Merge remote-tracking branch 'origin/main' into main

This commit is contained in:
Simon Lübeß
2022-01-05 15:42:57 +01:00
15 changed files with 289 additions and 32 deletions
@@ -0,0 +1,40 @@
using System;
using System.Text;
using static System.Compiler;
namespace GlitchyEngine.Generators
{
public class NewDisposableComponentGenerator : Generator
{
public override String Name => "New Disposable Component";
public override void InitUI()
{
AddEdit("name", "Component Name", "");
}
public override void Generate(String outFileName, String outText, ref Flags generateFlags)
{
var name = mParams["name"];
if (name.EndsWith(".bf", .OrdinalIgnoreCase))
name.RemoveFromEnd(3);
outFileName.Append(name);
outText.AppendF(
$"""
using GlitchyEngine.World;
namespace {Namespace}
{{
struct {name} : IDisposableComponent
{{
public void Dispose() mut
{{
// TODO: Dispose of the content
}}
}}
}}
""");
}
}
}
@@ -0,0 +1,32 @@
using System;
using static System.Compiler;
namespace GlitchyEngine.Generators
{
public class NewStructGenerator : Generator
{
public override String Name => "New Struct";
public override void InitUI()
{
AddEdit("name", "Struct Name", "");
}
public override void Generate(String outFileName, String outText, ref Flags generateFlags)
{
var name = mParams["name"];
if (name.EndsWith(".bf", .OrdinalIgnoreCase))
name.RemoveFromEnd(3);
outFileName.Append(name);
outText.AppendF(
$"""
namespace {Namespace}
{{
struct {name}
{{
}}
}}
""");
}
}
}
@@ -0,0 +1,62 @@
#if GE_GRAPHICS_DX11
using DirectX.D3D11;
using GlitchyEngine.Platform.DX11;
using internal GlitchyEngine.Renderer;
using internal GlitchyEngine.Platform.DX11;
namespace GlitchyEngine.Renderer
{
internal typealias D3DDepthStencilStateDesc = DirectX.D3D11.DepthStencilStateDescription;
internal typealias DxDSSDesc = DirectX.D3D11.DepthStencilStateDescription;
internal typealias GEDSSDesc = GlitchyEngine.Renderer.DepthStencilStateDescription;
internal typealias DxDepthStencilOpDesc = DirectX.D3D11.DepthStencilOperationDescription;
extension StencilOperation
{
public static explicit operator DirectX.D3D11.StencilOperation(Self self)
{
return (.)self.Underlying;
}
}
extension DepthStencilOperationDescription
{
public static explicit operator DxDepthStencilOpDesc(Self desc)
{
return DxDepthStencilOpDesc((.)desc.StencilFailOperation, (.)desc.StencilDepthFailOperation,
(.)desc.StencilPassOperation, (.)desc.StencilFunction);
}
}
extension DepthStencilStateDescription
{
public static explicit operator DxDSSDesc(Self desc)
{
return DxDSSDesc(desc.DepthEnabled, desc.WriteDepth ? .All : .Zero, (.)desc.DepthFunction, desc.StencilEnabled,
desc.StencilReadMask, desc.StencilWriteMask, (.)desc.FrontFace, (.)desc.BackFace);
}
}
extension DepthStencilState
{
internal DxDSSDesc nativeDescription;
internal ID3D11DepthStencilState* nativeDepthStencilState ~ _?.Release();
public this(GEDSSDesc description)
{
_description = description;
nativeDescription = (.)description;
var result = NativeDevice.CreateDepthStencilState(ref nativeDescription, &nativeDepthStencilState);
if (result.Failed)
{
Log.EngineLogger.Error($"Failed to create depth stencil state. Message({(int)result}): {result}");
}
}
}
}
#endif
@@ -87,6 +87,14 @@ namespace GlitchyEngine.Renderer
SetReference!(_currentBlendState, blendState); SetReference!(_currentBlendState, blendState);
NativeContext.OutputMerger.SetBlendState(_currentBlendState.nativeBlendState, blendFactor); NativeContext.OutputMerger.SetBlendState(_currentBlendState.nativeBlendState, blendFactor);
} }
private DepthStencilState _currentDepthStencilState ~ _?.ReleaseRef();
public override void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference)
{
SetReference!(_currentDepthStencilState, depthStencilState);
NativeContext.OutputMerger.SetDepthStencilState(_currentDepthStencilState.nativeDepthStencilState, stencilReference);
}
public override void DrawIndexed(GeometryBinding geometry) public override void DrawIndexed(GeometryBinding geometry)
{ {
@@ -0,0 +1,93 @@
using GlitchyEngine.Core;
namespace GlitchyEngine.Renderer
{
/// The stencil operations that can be performed during depth-stencil testing.
public enum StencilOperation : uint32
{
/// Keep the existing stencil data.
Keep = 1,
/// Set the stencil data to 0.
Zero= 2,
/// Set the stencil data to the reference value set by calling ID3D11DeviceContext::OMSetDepthStencilState.
Replace = 3,
/// Increment the stencil value by 1, and clamp the result.
IncrementAndClamp = 4,
/// Decrement the stencil value by 1, and clamp the result.
DecrementAndClamp = 5,
/// Invert the stencil data.
Invert = 6,
/// Increment the stencil value by 1, and wrap the result if necessary.
Increment = 7,
/// Decrement the stencil value by 1, and wrap the result if necessary.
Decrement = 8
}
public struct DepthStencilOperationDescription
{
/// The stencil operation to perform when stencil testing fails.
public StencilOperation StencilFailOperation = .Keep;
/// The stencil operation to perform when stencil testing passes and depth testing fails.
public StencilOperation StencilDepthFailOperation = .Keep;
/// The stencil operation to perform when stencil testing and depth testing both pass.
public StencilOperation StencilPassOperation = .Keep;
/// A function that compares stencil data against existing stencil data.
public ComparisonFunction StencilFunction = .Always;
public this(StencilOperation stencilFailOperation = .Keep, StencilOperation stencilDepthFailOperation = .Keep,
StencilOperation stencilPassOperation = .Keep, ComparisonFunction stencilFunction = .Always)
{
StencilFunction = stencilFunction;
}
public const Self Default = Self();
}
public struct DepthStencilStateDescription
{
/// True if depth testing is enabled.
public bool DepthEnabled = true;
/// If true writing to the depth-stencil buffer is enabled.
public bool WriteDepth = true;
/// The function that is used to compare depth data against the existing depth data.
public ComparisonFunction DepthFunction = .Less;
/// True if stencil testing is enabled.
public bool StencilEnabled = false;
public uint8 StencilReadMask = 255;
public uint8 StencilWriteMask = 255;
public DepthStencilOperationDescription FrontFace = .();
public DepthStencilOperationDescription BackFace = .();
public this(bool depthEnabled = true, bool writeDepth = true, ComparisonFunction depthFunction = .Less,
bool stencilEnabled = false, uint8 stencilReadMask = 255, uint8 stencilWriteMask = 255,
DepthStencilOperationDescription frontFace = .(),
DepthStencilOperationDescription backFace = .())
{
DepthEnabled = depthEnabled;
WriteDepth = writeDepth;
DepthFunction = depthFunction;
StencilEnabled = stencilEnabled;
StencilReadMask = stencilReadMask;
StencilWriteMask = stencilWriteMask;
FrontFace = frontFace;
BackFace = backFace;
}
public const DepthStencilStateDescription Default = Self();
}
class DepthStencilState : RefCounter
{
public DepthStencilStateDescription _description;
public extern this(DepthStencilStateDescription description);
}
}
+2 -4
View File
@@ -19,11 +19,9 @@ namespace GlitchyEngine.Renderer
} }
} }
public static void DisposeComponent(void* component) public void Dispose() mut
{ {
Self* self = (Self*)component; ReleaseRefAndNullify!(_mesh);
ReleaseRefAndNullify!(self._mesh);
} }
} }
} }
@@ -75,6 +75,11 @@ namespace GlitchyEngine.Renderer
{ {
_rendererAPI.SetBlendState(blendState, blendFactor); _rendererAPI.SetBlendState(blendState, blendFactor);
} }
public static void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference = 0)
{
_rendererAPI.SetDepthStencilState(depthStencilState, stencilReference);
}
[Inline] [Inline]
public static void DrawIndexed(GeometryBinding geometry) public static void DrawIndexed(GeometryBinding geometry)
+14
View File
@@ -597,6 +597,20 @@ namespace GlitchyEngine.Renderer
} }
} }
public static void DrawQuad(Matrix transform, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
#if DEBUG
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
#endif
QueueQuadInstance(transform, color, texture, transform.Translation.Z, uvTransform);
if(s_drawOrder == .Immediate)
{
DrawDeferred();
}
}
public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1)) public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{ {
DrawQuad(position + Vector3(size.X / 2, size.Y / -2, 0), size, rotation, texture, color, uvTransform); DrawQuad(position + Vector3(size.X / 2, size.Y / -2, 0), size, rotation, texture, color, uvTransform);
@@ -42,6 +42,8 @@ namespace GlitchyEngine.Renderer
public extern void SetBlendState(BlendState blendState, ColorRGBA blendFactor); public extern void SetBlendState(BlendState blendState, ColorRGBA blendFactor);
public extern void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference);
public extern void DrawIndexed(GeometryBinding geometry); public extern void DrawIndexed(GeometryBinding geometry);
public extern void DrawInstanced(GeometryBinding geometry); public extern void DrawInstanced(GeometryBinding geometry);
@@ -28,12 +28,10 @@ namespace GlitchyEngine.World
public SkeletonPose Pose => _pose; public SkeletonPose Pose => _pose;
public static void DisposeComponent(void* component) public void Dispose()
{ {
Self* animationComponent = (Self*)component; _animationClip?.ReleaseRef();
delete _pose;
animationComponent._animationClip?.ReleaseRef();
delete animationComponent._pose;
} }
} }
} }
@@ -18,11 +18,9 @@ namespace GlitchyEngine.World
_debugName = new String(name); _debugName = new String(name);
} }
public static void DisposeComponent(void* component) public void Dispose() mut
{ {
Self* self = (Self*)component; DeleteAndNullify!(_debugName);
DeleteAndNullify!(self._debugName);
} }
} }
} }
+20 -10
View File
@@ -17,7 +17,7 @@ namespace GlitchyEngine.World
typealias DisposeFunction = function void(void* component); typealias DisposeFunction = function void(void* component);
internal typealias ComponentPoolEntry = (uint32 Id, IComponentPool Pool, DisposeFunction DisposeFunction); internal typealias ComponentPoolEntry = (uint32 Id, IComponentPool Pool, DisposeFunction DisposeComponent);
internal Dictionary<Type, ComponentPoolEntry> _componentPools = new .(); internal Dictionary<Type, ComponentPoolEntry> _componentPools = new .();
/// A list containing all pools whose components need to be disposed before removal. /// A list containing all pools whose components need to be disposed before removal.
@@ -60,7 +60,7 @@ namespace GlitchyEngine.World
uint32 id = (uint32)_componentPools.Count; uint32 id = (uint32)_componentPools.Count;
ComponentPool<T> componentPool = new ComponentPool<T>(MaxEntities); ComponentPool<T> componentPool = new ComponentPool<T>(MaxEntities);
DisposeFunction disposeFunction = => T.DisposeComponent; DisposeFunction disposeFunction = => DisposeComponent<T>;
_componentPools.Add(typeof(T), (id, componentPool, disposeFunction)); _componentPools.Add(typeof(T), (id, componentPool, disposeFunction));
@@ -68,6 +68,13 @@ namespace GlitchyEngine.World
_disposingPools.Add(typeof(T)); _disposingPools.Add(typeof(T));
} }
/// Enables us to bind a function pointer to the components dispose function
private static void DisposeComponent<T>(void* component) where T : IDisposableComponent
{
T* myComponent = (T*)component;
(*myComponent).Dispose();
}
/** @brief Returns the component pool for the given component type. /** @brief Returns the component pool for the given component type.
* @param TComponent The type of the component whose component pool will be returned. * @param TComponent The type of the component whose component pool will be returned.
* @returns A reference to the component pool. * @returns A reference to the component pool.
@@ -137,7 +144,7 @@ namespace GlitchyEngine.World
// Get pointer to component // Get pointer to component
void* component = pool.Pool.Get(listEntity.ID.Index); void* component = pool.Pool.Get(listEntity.ID.Index);
// Dispose component // Dispose component
pool.DisposeFunction(component); pool.DisposeComponent(component);
} }
} }
} }
@@ -145,7 +152,7 @@ namespace GlitchyEngine.World
/** /**
* Assigns a component of type T to the specified entity and returns it. * Assigns a component of type T to the specified entity and returns it.
*/ */
public T* AssignComponent<T>(Entity entity) where T : struct public T* AssignComponent<T>(Entity entity) where T : struct, new
{ {
if(entity.Index > _entities.Count) if(entity.Index > _entities.Count)
return null; return null;
@@ -167,8 +174,12 @@ namespace GlitchyEngine.World
// return null; // return null;
listEntity.ComponentMask[entry.Id] = true; listEntity.ComponentMask[entry.Id] = true;
return (.)entry.Pool.Get(entity.Index); T* component = (T*)entry.Pool.Get(entity.Index);
*component = T();
return component;
} }
/** /**
@@ -214,7 +225,7 @@ namespace GlitchyEngine.World
listEntity.ComponentMask[entry.Id] = false; listEntity.ComponentMask[entry.Id] = false;
// Get component and call dispose // Get component and call dispose
T.DisposeComponent(entry.Pool.Get(entity.Index)); DisposeComponent<T>(entry.Pool.Get(entity.Index));
} }
public T* GetComponent<T>(Entity entity) where T : struct public T* GetComponent<T>(Entity entity) where T : struct
@@ -303,10 +314,9 @@ namespace GlitchyEngine.World
{ {
public bool IsDisposed; public bool IsDisposed;
public static void DisposeComponent(void* component) public void Dispose() mut
{ {
Self* testComponent = (Self*)component; IsDisposed = true;
testComponent.IsDisposed = true;
} }
} }
@@ -7,6 +7,6 @@ namespace GlitchyEngine.World
* @Note This function will be called when the given component was removed from the entity * @Note This function will be called when the given component was removed from the entity
* or when the entity itself was removed. * or when the entity itself was removed.
*/ */
static void DisposeComponent(void* component); void Dispose() mut;
} }
} }
@@ -23,10 +23,9 @@ namespace GlitchyEngine.World
} }
} }
public static void DisposeComponent(void* component) public void Dispose() mut
{ {
Self* meshRenderComponent = (Self*)component; _material?.ReleaseRef();
meshRenderComponent._material?.ReleaseRef();
} }
} }
} }
@@ -40,12 +40,10 @@ namespace GlitchyEngine.World
} }
} }
public static void DisposeComponent(void* component) public void Dispose()
{ {
Self* meshRenderComponent = (Self*)component; _material?.ReleaseRef();
_skeleton?.ReleaseRef();
meshRenderComponent._material?.ReleaseRef();
meshRenderComponent._skeleton?.ReleaseRef();
} }
} }
} }