More asset handles

This commit is contained in:
Simon Lübeß
2023-03-13 20:35:36 +01:00
parent c22d122921
commit c3fb9bbd5d
11 changed files with 97 additions and 75 deletions
+31 -5
View File
@@ -32,6 +32,8 @@ struct AssetHandle<T> where T : Asset
private T _asset;
private uint8 _currentFrame;
public const Self Invalid = .();
public this(AssetHandle handle, IContentManager contentManager = null)
{
_handle = handle;
@@ -42,6 +44,30 @@ struct AssetHandle<T> where T : Asset
_currentFrame = (uint8)Application.Get().GameTime.FrameCount;
}
// Creates a new invalid asset handle
private this()
{
_handle = .Invalid;
_currentFrame = 0;
_contentManager = null;
_asset = null;
}
public static implicit operator Self(AssetHandle handle)
{
return Self(handle);
}
public static implicit operator AssetHandle(Self handle)
{
return handle._handle;
}
public static implicit operator T(ref Self handle)
{
return handle.Get();
}
public T Get(IContentManager contentManager = null) mut
{
// We only care whether we are in a different frame -> we only compare the lower 8 bits.
@@ -58,7 +84,7 @@ struct AssetHandle<T> where T : Asset
[Comptime, OnCompile(.TypeInit)]
static void Init()
{
for (var field in typeof(T).GetFields())
for (var field in typeof(T).GetFields(BindingFlags.FlattenHierarchy))
{
if (field.IsStatic || !field.IsPublic)
continue;
@@ -86,7 +112,7 @@ struct AssetHandle<T> where T : Asset
Dictionary<StringView, (MethodInfo? Getter, MethodInfo? Setter)> properties = scope .();
for (var method in typeof(T).GetMethods())
for (var method in typeof(T).GetMethods(BindingFlags.FlattenHierarchy | BindingFlags.Public))
{
if (method.IsStatic || !method.IsPublic || method.IsConstructor || method.IsDestructor)
continue;
@@ -137,8 +163,8 @@ struct AssetHandle<T> where T : Asset
{
Type paramType = method.GetParamType(param);
StringView paramName = method.GetParamName(param);
//String buffer = scope .();
//method.GetParamsDecl(buffer);
/*String buffer = scope .();
method.GetParamsDecl(buffer);*/
if (param != 0)
{
@@ -151,7 +177,7 @@ struct AssetHandle<T> where T : Asset
/*if (!buffer.IsEmpty)
{
parameters.AppendF($" = {buffer}");
parameters.AppendF($"/*{buffer}*/");
}*/
arguments.AppendF($" {paramName}");
+6 -3
View File
@@ -1,12 +1,15 @@
using System;
using GlitchyEngine.World;
using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer
{
public struct MeshComponent : IDisposableComponent
public struct MeshComponent// : IDisposableComponent
{
public AssetHandle<GeometryBinding> Mesh {get; set mut;}
/*
private GeometryBinding _mesh;
public GeometryBinding Mesh
public AssetHandle<GeometryBinding> Mesh
{
[Inline]
get => _mesh;
@@ -22,6 +25,6 @@ namespace GlitchyEngine.Renderer
public void Dispose() mut
{
ReleaseRefAndNullify!(_mesh);
}
}*/
}
}
+24 -26
View File
@@ -80,13 +80,13 @@ namespace GlitchyEngine.Renderer
static SceneConstants _sceneConstants;
static Effect LineEffect;
static AssetHandle<Effect> LineEffect;
static VertexBuffer LineVertices;
static GeometryBinding LineGeometry;
static GBuffer _gBuffer;
static Effect TestFullscreenEffect;
static Effect s_tonemappingEffect;
static AssetHandle<Effect> TestFullscreenEffect;
static AssetHandle<Effect> s_tonemappingEffect;
static BlendState _gBufferBlend;
static BlendState _lightBlend;
@@ -133,7 +133,7 @@ namespace GlitchyEngine.Renderer
{
Debug.Profiler.ProfileFunction!();
LineEffect = Content.LoadAsset<Effect>("Shaders\\lineShader.hlsl");
LineEffect = Content.LoadAsset("Shaders\\lineShader.hlsl");
LineGeometry = new GeometryBinding();
LineGeometry.SetPrimitiveTopology(.LineList);
@@ -159,13 +159,12 @@ namespace GlitchyEngine.Renderer
{
LineVertices.ReleaseRef();
LineGeometry.ReleaseRef();
LineEffect.ReleaseRef();
}
static void InitDeferredRenderer()
{
TestFullscreenEffect = Content.LoadAsset<Effect>("Shaders\\simpleLight.hlsl");
s_tonemappingEffect = Content.LoadAsset<Effect>("Shaders\\SimpleTonemapping.hlsl");
TestFullscreenEffect = Content.LoadAsset("Shaders\\simpleLight.hlsl");
s_tonemappingEffect = Content.LoadAsset("Shaders\\SimpleTonemapping.hlsl");
_gBuffer = new GBuffer();
BlendStateDescription gBufferBlendDesc = .Default;
@@ -204,9 +203,6 @@ namespace GlitchyEngine.Renderer
_lightBlend.ReleaseRef();
_gBufferBlend.ReleaseRef();
delete _gBuffer;
s_tonemappingEffect.ReleaseRef();
TestFullscreenEffect.ReleaseRef();
}
// [Obsolete("", false)]
@@ -347,22 +343,23 @@ namespace GlitchyEngine.Renderer
Vector3 lightDir = -light.Transform.Forward;
TestFullscreenEffect.SetTexture("GBuffer_Albedo", _gBuffer.Target, 0);
TestFullscreenEffect.SetTexture("GBuffer_Normal", _gBuffer.Target, 1);
TestFullscreenEffect.SetTexture("GBuffer_Tangent", _gBuffer.Target, 2);
TestFullscreenEffect.SetTexture("GBuffer_Position", _gBuffer.Target, 3);
TestFullscreenEffect.SetTexture("GBuffer_Material", _gBuffer.Target, 4);
Effect fsEffect = TestFullscreenEffect.Get();
fsEffect.SetTexture("GBuffer_Albedo", _gBuffer.Target, 0);
fsEffect.SetTexture("GBuffer_Normal", _gBuffer.Target, 1);
fsEffect.SetTexture("GBuffer_Tangent", _gBuffer.Target, 2);
fsEffect.SetTexture("GBuffer_Position", _gBuffer.Target, 3);
fsEffect.SetTexture("GBuffer_Material", _gBuffer.Target, 4);
TestFullscreenEffect.Variables["LightColor"].SetData(light.Light.Color);
TestFullscreenEffect.Variables["Illuminance"].SetData(light.Light.Illuminance);
TestFullscreenEffect.Variables["LightDir"].SetData(lightDir);
fsEffect.Variables["LightColor"].SetData(light.Light.Color);
fsEffect.Variables["Illuminance"].SetData(light.Light.Illuminance);
fsEffect.Variables["LightDir"].SetData(lightDir);
TestFullscreenEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
fsEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
TestFullscreenEffect.Variables["Scaling"].SetData(scaling);
fsEffect.Variables["Scaling"].SetData(scaling);
TestFullscreenEffect.ApplyChanges();
TestFullscreenEffect.Bind();
fsEffect.ApplyChanges();
fsEffect.Bind();
//RenderCommand.BindEffect(TestFullscreenEffect);
@@ -379,11 +376,12 @@ namespace GlitchyEngine.Renderer
RenderCommand.UnbindRenderTargets();
RenderCommand.BindRenderTargets();
RenderCommand.SetRenderTargetGroup(_sceneConstants.CompositionTarget, true);
Effect toneMappingFx = s_tonemappingEffect.Get();
// TODO: Postprocessing effects
s_tonemappingEffect.SetTexture("CameraTarget", _sceneConstants.CameraTarget, 0);
s_tonemappingEffect.ApplyChanges();
s_tonemappingEffect.Bind();
toneMappingFx.SetTexture("CameraTarget", _sceneConstants.CameraTarget, 0);
toneMappingFx.ApplyChanges();
toneMappingFx.Bind();
RenderCommand.BindRenderTargets();
//RenderCommand.BindEffect(s_tonemappingEffect);
+8 -7
View File
@@ -3,6 +3,7 @@ using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using GlitchyEngine.Core;
using Box2D;
using GlitchyEngine.Content;
namespace GlitchyEngine.World
{
@@ -44,19 +45,19 @@ namespace GlitchyEngine.World
}
[Component("Sprite Renderer")]
struct SpriterRendererComponent : IDisposableComponent
struct SpriterRendererComponent// : IDisposableComponent
{
private Texture2D _sprite = null;
private AssetHandle<Texture2D> _sprite = .Invalid;
public Texture2D Sprite
public AssetHandle<Texture2D> Sprite
{
get => _sprite;
set mut
{
if (_sprite == value)
return;
SetReference!(_sprite, value);
_sprite = value;
//SetReference!(_sprite, value);
}
}
@@ -74,10 +75,10 @@ namespace GlitchyEngine.World
Color = color;
}
public void Dispose()
/*public void Dispose()
{
_sprite?.ReleaseRef();
}
}*/
}
struct SceneCamera : Camera
@@ -1,14 +1,15 @@
using GlitchyEngine.Renderer;
using System;
using GlitchyEngine.Content;
namespace GlitchyEngine.World
{
/// A component that allows to render a mesh.
public struct MeshRendererComponent : IDisposableComponent
public struct MeshRendererComponent// : IDisposableComponent
{
private Material _material;
private AssetHandle<Material> _material;
public Material Material
public AssetHandle<Material> Material
{
[Inline]
get => _material;
@@ -17,15 +18,13 @@ namespace GlitchyEngine.World
if(_material == value)
return;
_material?.ReleaseRef();
_material = value;
_material?.AddRef();
}
}
public void Dispose() mut
/*public void Dispose() mut
{
_material?.ReleaseRef();
}
}*/
}
}
+1 -1
View File
@@ -88,7 +88,7 @@ namespace GlitchyEngine.World
{
Serialize.Value(writer, "Color", component.Color);
Serialize.Value(writer, "IsCircle", component.IsCircle);
Serialize.Value(writer, "Sprite", component.Sprite?.Identifier);
Serialize.Value(writer, "Sprite", component.Sprite.Get().Identifier);
Serialize.Value(writer, "UvTransform", component.UvTransform);
});