Fixed Textures in Materials

This commit is contained in:
Simon Lübeß
2023-03-16 23:32:02 +01:00
parent cfa046d2ea
commit 7b6662cbc4
4 changed files with 38 additions and 47 deletions
+21 -13
View File
@@ -13,6 +13,9 @@ struct AssetHandle : IHashable
/// Defines an asset that is invalid.
public const AssetHandle Invalid = .(UUID(0xAAAA'AAAA'AAAA'AAAA));
public bool IsValid => this == .Invalid;
public bool IsInvalid => !IsValid;
/// Create a new random AssetHandle
public this()
{
@@ -46,6 +49,9 @@ struct AssetHandle<T> where T : Asset
public const Self Invalid = .();
public bool IsValid => this == .Invalid;
public bool IsInvalid => !IsValid;
public this(AssetHandle handle, IContentManager contentManager = null)
{
_handle = handle;
@@ -81,20 +87,9 @@ struct AssetHandle<T> where T : Asset
return handle.Get();
}
public T Get(IContentManager contentManager = null) mut
public T Get(IContentManager contentManager = null)
{
// We only care whether we are in a different frame -> we only compare the lower 8 bits.
//uint8 actualFrame = (uint8)Application.Get().GameTime.FrameCount;
//var actualActualFrame = Application.Get().GameTime.FrameCount;
//if (actualFrame != _currentFrame)
{
_asset = Content.GetAsset<T>(_handle, contentManager == null ? _contentManager : contentManager);
//_currentFrame = actualFrame;
//_actualCurrentFrame = Application.Get().GameTime.FrameCount;
}
return _asset;
return Content.GetAsset<T>(_handle, contentManager == null ? _contentManager : contentManager);
}
[Comptime, OnCompile(.TypeInit)]
@@ -250,4 +245,17 @@ struct AssetHandle<T> where T : Asset
Compiler.EmitTypeBody(typeof(Self), code);
}
}
public AssetHandle<NewT> Cast<NewT>()
where NewT : Asset
where T : NewT
{
return AssetHandle<NewT>(this._handle, this._contentManager);
}
// TODO: Cast up?
public AssetHandle<NewT> Cast<NewT>() where NewT : T
{
return AssetHandle<NewT>(this._handle, this._contentManager);
}
}
+9 -17
View File
@@ -14,7 +14,7 @@ public class Material : Asset
private uint8[] _rawVariables ~ delete _;
private Dictionary<String, Texture> _textures = new .();
private Dictionary<String, AssetHandle<Texture>> _textures = new .() ~ delete _;
private Dictionary<String, (uint32 Offset, BufferVariable Variable)> _variables = new .() ~ delete _;
@@ -29,25 +29,17 @@ public class Material : Asset
// Get texture slots from effect
for(let (name, entry) in _effect.Textures)
{
// TODO: Do we want to be able to define textures in the shader?
/*var texture = entry.BoundTexture;
texture.AddRef();*/
// TODO: We need to be able to define default textures in the shader.
// At least things like "Black", "White", "Normal"
// At best whole paths. Shouldn't be that hard to do...
/*var texture = entry.BoundTexture;*/
_textures.Add(name, null);
_textures.Add(name, .Invalid);
}
InitRawData();
}
public ~this()
{
for(let (name, texture) in _textures)
{
texture?.ReleaseRef();
}
delete _textures;
}
/** @brief Initializes the raw data array for the variables.
*/
@@ -90,13 +82,13 @@ public class Material : Asset
* @param name The name of the texture to set.
* @param texture The texture to bind to the effect.
*/
public void SetTexture(String name, Texture texture)
public void SetTexture(String name, AssetHandle<Texture> texture)
{
if(_textures.TryGetValue(name, var entry))
{
entry?.ReleaseRef();
//entry?.ReleaseRef();
_textures[name] = texture;
texture?.AddRef();
//texture?.AddRef();
}
else
{