mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
New material loading pipeline almost working
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@@ -4,26 +4,42 @@ using GlitchyEditor.Assets.Importers;
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using GlitchyEngine.Renderer;
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using GlitchyEngine;
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using GlitchyEngine.Content;
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using System.Diagnostics;
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namespace GlitchyEditor.Assets.Processors;
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class ProcessedMaterial : ProcessedResource
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{
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public AssetHandle EffectHandle;
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private Dictionary<String, uint8[]> _bufferData = new .() ~ DeleteDictionaryAndKeysAndValues!(_);
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private Dictionary<String, AssetHandle> _textures = new .() ~ DeleteDictionaryAndKeys!(_);
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public override AssetType AssetType => .Material;
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public Dictionary<String, uint8[]> Buffers => _bufferData;
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public Dictionary<String, AssetHandle> Textures => _textures;
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public this(AssetIdentifier ownAssetIdentifier, AssetHandle assetHandle) : base(ownAssetIdentifier, assetHandle)
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{
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}
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public uint8[] CloneBuffer(ConstantBuffer cBuffer)
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public Span<uint8> CloneBuffer(String name, ConstantBuffer cBuffer)
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{
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String name = new String(cBuffer.Name);
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//uint8[] data = cBuffer.
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String copyName = new String(name);
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uint8[] data = new uint8[cBuffer.RawData.Length];
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cBuffer.RawData.CopyTo(data);
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return null;
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_bufferData.Add(copyName, data);
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return data;
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}
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public void AddTexture(StringView name, AssetHandle textureHandle)
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{
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String copyName = new String(name);
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_textures.Add(copyName, textureHandle);
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}
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}
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@@ -47,22 +63,67 @@ class MaterialProcessor : IAssetProcessor
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Effect effect = Content.GetAsset<Effect>(importedMaterial.Effect, blocking: true);
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if (effect == null)
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// TODO: Don't error out, use the error-effect
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return .Err;
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ProcessedMaterial processedMaterial = new .(new AssetIdentifier(importedMaterial.AssetIdentifier), config.AssetHandle);
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processedMaterial.EffectHandle = importedMaterial.Effect;
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for (let buffer in effect.Buffers)
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{
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// TODO: Skip engine buffers
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if (buffer.Buffer == null)
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continue;
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ConstantBuffer cBuffer = buffer.Buffer as ConstantBuffer;
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if (cBuffer == null)
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{
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Log.EngineLogger.Error("The buffers of a material must be ConstantBuffers.");
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continue;
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// TODO: Why even allow any kind of Buffer for Materials? Will this make sense later if we can create and bind Buffers from C#?
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}
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processedMaterial.CloneBuffer(cBuffer);
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Span<uint8> data = processedMaterial.CloneBuffer(buffer.Name, cBuffer);
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for (BufferVariable effectVariable in cBuffer.Variables)
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{
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if (importedMaterial.Constants.TryGetValue(effectVariable.Name, let materialValue))
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{
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if (effectVariable.ElementType != materialValue.ElementType)
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{
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Log.EngineLogger.Error("Element type doesn't match between material and effect.");
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continue;
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}
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int effectVariableSize = effectVariable.Rows * effectVariable.Columns * Math.Max(1, effectVariable.ArrayElements) * effectVariable.ElementType.ElementSizeInBytes();
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if (effectVariableSize != materialValue.RawData.Count)
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{
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Log.EngineLogger.Warning("Warning, matrix size in matrix and effect doesn't match. Truncating value.");
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}
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int bytesToCopy = Math.Min(effectVariableSize, materialValue.RawData.Count);
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Debug.Assert(effectVariable.Offset + bytesToCopy <= data.Length, "Material value goes out of bounds ");
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Internal.MemCpy(data.Ptr + effectVariable.Offset, materialValue.RawData.Ptr, bytesToCopy);
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}
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}
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}
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// Create buffers
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for (let (textureName, textureBinding) in effect.Textures)
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{
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if (importedMaterial.Textures.TryGetValue(textureName, let textureHandle))
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{
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processedMaterial.AddTexture(textureName, textureHandle);
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}
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}
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return default;
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outProcessedResources.Add(processedMaterial);
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return .Ok;
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}
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}
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