargetGroup texture)
{
ShowSettings(texture.Width, texture.Height, texture.MipLevels - 1, texture.ArraySize - 1, texture);
UpdateInput();
var viewportSize = ImGui.GetContentRegionAvail();
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)
{
_target?.ReleaseRef();
_target = new RenderTarget2D(.(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
_target.SamplerState = SamplerStateManager.PointClamp;
_depth?.ReleaseRef();
_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
}
RenderTexture(texture);
ImGui.Image(_target, viewportSize);
}
public void ShowSettings(float width, float height, int maxMips, int arraySize, RenderTargetGroup rtGroup)
{
char8*[] items = scope .("White", "Black", "Pink", "Checkerboard", "Custom Color");
if (ImGui.CollapsingHeader("View"))
{
ImGui.SliderFloat("Zoom", &_zoom, 0.01f, 100.0f);
float maxDimension = max(width, height);
ImGui.SliderFloat2("Position", *(float[2]*)&_position, 2 * -maxDimension * _zoom, 2 * maxDimension * _zoom);
ImGui.Separator();
ImGui.Combo("Background", (.)&_backgroundMode, items.Ptr, (.)items.Count);
if (_backgroundMode == .CustomColor)
{
ImGui.ColorPicker4("Color", ref _backgroundColor);
}
}
if (ImGui.CollapsingHeader("Sampling"))
{
items = scope .("Point", "Linear");
ImGui.Combo("Sampler", (.)&_sampleMode, items.Ptr, (.)items.Count);
ImGui.SliderInt("Mip Level", &_mipLevel, 0, (int32)maxMips);
ImGui.SliderInt("Array Slice", &_arraySlice, 0, (int32)arraySize);
ImGui.BeginDisabled(rtGroup == null);
ImGui.SliderInt("Group Target", &_groupIndex, (rtGroup?.HasDepth == true) ? -1 : 0, (int32)(rtGroup?.ColorTargetCount ?? 1) - 1);
ImGui.TextUnformatted(scope $"Target name: {(rtGroup?.GetTargetDescription(_groupIndex).DebugName ?? "???")}");
ImGui.EndDisabled();
}
if (ImGui.CollapsingHeader("Color and Transparency"))
{
ImGui.TextUnformatted("Channel Swizzle:");
if (ImGui.BeginTable("ColorAndAlpha", 4))
{
ImGui.TableNextRow();
ImGui.TableSetColumnIndex(0);
ImGui.PushID("Color");
ImGui.TextUnformatted("Color:");
ImGui.TableNextColumn();
ImGui.DragFloat("Offset", &_colorOffset, 0.1f);
ImGui.TableNextColumn();
ImGui.DragFloat("Scale", &_colorScale, 0.1f);
ImGui.TableNextColumn();
if (ImGui.Button("Reset"))
{
_colorOffset = 0.0f;
_colorScale = 1.0f;
}
ImGui.SameLine();
ImGui.BeginDisabled();
if (ImGui.Button("Auto"))
{
Runtime.NotImplemented();
}
ImGui.EndDisabled();
ImGui.PopID();
ImGui.TableNextRow();
ImGui.TableSetColumnIndex(0);
ImGui.PushID("Alpha");
ImGui.TextUnformatted("Alpha:");
ImGui.TableNextColumn();
ImGui.DragFloat("Offset", &_alphaOffset, 0.1f);
ImGui.TableNextColumn();
ImGui.DragFloat("Scale", &_alphaScale, 0.1f);
ImGui.TableNextColumn();
if (ImGui.Button("Reset"))
{
_alphaOffset = 0.0f;
_alphaScale = 1.0f;
}
ImGui.PopID();
ImGui.EndTable();
}
ImGui.Separator();
ImGui.TextUnformatted("Channel Swizzle:");
if (ImGui.BeginTable("SwizzleTable", 9))
{
ImGui.TableNextRow();
ImGui.TableSetColumnIndex(0);
SwizzleCombo("R", ref _swizzleR);
ImGui.TableNextColumn();
SwizzleCombo("G", ref _swizzleG);
ImGui.TableNextColumn();
SwizzleCombo("B", ref _swizzleB);
ImGui.TableNextColumn();
SwizzleCombo("A", ref _swizzleA);
ImGui.TableNextColumn();
if (ImGui.Button("Reset swizzle"))
{
_swizzleR = .R;
_swizzleG = .G;
_swizzleB = .B;
_swizzleA = .A;
}
ImGui.EndTable();
}
}
}
private void SwizzleCombo(StringView text, ref ColorChannelSwizzle swizzle)
{
ImGui.TextUnformatted(text);
ImGui.TableNextColumn();
if (ImGui.BeginCombo(scope $"##swizzle{text}", scope $"{swizzle}"))
{
if (ImGui.Selectable("R", swizzle == .R))
swizzle = .R;
if (ImGui.Selectable("G", swizzle == .G))
swizzle = .G;
if (ImGui.Selectable("B", swizzle == .B))
swizzle = .B;
if (ImGui.Selectable("A", swizzle == .A))
swizzle = .A;
if (ImGui.Selectable("None", swizzle == .None))
swizzle = .None;
ImGui.EndCombo();
}
}
public void ViewTexture(Texture texture)
{
ShowSettings(texture.Width, texture.Height, texture.MipLevels - 1, texture.ArraySize - 1, null);
if (ImGui.BeginChild("imageChild"))
{
UpdateInput();
var viewportSize = ImGui.GetContentRegionAvail();
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)
{
_target?.ReleaseRef();
_target = new RenderTarget2D(.(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
_target.SamplerState = SamplerStateManager.PointClamp;
_depth?.ReleaseRef();
_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
}
RenderTexture(texture);
ImGui.Image(_target, viewportSize);
ImGui.EndChild();
}
}
float lastWheel;
private void UpdateInput()
{
var windowPos = ImGui.GetWindowPos();
var mousePos = ImGui.GetIO().MousePos;
float2 mouseInWindow = .(mousePos.x - windowPos.x, mousePos.y - windowPos.y);
bool windowHovered = ImGui.IsWindowHovered();
if(windowHovered && Input.IsMouseButtonPressing(.MiddleButton))
{
_moving = true;
}
else if(Input.IsMouseButtonReleased(.MiddleButton))
{
_moving = false;
}
if(windowHovered || _moving)
{
float mouseWheel = ImGui.GetIO().MouseWheel;
float delta = mouseWheel - lastWheel;
if(delta != 0)
{
_position -= mouseInWindow;
_position /= _zoom;
_zoom *= Math.Pow(1.1f, delta);
_position *= _zoom;
_position += mouseInWindow;
}
}
if(_moving)
{
int2 movement = Input.GetMouseMovement();
_position.X += movement.X;
_position.Y += movement.Y;
}
}
OrthographicCamera _camera = new OrthographicCamera() ~ delete _;
private void RenderTexture(RenderTargetGroup viewedTexture)
{
Viewport vp = .(0, 0, _target.Width, _target.Height);
RenderCommand.SetViewport(vp);
// TODO: don't clear pink!
RenderCommand.Clear(_target, .Pink);
RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
//_target.Bind();
RenderCommand.SetRenderTarget(_target);
RenderCommand.SetDepthStencilTarget(_depth);
RenderCommand.BindRenderTargets();
float2 textureSize = float2(viewedTexture.Width, viewedTexture.Height);
float2 zoomedTextureSize = textureSize * _zoom;
float2 targetSize = float2(_target.Width, _target.Height);
_camera.Left = 0;
_camera.Top = 0;
_camera.Right = targetSize.X;
_camera.Bottom = -targetSize.Y;
_camera.NearPlane = -5;
_camera.FarPlane = 5;
_camera.Update();
Renderer2D.BeginScene(_camera);
switch(_backgroundMode)
{
case .Black:
Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, .Black);
case .White:
Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, .White);
case .Pink:
Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, .HotPink);
case .CustomColor:
Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, _backgroundColor);
case .Checkerboard:
float quadSize = 50.0f;
float2 numQuads = (targetSize / 500f) * 10f;
for(float x = 0; x < numQuads.X; x++)
{
for(float y = 0; y < numQuads.Y; y++)
{
Renderer2D.DrawQuadPivotCorner(float3(x * quadSize, -y * quadSize, 1), quadSize.XX, 0, ((x + y) % 2 == 0) ? .White : .Gray);
}
}
break;
}
Renderer2D.EndScene();
// TODO: Sampler state for rt group
//var sampler = viewedTexture.SamplerState;
/*switch(_sampleMode)
{
case .Point:
viewedTexture.SamplerState = SamplerStateManager.PointClamp;
case .Linear:
viewedTexture.SamplerState = SamplerStateManager.LinearClamp;
}*/
//Renderer2D.BeginScene(_camera, .SortByTexture, _effect);
// float3(_position * .(1, -1), 0)
RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
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);
_renderTargetEffect.Variables["ColorOffset"].SetData(_colorOffset);
_renderTargetEffect.Variables["ColorScale"].SetData(_colorScale);
_renderTargetEffect.Variables["AlphaOffset"].SetData(_alphaOffset);
_renderTargetEffect.Variables["AlphaScale"].SetData(_alphaScale);
_renderTargetEffect.Variables["Texels"].SetData(float2(viewedTexture.Width, viewedTexture.Height));
_renderTargetEffect.Variables["MipLevel"].SetData((float)_mipLevel);
_renderTargetEffect.Variables["Swizzle"].SetData(int4((int32)_swizzleR, (int32)_swizzleG, (int32)_swizzleB, (int32)_swizzleA));
var desc = _groupIndex >= 0 ? viewedTexture.[Friend]_colorTargetDescriptions[_groupIndex] : viewedTexture.[Friend]_depthTargetDescription;
if (desc.Format.IsInt())
{
_renderTargetEffect.Variables["Mode"].SetData(1);
_renderTargetEffect.SetTexture("IntTexture", viewedTexture.GetViewBinding(_groupIndex));
_renderTargetEffect.SetTexture("UIntTexture", null);
_renderTargetEffect.SetTexture("Texture", null);
}
else if (desc.Format.IsUInt())
{
_renderTargetEffect.Variables["Mode"].SetData(2);
_renderTargetEffect.SetTexture("IntTexture", null);
_renderTargetEffect.SetTexture("UIntTexture", viewedTexture.GetViewBinding(_groupIndex));
_renderTargetEffect.SetTexture("Texture", null);
}
else
{
_renderTargetEffect.Variables["Mode"].SetData(0);
_renderTargetEffect.SetTexture("IntTexture", null);
_renderTargetEffect.SetTexture("UIntTexture", null);
_renderTargetEffect.SetTexture("Texture", viewedTexture.GetViewBinding(_groupIndex));
}
_renderTargetEffect.Variables["Swizzle"].SetData(int4((int32)_swizzleR, (int32)_swizzleG, (int32)_swizzleB, (int32)_swizzleA));
_renderTargetEffect.ApplyChanges();
_renderTargetEffect.Bind();
Quad.Draw();
}
private void RenderTexture(Texture viewedTexture)
{
Viewport vp = .(0, 0, _target.Width, _target.Height);
RenderCommand.SetViewport(vp);
// TODO: don't clear pink!
RenderCommand.Clear(_target, .Pink);
RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
//_target.Bind();
RenderCommand.SetRenderTarget(_target);
RenderCommand.SetDepthStencilTarget(_depth);
RenderCommand.BindRenderTargets();
float2 textureSize = float2(viewedTexture.Width, viewedTexture.Height);
float2 zoomedTextureSize = textureSize * _zoom;
float2 targetSize = float2(_target.Width, _target.Height);
_effect.Variables["ColorOffset"].SetData(_colorOffset);
_effect.Variables["ColorScale"].SetData(_colorScale);
_effect.Variables["AlphaOffset"].SetData(_alphaOffset);
_effect.Variables["AlphaScale"].SetData(_alphaScale);
_camera.Left = 0;
_camera.Top = 0;
_camera.Right = targetSize.X;
_camera.Bottom = -targetSize.Y;
_camera.NearPlane = -5;
_camera.FarPlane = 5;
_camera.Update();
Renderer2D.BeginScene(_camera);
switch(_backgroundMode)
{
case .Black:
Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, .Black);
case .White:
Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, .White);
case .Pink:
Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, .HotPink);
case .CustomColor:
Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, _backgroundColor);
case .Checkerboard:
float quadSize = 50.0f;
float2 numQuads = (targetSize / 500f) * 10f;
for(float x = 0; x < numQuads.X; x++)
{
for(float y = 0; y < numQuads.Y; y++)
{
Renderer2D.DrawQuadPivotCorner(float3(x * quadSize, -y * quadSize, 1), quadSize.XX, 0, ((x + y) % 2 == 0) ? .White : .Gray);
}
}
break;
}
Renderer2D.EndScene();
var sampler = viewedTexture.SamplerState..AddRef();
switch(_sampleMode)
{
case .Point:
viewedTexture.SamplerState = SamplerStateManager.PointClamp;
case .Linear:
viewedTexture.SamplerState = SamplerStateManager.LinearClamp;
}
Renderer2D.BeginScene(_camera, .SortByTexture, _effect);
Renderer2D.DrawQuad(float3(_position * .(1, -1), 0), zoomedTextureSize, 0, viewedTexture);
Renderer2D.EndScene();
viewedTexture.SamplerState = sampler;
sampler.ReleaseRef();
}
}
@@ -183,7 +183,7 @@ namespace GlitchyEditor.EditWindows
if (any(newMousePos != mousePos)) if (any(newMousePos != mousePos))
{ {
Input.SetMousePosition((Int2)newMousePos); Input.SetMousePosition((int2)newMousePos);
// After wrapping the cursor the the other side, the camera controller must not compare the positions, // After wrapping the cursor the the other side, the camera controller must not compare the positions,
// because the delta doesn't represent the correct movement of the cursor. // because the delta doesn't represent the correct movement of the cursor.
// TODO: can be solved by using direct mouse movement instead of comparing positions // TODO: can be solved by using direct mouse movement instead of comparing positions
+4
View File
@@ -21,6 +21,7 @@ namespace GlitchyEditor
private GameViewportWindow _gameViewportWindow ~ delete _; private GameViewportWindow _gameViewportWindow ~ delete _;
private ContentBrowserWindow _contentBrowserWindow ~ delete _; private ContentBrowserWindow _contentBrowserWindow ~ delete _;
private PropertiesWindow _propertiesWindow ~ delete _; private PropertiesWindow _propertiesWindow ~ delete _;
private AssetViewer _assetViewer ~ delete _;
public Scene CurrentScene public Scene CurrentScene
{ {
@@ -43,6 +44,7 @@ namespace GlitchyEditor
public GameViewportWindow GameViewportWindow => _gameViewportWindow; public GameViewportWindow GameViewportWindow => _gameViewportWindow;
public ContentBrowserWindow ContentBrowserWindow => _contentBrowserWindow; public ContentBrowserWindow ContentBrowserWindow => _contentBrowserWindow;
public PropertiesWindow PropertiesWindow => _propertiesWindow; public PropertiesWindow PropertiesWindow => _propertiesWindow;
public AssetViewer AssetViewer => _assetViewer;
public EditorCamera* CurrentCamera { get; set; } public EditorCamera* CurrentCamera { get; set; }
@@ -68,6 +70,7 @@ namespace GlitchyEditor
_componentEditWindow = new ComponentEditWindow(_entityHierarchyWindow); _componentEditWindow = new ComponentEditWindow(_entityHierarchyWindow);
_contentBrowserWindow = new ContentBrowserWindow((.)Application.Get().ContentManager); _contentBrowserWindow = new ContentBrowserWindow((.)Application.Get().ContentManager);
_propertiesWindow = new PropertiesWindow(this); _propertiesWindow = new PropertiesWindow(this);
_assetViewer = new AssetViewer((.)Application.Get().ContentManager);
} }
public void Update() public void Update()
@@ -78,6 +81,7 @@ namespace GlitchyEditor
_componentEditWindow.Show(); _componentEditWindow.Show();
_contentBrowserWindow.Show(); _contentBrowserWindow.Show();
_propertiesWindow.Show(); _propertiesWindow.Show();
_assetViewer.Show();
} }
} }
} }
+5 -1
View File
@@ -327,7 +327,8 @@ namespace GlitchyEditor
private bool OnImGuiRender(ImGuiRenderEvent event) private bool OnImGuiRender(ImGuiRenderEvent event)
{ {
Input.ImGuiDebugDraw(); // TODO: make window
//Input.ImGuiDebugDraw();
//viewer.ViewTexture(Renderer.[Friend]_gBuffer.Target); //viewer.ViewTexture(Renderer.[Friend]_gBuffer.Target);
@@ -706,6 +707,9 @@ namespace GlitchyEditor
if(ImGui.MenuItem(PropertiesWindow.s_WindowTitle)) if(ImGui.MenuItem(PropertiesWindow.s_WindowTitle))
_editor.PropertiesWindow.Open = true; _editor.PropertiesWindow.Open = true;
if(ImGui.MenuItem(AssetViewer.s_WindowTitle))
_editor.AssetViewer.Open = true;
ImGui.EndMenu(); ImGui.EndMenu();
} }
+2 -1
View File
@@ -105,6 +105,7 @@ namespace GlitchyEditor
{ {
_target?.ReleaseRef(); _target?.ReleaseRef();
_target = new RenderTarget2D(.(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y)); _target = new RenderTarget2D(.(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
_target.SamplerState = SamplerStateManager.PointClamp;
_depth?.ReleaseRef(); _depth?.ReleaseRef();
_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm); _depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
} }
@@ -158,7 +159,7 @@ namespace GlitchyEditor
if(_moving) if(_moving)
{ {
Int2 movement = Input.GetMouseMovement(); int2 movement = Input.GetMouseMovement();
_position.X += movement.X; _position.X += movement.X;
_position.Y += movement.Y; _position.Y += movement.Y;
+5
View File
@@ -41,3 +41,8 @@ Name = "Vector3.bf"
[[ProjectFolder.Items.Items]] [[ProjectFolder.Items.Items]]
Type = "IgnoreSource" Type = "IgnoreSource"
Name = "Vector4.bf" Name = "Vector4.bf"
[[ProjectFolder.Items.Items]]
Type = "IgnoreFolder"
Name = "Vectors"
AutoInclude = true
+7
View File
@@ -19,6 +19,8 @@ struct AssetHandle : IHashable
public bool IsValid => this != .Invalid; public bool IsValid => this != .Invalid;
public bool IsInvalid => this == .Invalid; public bool IsInvalid => this == .Invalid;
public UUID ID => _uuid;
/// Create a new random AssetHandle /// Create a new random AssetHandle
public this() public this()
{ {
@@ -73,6 +75,11 @@ struct AssetHandle : IHashable
return .Ok; return .Ok;
} }
public override void ToString(String strBuffer)
{
_uuid.ToString(strBuffer);
}
} }
struct AssetHandle<T> where T : Asset struct AssetHandle<T> where T : Asset
+5
View File
@@ -36,6 +36,11 @@ namespace GlitchyEngine.Core
return (int)_uuid; return (int)_uuid;
} }
public override void ToString(String strBuffer)
{
_uuid.ToString(strBuffer);
}
static void Serialize(BonWriter writer, ValueView val, BonEnvironment env, SerializeValueState state) static void Serialize(BonWriter writer, ValueView val, BonEnvironment env, SerializeValueState state)
{ {
UUID uuid = *(UUID*)val.dataPtr; UUID uuid = *(UUID*)val.dataPtr;
-2
View File
@@ -119,8 +119,6 @@ namespace GlitchyEngine.ImGui
Begin(); Begin();
ImGui.ShowDemoWindow();
{ {
Debug.Profiler.ProfileScope!("ImGuiRenderEvent"); Debug.Profiler.ProfileScope!("ImGuiRenderEvent");
+10 -10
View File
@@ -28,15 +28,15 @@ namespace GlitchyEngine
public static extern bool IsKeyReleasing(Key keycode); public static extern bool IsKeyReleasing(Key keycode);
// TODO: Should Input be able to set mousepos? // 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 IsMouseButtonPressed(MouseButton button);
public static extern bool IsMouseButtonReleased(MouseButton button); public static extern bool IsMouseButtonReleased(MouseButton button);
public static extern bool IsMouseButtonPressing(MouseButton button); public static extern bool IsMouseButtonPressing(MouseButton button);
public static extern bool IsMouseButtonReleasing(MouseButton button); public static extern bool IsMouseButtonReleasing(MouseButton button);
public static extern Int2 GetMousePosition(); public static extern int2 GetMousePosition();
public static extern Int2 GetMouseMovement(); public static extern int2 GetMouseMovement();
public static extern Int2 GetRawMouseMovement(); public static extern int2 GetRawMouseMovement();
public static extern int32 GetMouseX(); public static extern int32 GetMouseX();
public static extern int32 GetMouseY(); public static extern int32 GetMouseY();
@@ -44,9 +44,9 @@ namespace GlitchyEngine
// public static extern bool WasMouseButtonPressing(MouseButton button); // public static extern bool WasMouseButtonPressing(MouseButton button);
public static extern bool WasMouseButtonReleased(MouseButton button); public static extern bool WasMouseButtonReleased(MouseButton button);
//public static extern bool WasMouseButtonReleasing(MouseButton button); //public static extern bool WasMouseButtonReleasing(MouseButton button);
public static extern Int2 GetLastMousePosition(); public static extern int2 GetLastMousePosition();
public static extern Int2 GetLastMouseMovement(); public static extern int2 GetLastMouseMovement();
public static extern Int2 GetLastRawMouseMovement(); public static extern int2 GetLastRawMouseMovement();
public static extern int32 GetLastMouseX(); public static extern int32 GetLastMouseX();
public static extern int32 GetLastMouseY(); public static extern int32 GetLastMouseY();
@@ -121,14 +121,14 @@ namespace GlitchyEngine
public static class Mouse 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) public static void LockCurrentPosition(int hash)
{ {
LockPosition(Input.GetMousePosition(), 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) for (var entry in _lockPositions)
{ {
@@ -156,7 +156,7 @@ namespace GlitchyEngine
//Log.EngineLogger.AssertDebug(false, "No mouse lock position with hash found."); //Log.EngineLogger.AssertDebug(false, "No mouse lock position with hash found.");
} }
public static Int2? LockedPosition; public static int2? LockedPosition;
public static void NewFrame() public static void NewFrame()
{ {
+23 -3
View File
@@ -13,12 +13,32 @@ namespace System
} }
[Inline] [Inline]
public Int2 XX => Int2((int32)this); public int2 XX => (int32)this;
[Inline] [Inline]
public Int3 XXX => Int3((int32)this); public int3 XXX => (int32)this;
[Inline] [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
View File
@@ -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
View File
@@ -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
View File
@@ -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;
}
}
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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;
}
}
}
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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;
}
}
}
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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
View File
@@ -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);
}
}
+105
View File
@@ -10,10 +10,20 @@ namespace GlitchyEngine.Math;
[SwizzleVector(2, "GlitchyEngine.Math.int")] [SwizzleVector(2, "GlitchyEngine.Math.int")]
public struct int2 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) public static implicit operator float2(int2 value)
{ {
return float2(value.X, value.Y); return float2(value.X, value.Y);
} }
public static explicit operator uint2(int2 value)
{
return uint2((uint32)value.X, (uint32)value.Y);
}
} }
[BonTarget] [BonTarget]
@@ -23,10 +33,21 @@ public struct int2
[SwizzleVector(3, "GlitchyEngine.Math.int")] [SwizzleVector(3, "GlitchyEngine.Math.int")]
public struct int3 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) public static implicit operator float3(int3 value)
{ {
return float3(value.X, value.Y, value.Z); 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] [BonTarget]
@@ -36,8 +57,92 @@ public struct int3
[SwizzleVector(4, "GlitchyEngine.Math.int")] [SwizzleVector(4, "GlitchyEngine.Math.int")]
public struct int4 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) public static implicit operator float4(int4 value)
{ {
return float4(value.X, value.Y, value.Z, value.W); 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; 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* dstTexture = destination.GetNativeTexture(dstTarget);
ID3D11Texture2D* srcTexture = GetNativeTexture(srcTarget); ID3D11Texture2D* srcTexture = GetNativeTexture(srcTarget);
@@ -19,13 +19,13 @@ namespace GlitchyEngine
//[CLink, CallingConvention(.Stdcall)] //[CLink, CallingConvention(.Stdcall)]
//static extern int16 GetKeyState(int32 keycode); //static extern int16 GetKeyState(int32 keycode);
[CLink, CallingConvention(.Stdcall)] [CLink, CallingConvention(.Stdcall)]
static extern IntBool GetCursorPos(out Int2 p); static extern IntBool GetCursorPos(out int2 p);
[CLink, CallingConvention(.Stdcall)] [CLink, CallingConvention(.Stdcall)]
static extern IntBool SetCursorPos(c_int x, c_int y); static extern IntBool SetCursorPos(c_int x, c_int y);
[CLink, CallingConvention(.Stdcall)] [CLink, CallingConvention(.Stdcall)]
static extern IntBool ScreenToClient(HWnd hWnd, ref Int2 p); static extern IntBool ScreenToClient(HWnd hWnd, ref int2 p);
[CLink, CallingConvention(.Stdcall)] [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] [Import("user32.lib"), CLink]
public static extern IntBool RegisterRawInputDevices(RAWINPUTDEVICE* pRawInputDevices, uint32 uiNumDevices, uint32 cbSize); public static extern IntBool RegisterRawInputDevices(RAWINPUTDEVICE* pRawInputDevices, uint32 uiNumDevices, uint32 cbSize);
@@ -50,9 +50,9 @@ namespace GlitchyEngine
struct WindowsInputState struct WindowsInputState
{ {
public int8[256] KeyStates; public int8[256] KeyStates;
public Int2 CursorPosition; public int2 CursorPosition;
public Int2 CursorPositionDifference; public int2 CursorPositionDifference;
public Int2 RawCursorMovement; public int2 RawCursorMovement;
} }
static WindowsInputState[2] IputStates; static WindowsInputState[2] IputStates;
@@ -157,11 +157,11 @@ namespace GlitchyEngine
public override static bool IsMouseButtonReleasing(MouseButton button) => IsMouseButtonReleased(button) && WasMouseButtonPressed(button); 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; public override static int32 GetMouseX() => CurrentState.CursorPosition.X;
@@ -182,17 +182,17 @@ namespace GlitchyEngine
return state >= 0; 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 GetLastMouseX() => LastState.CursorPosition.X;
public override static int32 GetLastMouseY() => LastState.CursorPosition.Y; 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; HWnd windowHandle = (HWnd)(int)Application.Get().Window.NativeWindow;
@@ -67,13 +67,13 @@ namespace GlitchyEngine
// //
// Size // Size
// //
public override Int2 Size public override int2 Size
{ {
get => *(Int2*)&_clientRect.Width; get => *(int2*)&_clientRect.Width;
set set
{ {
*(Int2*)&_clientRect.Width = value; *(int2*)&_clientRect.Width = value;
ApplyRectangle(); ApplyRectangle();
} }
} }
@@ -103,13 +103,13 @@ namespace GlitchyEngine
// //
// Position // Position
// //
public override Int2 Position public override int2 Position
{ {
get => *(Int2*)&_clientRect; get => *(int2*)&_clientRect;
set set
{ {
*(Int2*)&_clientRect = value; *(int2*)&_clientRect = value;
ApplyRectangle(); ApplyRectangle();
} }
} }
@@ -263,7 +263,7 @@ namespace GlitchyEngine
return .Ok; return .Ok;
} }
internal Int2 _rawMouseMovementAccumulator; internal int2 _rawMouseMovementAccumulator;
private static LRESULT MessageHandler(HWND hwnd, uint32 uMsg, WPARAM wParam, LPARAM lParam) private static LRESULT MessageHandler(HWND hwnd, uint32 uMsg, WPARAM wParam, LPARAM lParam)
{ {
@@ -478,7 +478,7 @@ namespace GlitchyEngine
window._eventCallback(event); window._eventCallback(event);
// We accumulate the raw movements an collect them once each frame in WindowsInput.Impl_NewFrame() // 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
@@ -77,6 +77,30 @@ namespace GlitchyEngine.Renderer
{ {
case typeof(bool): case typeof(bool):
EnsureTypeMatch(1, 1, .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): case typeof(float):
EnsureTypeMatch(1, 1, .Float); EnsureTypeMatch(1, 1, .Float);
@@ -87,18 +111,6 @@ namespace GlitchyEngine.Renderer
case typeof(float4): case typeof(float4):
EnsureTypeMatch(1, 4, .Float); 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): case typeof(Matrix4x3):
EnsureTypeMatch(4, 3, .Float); EnsureTypeMatch(4, 3, .Float);
case typeof(Matrix3x3): case typeof(Matrix3x3):
@@ -130,19 +142,25 @@ namespace GlitchyEngine.Renderer
} }
public void SetData(bool value) => SetData<bool>(value); 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(float value) => SetData<float>(value);
public void SetData(float2 value) => SetData<float2>(value); public void SetData(float2 value) => SetData<float2>(value);
public void SetData(float3 value) => SetData<float3>(value); public void SetData(float3 value) => SetData<float3>(value);
public void SetData(float4 value) => SetData<float4>(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(ColorRGB value) => SetData<ColorRGB>(value);
public void SetData(ColorRGBA value) => SetData<ColorRGBA>(value); public void SetData(ColorRGBA value) => SetData<ColorRGBA>(value);
public void SetData(Color value) => SetData<ColorRGBA>((ColorRGBA)value); public void SetData(Color value) => SetData<ColorRGBA>((ColorRGBA)value);
@@ -53,4 +53,57 @@ namespace GlitchyEngine.Renderer
RenderCommand.DrawIndexed(s_fullscreenQuadGeometry); 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, float value) => SetVariable<float>(name, value);
public void SetVariable(String name, float2 value) => SetVariable<float2>(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, float3 value) => SetVariable<float3>(name, value);
public void SetVariable(String name, float4 value) => SetVariable<float4>(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, float value) => SetVariable<double>(name, value);
public void SetVariable(String name, Int2 value) => SetVariable<Int2>(name, value); public void SetVariable(String name, float2 value) => SetVariable<float2>(name, value);
public void SetVariable(String name, Int3 value) => SetVariable<Int3>(name, value); public void SetVariable(String name, float3 value) => SetVariable<float3>(name, value);
public void SetVariable(String name, Int4 value) => SetVariable<Int4>(name, value); public void SetVariable(String name, float4 value) => SetVariable<float4>(name, value);*/
public void SetVariable(String name, uint32 value) => SetVariable<uint32>(name, value);
public void SetVariable(String name, Color value) => SetVariable<ColorRGBA>(name, (ColorRGBA)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, ColorRGB value) => SetVariable<ColorRGB>(name, value);
@@ -216,15 +229,14 @@ public class Material : Asset
} }
// Supporeted types // Supporeted types
// Float, Float2, Float3, Float4 // Bool, Bool2, Bool3, Bool4
// Int, int2, int3, int4
// UInt, UInt2, UInt3, UInt4
// Color, ColorRGB, ColorRGBA // Color, ColorRGB, ColorRGBA
// Int, Int2, Int3, Int4 // Float, Float2, Float3, Float4
// UInt
// Matrix3x3, Matrix4x3, Matrix // Matrix3x3, Matrix4x3, Matrix
// TODO: Add missing variable types // TODO: Add missing variable types
// UInt2, UInt3, UInt4
// Bool, Bool2, Bool3, Bool4
// Half, Half2, Half3, Half4 // Half, Half2, Half3, Half4
// Byte, Byte2, Byte3, Byte4 // Byte, Byte2, Byte3, Byte4
+58 -6
View File
@@ -2,6 +2,7 @@ using GlitchyEngine.Core;
using System; using System;
using System.Collections; using System.Collections;
using GlitchyEngine.Math; using GlitchyEngine.Math;
using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer namespace GlitchyEngine.Renderer
{ {
@@ -107,6 +108,28 @@ namespace GlitchyEngine.Renderer
case Depth = D24_UNorm_S8_UInt; case Depth = D24_UNorm_S8_UInt;
public bool IsDepth => HasFlag(DepthMarker); 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 public enum ClearColor
@@ -129,7 +152,7 @@ namespace GlitchyEngine.Renderer
} }
} }
public struct TargetDescription public struct TargetDescription : IDisposable
{ {
public RenderTargetFormat Format = .None; public RenderTargetFormat Format = .None;
@@ -141,21 +164,29 @@ namespace GlitchyEngine.Renderer
public SamplerStateDescription SamplerDescription = .(); public SamplerStateDescription SamplerDescription = .();
public String DebugName = null;
public this() { } 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; Format = format;
IsSwapchainTarget = isSwapchainTarget; IsSwapchainTarget = isSwapchainTarget;
IsShaderReadable = isShaderReadable; IsShaderReadable = isShaderReadable;
SamplerDescription = samplerDescription; SamplerDescription = samplerDescription;
ClearColor = clearColor; ClearColor = clearColor;
DebugName = ownDebugName;
} }
public static implicit operator Self(RenderTargetFormat format) public static implicit operator Self(RenderTargetFormat format)
{ {
return Self(format); return Self(format);
} }
public void Dispose()
{
delete DebugName;
}
} }
public struct RenderTargetGroupDescription public struct RenderTargetGroupDescription
@@ -181,15 +212,22 @@ namespace GlitchyEngine.Renderer
} }
} }
public class RenderTargetGroup : RefCounter public class RenderTargetGroup : Asset
{ {
internal RenderTargetGroupDescription _description; internal RenderTargetGroupDescription _description;
internal TargetDescription[] _colorTargetDescriptions ~ delete _; internal TargetDescription[] _colorTargetDescriptions ~ {
for (var desc in _)
{
desc.Dispose();
}
delete _;
};
internal SamplerState[] _colorSamplerStates ~ DeleteContainerAndReleaseItems!(_); internal SamplerState[] _colorSamplerStates ~ DeleteContainerAndReleaseItems!(_);
internal SamplerState _depthSamplerState ~ _?.ReleaseRef(); internal SamplerState _depthSamplerState ~ _?.ReleaseRef();
internal TargetDescription _depthTargetDescription; internal TargetDescription _depthTargetDescription ~ _.Dispose();
public uint32 Width => _description.Width; public uint32 Width => _description.Width;
public uint32 Height => _description.Height; public uint32 Height => _description.Height;
@@ -201,6 +239,8 @@ namespace GlitchyEngine.Renderer
public int TargetCount => _colorTargetDescriptions.Count + (_depthTargetDescription.Format.IsDepth ? 1 : 0); public int TargetCount => _colorTargetDescriptions.Count + (_depthTargetDescription.Format.IsDepth ? 1 : 0);
public int ColorTargetCount => _colorTargetDescriptions.Count; public int ColorTargetCount => _colorTargetDescriptions.Count;
public bool HasDepth => _depthTargetDescription.Format.IsDepth;
[AllowAppend] [AllowAppend]
public this(RenderTargetGroupDescription description) public this(RenderTargetGroupDescription description)
{ {
@@ -265,6 +305,18 @@ namespace GlitchyEngine.Renderer
return PlatformGetViewBinding(index); 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 TextureViewBinding PlatformGetViewBinding(int index);
protected extern Result<void> PlatformGetData(void* destination, uint32 elementSize, 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); 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 Width => _width;
public uint32 Height => _height; public uint32 Height => _height;
public Int2 Size => .(_width, _height); public uint2 Size => .(_width, _height);
public RenderTargetGroup Target ~ _?.ReleaseRef(); public RenderTargetGroup Target ~ _?.ReleaseRef();
@@ -47,25 +47,28 @@ namespace GlitchyEngine.Renderer
RenderTargetGroupDescription targetDesc = .(width, height, RenderTargetGroupDescription targetDesc = .(width, height,
TargetDescription[]( TargetDescription[](
// RGB: Albedo A: Transparency // 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 // 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 // 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 // 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 // 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 // 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. // 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, SamplerDescription = samplerDesc,
ClearColor = .DepthStencil(1.0f, 0) ClearColor = .DepthStencil(1.0f, 0)
}); });
Target = new RenderTargetGroup(targetDesc); 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; _width = width;
@@ -120,6 +123,7 @@ namespace GlitchyEngine.Renderer
RenderCommand.Init(); RenderCommand.Init();
Renderer2D.Init(); Renderer2D.Init();
FullscreenQuad.Init(); FullscreenQuad.Init();
Quad.Init();
InitLineRenderer(); InitLineRenderer();
InitDeferredRenderer(); InitDeferredRenderer();
@@ -135,6 +139,7 @@ namespace GlitchyEngine.Renderer
FullscreenQuad.Deinit(); FullscreenQuad.Deinit();
Renderer2D.Deinit(); Renderer2D.Deinit();
Quad.Deinit();
} }
static void InitLineRenderer() static void InitLineRenderer()
@@ -301,7 +306,6 @@ namespace GlitchyEngine.Renderer
RenderCommand.SetBlendState(_gBufferBlend); RenderCommand.SetBlendState(_gBufferBlend);
for (SubmittedMesh entry in _queue) for (SubmittedMesh entry in _queue)
{ {
Debug.Profiler.ProfileRendererScope!("Draw Mesh"); Debug.Profiler.ProfileRendererScope!("Draw Mesh");
@@ -378,7 +382,7 @@ namespace GlitchyEngine.Renderer
_lights.Clear(); _lights.Clear();
// Copy EntityIDs to compositionTarget // 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); 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) : this(_texture, .(0, 0, 1, 1)) { }
public this(Texture2D texture, Int2 topLeft, Int2 size) : public this(Texture2D texture, int2 topLeft, int2 size) :
this(texture, this(texture,
{ {
float2 texSize = float2(texture.Width, texture.Height); float2 texSize = float2(texture.Width, texture.Height);
+7 -7
View File
@@ -20,7 +20,7 @@ namespace GlitchyEngine.Renderer.Text
public FT_UInt GlyphIndex; public FT_UInt GlyphIndex;
// TODO: Consider using floats // TODO: Consider using floats
public Int3 MapCoord; public int3 MapCoord;
public int32 Width, Height; public int32 Width, Height;
public double TranslationX, TranslationY; public double TranslationX, TranslationY;
@@ -49,10 +49,10 @@ namespace GlitchyEngine.Renderer.Text
private int32 _faceIndex; private int32 _faceIndex;
private bool _hasColor; private bool _hasColor;
private Int3 _penPos; private int3 _penPos;
private int32 _lastRowHeight; private int32 _lastRowHeight;
internal Texture2D _atlas ~ _?.ReleaseRef(); internal Texture2D _atlas ~ _?.ReleaseRef();
private Int3 _atlasSize; private int3 _atlasSize;
private Dictionary<char32, GlyphDescriptor> _glyphs = new .() ~ delete _;//DeleteDictionaryAndValues!(_); private Dictionary<char32, GlyphDescriptor> _glyphs = new .() ~ delete _;//DeleteDictionaryAndValues!(_);
private Dictionary<uint32, GlyphDescriptor> _glyphsById = new .() ~ DeleteDictionaryAndValues!(_); private Dictionary<uint32, GlyphDescriptor> _glyphsById = new .() ~ DeleteDictionaryAndValues!(_);
@@ -335,14 +335,14 @@ namespace GlitchyEngine.Renderer.Text
UpdateAtlas(); UpdateAtlas();
} }
Int3 PrepareAtlas() int3 PrepareAtlas()
{ {
Debug.Profiler.ProfileResourceFunction!(); Debug.Profiler.ProfileResourceFunction!();
const uint32 maxRes = 16384; // D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION const uint32 maxRes = 16384; // D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION
const uint32 maxArray = 2048; // D3D11_REQ_TEXTURE2D_ARRAY_AXIS_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; ref int32 rowHeight = ref _lastRowHeight;
int32 atlasWidth = _atlasSize.X; int32 atlasWidth = _atlasSize.X;
@@ -422,10 +422,10 @@ namespace GlitchyEngine.Renderer.Text
{ {
Debug.Profiler.ProfileResourceFunction!(); Debug.Profiler.ProfileResourceFunction!();
Int3 oldAtlasSize = _atlasSize; int3 oldAtlasSize = _atlasSize;
_atlasSize = PrepareAtlas(); _atlasSize = PrepareAtlas();
if(_atlasSize != oldAtlasSize) if(any(_atlasSize != oldAtlasSize))
{ {
Debug.Profiler.ProfileResourceScope!("Recreate Atlas"); Debug.Profiler.ProfileResourceScope!("Recreate Atlas");
+1 -1
View File
@@ -23,7 +23,7 @@ enum ScriptFieldType
SByte, SByte,
Short, Short,
Int,// Int2, Int3, Int4, Int,// int2, int3, int4,
Long, Long,
Byte, Byte,
UShort, UShort,
+2 -2
View File
@@ -54,7 +54,7 @@ namespace GlitchyEngine
/** /**
* Gets or Sets the width and height of the window. * 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. * 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. * 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. * 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(); var mouseDelta = Input.GetMouseMovement();
if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.LeftButton) && mouseDelta != .()) if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.LeftButton) && any(mouseDelta != .Zero))
{ {
float2 movement = .( float2 movement = .(
-mouseDelta.X, -mouseDelta.X,
@@ -275,7 +275,7 @@ namespace GlitchyEngine.World
transformChanged = true; transformChanged = true;
} }
if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.RightButton) && mouseDelta != .()) if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.RightButton) && any(mouseDelta != .()))
{ {
float rotY = mouseDelta.X * _cameraRotationSpeedX; float rotY = mouseDelta.X * _cameraRotationSpeedX;
float rotX = mouseDelta.Y * _cameraRotationSpeedY; float rotX = mouseDelta.Y * _cameraRotationSpeedY;
+1 -1
View File
@@ -157,7 +157,7 @@ namespace Sandbox
if(_moving) if(_moving)
{ {
Int2 movement = Input.GetMouseMovement(); int2 movement = Input.GetMouseMovement();
_position.X += movement.X; _position.X += movement.X;
_position.Y += movement.Y; _position.Y += movement.Y;