Texture inheritance for materials, also script access

This commit is contained in:
Simon Lübeß
2025-03-01 00:03:38 +01:00
parent 824c19c0b2
commit b5088329f5
13 changed files with 470 additions and 82 deletions
@@ -476,10 +476,11 @@ class MaterialAssetLoader : IAssetLoader, IAssetSaver //, IReloadingAssetLoader
materialFile.Textures = new .();
materialFile.Variables = new .();
for (let (slotName, texture) in material.[Friend]_textures)
// TODO: Fix
/*for (let (slotName, texture) in material.[Friend]_textures)
{
materialFile.Textures.Add(new String(slotName), texture.Handle);
}
}*/
Effect effect = material.Effect;
@@ -19,6 +19,13 @@ namespace GlitchyEditor.EditWindows
{
private static uint32 TableId;
public static this()
{
ScriptGlue.OnRegisterNativeCalls.Add(new () => {
ScriptGlue.RegisterCall<function bool(ref AssetHandle)>("ScriptGlue::ImGuiExtension_ShowAssetDropTarget", => ShowAssetDropTarget);
});
}
public static void ShowComponents(Entity entity, Type componentType = null)
{
float cellPaddingY = ImGui.GetTextLineHeight() / 3.0f;
@@ -497,8 +504,10 @@ namespace GlitchyEditor.EditWindows
ShowAssetDropTarget<Material>(ref spriteRendererComponent.Material);
}
private static void ShowAssetDropTarget(ref AssetHandle target)
private static bool ShowAssetDropTarget(ref AssetHandle target)
{
bool changed = false;
Asset currentAsset = Content.GetAsset(target);
StringView identifier = currentAsset?.Identifier ?? (target.IsValid ? "<Missing Asset>" : "None");
@@ -521,10 +530,13 @@ namespace GlitchyEditor.EditWindows
// TODO: Somehow validate the type, please!
target = (AssetHandle)Content.LoadAsset(path);
changed = true;
}
ImGui.EndDragDropTarget();
}
return changed;
}
private static void ShowAssetDropTarget<T>(ref AssetHandle<T> target) where T : Asset
@@ -207,7 +207,6 @@ class EditorContentManager : IContentManager
{
delete key;
}
delete:append _;
};
private append List<IAssetImporter> _assetImporters = .() ~ ClearAndDeleteItems!(_);
@@ -440,14 +440,14 @@ namespace GlitchyEngine.Renderer
if (shaderStage.HasFlag(.Vertex))
{
_vsShaderResources[slot] = textureBinding._nativeShaderResourceView;
_vsSamplers[slot] = textureBinding._nativeSamplerState;
_vsShaderResources[slot] = textureBinding?._nativeShaderResourceView;
_vsSamplers[slot] = textureBinding?._nativeSamplerState;
}
if (shaderStage.HasFlag(.Pixel))
{
_psShaderResources[slot] = textureBinding._nativeShaderResourceView;
_psSamplers[slot] = textureBinding._nativeSamplerState;
_psShaderResources[slot] = textureBinding?._nativeShaderResourceView;
_psSamplers[slot] = textureBinding?._nativeSamplerState;
}
}
+228 -68
View File
@@ -21,10 +21,10 @@ public class Material : Asset
private Effect _effect ~ _?.ReleaseRef();
private Dictionary<String, (AssetHandle<Texture> Handle, TextureDimension Dimension, int32? groupTarget)> _textures = new .() ~ DeleteDictionaryAndKeys!(_);
private Dictionary<StringView, BufferVariable> _variables = new .() ~ delete _;
private TextureCollection _textureCollection ~ delete _;
private BufferCollection _bufferCollection ~ _?.ReleaseRef();
public Effect Effect
@@ -64,39 +64,9 @@ public class Material : Asset
}
private void Init()
{
decltype(_textures) newTextures = new .();
// Get texture slots from effect
for(let (name, effectTexture) in _effect.Textures)
{
// 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...
AssetHandle<Texture> textureHandle = .Invalid;
int32? groupTarget = null;
if (_textures.TryGetValue(name, let oldMaterialTexture))
{
textureHandle = oldMaterialTexture.Handle;
groupTarget = oldMaterialTexture.groupTarget;
}
if (textureHandle.IsValid)
{
if (textureHandle.Dimension != effectTexture.TextureDimension)
textureHandle = .Invalid;
}
newTextures[new String(name)] = (textureHandle, effectTexture.TextureDimension, groupTarget);
}
DeleteDictionaryAndKeys!(_textures);
_textures = newTextures;
//InitRawData();
{
InitBuffers();
InitTextures();
}
private void InitBuffers()
@@ -142,6 +112,61 @@ public class Material : Asset
}
}
private void InitTextures()
{
delete _textureCollection;
_textureCollection = new TextureCollection(_parent?._textureCollection);
if (_parent == null)
{
for(let (name, effectTexture) in _effect.Textures)
{
// 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...
AssetHandle<Texture> textureHandle = .Invalid;
int32? groupTarget = null;
if (textureHandle.IsValid)
{
if (textureHandle.Dimension != effectTexture.TextureDimension)
textureHandle = .Invalid;
}
int32 textureSlot = -1;
// TODO: This is a hack, because PsSlot and VsSlot actually break because they are references to dictionary items which sometimes get reallocated...
// But it is enough for now to detect if the slot exists.
if (effectTexture.PsSlot != null)
{
textureSlot = (.)_effect.PixelShader.Textures[name].Index;
}
else if (effectTexture.VsSlot != null)
{
textureSlot = (.)_effect.VertexShader.Textures[name].Index;
}
Log.EngineLogger.AssertDebug(textureSlot != -1);
_textureCollection.AddTexture(name, effectTexture.TextureDimension, textureSlot, textureHandle, groupTarget);
}
}
else
{
for(let (name, entry) in _parent._textureCollection.[Friend]_entries)
{
TextureCollection.TextureFlags flags = .Unset;
if (entry.Flags.HasFlag(.Locked))
{
flags |= .Locked | .Readonly;
}
_textureCollection.AddTexture(name, entry.Dimension, entry.TextureSlot, .Invalid, null, flags);
}
}
}
/**
* Binds the materials Shaders and Parameters to the given context.
*/
@@ -149,24 +174,6 @@ public class Material : Asset
{
Debug.Profiler.ProfileRendererFunction!();
// TODO: Bind textures, don't go through effect for that
for(let (name, texture) in _textures)
{
switch (texture.Dimension)
{
//case .Texture1D, .Texture1DArray:
case .Texture2D, .Texture2DArray:
AssetHandle<Texture2D> handle2D = .(texture.Handle);
_effect.SetTexture(name, handle2D);
case .TextureCube, .TextureCubeArray:
AssetHandle<TextureCube> cubeHandle = .(texture.Handle);
_effect.SetTexture(name, cubeHandle);
//case .Texture3D:
default:
Log.EngineLogger.Error("Tryied to bind undefined texture dimension!");
}
}
for (let (bufferName, buffer) in _bufferCollection)
{
if (let cbuffer = buffer as ConstantBuffer)
@@ -175,32 +182,31 @@ public class Material : Asset
}
}
/*for(let (name, variable) in _variables)
{
variable.Variable.SetRawData(RawPointer!<uint8>(variable.Offset));
}*/
//_effect.ApplyChanges();
_effect.Bind();
RenderCommand.BindConstantBuffers(_bufferCollection);
_textureCollection.Bind();
}
/** @brief Sets a texture of the material.
* @param name The name of the texture to set.
* @param texture The texture to bind to the effect.
*/
public void SetTexture(String name, AssetHandle<Texture> texture, int32? groupTargetIndex = null)
public Result<void, TextureCollection.SetTextureError> SetTexture(StringView name, AssetHandle<Texture> texture, int32? groupTargetIndex = null)
{
if(_textures.TryGetValue(name, var entry))
{
_textures[name].Handle = texture;
_textures[name].groupTarget = groupTargetIndex;
}
else
{
Log.EngineLogger.Error($"Material doesn't have the texture slot \"{name}\"");
}
return _textureCollection.SetTexture(name, texture, groupTargetIndex);
}
public Result<AssetHandle<Texture>, TextureCollection.SetTextureError> GetTexture(StringView name, out int32? groupTargetIndex)
{
return _textureCollection.GetTexture(name, out groupTargetIndex);
}
public Result<void, TextureCollection.SetTextureError> ResetTexture(StringView name)
{
return _textureCollection.ResetTexture(name);
}
private mixin SetVariable(StringView name, var value)
@@ -306,3 +312,157 @@ public class Material : Asset
}
}
}
public class TextureCollection
{
public enum TextureFlags
{
None = 0x0,
/// The texture slot is dirty and needs to be sent do the GPU.
Dirty = 0x1,
/// The texture slot is locked, its value cannot be overwritten in child materials.
Locked = 0x2,
/// (For inherited textures only) The texture slot doesn't override the value set in the parent material.
Unset = 0x4,
/// The texture slots value cannot be changed. (i.e. it is locked in the parent material)
Readonly = 0x8
}
private struct TextureEntry
{
public AssetHandle<Texture> TextureHandle;
public int32? groupTarget;
public TextureDimension Dimension;
public TextureFlags Flags;
public int32 TextureSlot;
}
protected int _generation = 0;
protected int _parentGeneration = 0;
private TextureCollection _parent;
private Dictionary<String, TextureEntry> _entries = new .() ~ DeleteDictionaryAndKeys!(_);
public enum SetTextureError
{
TextureNotFound,
DimensionMismatch,
TextureSlotReadonly
}
public this(TextureCollection parent = null)
{
_parent = parent;
}
internal void AddTexture(StringView name, TextureDimension dimension, int32 slot, AssetHandle<Texture> texture, int32? groupTargetIndex = null, TextureFlags flags = .None)
{
_entries.Add(new String(name),
TextureEntry() {
TextureHandle = texture,
groupTarget = groupTargetIndex,
Dimension = dimension,
TextureSlot = slot,
Flags = flags
});
}
public Result<void, SetTextureError> SetTexture(StringView name, AssetHandle<Texture> texture, int32? groupTargetIndex = null)
{
if (_entries.TryGetRefAlt(name, ?, let entry))
{
if (entry.Flags.HasFlag(.Readonly))
{
return .Err(.TextureSlotReadonly);
}
Texture textureAsset = texture.Get();
if (textureAsset != null && textureAsset.Dimension != entry.Dimension)
{
return .Err(.DimensionMismatch);
}
entry.TextureHandle = texture;
// TODO: Assert group target index
// We have to figure out how to properly use/pass them anyway
entry.groupTarget = groupTargetIndex;
Enum.ClearFlag(ref entry.Flags, .Unset);
Enum.SetFlag(ref entry.Flags, .Dirty);
return .Ok;
}
return .Err(.TextureNotFound);
}
public Result<AssetHandle<Texture>, SetTextureError> GetTexture(StringView name, out int32? groupTargetIndex)
{
if (_entries.TryGetRefAlt(name, ?, let entry))
{
if (entry.Flags.HasFlag(.Unset) && _parent != null)
{
return _parent.GetTexture(name, out groupTargetIndex);
}
groupTargetIndex = entry.groupTarget;
return entry.TextureHandle;
}
groupTargetIndex = -1;
return .Err(.TextureNotFound);
}
public Result<void, SetTextureError> ResetTexture(StringView name)
{
if (_entries.TryGetRefAlt(name, ?, let entry))
{
if (entry.Flags.HasFlag(.Readonly))
{
return .Err(.TextureSlotReadonly);
}
entry.TextureHandle = .Invalid;
entry.groupTarget = null;
Enum.SetFlag(ref entry.Flags, .Unset | .Dirty);
return .Ok;
}
return .Err(.TextureNotFound);
}
public void Bind()
{
for (var (name, entry) in _entries)
{
AssetHandle<Texture> handle = entry.TextureHandle;
TextureCollection parentCollection = _parent;
TextureFlags flags = entry.Flags;
// If necessary, look for a texture in the parent collection
while (flags.HasFlag(.Unset) && parentCollection != null)
{
TextureEntry parentEntry = parentCollection._entries[name];
handle = parentEntry.TextureHandle;
parentCollection = parentCollection._parent;
flags = parentEntry.Flags;
}
Texture texture = handle.Get();
using (let viewBinding = texture?.GetViewBinding())
{
RenderCommand.BindTexture(viewBinding, entry.TextureSlot, .All);
}
}
}
protected extern Result<void> SetTexturePlatform();
}
+65 -3
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@@ -76,6 +76,8 @@ static class ScriptGlue
}
}
public static Event<delegate void()> OnRegisterNativeCalls ~ _.Dispose();
public static void Init()
{
RegisterCalls();
@@ -104,6 +106,7 @@ static class ScriptGlue
[RegisterMethod]
private static void RegisterCalls()
{
OnRegisterNativeCalls.Invoke();
}
private static void RegisterComponent<T>(StringView cSharpClassName = "") where T : struct, new
@@ -1191,6 +1194,23 @@ static class ScriptGlue
assetId = meshRenderer.Material;
}
[RegisterCall("ScriptGlue::MeshRenderer_GetSharedMaterial")]
static void MeshRenderer_GetSharedMaterial(UUID entityId, out AssetHandle assetId)
{
MeshRendererComponent* meshRenderer = GetComponentSafe<MeshRendererComponent>(entityId);
Material material = GetAssetOrThrow!<Material>((AssetHandle)meshRenderer.Material);
if (material.IsRuntimeInstance)
{
assetId = material.Parent.Handle;
}
else
{
assetId = meshRenderer.Material;
}
}
[RegisterCall("ScriptGlue::MeshRenderer_SetMaterial")]
static void MeshRenderer_SetMaterial(UUID entityId, AssetHandle assetId)
{
@@ -1429,7 +1449,7 @@ static class ScriptGlue
Mono.mono_free(rawVariableName);
}
[RegisterCall("ScriptGlue::Material_ResetVariable")]
static void Material_ResetVariable(AssetHandle assetHandle, MonoString* managedVariableName)
{
@@ -1442,6 +1462,49 @@ static class ScriptGlue
Mono.mono_free(rawVariableName);
}
[RegisterCall("ScriptGlue::Material_SetTexture")]
static void Material_SetTexture(AssetHandle materialHandle, MonoString* managedVariableName, AssetHandle textureHandle)
{
Material material = GetAssetOrThrow!<Material>(materialHandle);
char8* rawVariableName = Mono.mono_string_to_utf8(managedVariableName);
material.SetTexture(StringView(rawVariableName), textureHandle);
Mono.mono_free(rawVariableName);
}
[RegisterCall("ScriptGlue::Material_GetTexture")]
static void Material_GetTexture(AssetHandle materialHandle, MonoString* managedVariableName, out AssetHandle textureHandle)
{
Material material = GetAssetOrThrow!<Material>(materialHandle);
char8* rawVariableName = Mono.mono_string_to_utf8(managedVariableName);
var v = material.GetTexture(StringView(rawVariableName), ?);
if (v case .Err(let err))
{
ThrowInvalidOperationException(scope $"Error while getting texture from material {err}");
}
textureHandle = v.Value;
Mono.mono_free(rawVariableName);
}
[RegisterCall("ScriptGlue::Material_ResetTexture")]
static void Material_ResetTexture(AssetHandle materialHandle, MonoString* managedVariableName)
{
Material material = GetAssetOrThrow!<Material>(materialHandle);
char8* rawVariableName = Mono.mono_string_to_utf8(managedVariableName);
material.ResetTexture(StringView(rawVariableName));
Mono.mono_free(rawVariableName);
}
#endregion
#region ImGui Extension
@@ -1452,10 +1515,9 @@ static class ScriptGlue
ImGui.ImGui.ListElementGrabber();
}
#endregion
private static void RegisterCall<T>(String name, T method) where T : var
public static void RegisterCall<T>(String name, T method) where T : var
{
Mono.mono_add_internal_call(scope $"GlitchyEngine.{name}", (void*)method);
}
+37
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@@ -12,6 +12,7 @@ using System.Runtime.InteropServices;
using System.Text;
using GlitchyEngine.Core;
using GlitchyEngine.Extensions;
using GlitchyEngine.Graphics;
using GlitchyEngine.Math;
using GlitchyEngine.Math.Attributes;
using ImGuiNET;
@@ -570,6 +571,10 @@ internal class EntityEditor
{
newValue = ShowComponentDropTarget(fieldName, fieldType, reference, attributes);
}
else if (fieldType.IsSubclassOf(typeof(Asset)))
{
newValue = ShowAssetDropTarget(fieldName, fieldType, reference, attributes);
}
else if (fieldType == typeof(string))
{
newValue = ShowStringEditor(reference, fieldType, fieldName, attributes);
@@ -864,6 +869,38 @@ internal class EntityEditor
return newValue;
}
private static object? ShowAssetDropTarget(string fieldName, Type fieldType, object? currentValue, IEnumerable<Attribute>? attributes)
{
object? newValue = DidNotChange;
string fieldId = StartNewProperty(fieldName, attributes);
Asset? asset = currentValue as Asset;
UUID uuid = asset?.UUID ?? UUID.Zero;
if (ImGuiExtension.ShowAssetDropTarget(ref uuid))
{
if (uuid == UUID.Zero)
{
newValue = null;
}
else
{
try
{
newValue = ActivatorExtension.CreateEngineObject(fieldType, uuid);
}
catch (Exception e)
{
Log.Exception(e);
}
}
}
return newValue;
}
private static object? ShowEntityDropTarget(string fieldName, Type fieldType, object? currentValue, IEnumerable<Attribute>? attributes)
{
object? newValue = DidNotChange;
@@ -51,6 +51,43 @@ public static class ActivatorExtension
return null;
}
/// <summary>
/// Creates an instance of the given type inheriting from engine object and sets it's id.
/// </summary>
/// <param name="engineObjectType">The type of the engine object.</param>
/// <param name="objectId">The objects id.</param>
/// <returns>An instance of the engine object type; or <see langword="null"/> if the creation failed.</returns>
internal static EngineObject? CreateEngineObject(Type engineObjectType, UUID objectId)
{
EngineObject? engineObject = (EngineObject?)CreateInstanceSafe(engineObjectType);
if (engineObject != null)
engineObject._uuid = objectId;
return engineObject;
}
/// <summary>
/// Creates an instance of the given type inheriting from engine object and sets it's id.
/// </summary>
/// <param name="engineObjectType">The type of the engine object.</param>
/// <param name="objectId">The objects id.</param>
/// <returns>An instance of the engine object type; or <see langword="null"/> if the creation failed.</returns>
internal static T? CreateEngineObject<T>(Type engineObjectType, UUID objectId) where T : EngineObject
{
if (!typeof(T).IsAssignableFrom(engineObjectType))
{
return null;
}
EngineObject? engineObject = (EngineObject?)CreateInstanceSafe(engineObjectType);
if (engineObject != null)
engineObject._uuid = objectId;
return (T?)engineObject;
}
/// <summary>
/// Creates an instance of the given component type and sets it's entities id.
/// </summary>
+6
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@@ -1,5 +1,6 @@
using System;
using System.Runtime.CompilerServices;
using GlitchyEngine.Core;
using GlitchyEngine.Math;
using ImGuiNET;
@@ -74,6 +75,11 @@ public static class ImGuiExtension
ScriptGlue.ImGuiExtension_ListElementGrabber();
}
public static bool ShowAssetDropTarget(ref UUID uuid)
{
return ScriptGlue.ImGuiExtension_ShowAssetDropTarget(ref uuid);
}
public static bool Checkbox2(string label, ref bool2 value) => CheckboxN(2, label, ref value.X);
public static bool Checkbox3(string label, ref bool3 value) => CheckboxN(3, label, ref value.X);
public static bool Checkbox4(string label, ref bool4 value) => CheckboxN(4, label, ref value.X);
+22
View File
@@ -1,4 +1,5 @@
using System.Diagnostics.SymbolStore;
using GlitchyEngine.Core;
using GlitchyEngine.Math;
namespace GlitchyEngine.Graphics;
@@ -20,4 +21,25 @@ public class Material : Asset
{
ScriptGlue.Material_ResetVariable(_uuid, name);
}
public void SetTexture(string name, Texture? texture)
{
ScriptGlue.Material_SetTexture(_uuid, name, texture?._uuid ?? UUID.Zero);
}
public Texture? GetTexture(string name)
{
ScriptGlue.Material_GetTexture(_uuid, name, out UUID textureId);
// TODO: Support different texture types?
return new Texture
{
_uuid = textureId
};
}
public void ResetTexture(string name)
{
ScriptGlue.Material_ResetTexture(_uuid, name);
}
}
+34 -3
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@@ -8,11 +8,16 @@ namespace GlitchyEngine.Graphics;
public class MeshRenderer : Component
{
/// <summary>
/// Gets or sets the Material of this <see cref="MeshRenderer"/>.
/// Gets or sets the instance Material of this <see cref="MeshRenderer"/>.
/// </summary>
/// <remarks>
/// If you get the <see cref="Material"/> and it is not yet a runtime-instance,
/// a new runtime-instance will be created and returned in its place.
/// If you get the <see cref="GlitchyEngine.Graphics.Material"/> and it is not yet a runtime-instance,
/// a new runtime-instance will be created and returned in its place. If you want to get the actual material instance,
/// use <see cref="SharedMaterial"/> instead.
/// <para>
/// <b>Note:</b> While the behaviour differs for getting <see cref="SharedMaterial"/> and <see cref="Material"/>,
/// the setter behaves identical for both properties.
/// </para>
/// </remarks>
public Material Material
{
@@ -24,4 +29,30 @@ public class MeshRenderer : Component
}
set => ScriptGlue.MeshRenderer_SetMaterial(_uuid, value._uuid);
}
/// <summary>
/// Gets or sets the shared Material of this <see cref="MeshRenderer"/>.
/// </summary>
/// <remarks>
/// <para>
/// In contrast to the <see cref="Material"/>-property this will not create a new runtime-instance and instead
/// always return the actual Material-Asset.
/// Making changes to the instance returned by this property will have global effect.
/// <see cref="GlitchyEngine.Graphics.Material"/> is used (and obviously instances/children of it).
/// </para>
/// <para>
/// <b>Note:</b> While the behaviour differs for getting <see cref="SharedMaterial"/> and <see cref="Material"/>,
/// the setter behaves identical for both properties.
/// </para>
/// </remarks>
public Material SharedMaterial
{
get
{
ScriptGlue.MeshRenderer_GetSharedMaterial(_uuid, out UUID materialHandle);
return new Material { _uuid = materialHandle };
}
set => ScriptGlue.MeshRenderer_SetMaterial(_uuid, value._uuid);
}
}
+6
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@@ -0,0 +1,6 @@
namespace GlitchyEngine.Graphics;
public class Texture : Asset
{
}
+15
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@@ -13,6 +13,7 @@ namespace GlitchyEngine;
/// <summary>
/// All methods in here are glued to the ScriptGlue.bf in the engine.
/// TODO: This could be auto-generated fairly easily
/// </summary>
internal static class ScriptGlue
{
@@ -321,6 +322,8 @@ internal static class ScriptGlue
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void MeshRenderer_SetMaterial(UUID entityId, UUID materialId);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void MeshRenderer_GetSharedMaterial(UUID entityId, out UUID materialId);
#endregion
@@ -404,6 +407,15 @@ internal static class ScriptGlue
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Material_ResetVariable(UUID assetId, string variableName);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Material_SetTexture(UUID materialId, string textureName, UUID textureId);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Material_GetTexture(UUID materialId, string textureName, out UUID textureId);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Material_ResetTexture(UUID materialId, string textureName);
#endregion
#region ImGui
@@ -411,5 +423,8 @@ internal static class ScriptGlue
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void ImGuiExtension_ListElementGrabber();
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool ImGuiExtension_ShowAssetDropTarget(ref UUID assetId);
#endregion
}