mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added RefCounting, added ConstantBuffers
This commit is contained in:
+11
@@ -0,0 +1,11 @@
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GE_ERROR_SHADER_MATRIX_MISMATCH:
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If this macro is set, the engine checks at runtime whether or not the dimensions of the given value match the dimensions of the shader variable. (Applies to: BufferVariable.SetData)
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GE_WARN_SHADER_MATRIX_MISMATCH:
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Same as GE_ERROR_SHADER_MATRIX_MISMATCH but instead of crashing a warning will written to the console.
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GE_ERROR_SHADER_VAR_TYPE_MISMATCH:
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If this macro is set, upon calling BufferVariable.SetData the type of the provided value will be checked against the actual value type. If they do not match, the application will crash.
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GE_WARN_SHADER_VAR_TYPE_MISMATCH:
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Same as GE_ERROR_SHADER_VAR_TYPE_MISMATCH but instead of crashing a warning will be written to the console.
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@@ -3,6 +3,7 @@ Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", ImGui = "*", ImGui
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[Project]
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Name = "GlitchyEngine"
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ProcessorMacros = ["GE_ERROR_SHADER_MATRIX_MISMATCH", "GE_ERROR_SHADER_VAR_TYPE_MISMATCH"]
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[Configs.Debug.Win32]
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PreprocessorMacros = ["DEBUG", "GE_WINDOWS"]
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@@ -1,8 +1,6 @@
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using System;
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using GlitchyEngine.Events;
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using GlitchyEngine.ImGui;
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using GlitchyEngine.Math;
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using System.Diagnostics;
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using GlitchyEngine.Renderer;
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namespace GlitchyEngine
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@@ -0,0 +1,77 @@
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using DirectX.Common;
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using DirectX.D3D11Shader;
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using System;
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using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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extension BufferVariable
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{
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internal this(ConstantBuffer constantBuffer, ID3D11ShaderReflectionVariable* variableReflection)
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{
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_constantBuffer = constantBuffer..AddRef();
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HResult result = variableReflection.GetDescription(let variableDescription);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to get variable description. Error({(int)result}): {result}");
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_name = new String(variableDescription.Name);
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_offset = variableDescription.StartOffset;
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_sizeInBytes = variableDescription.Size;
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_isUsed = variableDescription.uFlags.HasFlag(.Used);
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let variableType = variableReflection.GetVariableType();
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result = variableType.GetDescription(let shaderTypeDescription);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to get variable type description. Error({(int)result}): {result}");
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switch(shaderTypeDescription.Type)
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{
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case .Float:
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_type = .Float;
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default:
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Log.EngineLogger.Assert(false, scope $"Unhandled shader variable type: {shaderTypeDescription.Type}");
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}
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_columns = shaderTypeDescription.Columns;
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_rows = shaderTypeDescription.Rows;
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SetRawData(variableDescription.DefaultValue);
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}
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}
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extension ConstantBuffer
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{
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internal this(GraphicsContext context, ID3D11ShaderReflectionConstantBuffer* bufferReflection) : base(context)
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{
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Reflect(bufferReflection);
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ConstructBuffer();
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Update();
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}
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private void Reflect(ID3D11ShaderReflectionConstantBuffer* bufferReflection)
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{
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HResult result = bufferReflection.GetDescription(let bufferDescription);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to get buffer description. Error({(int)result}): {result}");
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Log.EngineLogger.AssertDebug(bufferDescription.Type == .D3D_CT_CBUFFER, "The buffer is not of type \"D3D_CT_CBUFFER\"");
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_name = new String(bufferDescription.Name);
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rawData = new uint8[bufferDescription.Size];
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// Flags seem to be irrelevant for us here
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for(uint32 v = 0; v < bufferDescription.Variables; v++)
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{
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ID3D11ShaderReflectionVariable* variableReflection = bufferReflection.GetVariableByIndex(v);
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BufferVariable variable = new BufferVariable(this, variableReflection);
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AddVariable(variable);
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}
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}
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}
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}
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@@ -0,0 +1,25 @@
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using System;
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using DirectX;
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using DirectX.D3D11;
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using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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extension Effect
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{
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protected override void Compile(String vsPath, String vsEntry, String psPath, String psEntry)
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{
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// Todo: macros
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VertexShader = new VertexShader(_context, vsPath, vsEntry);
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PixelShader = new PixelShader(_context, psPath, psEntry);
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Reflect();
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}
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private void Reflect()
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{
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}
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}
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}
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@@ -12,17 +12,15 @@ namespace GlitchyEngine.Renderer
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public override void CompileFromSource(String code, String entryPoint, ShaderDefine[] macros = null)
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{
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Shader.PlattformCompileShaderFromSource(code, macros, entryPoint, "ps_5_0", DefaultCompileFlags, let shaderBlob);
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Shader.PlattformCompileShaderFromSource(code, macros, entryPoint, "ps_5_0", DefaultCompileFlags, out nativeCode);
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var result = _context.nativeDevice.CreatePixelShader(shaderBlob.GetBufferPointer(), shaderBlob.GetBufferSize(), null, &nativeShader);
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var result = _context.nativeDevice.CreatePixelShader(nativeCode.GetBufferPointer(), nativeCode.GetBufferSize(), null, &nativeShader);
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if(result.Failed)
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{
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Log.EngineLogger.Error($"Failed to create pixel shader: Message ({(int)result}): {result}");
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}
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Reflect(shaderBlob);
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shaderBlob?.Release();
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Reflect(nativeCode);
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}
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}
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}
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@@ -11,6 +11,11 @@ namespace GlitchyEngine.Renderer
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{
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extension Shader
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{
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/**
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* Internal compiled code of the shader.
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*/
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internal ID3DBlob* nativeCode ~ _?.Release();
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protected const ShaderCompileFlags DefaultCompileFlags =
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#if DEBUG
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.Debug;
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@@ -62,6 +67,18 @@ namespace GlitchyEngine.Renderer
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bufferReflection.GetDescription(let bufferDesc);
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// ConstantBuffer
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if(bufferDesc.Type == .D3D11_CT_CBUFFER)
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{
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let buffer = new ConstantBuffer(_context, bufferReflection);
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_buffers.Add(bindDesc.BindPoint, buffer.Name, buffer);
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buffer.ReleaseRef();
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}
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/*
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bufferReflection.GetDescription(let bufferDesc);
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// ConstantBuffer
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if(bufferDesc.Type == .D3D11_CT_CBUFFER)
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{
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@@ -69,7 +86,8 @@ namespace GlitchyEngine.Renderer
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let buffer = new Buffer(_context, cBufferDesc);
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_buffers.Add(bindDesc.BindPoint, StringView(bufferDesc.Name), buffer, true);
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_buffers.Add(bindDesc.BindPoint, StringView(bufferDesc.Name), buffer);//, true
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buffer.ReleaseRef();
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// Buffer for default values
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uint8* rawData = new:ScopedAlloc! uint8[bufferDesc.Size]*;
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@@ -87,6 +105,7 @@ namespace GlitchyEngine.Renderer
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buffer.SetData(Span<uint8>(rawData, bufferDesc.Size));
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}
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*/
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}
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reflection.Release();
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}
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@@ -12,8 +12,6 @@ namespace GlitchyEngine.Renderer
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{
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internal ID3D11VertexShader* nativeShader ~ _?.Release();
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internal ID3DBlob* nativeCode ~ _?.Release();
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public override void CompileFromSource(String code, String entryPoint, ShaderDefine[] macros = null)
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{
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Shader.PlattformCompileShaderFromSource(code, macros, entryPoint, "vs_5_0", DefaultCompileFlags, out nativeCode);
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@@ -120,7 +120,7 @@ namespace GlitchyEngine.Renderer
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}
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/// Represents a buffer containing binary data on the GPU.
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public class Buffer
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public class Buffer : RefCounted
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{
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internal GraphicsContext _context;
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@@ -5,7 +5,7 @@ namespace GlitchyEngine.Renderer
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{
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public class BufferCollection
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{
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typealias BufferEntry = (String Name, int Index, Buffer Buffer, bool OwnsBuffer);
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typealias BufferEntry = (String Name, int Index, Buffer Buffer);//, bool OwnsBuffer
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List<BufferEntry> _buffers ~ DeleteBufferEntries!(_);
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@@ -33,8 +33,7 @@ namespace GlitchyEngine.Renderer
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for(let entry in entries)
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{
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delete entry.Name;
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if(entry.OwnsBuffer)
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delete entry.Buffer;
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entry.Buffer.ReleaseRef();
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}
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delete entries;
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@@ -49,7 +48,7 @@ namespace GlitchyEngine.Renderer
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* @param buffer The new buffer.
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* @param If set to true, the Collection will take ownership of the buffer; if false, the ownership will remain with the caller.
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*/
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public void ReplaceBuffer(int idx, Buffer buffer, bool passOwnership = false)
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public void ReplaceBuffer(int idx, Buffer buffer)//, bool passOwnership = false
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{
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if(_idxToBuf.TryGetValue(idx, let oldBuffer))
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{
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@@ -59,11 +58,13 @@ namespace GlitchyEngine.Renderer
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Log.EngineLogger.Assert(idx == bufferDesc.Index);
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if(bufferDesc.OwnsBuffer)
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delete bufferDesc.Buffer;
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oldBuffer.ReleaseRef();
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//if(bufferDesc.OwnsBuffer)
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// delete bufferDesc.Buffer;
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buffer.AddRef();
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bufferDesc.Buffer = buffer;
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bufferDesc.OwnsBuffer = passOwnership;
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//bufferDesc.OwnsBuffer = passOwnership;
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_strToBuf[bufferDesc.Name] = buffer;
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_idxToBuf[bufferDesc.Index] = buffer;
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@@ -80,7 +81,7 @@ namespace GlitchyEngine.Renderer
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* @param buffer The new buffer.
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* @param If set to true, the Collection will take ownership of the buffer; if false, the ownership will remain with the caller.
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*/
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public void ReplaceBuffer(StringView name, Buffer buffer, bool passOwnership = false)
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public void ReplaceBuffer(StringView name, Buffer buffer) // , bool passOwnership = false
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{
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if(_strToBuf.TryGetValue(name, let oldBuffer))
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{
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@@ -90,11 +91,13 @@ namespace GlitchyEngine.Renderer
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Log.EngineLogger.Assert(name == bufferDesc.Name);
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if(bufferDesc.OwnsBuffer)
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delete bufferDesc.Buffer;
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oldBuffer.ReleaseRef();
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//if(bufferDesc.OwnsBuffer)
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// delete bufferDesc.Buffer;
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buffer.AddRef();
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bufferDesc.Buffer = buffer;
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bufferDesc.OwnsBuffer = passOwnership;
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//bufferDesc.OwnsBuffer = passOwnership;
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_strToBuf[bufferDesc.Name] = buffer;
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_idxToBuf[bufferDesc.Index] = buffer;
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@@ -111,7 +114,7 @@ namespace GlitchyEngine.Renderer
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* @param buffer The new buffer.
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* @param If set to true, the Collection will take ownership of the buffer; if false, the ownership will remain with the caller.
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*/
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public bool TryReplaceBuffer(StringView name, Buffer buffer, bool passOwnership = false)
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public bool TryReplaceBuffer(StringView name, Buffer buffer) // , bool passOwnership = false
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{
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if(_strToBuf.TryGetValue(name, let oldBuffer))
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{
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@@ -121,11 +124,13 @@ namespace GlitchyEngine.Renderer
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Log.EngineLogger.Assert(name == bufferDesc.Name);
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if(bufferDesc.OwnsBuffer)
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delete bufferDesc.Buffer;
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//if(bufferDesc.OwnsBuffer)
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// delete bufferDesc.Buffer;
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oldBuffer.ReleaseRef();
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buffer.AddRef();
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bufferDesc.Buffer = buffer;
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bufferDesc.OwnsBuffer = passOwnership;
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//bufferDesc.OwnsBuffer = passOwnership;
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_strToBuf[bufferDesc.Name] = buffer;
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_idxToBuf[bufferDesc.Index] = buffer;
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@@ -138,11 +143,12 @@ namespace GlitchyEngine.Renderer
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}
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}
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public void Add(int index, StringView name, Buffer buffer, bool passOwnership = false)
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public void Add(int index, StringView name, Buffer buffer) //, bool passOwnership = false
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{
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String nameStr = new String(name);
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BufferEntry entry = (nameStr, index, buffer, passOwnership);
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BufferEntry entry = (nameStr, index, buffer); //, passOwnership
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buffer.AddRef();
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_buffers.Add(entry);
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_strToBuf.Add(entry.Name, entry.Buffer);
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_idxToBuf.Add(entry.Index, entry.Buffer);
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@@ -0,0 +1,212 @@
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using DirectX.D3D11Shader;
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using System;
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using System.Collections;
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using GlitchyEngine.Math;
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using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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public class ConstantBuffer : Buffer
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{
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protected String _name ~ delete _;
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/**
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* The buffer that contains the buffer data on the CPU.
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*/
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protected internal uint8[] rawData ~ delete _;
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protected List<BufferVariable> _variables = new .() ~ DeleteContainerAndItems!(_);
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protected Dictionary<String, BufferVariable> _nameToVariable = new .() ~ delete _;
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/// Gets the name of the constant buffer.
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public String Name => _name;
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protected this(GraphicsContext context) : base(context) {}
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public BufferVariable this[String name] => _nameToVariable[name];
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protected internal void AddVariable(BufferVariable ownVariable)
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{
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_variables.Add(ownVariable);
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_nameToVariable.Add(ownVariable.Name, ownVariable);
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}
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/**
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* Construct the buffer description.
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*/
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protected void ConstructBuffer()
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{
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_description.Size = (.)rawData.Count;
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_description.BindFlags = .Constant;
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_description.CPUAccess = .Write;
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_description.Usage = .Dynamic;
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_description.MiscFlags = .None;
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}
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/**
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* Uploads the date to the GPU.
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*/
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public void Update()
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{
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PlatformSetData(rawData.CArray(), (uint32)rawData.Count, 0, .WriteDiscard);
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}
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}
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public enum ShaderVariableType
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{
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Float,
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// todo
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}
|
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|
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public class BufferVariable
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{
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private ConstantBuffer _constantBuffer ~ _constantBuffer?.ReleaseRef();
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private String _name ~ delete _;
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||||
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private ShaderVariableType _type;
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|
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private uint32 _columns;
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private uint32 _rows;
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private uint32 _offset;
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private uint32 _sizeInBytes;
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|
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private bool _isUsed;
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|
||||
public ConstantBuffer ConstantBuffer => _constantBuffer;
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|
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public ShaderVariableType Type => _type;
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|
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public String Name => _name;
|
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|
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/**
|
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* Gets a pointer to the start of the variable in the constant buffers backing data.
|
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*/
|
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[Inline]
|
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internal uint8* firstByte => _constantBuffer.rawData.CArray() + _offset;
|
||||
|
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public this(ConstantBuffer constantBuffer, ShaderVariableType type, uint32 columns, uint32 rows, uint32 offset, uint32 sizeInBytes, bool isUsed)
|
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{
|
||||
_constantBuffer = constantBuffer..AddRef();
|
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_type = type;
|
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_columns = columns;
|
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_rows = rows;
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_offset = offset;
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_sizeInBytes = sizeInBytes;
|
||||
_isUsed = isUsed;
|
||||
}
|
||||
|
||||
public void EnsureTypeMatch(int rows, int cols, ShaderVariableType type)
|
||||
{
|
||||
#if GE_ERROR_SHADER_MATRIX_MISMATCH
|
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Log.EngineLogger.Assert(rows == _rows || cols == _columns, scope $"The matrix-dimensions do not match: Expected {_rows} rows and {_rows} columns but Received {rows} rows and {cols} columns instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
|
||||
#elif GE_WARN_SHADER_MATRIX_MISMATCH
|
||||
if (rows != _rows || cols != _columns)
|
||||
Log.EngineLogger.Warning($"The matrix-dimensions do not match: Expected {_rows} rows and {_rows} columns but Received {rows} rows and {cols} columns instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
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||||
#endif
|
||||
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||||
#if GE_ERROR_SHADER_VAR_TYPE_MISMATCH
|
||||
Log.EngineLogger.Assert(type == _type, scope $"The types do not match: Expected \"{_type}\" but Received \"{type}\" instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
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||||
#elif GE_WARN_SHADER_VAR_TYPE_MISMATCH
|
||||
if (type != _type)
|
||||
Log.EngineLogger.Warning($"The types do not match: Expected \"{_type}\" but Received \"{type}\" instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
|
||||
#endif
|
||||
}
|
||||
|
||||
public void SetData(float value)
|
||||
{
|
||||
EnsureTypeMatch(1, 1, .Float);
|
||||
|
||||
*(float*)firstByte = value;
|
||||
}
|
||||
|
||||
public void SetData(Vector2 value)
|
||||
{
|
||||
EnsureTypeMatch(1, 2, .Float);
|
||||
|
||||
*(Vector2*)firstByte = value;
|
||||
}
|
||||
|
||||
public void SetData(Vector3 value)
|
||||
{
|
||||
EnsureTypeMatch(1, 3, .Float);
|
||||
|
||||
*(Vector3*)firstByte = value;
|
||||
}
|
||||
|
||||
public void SetData(Vector4 value)
|
||||
{
|
||||
EnsureTypeMatch(1, 4, .Float);
|
||||
|
||||
*(Vector4*)firstByte = value;
|
||||
}
|
||||
|
||||
public void SetData(Matrix4x3 value)
|
||||
{
|
||||
// I think this is right
|
||||
EnsureTypeMatch(4, 3, .Float);
|
||||
|
||||
*(Matrix4x3*)firstByte = value;
|
||||
}
|
||||
|
||||
public void SetData(Matrix3x3 value)
|
||||
{
|
||||
EnsureTypeMatch(3, 3, .Float);
|
||||
|
||||
*(Matrix4x3*)firstByte = Matrix4x3(value);
|
||||
|
||||
// Todo: maybe manual copy
|
||||
}
|
||||
|
||||
public void SetData(Matrix value)
|
||||
{
|
||||
EnsureTypeMatch(4, 4, .Float);
|
||||
|
||||
*(Matrix*)firstByte = value;
|
||||
}
|
||||
|
||||
public void SetData(ColorRGB value)
|
||||
{
|
||||
EnsureTypeMatch(1, 3, .Float);
|
||||
|
||||
*(ColorRGB*)firstByte = value;
|
||||
}
|
||||
|
||||
public void SetData(ColorRGBA value)
|
||||
{
|
||||
EnsureTypeMatch(1, 4, .Float);
|
||||
|
||||
*(ColorRGBA*)firstByte = value;
|
||||
}
|
||||
|
||||
public void SetData(Color value)
|
||||
{
|
||||
EnsureTypeMatch(1, 4, .Float);
|
||||
|
||||
*(ColorRGBA*)firstByte = (ColorRGBA)value;
|
||||
}
|
||||
|
||||
// Todo: add all the other SetData-Methods
|
||||
|
||||
/**
|
||||
* Sets the raw data of the variable.
|
||||
* @param rawData The pointer to the raw data. If rawData is null the raw data will be set to zero.
|
||||
*/
|
||||
internal void SetRawData(void* rawData)
|
||||
{
|
||||
#if DEBUG && !GE_IGNORE_UNUSED_VARIABLE
|
||||
if(!_isUsed)
|
||||
{
|
||||
Log.EngineLogger.Warning($"Setting data for unused Variable \"{_name}\" of constant buffer \"{_constantBuffer.Name}\".");
|
||||
}
|
||||
#endif
|
||||
|
||||
if(rawData != null)
|
||||
Internal.MemCpy(firstByte, rawData, _sizeInBytes);
|
||||
else
|
||||
Internal.MemSet(firstByte, 0, _sizeInBytes);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -2,24 +2,34 @@ using System;
|
||||
|
||||
namespace GlitchyEngine.Renderer
|
||||
{
|
||||
public class Effect
|
||||
public class Effect : RefCounted
|
||||
{
|
||||
protected GraphicsContext _context;
|
||||
internal VertexShader _vs;
|
||||
internal PixelShader _ps;
|
||||
internal VertexShader _vs ~ _?.ReleaseRef();
|
||||
internal PixelShader _ps ~ _?.ReleaseRef();
|
||||
|
||||
public GraphicsContext Context => _context;
|
||||
|
||||
public VertexShader VertexShader
|
||||
{
|
||||
get => _vs;
|
||||
set => _vs = value;
|
||||
set
|
||||
{
|
||||
_vs?.ReleaseRef();
|
||||
_vs = value;
|
||||
_vs?.AddRef();
|
||||
}
|
||||
}
|
||||
|
||||
public PixelShader PixelShader
|
||||
{
|
||||
get => _ps;
|
||||
set => _ps = value;
|
||||
set
|
||||
{
|
||||
_ps?.ReleaseRef();
|
||||
_ps = value;
|
||||
_ps?.AddRef();
|
||||
}
|
||||
}
|
||||
|
||||
public void Bind(GraphicsContext context)
|
||||
@@ -27,5 +37,18 @@ namespace GlitchyEngine.Renderer
|
||||
context.SetVertexShader(_vs);
|
||||
context.SetPixelShader(_ps);
|
||||
}
|
||||
|
||||
[Obsolete("Will be removed in the future", false)]
|
||||
public this()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public this(String vsPath, String vsEntry, String psPath, String psEntry)
|
||||
{
|
||||
Compile(vsPath, vsEntry, psPath, psEntry);
|
||||
}
|
||||
|
||||
protected extern void Compile(String vsPath, String vsEntry, String psPath, String psEntry);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
using System;
|
||||
using GlitchyEngine.Math;
|
||||
|
||||
namespace GlitchyEngine.Renderer
|
||||
{
|
||||
public class Material : RefCounted
|
||||
{
|
||||
private Effect _effect ~ _?.ReleaseRef();
|
||||
|
||||
public this(Effect effect)
|
||||
{
|
||||
_effect = effect;
|
||||
}
|
||||
|
||||
// public void Set(String name, VALUE)...
|
||||
|
||||
// Float, Float2, Float3, Float4
|
||||
// Color, ColorRGB, ColorRGBA
|
||||
// Matrix3x3, Matrix4x3, Matrix
|
||||
// Int, Int2, Int3, Int4
|
||||
// UInt, UInt2, UInt3, UInt4
|
||||
// Bool, Bool2, Bool3, Bool4
|
||||
// Half, Half2, Half3, Half4
|
||||
// Byte, Byte2, Byte3, Byte4
|
||||
|
||||
// Texture
|
||||
// Sampler
|
||||
}
|
||||
}
|
||||
@@ -9,15 +9,25 @@ namespace GlitchyEngine.Renderer
|
||||
public Matrix ViewProjection;
|
||||
}
|
||||
|
||||
struct ObjectConstants
|
||||
{
|
||||
public Matrix Transform;
|
||||
}
|
||||
|
||||
static GraphicsContext _context;
|
||||
|
||||
static Buffer<SceneConstants> _sceneConstants ~ delete _;
|
||||
static Buffer<SceneConstants> _sceneConstants ~ _?.ReleaseRef();
|
||||
|
||||
static Buffer<ObjectConstants> _objectConstants ~ _?.ReleaseRef();
|
||||
|
||||
public static void Init(GraphicsContext context)
|
||||
{
|
||||
_context = context;
|
||||
_sceneConstants = new Buffer<SceneConstants>(_context, .(0, .Constant, .Dynamic, .Write));
|
||||
_sceneConstants.Update();
|
||||
|
||||
_objectConstants = new Buffer<ObjectConstants>(_context, .(0, .Constant, .Dynamic, .Write));
|
||||
_objectConstants.Update();
|
||||
}
|
||||
|
||||
public static void BeginScene(Camera camera)
|
||||
@@ -28,13 +38,19 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
public static void EndScene(){}
|
||||
|
||||
public static void Submit(GeometryBinding geometry, Effect effect)
|
||||
public static void Submit(GeometryBinding geometry, Effect effect, Matrix transform = .Identity)
|
||||
{
|
||||
effect.Bind(_context);
|
||||
|
||||
effect.PixelShader?.Buffers.TryReplaceBuffer("SceneConstants", _sceneConstants);
|
||||
effect.VertexShader?.Buffers.TryReplaceBuffer("SceneConstants", _sceneConstants);
|
||||
|
||||
_objectConstants.Data.Transform = transform;
|
||||
_objectConstants.Update();
|
||||
|
||||
effect.PixelShader?.Buffers.TryReplaceBuffer("ObjectConstants", _objectConstants);
|
||||
effect.VertexShader?.Buffers.TryReplaceBuffer("ObjectConstants", _objectConstants);
|
||||
|
||||
effect.Bind(_context);
|
||||
|
||||
geometry.Bind();
|
||||
RenderCommand.DrawIndexed(geometry);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace GlitchyEngine.Renderer
|
||||
{
|
||||
@@ -19,7 +18,7 @@ namespace GlitchyEngine.Renderer
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class Shader
|
||||
public abstract class Shader : RefCounted
|
||||
{
|
||||
protected GraphicsContext _context;
|
||||
|
||||
@@ -33,13 +32,18 @@ namespace GlitchyEngine.Renderer
|
||||
public this(GraphicsContext context, String source, String entryPoint, ShaderDefine[] macros = null)
|
||||
{
|
||||
// Todo: append as soon as it's fixed.
|
||||
let buffers = new BufferCollection();
|
||||
_buffers = buffers;
|
||||
//let buffers = new BufferCollection();
|
||||
_buffers = new BufferCollection();
|
||||
|
||||
_context = context;
|
||||
CompileFromSource(source, entryPoint);
|
||||
}
|
||||
|
||||
public ~this()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public static mixin FromFile<T>(GraphicsContext context, String fileName, String entryPoint, ShaderDefine[] macros = null) where T : Shader
|
||||
{
|
||||
String fileContent = new String();
|
||||
|
||||
@@ -1,12 +1,18 @@
|
||||
cbuffer SceneConstants : register(b0)
|
||||
cbuffer SceneConstants
|
||||
{
|
||||
float4x4 Transform = float4x4(1, 0, 0, 0,
|
||||
float4x4 ViewProjection = float4x4(1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1);
|
||||
}
|
||||
|
||||
cbuffer Constants : register(b1)
|
||||
cbuffer ObjectConstants
|
||||
{
|
||||
float4x4 Transform;
|
||||
}
|
||||
|
||||
|
||||
cbuffer Constants
|
||||
{
|
||||
float4 BaseColor;
|
||||
}
|
||||
@@ -26,7 +32,10 @@ struct PS_IN
|
||||
PS_IN VS(VS_IN input)
|
||||
{
|
||||
PS_IN output;
|
||||
output.Position = mul(Transform, float4(input.Position, 1));
|
||||
|
||||
float4 worldPosition = mul(Transform, float4(input.Position, 1));
|
||||
|
||||
output.Position = mul(ViewProjection, worldPosition);
|
||||
output.Color = input.Color;
|
||||
|
||||
return output;
|
||||
|
||||
+286
-246
@@ -1,246 +1,286 @@
|
||||
using System;
|
||||
using GlitchyEngine;
|
||||
using GlitchyEngine.Events;
|
||||
using System.Diagnostics;
|
||||
using GlitchLog;
|
||||
using GlitchyEngine.ImGui;
|
||||
using ImGui;
|
||||
using GlitchyEngine.Renderer;
|
||||
using GlitchyEngine.Math;
|
||||
|
||||
namespace Sandbox
|
||||
{
|
||||
class ExampleLayer : Layer
|
||||
{
|
||||
private OrthographicCamera _camera ~ delete _;
|
||||
|
||||
struct VertexColor : IVertexData
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Color Color;
|
||||
|
||||
public this() => this = default;
|
||||
|
||||
public this(Vector3 pos, Color color)
|
||||
{
|
||||
Position = pos;
|
||||
Color = color;
|
||||
}
|
||||
|
||||
//public static readonly InputElementDescription[] InputLayout ~ delete _;
|
||||
|
||||
public static readonly VertexLayout VertexLayout ~ delete _;
|
||||
|
||||
public static VertexLayout IVertexData.VertexLayout => VertexLayout;
|
||||
|
||||
static this()
|
||||
{
|
||||
//VertexLayout = new VertexLayout();
|
||||
}
|
||||
}
|
||||
|
||||
VertexLayout _vertexLayout ~ delete _;
|
||||
|
||||
GeometryBinding _geometryBinding ~ delete _;
|
||||
VertexBuffer _vertexBuffer ~ delete _;
|
||||
IndexBuffer _indexBuffer ~ delete _;
|
||||
|
||||
GeometryBinding _quadGeometryBinding ~ delete _;
|
||||
VertexBuffer _quadVertexBuffer ~ delete _;
|
||||
IndexBuffer _quadIndexBuffer ~ delete _;
|
||||
|
||||
RasterizerState _rasterizerState ~ delete _;
|
||||
|
||||
Effect _effect ~ delete _;
|
||||
VertexShader _vertexShader ~ delete _;
|
||||
PixelShader _pixelShader ~ delete _;
|
||||
|
||||
Buffer<ColorRGBA> _cBuffer ~ delete _;
|
||||
|
||||
private Vector3 CircleCoord(float angle)
|
||||
{
|
||||
return .(Math.Cos(angle), Math.Sin(angle), 0);
|
||||
}
|
||||
|
||||
[AllowAppend]
|
||||
public this() : base("Example")
|
||||
{
|
||||
{
|
||||
_effect = new Effect();
|
||||
|
||||
_vertexShader = Shader.FromFile!<VertexShader>(Application.Get().Window.Context, "content\\basicShader.hlsl", "VS");
|
||||
_effect.VertexShader = _vertexShader;
|
||||
|
||||
_pixelShader = Shader.FromFile!<PixelShader>(Application.Get().Window.Context, "content\\basicShader.hlsl", "PS");
|
||||
_effect.PixelShader = _pixelShader;
|
||||
}
|
||||
|
||||
// Create Input Layout
|
||||
|
||||
_vertexLayout = new VertexLayout(Application.Get().Window.Context, new .(
|
||||
VertexElement(.R32G32B32_Float, "POSITION"),
|
||||
VertexElement(.R8G8B8A8_UNorm, "COLOR"),
|
||||
), _vertexShader);
|
||||
|
||||
_cBuffer = new Buffer<ColorRGBA>(Application.Get().Window.Context, .(0, .Constant, .Immutable));
|
||||
_cBuffer.Data = .White;
|
||||
_cBuffer.Update();
|
||||
|
||||
_pixelShader.Buffers.ReplaceBuffer("Constants", _cBuffer);
|
||||
|
||||
// Create hexagon
|
||||
{
|
||||
_geometryBinding = new GeometryBinding(Application.Get().Window.Context);
|
||||
_geometryBinding.SetPrimitiveTopology(.TriangleList);
|
||||
_geometryBinding.SetVertexLayout(_vertexLayout);
|
||||
|
||||
float pO3 = Math.PI_f / 3.0f;
|
||||
VertexColor[?] vertices = .(
|
||||
VertexColor(.Zero, Color(255,255,255)),
|
||||
VertexColor(CircleCoord(0), Color(255, 0, 0)),
|
||||
VertexColor(CircleCoord(pO3), Color(255,255, 0)),
|
||||
VertexColor(CircleCoord(pO3*2), Color( 0,255, 0)),
|
||||
VertexColor(CircleCoord(Math.PI_f), Color( 0,255,255)),
|
||||
VertexColor(CircleCoord(-pO3*2), Color( 0, 0,255)),
|
||||
VertexColor(CircleCoord(-pO3), Color(255, 0,255)),
|
||||
);
|
||||
|
||||
_vertexBuffer = new VertexBuffer(Application.Get().Window.Context, typeof(VertexColor), (.)vertices.Count, .Immutable);
|
||||
_vertexBuffer.SetData(vertices);
|
||||
_geometryBinding.SetVertexBufferSlot(_vertexBuffer, 0);
|
||||
|
||||
uint16[?] indices = .(
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
0, 3, 4,
|
||||
0, 4, 5,
|
||||
0, 5, 6,
|
||||
0, 6, 1);
|
||||
|
||||
_indexBuffer = new IndexBuffer(Application.Get().Window.Context, (.)indices.Count, .Immutable);
|
||||
_indexBuffer.SetData(indices);
|
||||
_geometryBinding.SetIndexBuffer(_indexBuffer);
|
||||
}
|
||||
|
||||
// Create Quad
|
||||
{
|
||||
_quadGeometryBinding = new GeometryBinding(Application.Get().Window.Context);
|
||||
_quadGeometryBinding.SetPrimitiveTopology(.TriangleList);
|
||||
_quadGeometryBinding.SetVertexLayout(_vertexLayout);
|
||||
|
||||
VertexColor[?] vertices = .(
|
||||
VertexColor(Vector3(-0.75f, 0.75f, 0), Color.Blue),
|
||||
VertexColor(Vector3(-0.75f, -0.75f, 0), Color.Blue),
|
||||
VertexColor(Vector3(0.75f, -0.75f, 0), Color.Blue),
|
||||
VertexColor(Vector3(0.75f, 0.75f, 0), Color.Blue),
|
||||
);
|
||||
|
||||
_quadVertexBuffer = new VertexBuffer(Application.Get().Window.Context, typeof(VertexColor), (.)vertices.Count, .Immutable);
|
||||
_quadVertexBuffer.SetData(vertices);
|
||||
_quadGeometryBinding.SetVertexBufferSlot(_quadVertexBuffer, 0);
|
||||
|
||||
uint16[?] indices = .(
|
||||
0, 1, 2,
|
||||
2, 3, 0);
|
||||
|
||||
_quadIndexBuffer = new IndexBuffer(Application.Get().Window.Context, (.)indices.Count, .Immutable);
|
||||
_quadIndexBuffer.SetData(indices);
|
||||
_quadGeometryBinding.SetIndexBuffer(_quadIndexBuffer);
|
||||
}
|
||||
|
||||
// Create rasterizer state
|
||||
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
|
||||
_rasterizerState = new RasterizerState(Application.Get().Window.Context, rsDesc);
|
||||
|
||||
// Camera
|
||||
_camera = new OrthographicCamera();
|
||||
_camera.NearPlane = -1;
|
||||
_camera.FarPlane = 1;
|
||||
}
|
||||
|
||||
public override void Update(GameTime gameTime)
|
||||
{
|
||||
Vector2 movement = .();
|
||||
|
||||
if(Input.IsKeyPressed(Key.W))
|
||||
{
|
||||
movement.Y += 1;
|
||||
}
|
||||
else if(Input.IsKeyPressed(Key.S))
|
||||
{
|
||||
movement.Y -= 1;
|
||||
}
|
||||
|
||||
if(Input.IsKeyPressed(Key.A))
|
||||
{
|
||||
movement.X -= 1;
|
||||
}
|
||||
else if(Input.IsKeyPressed(Key.D))
|
||||
{
|
||||
movement.X += 1;
|
||||
}
|
||||
|
||||
if(movement != .Zero)
|
||||
movement.Normalize();
|
||||
|
||||
movement *= (float)(gameTime.FrameTime.TotalSeconds);
|
||||
|
||||
_camera.Position += .(movement, 0);
|
||||
|
||||
_camera.Width = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width / 256;
|
||||
_camera.Height = Application.Get().Window.Context.SwapChain.BackbufferViewport.Height / 256;
|
||||
|
||||
_camera.Update();
|
||||
|
||||
RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
|
||||
|
||||
// Draw test geometry
|
||||
Application.Get().Window.Context.SetRenderTarget(null);
|
||||
Application.Get().Window.Context.BindRenderTargets();
|
||||
|
||||
Application.Get().Window.Context.SetRasterizerState(_rasterizerState);
|
||||
|
||||
Application.Get().Window.Context.SetViewport(Application.Get().Window.Context.SwapChain.BackbufferViewport);
|
||||
|
||||
Renderer.BeginScene(_camera);
|
||||
|
||||
Renderer.Submit(_geometryBinding, _effect);
|
||||
Renderer.Submit(_quadGeometryBinding, _effect);
|
||||
|
||||
Renderer.EndScene();
|
||||
|
||||
}
|
||||
|
||||
public override void OnEvent(Event event)
|
||||
{
|
||||
Log.ClientLogger.Trace($"{event}");
|
||||
|
||||
EventDispatcher dispatcher = scope EventDispatcher(event);
|
||||
|
||||
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
|
||||
}
|
||||
|
||||
private bool OnImGuiRender(ImGuiRenderEvent e)
|
||||
{
|
||||
ImGui.Begin("Test");
|
||||
|
||||
ImGui.End();
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
class SandboxApp : Application
|
||||
{
|
||||
public this()
|
||||
{
|
||||
PushLayer(new ExampleLayer());
|
||||
}
|
||||
|
||||
[Export, LinkName("CreateApplication")]
|
||||
public static Application CreateApplication()
|
||||
{
|
||||
return new SandboxApp();
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using GlitchyEngine;
|
||||
using GlitchyEngine.Events;
|
||||
using System.Diagnostics;
|
||||
using GlitchLog;
|
||||
using GlitchyEngine.ImGui;
|
||||
using ImGui;
|
||||
using GlitchyEngine.Renderer;
|
||||
using GlitchyEngine.Math;
|
||||
|
||||
namespace Sandbox
|
||||
{
|
||||
class ExampleLayer : Layer
|
||||
{
|
||||
private OrthographicCamera _camera ~ delete _; // PerspectiveCamera
|
||||
|
||||
struct VertexColor : IVertexData
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Color Color;
|
||||
|
||||
public this() => this = default;
|
||||
|
||||
public this(Vector3 pos, Color color)
|
||||
{
|
||||
Position = pos;
|
||||
Color = color;
|
||||
}
|
||||
|
||||
//public static readonly InputElementDescription[] InputLayout ~ delete _;
|
||||
|
||||
public static readonly VertexLayout VertexLayout ~ delete _;
|
||||
|
||||
public static VertexLayout IVertexData.VertexLayout => VertexLayout;
|
||||
|
||||
static this()
|
||||
{
|
||||
//VertexLayout = new VertexLayout();
|
||||
}
|
||||
}
|
||||
|
||||
VertexLayout _vertexLayout ~ delete _;
|
||||
|
||||
GeometryBinding _geometryBinding ~ delete _;
|
||||
VertexBuffer _vertexBuffer ~ _?.ReleaseRef();
|
||||
IndexBuffer _indexBuffer ~ _?.ReleaseRef();
|
||||
|
||||
GeometryBinding _quadGeometryBinding ~ delete _;
|
||||
VertexBuffer _quadVertexBuffer ~ _?.ReleaseRef();
|
||||
IndexBuffer _quadIndexBuffer ~ _?.ReleaseRef();
|
||||
|
||||
RasterizerState _rasterizerState ~ delete _;
|
||||
|
||||
Effect _effect ~ _?.ReleaseRef();
|
||||
|
||||
//Buffer<ColorRGBA> _cBuffer ~ _?.ReleaseRef();
|
||||
ConstantBuffer _cBuffer ~ _?.ReleaseRef();
|
||||
|
||||
private Vector3 CircleCoord(float angle)
|
||||
{
|
||||
return .(Math.Cos(angle), Math.Sin(angle), 0);
|
||||
}
|
||||
|
||||
[AllowAppend]
|
||||
public this() : base("Example")
|
||||
{
|
||||
{
|
||||
_effect = new Effect();
|
||||
|
||||
let vs = Shader.FromFile!<VertexShader>(Application.Get().Window.Context, "content\\basicShader.hlsl", "VS");
|
||||
_effect.VertexShader = vs;
|
||||
vs.ReleaseRef();
|
||||
|
||||
let ps = Shader.FromFile!<PixelShader>(Application.Get().Window.Context, "content\\basicShader.hlsl", "PS");
|
||||
_effect.PixelShader = ps;
|
||||
ps.ReleaseRef();
|
||||
}
|
||||
|
||||
// Create Input Layout
|
||||
|
||||
_vertexLayout = new VertexLayout(Application.Get().Window.Context, new .(
|
||||
VertexElement(.R32G32B32_Float, "POSITION"),
|
||||
VertexElement(.R8G8B8A8_UNorm, "COLOR"),
|
||||
), _effect.VertexShader);
|
||||
/*
|
||||
_cBuffer = new Buffer<ColorRGBA>(Application.Get().Window.Context, .(0, .Constant, .Dynamic, .Write));
|
||||
_cBuffer.Data = .White;
|
||||
_cBuffer.Update();
|
||||
*/
|
||||
|
||||
//_effect.PixelShader.Buffers.ReplaceBuffer("Constants", _cBuffer);
|
||||
|
||||
Buffer buffer = _effect.PixelShader.Buffers["Constants"];
|
||||
_cBuffer = buffer as ConstantBuffer;
|
||||
_cBuffer.AddRef();
|
||||
|
||||
if(_cBuffer != null)
|
||||
{
|
||||
_cBuffer["BaseColor"].SetData(ColorRGBA.Red);
|
||||
_cBuffer.Update();
|
||||
}
|
||||
|
||||
// Create hexagon
|
||||
{
|
||||
_geometryBinding = new GeometryBinding(Application.Get().Window.Context);
|
||||
_geometryBinding.SetPrimitiveTopology(.TriangleList);
|
||||
_geometryBinding.SetVertexLayout(_vertexLayout);
|
||||
|
||||
float pO3 = Math.PI_f / 3.0f;
|
||||
VertexColor[?] vertices = .(
|
||||
VertexColor(.Zero, Color(255,255,255)),
|
||||
VertexColor(CircleCoord(0), Color(255, 0, 0)),
|
||||
VertexColor(CircleCoord(pO3), Color(255,255, 0)),
|
||||
VertexColor(CircleCoord(pO3*2), Color( 0,255, 0)),
|
||||
VertexColor(CircleCoord(Math.PI_f), Color( 0,255,255)),
|
||||
VertexColor(CircleCoord(-pO3*2), Color( 0, 0,255)),
|
||||
VertexColor(CircleCoord(-pO3), Color(255, 0,255)),
|
||||
);
|
||||
|
||||
_vertexBuffer = new VertexBuffer(Application.Get().Window.Context, typeof(VertexColor), (.)vertices.Count, .Immutable);
|
||||
_vertexBuffer.SetData(vertices);
|
||||
_geometryBinding.SetVertexBufferSlot(_vertexBuffer, 0);
|
||||
|
||||
uint16[?] indices = .(
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
0, 3, 4,
|
||||
0, 4, 5,
|
||||
0, 5, 6,
|
||||
0, 6, 1);
|
||||
|
||||
_indexBuffer = new IndexBuffer(Application.Get().Window.Context, (.)indices.Count, .Immutable);
|
||||
_indexBuffer.SetData(indices);
|
||||
_geometryBinding.SetIndexBuffer(_indexBuffer);
|
||||
}
|
||||
|
||||
// Create Quad
|
||||
{
|
||||
_quadGeometryBinding = new GeometryBinding(Application.Get().Window.Context);
|
||||
_quadGeometryBinding.SetPrimitiveTopology(.TriangleList);
|
||||
_quadGeometryBinding.SetVertexLayout(_vertexLayout);
|
||||
|
||||
VertexColor[?] vertices = .(
|
||||
VertexColor(Vector3(-0.75f, 0.75f, 0), Color.White),
|
||||
VertexColor(Vector3(-0.75f, -0.75f, 0), Color.White),
|
||||
VertexColor(Vector3(0.75f, -0.75f, 0), Color.White),
|
||||
VertexColor(Vector3(0.75f, 0.75f, 0), Color.White),
|
||||
);
|
||||
|
||||
_quadVertexBuffer = new VertexBuffer(Application.Get().Window.Context, typeof(VertexColor), (.)vertices.Count, .Immutable);
|
||||
_quadVertexBuffer.SetData(vertices);
|
||||
_quadGeometryBinding.SetVertexBufferSlot(_quadVertexBuffer, 0);
|
||||
|
||||
uint16[?] indices = .(
|
||||
0, 1, 2,
|
||||
2, 3, 0);
|
||||
|
||||
_quadIndexBuffer = new IndexBuffer(Application.Get().Window.Context, (.)indices.Count, .Immutable);
|
||||
_quadIndexBuffer.SetData(indices);
|
||||
_quadGeometryBinding.SetIndexBuffer(_quadIndexBuffer);
|
||||
}
|
||||
|
||||
// Create rasterizer state
|
||||
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
|
||||
_rasterizerState = new RasterizerState(Application.Get().Window.Context, rsDesc);
|
||||
|
||||
// Camera
|
||||
_camera = new OrthographicCamera();
|
||||
_camera.NearPlane = -1;
|
||||
_camera.FarPlane = 1;
|
||||
/*
|
||||
_camera = new PerspectiveCamera();
|
||||
_camera.NearPlane = 0.1f;
|
||||
_camera.FarPlane = 10.0f;
|
||||
_camera.FovY = Math.PI_f / 4;
|
||||
_camera.Position = .(0, -1, -5);
|
||||
*/
|
||||
}
|
||||
|
||||
public override void Update(GameTime gameTime)
|
||||
{
|
||||
Vector2 movement = .();
|
||||
|
||||
if(Input.IsKeyPressed(Key.W))
|
||||
{
|
||||
movement.Y += 1;
|
||||
}
|
||||
if(Input.IsKeyPressed(Key.S))
|
||||
{
|
||||
movement.Y -= 1;
|
||||
}
|
||||
|
||||
if(Input.IsKeyPressed(Key.A))
|
||||
{
|
||||
movement.X -= 1;
|
||||
}
|
||||
if(Input.IsKeyPressed(Key.D))
|
||||
{
|
||||
movement.X += 1;
|
||||
}
|
||||
|
||||
if(movement != .Zero)
|
||||
movement.Normalize();
|
||||
|
||||
movement *= (float)(gameTime.FrameTime.TotalSeconds);
|
||||
|
||||
_camera.Position += .(movement, 0);
|
||||
|
||||
_camera.Width = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width / 256;
|
||||
_camera.Height = Application.Get().Window.Context.SwapChain.BackbufferViewport.Height / 256;
|
||||
|
||||
//_camera.AspectRatio = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
|
||||
// Application.Get().Window.Context.SwapChain.BackbufferViewport.Height;
|
||||
|
||||
_camera.Update();
|
||||
|
||||
RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
|
||||
|
||||
// Draw test geometry
|
||||
Application.Get().Window.Context.SetRenderTarget(null);
|
||||
Application.Get().Window.Context.BindRenderTargets();
|
||||
|
||||
Application.Get().Window.Context.SetRasterizerState(_rasterizerState);
|
||||
|
||||
Application.Get().Window.Context.SetViewport(Application.Get().Window.Context.SwapChain.BackbufferViewport);
|
||||
|
||||
Renderer.BeginScene(_camera);
|
||||
|
||||
//_cBuffer.Data = .White;
|
||||
_cBuffer["BaseColor"].SetData(ColorRGBA.White);
|
||||
_cBuffer.Update();
|
||||
|
||||
Renderer.Submit(_geometryBinding, _effect);
|
||||
Renderer.Submit(_quadGeometryBinding, _effect, .Translation(2, 0, 0));
|
||||
|
||||
for(int x < 20)
|
||||
for(int y < 20)
|
||||
{
|
||||
if((x + y) % 2 == 0)
|
||||
//_cBuffer.Data = .Red;
|
||||
_cBuffer["BaseColor"].SetData(ColorRGBA.Red);
|
||||
else
|
||||
_cBuffer["BaseColor"].SetData(ColorRGBA.Blue);
|
||||
//_cBuffer.Data = .Blue;
|
||||
|
||||
_cBuffer.Update();
|
||||
|
||||
Matrix transform = Matrix.Translation(x * 0.2f, y * 0.2f, 0) * Matrix.Scaling(0.1f);
|
||||
Renderer.Submit(_quadGeometryBinding, _effect, transform);
|
||||
}
|
||||
|
||||
Renderer.EndScene();
|
||||
|
||||
}
|
||||
|
||||
public override void OnEvent(Event event)
|
||||
{
|
||||
EventDispatcher dispatcher = scope EventDispatcher(event);
|
||||
|
||||
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
|
||||
}
|
||||
|
||||
private bool OnImGuiRender(ImGuiRenderEvent e)
|
||||
{
|
||||
ImGui.Begin("Test");
|
||||
|
||||
ImGui.End();
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
class SandboxApp : Application
|
||||
{
|
||||
public this()
|
||||
{
|
||||
PushLayer(new ExampleLayer());
|
||||
}
|
||||
|
||||
[Export, LinkName("CreateApplication")]
|
||||
public static Application CreateApplication()
|
||||
{
|
||||
return new SandboxApp();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user