mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Merge remote-tracking branch 'origin/main' into main
This commit is contained in:
@@ -0,0 +1,40 @@
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using System;
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using System.Text;
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using static System.Compiler;
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namespace GlitchyEngine.Generators
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{
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public class NewDisposableComponentGenerator : Generator
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{
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public override String Name => "New Disposable Component";
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public override void InitUI()
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{
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AddEdit("name", "Component Name", "");
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}
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public override void Generate(String outFileName, String outText, ref Flags generateFlags)
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{
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var name = mParams["name"];
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if (name.EndsWith(".bf", .OrdinalIgnoreCase))
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name.RemoveFromEnd(3);
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outFileName.Append(name);
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outText.AppendF(
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$"""
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using GlitchyEngine.World;
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namespace {Namespace}
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{{
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struct {name} : IDisposableComponent
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{{
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public void Dispose() mut
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{{
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// TODO: Dispose of the content
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}}
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}}
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}}
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""");
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}
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}
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}
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@@ -0,0 +1,32 @@
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using System;
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using static System.Compiler;
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namespace GlitchyEngine.Generators
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{
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public class NewStructGenerator : Generator
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{
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public override String Name => "New Struct";
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public override void InitUI()
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{
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AddEdit("name", "Struct Name", "");
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}
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public override void Generate(String outFileName, String outText, ref Flags generateFlags)
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{
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var name = mParams["name"];
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if (name.EndsWith(".bf", .OrdinalIgnoreCase))
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name.RemoveFromEnd(3);
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outFileName.Append(name);
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outText.AppendF(
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$"""
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namespace {Namespace}
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{{
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struct {name}
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{{
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}}
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}}
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""");
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}
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}
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}
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@@ -0,0 +1,62 @@
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#if GE_GRAPHICS_DX11
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using DirectX.D3D11;
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using GlitchyEngine.Platform.DX11;
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using internal GlitchyEngine.Renderer;
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using internal GlitchyEngine.Platform.DX11;
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namespace GlitchyEngine.Renderer
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{
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internal typealias D3DDepthStencilStateDesc = DirectX.D3D11.DepthStencilStateDescription;
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internal typealias DxDSSDesc = DirectX.D3D11.DepthStencilStateDescription;
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internal typealias GEDSSDesc = GlitchyEngine.Renderer.DepthStencilStateDescription;
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internal typealias DxDepthStencilOpDesc = DirectX.D3D11.DepthStencilOperationDescription;
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extension StencilOperation
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{
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public static explicit operator DirectX.D3D11.StencilOperation(Self self)
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{
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return (.)self.Underlying;
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}
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}
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extension DepthStencilOperationDescription
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{
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public static explicit operator DxDepthStencilOpDesc(Self desc)
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{
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return DxDepthStencilOpDesc((.)desc.StencilFailOperation, (.)desc.StencilDepthFailOperation,
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(.)desc.StencilPassOperation, (.)desc.StencilFunction);
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}
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}
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extension DepthStencilStateDescription
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{
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public static explicit operator DxDSSDesc(Self desc)
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{
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return DxDSSDesc(desc.DepthEnabled, desc.WriteDepth ? .All : .Zero, (.)desc.DepthFunction, desc.StencilEnabled,
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desc.StencilReadMask, desc.StencilWriteMask, (.)desc.FrontFace, (.)desc.BackFace);
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}
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}
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extension DepthStencilState
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{
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internal DxDSSDesc nativeDescription;
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internal ID3D11DepthStencilState* nativeDepthStencilState ~ _?.Release();
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public this(GEDSSDesc description)
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{
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_description = description;
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nativeDescription = (.)description;
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var result = NativeDevice.CreateDepthStencilState(ref nativeDescription, &nativeDepthStencilState);
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if (result.Failed)
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{
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Log.EngineLogger.Error($"Failed to create depth stencil state. Message({(int)result}): {result}");
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}
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}
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}
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}
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#endif
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@@ -87,6 +87,14 @@ namespace GlitchyEngine.Renderer
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SetReference!(_currentBlendState, blendState);
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NativeContext.OutputMerger.SetBlendState(_currentBlendState.nativeBlendState, blendFactor);
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}
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private DepthStencilState _currentDepthStencilState ~ _?.ReleaseRef();
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public override void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference)
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{
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SetReference!(_currentDepthStencilState, depthStencilState);
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NativeContext.OutputMerger.SetDepthStencilState(_currentDepthStencilState.nativeDepthStencilState, stencilReference);
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}
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public override void DrawIndexed(GeometryBinding geometry)
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{
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@@ -0,0 +1,93 @@
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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/// The stencil operations that can be performed during depth-stencil testing.
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public enum StencilOperation : uint32
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{
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/// Keep the existing stencil data.
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Keep = 1,
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/// Set the stencil data to 0.
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Zero= 2,
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/// Set the stencil data to the reference value set by calling ID3D11DeviceContext::OMSetDepthStencilState.
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Replace = 3,
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/// Increment the stencil value by 1, and clamp the result.
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IncrementAndClamp = 4,
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/// Decrement the stencil value by 1, and clamp the result.
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DecrementAndClamp = 5,
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/// Invert the stencil data.
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Invert = 6,
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/// Increment the stencil value by 1, and wrap the result if necessary.
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Increment = 7,
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/// Decrement the stencil value by 1, and wrap the result if necessary.
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Decrement = 8
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}
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public struct DepthStencilOperationDescription
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{
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/// The stencil operation to perform when stencil testing fails.
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public StencilOperation StencilFailOperation = .Keep;
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/// The stencil operation to perform when stencil testing passes and depth testing fails.
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public StencilOperation StencilDepthFailOperation = .Keep;
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/// The stencil operation to perform when stencil testing and depth testing both pass.
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public StencilOperation StencilPassOperation = .Keep;
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/// A function that compares stencil data against existing stencil data.
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public ComparisonFunction StencilFunction = .Always;
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public this(StencilOperation stencilFailOperation = .Keep, StencilOperation stencilDepthFailOperation = .Keep,
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StencilOperation stencilPassOperation = .Keep, ComparisonFunction stencilFunction = .Always)
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{
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StencilFunction = stencilFunction;
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}
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public const Self Default = Self();
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}
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public struct DepthStencilStateDescription
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{
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/// True if depth testing is enabled.
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public bool DepthEnabled = true;
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/// If true writing to the depth-stencil buffer is enabled.
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public bool WriteDepth = true;
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/// The function that is used to compare depth data against the existing depth data.
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public ComparisonFunction DepthFunction = .Less;
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/// True if stencil testing is enabled.
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public bool StencilEnabled = false;
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public uint8 StencilReadMask = 255;
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public uint8 StencilWriteMask = 255;
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public DepthStencilOperationDescription FrontFace = .();
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public DepthStencilOperationDescription BackFace = .();
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public this(bool depthEnabled = true, bool writeDepth = true, ComparisonFunction depthFunction = .Less,
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bool stencilEnabled = false, uint8 stencilReadMask = 255, uint8 stencilWriteMask = 255,
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DepthStencilOperationDescription frontFace = .(),
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DepthStencilOperationDescription backFace = .())
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{
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DepthEnabled = depthEnabled;
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WriteDepth = writeDepth;
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DepthFunction = depthFunction;
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StencilEnabled = stencilEnabled;
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StencilReadMask = stencilReadMask;
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StencilWriteMask = stencilWriteMask;
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FrontFace = frontFace;
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BackFace = backFace;
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}
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public const DepthStencilStateDescription Default = Self();
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}
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class DepthStencilState : RefCounter
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{
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public DepthStencilStateDescription _description;
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public extern this(DepthStencilStateDescription description);
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}
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}
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@@ -19,11 +19,9 @@ namespace GlitchyEngine.Renderer
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}
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}
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public static void DisposeComponent(void* component)
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public void Dispose() mut
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{
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Self* self = (Self*)component;
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ReleaseRefAndNullify!(self._mesh);
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ReleaseRefAndNullify!(_mesh);
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}
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}
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}
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@@ -75,6 +75,11 @@ namespace GlitchyEngine.Renderer
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{
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_rendererAPI.SetBlendState(blendState, blendFactor);
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}
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public static void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference = 0)
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{
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_rendererAPI.SetDepthStencilState(depthStencilState, stencilReference);
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}
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[Inline]
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public static void DrawIndexed(GeometryBinding geometry)
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@@ -597,6 +597,20 @@ namespace GlitchyEngine.Renderer
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}
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}
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public static void DrawQuad(Matrix transform, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
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{
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#if DEBUG
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Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
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#endif
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QueueQuadInstance(transform, color, texture, transform.Translation.Z, uvTransform);
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if(s_drawOrder == .Immediate)
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{
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DrawDeferred();
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}
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}
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public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
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{
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DrawQuad(position + Vector3(size.X / 2, size.Y / -2, 0), size, rotation, texture, color, uvTransform);
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@@ -42,6 +42,8 @@ namespace GlitchyEngine.Renderer
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public extern void SetBlendState(BlendState blendState, ColorRGBA blendFactor);
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public extern void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference);
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public extern void DrawIndexed(GeometryBinding geometry);
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public extern void DrawInstanced(GeometryBinding geometry);
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@@ -28,12 +28,10 @@ namespace GlitchyEngine.World
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public SkeletonPose Pose => _pose;
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public static void DisposeComponent(void* component)
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public void Dispose()
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{
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Self* animationComponent = (Self*)component;
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animationComponent._animationClip?.ReleaseRef();
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delete animationComponent._pose;
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_animationClip?.ReleaseRef();
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delete _pose;
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}
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}
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}
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@@ -18,11 +18,9 @@ namespace GlitchyEngine.World
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_debugName = new String(name);
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}
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public static void DisposeComponent(void* component)
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public void Dispose() mut
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{
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Self* self = (Self*)component;
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DeleteAndNullify!(self._debugName);
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DeleteAndNullify!(_debugName);
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}
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}
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}
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@@ -17,7 +17,7 @@ namespace GlitchyEngine.World
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typealias DisposeFunction = function void(void* component);
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internal typealias ComponentPoolEntry = (uint32 Id, IComponentPool Pool, DisposeFunction DisposeFunction);
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internal typealias ComponentPoolEntry = (uint32 Id, IComponentPool Pool, DisposeFunction DisposeComponent);
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internal Dictionary<Type, ComponentPoolEntry> _componentPools = new .();
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/// A list containing all pools whose components need to be disposed before removal.
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@@ -60,7 +60,7 @@ namespace GlitchyEngine.World
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uint32 id = (uint32)_componentPools.Count;
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ComponentPool<T> componentPool = new ComponentPool<T>(MaxEntities);
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DisposeFunction disposeFunction = => T.DisposeComponent;
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DisposeFunction disposeFunction = => DisposeComponent<T>;
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_componentPools.Add(typeof(T), (id, componentPool, disposeFunction));
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@@ -68,6 +68,13 @@ namespace GlitchyEngine.World
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_disposingPools.Add(typeof(T));
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}
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/// Enables us to bind a function pointer to the components dispose function
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private static void DisposeComponent<T>(void* component) where T : IDisposableComponent
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{
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T* myComponent = (T*)component;
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(*myComponent).Dispose();
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}
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/** @brief Returns the component pool for the given component type.
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* @param TComponent The type of the component whose component pool will be returned.
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* @returns A reference to the component pool.
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@@ -137,7 +144,7 @@ namespace GlitchyEngine.World
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// Get pointer to component
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void* component = pool.Pool.Get(listEntity.ID.Index);
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// Dispose component
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pool.DisposeFunction(component);
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pool.DisposeComponent(component);
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}
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}
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}
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@@ -145,7 +152,7 @@ namespace GlitchyEngine.World
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/**
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* Assigns a component of type T to the specified entity and returns it.
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*/
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public T* AssignComponent<T>(Entity entity) where T : struct
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public T* AssignComponent<T>(Entity entity) where T : struct, new
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{
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if(entity.Index > _entities.Count)
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return null;
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@@ -167,8 +174,12 @@ namespace GlitchyEngine.World
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// return null;
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listEntity.ComponentMask[entry.Id] = true;
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return (.)entry.Pool.Get(entity.Index);
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T* component = (T*)entry.Pool.Get(entity.Index);
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*component = T();
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return component;
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}
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/**
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@@ -214,7 +225,7 @@ namespace GlitchyEngine.World
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listEntity.ComponentMask[entry.Id] = false;
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// Get component and call dispose
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T.DisposeComponent(entry.Pool.Get(entity.Index));
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DisposeComponent<T>(entry.Pool.Get(entity.Index));
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}
|
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public T* GetComponent<T>(Entity entity) where T : struct
|
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@@ -303,10 +314,9 @@ namespace GlitchyEngine.World
|
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{
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public bool IsDisposed;
|
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public static void DisposeComponent(void* component)
|
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public void Dispose() mut
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{
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Self* testComponent = (Self*)component;
|
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testComponent.IsDisposed = true;
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IsDisposed = true;
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}
|
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}
|
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|
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|
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@@ -7,6 +7,6 @@ namespace GlitchyEngine.World
|
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* @Note This function will be called when the given component was removed from the entity
|
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* or when the entity itself was removed.
|
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*/
|
||||
static void DisposeComponent(void* component);
|
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void Dispose() mut;
|
||||
}
|
||||
}
|
||||
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||||
@@ -23,10 +23,9 @@ namespace GlitchyEngine.World
|
||||
}
|
||||
}
|
||||
|
||||
public static void DisposeComponent(void* component)
|
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public void Dispose() mut
|
||||
{
|
||||
Self* meshRenderComponent = (Self*)component;
|
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meshRenderComponent._material?.ReleaseRef();
|
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_material?.ReleaseRef();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,12 +40,10 @@ namespace GlitchyEngine.World
|
||||
}
|
||||
}
|
||||
|
||||
public static void DisposeComponent(void* component)
|
||||
public void Dispose()
|
||||
{
|
||||
Self* meshRenderComponent = (Self*)component;
|
||||
|
||||
meshRenderComponent._material?.ReleaseRef();
|
||||
meshRenderComponent._skeleton?.ReleaseRef();
|
||||
_material?.ReleaseRef();
|
||||
_skeleton?.ReleaseRef();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user