mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed Textures in Materials
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@@ -84,11 +84,10 @@ class MaterialAssetPropertiesEditor : AssetPropertiesEditor
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{
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StringView path = .((char8*)payload.Data, (int)payload.DataSize);
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AssetHandle<Texture2D> newTexture = Content.LoadAsset(path);//new Texture2D(path, true))
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AssetHandle<Texture2D> newTexture = Content.LoadAsset(path);
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newTexture.Get().SamplerState = SamplerStateManager.AnisotropicWrap;
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material.SetTexture(texture.key, newTexture);
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// TODO!!!
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material.SetTexture(texture.key, newTexture.Cast<Texture>());
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}
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ImGui.EndDragDropTarget();
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@@ -98,7 +97,6 @@ class MaterialAssetPropertiesEditor : AssetPropertiesEditor
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private void ShowVariables(Material material, Effect effect)
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{
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for (let (name, arguments) in effect.[Friend]_variableDescriptions)
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{
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let variable = effect.Variables[name];
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@@ -350,9 +348,9 @@ class MaterialAssetLoader : IAssetLoader, IAssetSaver //, IReloadingAssetLoader
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for (let (slotName, textureIdentifier) in materialFile.Textures)
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{
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Texture texture = Content.GetAsset<Texture>(contentManager.LoadAsset(textureIdentifier), contentManager);
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AssetHandle<Texture> texture = contentManager.LoadAsset(textureIdentifier);
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if (texture == null)
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if (texture.IsInvalid)
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{
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Log.EngineLogger.Error($"Failed to load texture \"{textureIdentifier}\".");
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// TODO: LoadAsset should return an error texture.
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@@ -408,7 +406,9 @@ class MaterialAssetLoader : IAssetLoader, IAssetSaver //, IReloadingAssetLoader
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for (let (slotName, texture) in material.[Friend]_textures)
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{
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materialFile.Textures.Add(new String(slotName), new String(texture?.Identifier ?? ""));
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Texture textureAsset = texture.Get();
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materialFile.Textures.Add(new String(slotName), new String(textureAsset?.Identifier ?? ""));
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}
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Effect effect = material.Effect;
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@@ -19,7 +19,6 @@ class PropertiesWindow : EditorWindow
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private append String _selectedFileName = .();
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private AssetHandle _currentAssetHandle;
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//private Asset _currentAsset;
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public this(Editor editor)
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{
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@@ -83,14 +82,6 @@ class PropertiesWindow : EditorWindow
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_currentAssetHandle = _editor.ContentManager.LoadAsset(assetFile.Identifier);
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}
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/*if (asset != _currentAsset)
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{
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_currentAsset?.ReleaseRef();
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_currentAsset = asset;
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_currentAsset?.AddRef();
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}*/
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// TODO: allow changing AssetLoader
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// assetFile.AssetConfig.AssetLoade
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@@ -13,6 +13,9 @@ struct AssetHandle : IHashable
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/// Defines an asset that is invalid.
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public const AssetHandle Invalid = .(UUID(0xAAAA'AAAA'AAAA'AAAA));
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public bool IsValid => this == .Invalid;
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public bool IsInvalid => !IsValid;
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/// Create a new random AssetHandle
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public this()
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{
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@@ -46,6 +49,9 @@ struct AssetHandle<T> where T : Asset
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public const Self Invalid = .();
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public bool IsValid => this == .Invalid;
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public bool IsInvalid => !IsValid;
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public this(AssetHandle handle, IContentManager contentManager = null)
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{
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_handle = handle;
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@@ -81,20 +87,9 @@ struct AssetHandle<T> where T : Asset
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return handle.Get();
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}
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public T Get(IContentManager contentManager = null) mut
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public T Get(IContentManager contentManager = null)
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{
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// We only care whether we are in a different frame -> we only compare the lower 8 bits.
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//uint8 actualFrame = (uint8)Application.Get().GameTime.FrameCount;
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//var actualActualFrame = Application.Get().GameTime.FrameCount;
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//if (actualFrame != _currentFrame)
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{
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_asset = Content.GetAsset<T>(_handle, contentManager == null ? _contentManager : contentManager);
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//_currentFrame = actualFrame;
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//_actualCurrentFrame = Application.Get().GameTime.FrameCount;
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}
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return _asset;
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return Content.GetAsset<T>(_handle, contentManager == null ? _contentManager : contentManager);
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}
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[Comptime, OnCompile(.TypeInit)]
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@@ -250,4 +245,17 @@ struct AssetHandle<T> where T : Asset
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Compiler.EmitTypeBody(typeof(Self), code);
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}
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}
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public AssetHandle<NewT> Cast<NewT>()
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where NewT : Asset
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where T : NewT
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{
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return AssetHandle<NewT>(this._handle, this._contentManager);
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}
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// TODO: Cast up?
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public AssetHandle<NewT> Cast<NewT>() where NewT : T
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{
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return AssetHandle<NewT>(this._handle, this._contentManager);
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}
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}
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@@ -14,7 +14,7 @@ public class Material : Asset
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private uint8[] _rawVariables ~ delete _;
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private Dictionary<String, Texture> _textures = new .();
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private Dictionary<String, AssetHandle<Texture>> _textures = new .() ~ delete _;
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private Dictionary<String, (uint32 Offset, BufferVariable Variable)> _variables = new .() ~ delete _;
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@@ -29,25 +29,17 @@ public class Material : Asset
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// Get texture slots from effect
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for(let (name, entry) in _effect.Textures)
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{
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// TODO: Do we want to be able to define textures in the shader?
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/*var texture = entry.BoundTexture;
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texture.AddRef();*/
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// TODO: We need to be able to define default textures in the shader.
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// At least things like "Black", "White", "Normal"
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// At best whole paths. Shouldn't be that hard to do...
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/*var texture = entry.BoundTexture;*/
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_textures.Add(name, null);
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_textures.Add(name, .Invalid);
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}
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InitRawData();
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}
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public ~this()
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{
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for(let (name, texture) in _textures)
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{
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texture?.ReleaseRef();
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}
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delete _textures;
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}
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/** @brief Initializes the raw data array for the variables.
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*/
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@@ -90,13 +82,13 @@ public class Material : Asset
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* @param name The name of the texture to set.
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* @param texture The texture to bind to the effect.
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*/
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public void SetTexture(String name, Texture texture)
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public void SetTexture(String name, AssetHandle<Texture> texture)
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{
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if(_textures.TryGetValue(name, var entry))
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{
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entry?.ReleaseRef();
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//entry?.ReleaseRef();
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_textures[name] = texture;
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texture?.AddRef();
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//texture?.AddRef();
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}
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else
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{
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