Serialize Mesh and MeshRenderer in scene + fixed Light serialization

This commit is contained in:
Simon Lübeß
2023-01-08 19:31:01 +01:00
parent b5ca86d8de
commit e38373dccf
8 changed files with 204 additions and 42 deletions
+45
View File
@@ -1,8 +1,12 @@
using GlitchyEngine.Core;
using System;
using Bon;
using Bon.Integrated;
using System.Reflection;
namespace GlitchyEngine.Content;
[BonTarget]
class Asset : RefCounter
{
private append String _identifier;
@@ -28,10 +32,51 @@ class Asset : RefCounter
/// Gets the content manager that manages this asset; or null if this asset isn't managed.
public IContentManager ContentManager => _contentManager;
static this
{
gBonEnv.typeHandlers.Add(typeof(Asset),
((.)new => AssetSerialize, new => AssetDeserialize));
}
protected ~this()
{
// TODO: crash when _contentManager is deleted first...
// TODO: unregister from content manager
_contentManager?.UnmanageAsset(this);
}
static void AssetSerialize(BonWriter writer, ValueView value, BonEnvironment environment)
{
Log.EngineLogger.Assert(value.type == typeof(Asset));
let identifier = value.Get<Asset>().Identifier;
writer.String(identifier);
}
static Result<void> AssetDeserialize(BonReader reader, ValueView value, BonEnvironment environment)//, DeserializeFieldState state)
{
Log.EngineLogger.Assert(value.type == typeof(Asset));
String identifier = scope .();
Deserialize.String!(reader, ref identifier, environment);
Asset asset = Application.Get().ContentManager.LoadAsset(identifier);
if (asset != null)
{
Asset oldAsset = value.Get<Asset>();
oldAsset.ReleaseRef();
value.Assign(asset);
return .Ok;
}
else
{
Deserialize.Error!("Invalid resource path", reader, value.type);
}
}
//gBonEnv.typeHandlers.Add(typeof(Resource<>),
// ((.)new => ResourceSerialize, (.)new => ResourceDeserialize));
}
+2
View File
@@ -1,9 +1,11 @@
using Bon;
using System;
namespace GlitchyEngine.Math
{
/// Represents a four component color with 8 bit per channel
[CRepr]
[BonTarget]
public struct Color
{
// from DirectXColors.h
+2
View File
@@ -1,3 +1,4 @@
using Bon;
using System;
using internal GlitchyEngine.Math;
@@ -6,6 +7,7 @@ namespace GlitchyEngine.Math
{
/// Represents an RGB color.
[CRepr]
[BonTarget]
public struct ColorRGB
{
/**
+15 -2
View File
@@ -46,7 +46,20 @@ namespace GlitchyEngine.World
[Component("Sprite Renderer")]
struct SpriterRendererComponent : IDisposableComponent
{
public Texture2D Sprite = null;
private Texture2D _sprite = null;
public Texture2D Sprite
{
get => _sprite;
set mut
{
if (_sprite == value)
return;
SetReference!(_sprite, value);
}
}
public ColorRGBA Color = .White;
public Vector4 UvTransform = .(0, 0, 1, 1);
@@ -63,7 +76,7 @@ namespace GlitchyEngine.World
public void Dispose()
{
Sprite?.ReleaseRef();
_sprite?.ReleaseRef();
}
}
+52 -26
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);
Serialize.Value(writer, "Sprite", component.Sprite?.Identifier);
Serialize.Value(writer, "UvTransform", component.UvTransform);
});
@@ -169,6 +169,16 @@ namespace GlitchyEngine.World
Serialize.Value(writer, "Restitution", component.Restitution);
Serialize.Value(writer, "RestitutionThreshold", component.RestitutionThreshold);
});
SerializeComponent<MeshComponent>(writer, entity, "MeshComponent", scope (component) =>
{
Serialize.Value(writer, "Mesh", component.Mesh.Identifier);
});
SerializeComponent<MeshRendererComponent>(writer, entity, "MeshRendererComponent", scope (component) =>
{
Serialize.Value(writer, "Material", component.Material.Identifier);
});
}
writer.EntryEnd();
@@ -260,6 +270,21 @@ namespace GlitchyEngine.World
private Result<void> DeserializeEntity(BonReader reader)
{
mixin DeserializeAsset<T>(StringView identifier) where T : Asset
{
Asset asset = null;
Try!(Deserialize.Value(reader, identifier, out asset));
if (asset != null && !(asset is T))
{
Log.EngineLogger.Error($"Asset {asset.Identifier} is not a {nameof(T)}.");
return .Err;
}
(T)asset
}
Try!(reader.ObjectBlock());
Deserialize.Value<uint64>(reader, "Id", let uuid);
@@ -287,40 +312,22 @@ namespace GlitchyEngine.World
delete name;
return .Ok;
}));
case "NameComponent":
Try!(DeserializeComponent<DebugNameComponent>(reader, entity, scope (component) =>
{
String name;
Deserialize.Value(reader, "Name", out name);
component.SetName(name);
delete name;
return .Ok;
}));
case "SpriterRendererComponent":
Try!(DeserializeComponent<SpriterRendererComponent>(reader, entity, scope (component) =>
{
// TODO: Texture
Try!(Deserialize.Value(reader, "Color", out component.Color));
reader.EntryEnd();
Try!(Deserialize.Value(reader, "IsCircle", out component.IsCircle));
reader.EntryEnd();
String spriteName;
Try!(Deserialize.Value(reader, "Sprite", out spriteName));
if (spriteName != null)
component.Sprite = Content.LoadAsset<Texture2D>(spriteName);
delete spriteName;
using (Texture2D sprite = DeserializeAsset!<Texture2D>("Sprite"))
{
component.Sprite = (Texture2D)sprite;
}
reader.EntryEnd();
Try!(Deserialize.Value(reader, "UvTransform", out component.UvTransform));
return .Ok;
@@ -407,7 +414,7 @@ namespace GlitchyEngine.World
case "LightComponent":
Try!(DeserializeComponent<LightComponent>(reader, entity, scope (component) =>
{
SceneLight light = component.SceneLight;
ref SceneLight light = ref component.SceneLight;
Deserialize.Value(reader, "LightType", out light.[Friend]_type);
reader.EntryEnd();
@@ -464,7 +471,26 @@ namespace GlitchyEngine.World
return .Ok;
}));
case "MeshComponent":
Try!(DeserializeComponent<MeshComponent>(reader, entity, scope (component) =>
{
using (GeometryBinding mesh = DeserializeAsset!<GeometryBinding>("Mesh"))
{
component.Mesh = mesh;
}
return .Ok;
}));
case "MeshRendererComponent":
Try!(DeserializeComponent<MeshRendererComponent>(reader, entity, scope (component) =>
{
using (Material material = DeserializeAsset!<Material>("Material"))
{
component.Material = material;
}
return .Ok;
}));
default:
Log.EngineLogger.AssertDebug(false, "Unknown component type");
//return .Err;