mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Renamed Int-Vector and added swizzle
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@@ -82,11 +82,11 @@ namespace GlitchyEngine.Renderer
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case typeof(int32):
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EnsureTypeMatch(1, 1, .Int);
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case typeof(Int32_2):
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case typeof(Int2):
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EnsureTypeMatch(1, 2, .Int);
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case typeof(Int32_3):
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case typeof(Int3):
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EnsureTypeMatch(1, 3, .Int);
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case typeof(Int32_4):
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case typeof(Int4):
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EnsureTypeMatch(1, 4, .Int);
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case typeof(Matrix4x3):
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@@ -127,9 +127,9 @@ namespace GlitchyEngine.Renderer
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public void SetData(Vector4 value) => SetData<Vector4>(value);
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public void SetData(int32 value) => SetData<int32>(value);
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public void SetData(Int32_2 value) => SetData<Int32_2>(value);
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public void SetData(Int32_3 value) => SetData<Int32_3>(value);
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public void SetData(Int32_4 value) => SetData<Int32_4>(value);
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public void SetData(Int2 value) => SetData<Int2>(value);
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public void SetData(Int3 value) => SetData<Int3>(value);
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public void SetData(Int4 value) => SetData<Int4>(value);
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public void SetData(ColorRGB value) => SetData<ColorRGB>(value);
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public void SetData(ColorRGBA value) => SetData<ColorRGBA>(value);
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@@ -124,9 +124,9 @@ namespace GlitchyEngine.Renderer
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public void SetVariable(String name, Vector4 value) => SetVariable<Vector4>(name, value);
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public void SetVariable(String name, int32 value) => SetVariable<int32>(name, value);
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public void SetVariable(String name, Int32_2 value) => SetVariable<Int32_2>(name, value);
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public void SetVariable(String name, Int32_3 value) => SetVariable<Int32_3>(name, value);
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public void SetVariable(String name, Int32_4 value) => SetVariable<Int32_4>(name, value);
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public void SetVariable(String name, Int2 value) => SetVariable<Int2>(name, value);
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public void SetVariable(String name, Int3 value) => SetVariable<Int3>(name, value);
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public void SetVariable(String name, Int4 value) => SetVariable<Int4>(name, value);
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public void SetVariable(String name, Color value) => SetVariable<ColorRGBA>(name, value);
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public void SetVariable(String name, ColorRGB value) => SetVariable<ColorRGB>(name, value);
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@@ -18,7 +18,7 @@ namespace GlitchyEngine.Renderer.Text
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public FT_UInt GlyphIndex;
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// TODO: Consider using floats
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public Int32_3 MapCoord;
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public Int3 MapCoord;
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public int32 Width, Height;
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public double TranslationX, TranslationY;
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@@ -45,10 +45,10 @@ namespace GlitchyEngine.Renderer.Text
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private int32 _faceIndex;
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private bool _hasColor;
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private Int32_3 _penPos;
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private Int3 _penPos;
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private int32 _lastRowHeight;
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internal Texture2D _atlas ~ _?.ReleaseRef();
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private Int32_3 _atlasSize;
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private Int3 _atlasSize;
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private Dictionary<char32, GlyphDescriptor> _glyphs = new .() ~ DeleteDictionaryAndValues!(_);
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GlyphDescriptor _missingGlyph;
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@@ -215,12 +215,12 @@ namespace GlitchyEngine.Renderer.Text
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UpdateAtlas();
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}
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Int32_3 PrepareAtlas()
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Int3 PrepareAtlas()
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{
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const uint32 maxRes = 16384; // D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION
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const uint32 maxArray = 2048; // D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION
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ref Int32_3 pen = ref _penPos;
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ref Int3 pen = ref _penPos;
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ref int32 rowHeight = ref _lastRowHeight;
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int32 atlasWidth = _atlasSize.X;
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@@ -298,7 +298,7 @@ namespace GlitchyEngine.Renderer.Text
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void DrawAtlas()
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{
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Int32_3 oldAtlasSize = _atlasSize;
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Int3 oldAtlasSize = _atlasSize;
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_atlasSize = PrepareAtlas();
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if(_atlasSize != oldAtlasSize)
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