Author SHA1 Message Date
Simon Lübeß 65e2248b30 Implemented basic ECS 2021-04-09 19:09:32 +02:00
Simon Lübeß a89657591f Removed epsilon value from camera
(bug fixed in DirectX-beef)
2021-04-09 19:08:23 +02:00
Simon Lübeß cd929080f4 Added TextureCube 2021-03-26 19:12:53 +01:00
Simon Lübeß 79e160348b Added larger epsilon to perspective camera 2021-03-26 19:12:41 +01:00
Simon Lübeß 5a6abc9b8b Added explicit conversion from float to Vector 2021-03-26 19:12:08 +01:00
Simon Lübeß 0f62637662 Generate fallback entries for missing block textures 2021-03-25 20:43:43 +01:00
Simon Lübeß 1d7029eb0f Made TextureAtlas platform independent 2021-03-25 16:33:33 +01:00
Simon Lübeß ceb4cef034 Added protected function to create Texture2D from raw data 2021-03-25 16:31:03 +01:00
Simon Lübeß 5873f12643 Added textures for Blocks 2021-03-24 14:44:02 +01:00
Simon Lübeß 1b00fa67a5 Added GE_D3D11 flag 2021-03-23 19:07:57 +01:00
Simon Lübeß dfeed4a5c9 Moved ImplBind implementation from Texture2D to Texture 2021-03-23 19:07:41 +01:00
Simon Lübeß ec83dfa21d Added lodepng-beef 2021-03-23 18:25:30 +01:00
Simon Lübeß d8f6be1358 Added refcounting to RasterizerState 2021-03-22 17:58:57 +01:00
Simon Lübeß 72400e873d Decoupled Chunk data loading/generation and geometry generation 2021-03-19 18:06:40 +01:00
Simon Lübeß a0373366f6 Workaround for CompTime crash 2021-03-18 17:23:05 +01:00
Simon Lübeß 8320689d3e Geometry Generation now in Block 2021-03-18 17:22:41 +01:00
Simon Lübeß 4e87f5f144 Blocks now represented by Objects instead of ints 2021-03-06 20:46:08 +01:00
Simon Lübeß 3449463282 Added EffectLibrary 2021-03-06 18:54:46 +01:00
Simon Lübeß 623ada4b2f Added chunk editing 2021-03-04 13:05:57 +01:00
Simon Lübeß 4e377bb117 Added basic raw input support 2021-03-04 13:05:26 +01:00
Simon Lübeß 08613b9e82 Overcomplicated chunk loading
Implemented an overly complicated mechanism into LoadChunk to be able to passively wait for chunks to be loaded by another thread.
2021-03-03 19:00:34 +01:00
Simon Lübeß 4b032d2c7e Added Semaphore and Mutex 2021-03-03 18:57:42 +01:00
Simon Lübeß 9d52f77b43 Switched to Int32 vector from Point 2021-03-03 16:34:25 +01:00
Simon Lübeß 7a777bb55e Added Int32 vectors 2021-03-03 16:33:58 +01:00
Simon Lübeß f87c0e2ecd Raycasting world now returns intersection location and face 2021-03-02 22:25:38 +01:00
Simon Lübeß 488d2a55c4 Added voxel raycasting and voxel chunk access 2021-03-02 22:07:21 +01:00
Simon Lübeß cbfbd449ff Start of block raycasting 2021-02-26 10:58:11 +01:00
Simon Lübeß 4dcf1b5bec Updated .gitignore and added Chunk loading and saving 2021-02-24 20:07:02 +01:00
Simon Lübeß afc7594df9 initial VoxelGame commit 2021-02-24 14:55:12 +01:00
Simon Lübeß 0461669e13 Added rudimentary DepthStencilTarget 2021-02-21 14:45:50 +01:00
442 changed files with 8458 additions and 48979 deletions
+2 -5
View File
@@ -4,8 +4,5 @@ build/
.vs/ .vs/
recovery/ recovery/
vendor/directx vendor/directx
imgui.ini Sandbox/imgui.ini
GlitchyEditor/resources/scripts/ScriptCore.dll Sandbox/worlds
GlitchyEditor/resources/scripts/ScriptCore.pdb
GlitchyEditor/settings.bon
GlitchyEditor/MonoDebugger.log
+6 -27
View File
@@ -1,33 +1,12 @@
[submodule "GlitchyEngine/vendor/directx"] [submodule "GlitchyEngine/vendor/directx"]
path = GlitchyEngine/vendor/directx path = GlitchyEngine/vendor/directx
url = https://github.com/aharabada/directx-beef.git url = https://github.com/aharabada/directx-beef.git
[submodule "GlitchyEngine/vendor/imgui-beef"]
path = GlitchyEngine/vendor/imgui-beef
url = https://github.com/aharabada/imgui-beef
[submodule ".\\GlitchyEngine\\vendor\\DirectXTK"]
path = .\\GlitchyEngine\\vendor\\DirectXTK
url = https://github.com/aharabada/DirectXTK-beef.git
[submodule "vendor/lodepng-beef"] [submodule "vendor/lodepng-beef"]
path = vendor/lodepng-beef path = vendor/lodepng-beef
url = https://github.com/aharabada/lodepng-beef.git url = https://github.com/aharabada/lodepng-beef.git
[submodule "GlitchyEngine/vendor/freetype"]
path = GlitchyEngine/vendor/freetype
url = https://github.com/aharabada/FreeType-beef.git
[submodule "GlitchyEngine/vendor/gltf"]
path = GlitchyEngine/vendor/gltf
url = https://github.com/aharabada/cgltf-beef.git
[submodule "GlitchyEngine/vendor/msdfgen"]
path = GlitchyEngine/vendor/msdfgen
url = https://github.com/aharabada/msdfgen-beef.git
[submodule "GlitchyEngine/vendor/imgui"]
path = GlitchyEngine/vendor/imgui
url = https://github.com/aharabada/ImGui_GlitchyEngine.git
[submodule "GlitchyEngineHelper/vendor/xxHash"]
path = GlitchyEngineHelper/vendor/xxHash
url = https://github.com/Cyan4973/xxHash.git
[submodule "GlitchyEngine/vendor/bon"]
path = GlitchyEngine/vendor/bon
url = https://github.com/EinScott/bon.git
[submodule "GlitchyEngineHelper/vendor/DirectXTK"]
path = GlitchyEngineHelper/vendor/DirectXTK
url = https://github.com/microsoft/DirectXTK.git
[submodule "GlitchyEngine/vendor/box2D"]
path = GlitchyEngine/vendor/box2D
url = https://github.com/jazzbre/box2d-beef.git
[submodule "GlitchyEngine/vendor/Beef.Linq"]
path = GlitchyEngine/vendor/Beef.Linq
url = https://github.com/aharabada/Beef.Linq.git
+2 -7
View File
@@ -1,10 +1,5 @@
FileVersion = 1 FileVersion = 1
Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}, "Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}, ScriptCore = {Path = "ScriptCore"}} Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, ImGui = {Path = "GlitchyEngine/vendor/imgui-beef/ImGui"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui-beef/ImGuiImplWin32"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui-beef/ImGuiImplDX11"}, DirectXTK = {Path = "GlitchyEngine/vendor/DirectXTK/DirectXTK-beef"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}}
Unlocked = ["corlib"]
WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq"]}
[Workspace] [Workspace]
StartupProject = "GlitchyEditor" StartupProject = "Sandbox"
[Configs.Debug.Win64]
AllocStackTraceDepth = 12
@@ -1,92 +0,0 @@
///
/// Loading and usage of an asset.
///
// Shows the usage of the Content Manager.
// An asset is loaded with Content.LoadAsset(AssetName)
// Loading an asset returns an AssetHandle.
// Usually you want to hold on to the AssetHandle.
// If you need the actual asset you can use Content.GetAsset<AssetType>(AssetHandle) to retrieve the actual asset.
/*
* Only hold on to AssetHandle.
* Do NOT hold actual Assets! The Asset might get invalidated
* (e.g. reloading after the source-file changed).
*/
AssetHandle _lineEffect;
void Start()
{
/*
* Loading an asset returns a handle to that asset.
*/
_lineEffect = Content.LoadAsset("Shaders\\LineEffect.hlsl");
}
void Update()
{
// Use case 1:
{
// Retrieve the actual asset. Note that this Asset is only guaranteed to persist
// for the current frame.
Effect fx = Content.GetAsset<Effect>(_lineEffect);
// Note: Assets are ref counted, however since they are not inteded to be held GetAsset
// does NOT increment the reference counter so you usually should NOT decrement it.
// The exception is when you manually hold on to an asset (see Example below)
// Use asset
fx.Variables["ViewProjection"].SetData(viewProjection * transform);
fx.Variables["Color"].SetData(color);
fx.ApplyChanges();
fx.Bind();
}
// Use case 2:
{
// Retrieve the actual asset.
Effect fx = _lineEffect.Get<Effect>();
// ...
// Same as case 1
}
}
///
/// Holding on to an actual asset.
///
// Shows the usage of the Content Manager when you hold a reference to the actual Asset instead of the handle.
// This should usually not be done. Eventhough it is technically fine, it has the implication, that if the
// content manager decides to reload the asset the changes will not be reflected in the held reference
// (which they would if you used GetAsset before every usage.)
// Also the content manager can't unload the asset because the reference counter wouldn't be zero.
// Though there currently is no way for the content manager to unload an asset unless it is specifically told to do so.
/*
* Field to hold the asset.
*/
Effect _lineEffect;
void Start()
{
// Load the Asset.
AssetHandle handle = Content.LoadAsset("Shaders\\LineEffect.hlsl");
// Get the actual asset.
_lineEffect = Content.GetAsset<Effect>(handle); // Alternative: _lineEffect = handle.Get<Effect>();
// Increment the reference counter so that the asset doesn't get unloaded.
_lineEffect.AddRef();
}
void Destroy()
{
// Make sure to release the asset once you don't need it anymore. Otherwise it will leak.
_lineEffect.Release();
}
void Update()
{
_lineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
_lineEffect.Variables["Color"].SetData(color);
_lineEffect.ApplyChanges();
_lineEffect.Bind();
}
@@ -1,44 +0,0 @@
///
/// This shows the usage of a smart/typed Asset Handle.
///
// In the basic usage-patterns the user has two options:
// Either he/she holds a handle and has to query for the actual asset every time
// or he/she hold the actual asset and loses reloading capabilities.
// The idea of the auto asset is to provide a way that can provide both.
AssetHandle<Effect> _lineEffect;
void Start()
{
/*
* Loading an asset returns a handle to that asset.
* The asset handle is implicitly converted to a smart AssetHandle.
*/
_lineEffect = Content.LoadAsset("Shaders\\LineEffect.hlsl");
}
void Update()
{
// Use case 1 (Convenience)
{
_lineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
_lineEffect.Variables["Color"].SetData(color);
_lineEffect.ApplyChanges();
_lineEffect.Bind();
}
// Use case 2 (Technically more efficient)
{
Effect fx = _lineEffect.Get();
fx.Variables["ViewProjection"].SetData(viewProjection * transform);
fx.Variables["Color"].SetData(color);
fx.ApplyChanges();
fx.Bind();
}
}
//
// Auto Assets use comp time to expose all the fields, Methods and properties of the actual asset.
// They will automatically check if the asset for the handle changed and update accordingly.
// This means it is more convenient to use than both basic patterns and has all benefits of both.
//
-3
View File
@@ -1,3 +0,0 @@
# Design Code Examples
This directory (and its subdirectories) contains non functional code snippets showing the intended usage of certain systems of the engine.
+6 -6
View File
@@ -50,10 +50,10 @@ namespace GlitchLog
public this() public this()
{ {
//Debug.Assert(Debug.IsDebuggerPresent, "The DebugLogger requires a debugger to be present."); Runtime.Assert(Debug.IsDebuggerPresent, "The DebugLogger requires a debugger to be present.");
} }
#if GL_NOLOG || GL_LOG_NOTRACE #if GL_NOLOG || GL_NOTRACE
[SkipCall] [SkipCall]
#endif #endif
[Inline] [Inline]
@@ -62,7 +62,7 @@ namespace GlitchLog
InternalLog(.Trace, format, params args); InternalLog(.Trace, format, params args);
} }
#if GL_NOLOG || GL_LOG_NOINFO #if GL_NOLOG || GL_NOINFO
[SkipCall] [SkipCall]
#endif #endif
[Inline] [Inline]
@@ -71,7 +71,7 @@ namespace GlitchLog
InternalLog(.Info, format, params args); InternalLog(.Info, format, params args);
} }
#if GL_NOLOG || GL_LOG_NOWARNING #if GL_NOLOG || GL_NOWARNING
[SkipCall] [SkipCall]
#endif #endif
[Inline] [Inline]
@@ -80,7 +80,7 @@ namespace GlitchLog
InternalLog(.Warning, format, params args); InternalLog(.Warning, format, params args);
} }
#if GL_NOLOG || GL_LOG_NOERROR #if GL_NOLOG || GL_NOERROR
[SkipCall] [SkipCall]
#endif #endif
[Inline] [Inline]
@@ -89,7 +89,7 @@ namespace GlitchLog
InternalLog(.Error, format, params args); InternalLog(.Error, format, params args);
} }
#if GL_NOLOG || GL_LOG_NOCRITICAL #if GL_NOLOG || GL_NOCRITICAL
[SkipCall] [SkipCall]
#endif #endif
[Inline] [Inline]
-10
View File
@@ -1,10 +0,0 @@
FileVersion = 1
Dependencies = {corlib = "*", GlitchLog = "*", GlitchyEngine = "*"}
[Project]
Name = "GlitchyEditor"
TargetType = "BeefGUIApplication"
StartupObject = "GlitchyEngine.Program"
[Configs.Debug.Win64]
DebugCommandArguments = "\"D:\\Development\\Projects\\Beef\\GlitchyEngine\\GlitchyEditor\\SandboxProject\""
-1
View File
@@ -1 +0,0 @@
project_user.bon
Binary file not shown.
@@ -1,4 +0,0 @@
{
AssetLoader = "ModelAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
}
@@ -1,4 +0,0 @@
{
AssetLoader = "ModelAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
}
@@ -1,224 +0,0 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 5169765174113462770,
NameComponent = {
Name = "Sphere"
},
TransformComponent = {
Position = {
X = 0,
Y = 0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Assets/Models/sphere.glb"
},
MeshRendererComponent = {
Material = "Assets/Textures/TestMaterial.mat"
}
},
{
Id = 17158420331978163131,
NameComponent = {
Name = "Light"
},
TransformComponent = {
Position = {
X = -1,
Y = 4,
Z = -4
},
Rotation = {
X = 0.614328027,
Y = 0.23977606,
Z = 0.0315669999,
W = 0.751073778
},
Scale = {
X = 0.999998808,
Y = 1,
Z = 1.00000095
},
EditorEulerRotation = {
X = 1.30899811,
Y = 0.349065989,
Z = 0.349065989
}
},
LightComponent = {
LightType = .Directional,
Illuminance = 10,
Color = {
R = 1,
G = 0.991771996,
B = 0.74086231
}
}
},
{
Id = 5556050645816939548,
NameComponent = {
Name = "Plane"
},
TransformComponent = {
Position = {
X = 0,
Y = 0,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 10,
Y = 1,
Z = 10
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Assets/Models/plane.glb"
},
MeshRendererComponent = {
Material = "Assets/Textures/TestMaterial.mat"
}
},
{
Id = 3947673900993587516,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 2,
Z = -5
},
Rotation = {
X = 0.216440007,
Y = 0,
Z = 0,
W = 0.976296008
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0.436332017,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.30899692,
PerspectiveNearPlane = 0.100000001,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 1.87453413,
FixedAspectRatio = false
}
},
{
Id = 420718992779301759,
NameComponent = {
Name = "Entity"
},
TransformComponent = {
Position = {
X = 3,
Y = 0.501076996,
Z = -0.669378757
},
Rotation = {
X = 0.18301262,
Y = -0.683013558,
Z = 0.683012187,
W = 0.183013007
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 1.57079458,
Y = -2.61799288,
Z = 0
}
},
MeshComponent = {
Mesh = ""
},
MeshRendererComponent = {
Material = ""
}
},
{
Id = 8080288871271083510,
NameComponent = {
Name = "Rocket"
},
TransformComponent = {
Position = {
X = 2.37353563,
Y = 0.629615188,
Z = -1.34831977
},
Rotation = {
X = 0.270598024,
Y = -0.65328151,
Z = 0.65328151,
W = 0.270598054
},
Scale = {
X = 0.999999821,
Y = 0.999999762,
Z = 0.999999702
},
EditorEulerRotation = {
X = 1.57079649,
Y = -2.35619426,
Z = 8.94069601e-08
}
},
MeshComponent = {
Mesh = "Assets/Models/plane.glb"
},
MeshRendererComponent = {
Material = "Assets/Textures/RocketMaterial.mat"
}
}
]
}
@@ -1,212 +0,0 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 6000868443984780499,
NameComponent = {
Name = "Child"
},
SpriterRendererComponent = {
Color = {
R = 1,
G = 0.388184,
B = 0.090109,
A = 1
},
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
ParentId = 820806682740348099,
Position = {
X = 0,
Y = 0.75,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 0.5,
Y = 0.5,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
}
},
{
Id = 820806682740348099,
NameComponent = {
Name = "Quad"
},
SpriterRendererComponent = {
Color = {
R = 0,
G = 0.551178,
B = 0.328787,
A = 1
},
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = 2,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 15398726361722237419,
NameComponent = {
Name = "Floor"
},
SpriterRendererComponent = {
Color = {
R = 1,
G = 0.941886,
B = 0.401485,
A = 1
},
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = -0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 10,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 1491484622542812645,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 1,
Z = -5
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.308997,
PerspectiveNearPlane = 0.1,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 2.116827,
FixedAspectRatio = false
}
}
]
}
@@ -1,505 +0,0 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 820806682740348099,
NameComponent = {
Name = "Quad"
},
SpriteRendererComponent = {
Color = {
R = 0,
G = 0.55117774,
B = 0.32878688,
A = 1
},
Sprite = "Assets/Textures/TestMat/rustediron2_albedo.png",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = -0.72789681,
Y = 2,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 15398726361722237419,
NameComponent = {
Name = "Floor"
},
SpriteRendererComponent = {
Color = {
R = 1,
G = 0.941887021,
B = 0.401484489,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = -0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 10,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 1491484622542812645,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 1,
Z = -5
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.30899692,
PerspectiveNearPlane = 0.100000001,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 2.05582929,
FixedAspectRatio = false
},
ScriptComponent = {
ScriptClass = "Sandbox.Camera",
Fields = [
DistanceFromPlayer = (Float)-7,
DontFollowRadius = (Float)3
] }
},
{
Id = 15710354273720487680,
NameComponent = {
Name = "Player"
},
CircleRendererComponent = {
Color = {
R = 1,
G = 0,
B = 0,
A = 1
},
InnerRadius = 0.300000012,
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = -0.121203206,
Y = 0.660161078,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
CircleCollider2D = {
Offset = {
X = 0,
Y = 0
},
Radius = 0.5,
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
},
ScriptComponent = {
ScriptClass = "Sandbox.MyTestEntity",
Fields = [
_rigidBody = (Component)15710354273720487680,
TheEntity = (Entity)0,
JumpForce = (Float)200,
MoveForce = (Float)148,
MyNumber = (Int)22,
Camera = (Entity)1491484622542812645
] }
},
{
Id = 935640822766280888,
NameComponent = {
Name = "Light"
},
TransformComponent = {
Position = {
X = 3.88327599,
Y = 0,
Z = -0.808795214
},
Rotation = {
X = 0.497987002,
Y = -0.103420995,
Z = 0.155380026,
W = 0.846859217
},
Scale = {
X = 0.999997795,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 1.09089541,
Y = -0.340793997,
Z = 0.160857871
}
},
LightComponent = {
LightType = .Directional,
Illuminance = 12.8999996,
Color = {
R = 0.985467017,
G = 1,
B = 0.569977939
}
}
},
{
Id = 721949523193525565,
NameComponent = {
Name = "Sphere"
},
TransformComponent = {
Position = {
X = 0,
Y = 0,
Z = 2.56930423
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Assets/Models/sphere.glb"
},
MeshRendererComponent = {
Material = "Assets/Textures/TestMaterial.mat"
}
},
{
Id = 2241063100006479259,
NameComponent = {
Name = "Floor 2"
},
SpriteRendererComponent = {
Color = {
R = 0.425658971,
G = 0.855207443,
B = 0.0558161177,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 6.74610233,
Y = -2.03225946,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = -0.331792623,
W = 0.94335258
},
Scale = {
X = 5.29557419,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = -0.676406503
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 5126705881069187728,
NameComponent = {
Name = "Floor 3"
},
SpriteRendererComponent = {
Color = {
R = 0.666117013,
G = 0.0600316115,
B = 1,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 15.2321281,
Y = -1.98709273,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0.134986058,
W = 0.990847468
},
Scale = {
X = 13.9764528,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0.270798802
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0.800000012,
RestitutionThreshold = 0.5
}
},
{
Id = 6861260438693901700,
NameComponent = {
Name = "Floor 4"
},
SpriteRendererComponent = {
Color = {
R = 0.176544309,
G = 0.666713238,
B = 0.687030852,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = -6.27842855,
Y = 2.62550163,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0.187087879,
W = 0.982343197
},
Scale = {
X = 0.999999464,
Y = 6.49634314,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0.376393616
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0.899999857,
RestitutionThreshold = 0.5
}
}
]
}
@@ -1,398 +0,0 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
*.ncb
*.aps
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
*.sln.iml
@@ -1,46 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using GlitchyEngine;
using GlitchyEngine.Math;
using static GlitchyEngine.Math.Math;
namespace Sandbox;
public class Camera : Entity
{
public float DistanceFromPlayer = 5.0f;
public float DontFollowRadius = 3.0f;
void OnUpdate(float deltaTime)
{
Entity player = FindEntityWithName("Player");
if (player != null)
{
float2 playerPosition = player.Transform.Translation.XY;
float2 cameraPosition = Transform.Translation.XY;
float2 distanceVector = playerPosition - cameraPosition;
float distance = length(distanceVector);
float2 neededMovement = float2.Zero;
if (distance > DontFollowRadius)
{
neededMovement = distanceVector - (distanceVector / distance) * DontFollowRadius;
}
Transform.Translation = new float3(cameraPosition + neededMovement, DistanceFromPlayer);
}
else
{
Log.Error("Player not found!");
}
}
}
@@ -1,155 +0,0 @@
using System;
using System.Runtime.Remoting.Metadata.W3cXsd2001;
using GlitchyEngine;
using GlitchyEngine.Editor;
using GlitchyEngine.Math;
using static GlitchyEngine.Math.Math;
namespace Sandbox
{
public enum MyEnum
{
Yes = 1,
No,
Maybe = 1337
}
public struct MyStruct
{
public float TheFloat;
public float2 TheVector;
public MyEnum TheEnum;
}
class MyTestEntity : Entity
{
[ShowInEditor]
RigidBody2D _rigidBody;
//public bool Bo;
//public byte By;
//public ushort Us;
//public uint Ui;
//public ulong Ul;
//public sbyte Sb;
//public short Sh;
//public int In;
//public long Lo;
//public float Fl;
//public double Do;
//public float2 V2;
//public float3 V3;
//public float4 V4;
public Entity TheEntity;
public float JumpForce = 2000;
[ShowInEditor] float MoveForce = 1000;
[ShowInEditor] private int MyNumber = 1337;
//[ShowInEditor] public double MyDouble = 1000.0f;
public MyStruct AStruct;
public MyEnum AEnum = MyEnum.Maybe;
public Camera Camera;
/// <summary>
/// Called after the script component was created. (The entity might not be fully created yet)
/// </summary>
void OnCreate()
{
Log.Info($"Create! {UUID}");
Log.Info($"Jump Force: {JumpForce}");
//_rigidBody ??= GetComponent<RigidBody2D>() ?? AddComponent<RigidBody2D>();
if (_rigidBody == null)
{
Log.Error("_rigidBody was not set in editor.");
}
if (Camera == null)
{
Log.Warning("Camera wasn't set in editor. Searching...");
Camera = FindEntityWithName("Camera").As<Camera>();
if (Camera == null)
{
Log.Error("Camera not found.");
}
}
Log.Warning("Achtung.");
try
{
SubVoid();
}
catch (Exception e)
{
Console.WriteLine(e);
throw e;
}
}
void SubVoid()
{
throw new Exception("Ouha!", new IndexOutOfRangeException("Bist du jecke2?!", new AccessViolationException("Haleluja")));
}
/// <summary>
/// Called every frame.
/// </summary>
/// <param name="deltaTime"></param>
void OnUpdate(float deltaTime)
{
float2 force = float2.Zero;
if (Input.IsKeyPressed(Key.A))
{
force.X -= MoveForce * deltaTime;
}
if (Input.IsKeyPressed(Key.D))
{
force.X += MoveForce * deltaTime;
}
if (Input.IsKeyPressed(Key.Q))
Camera.DistanceFromPlayer -= deltaTime;
if (Input.IsKeyPressed(Key.E))
Camera.DistanceFromPlayer += deltaTime;
if (Input.IsKeyPressing(Key.Space))
{
force.Y += JumpForce;
}
if (Input.IsKeyPressing(Key.N))
SubVoid();
_rigidBody.ApplyForceToCenter(force);
if (Input.IsMouseButtonReleasing(MouseButton.MiddleButton))
{
Log.Info($"Ouha! {MyNumber}");
Physics2D.Gravity *= new float2(1, -1);
}
}
/// <summary>
/// Called before the component is being destroyed.
/// </summary>
void OnDestroy()
{
Log.Trace("Destroy");
}
}
}
@@ -1,36 +0,0 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die einer Assembly zugeordnet sind.
[assembly: AssemblyTitle("SandboxProject")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("SandboxProject")]
[assembly: AssemblyCopyright("Copyright © 2023")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Durch Festlegen von ComVisible auf FALSE werden die Typen in dieser Assembly
// für COM-Komponenten unsichtbar. Wenn Sie auf einen Typ in dieser Assembly von
// COM aus zugreifen müssen, sollten Sie das ComVisible-Attribut für diesen Typ auf "True" festlegen.
[assembly: ComVisible(false)]
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
[assembly: Guid("7a70819c-5317-402a-8553-95c5a001e370")]
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder Standardwerte für die Build- und Revisionsnummern verwenden,
// indem Sie "*" wie unten gezeigt eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
@@ -1,57 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{7A70819C-5317-402A-8553-95C5A001E370}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SandboxProject</RootNamespace>
<AssemblyName>SandboxProject</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<LangVersion>default</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<LangVersion>default</LangVersion>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Camera.cs" />
<Compile Include="MyTestEntity.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\..\ScriptCore\ScriptCore.csproj">
<Project>{6222c226-fc78-498c-80ba-5cf10ac9123c}</Project>
<Name>ScriptCore</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>
@@ -1,37 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.4.33205.214
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SandboxProject", "SandboxProject.csproj", "{7A70819C-5317-402A-8553-95C5A001E370}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ScriptCore", "..\..\..\..\ScriptCore\ScriptCore.csproj", "{6222C226-FC78-498C-80BA-5CF10AC9123C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ScriptCoreGenerator", "..\..\..\..\ScriptCoreGenerator\ScriptCoreGenerator.csproj", "{5D662996-1E1E-4170-A08A-B26CDB63A0DE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.Build.0 = Release|Any CPU
{6222C226-FC78-498C-80BA-5CF10AC9123C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{6222C226-FC78-498C-80BA-5CF10AC9123C}.Debug|Any CPU.Build.0 = Debug|Any CPU
{6222C226-FC78-498C-80BA-5CF10AC9123C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{6222C226-FC78-498C-80BA-5CF10AC9123C}.Release|Any CPU.Build.0 = Release|Any CPU
{5D662996-1E1E-4170-A08A-B26CDB63A0DE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5D662996-1E1E-4170-A08A-B26CDB63A0DE}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5D662996-1E1E-4170-A08A-B26CDB63A0DE}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5D662996-1E1E-4170-A08A-B26CDB63A0DE}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {B5D43D8D-D80B-41AA-BE40-1DC507D87148}
EndGlobalSection
EndGlobal
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Width:  |  Height:  |  Size: 119 B

@@ -1,23 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
@@ -1,31 +0,0 @@
{
Effect = "Resources/Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": "Assets/Textures/rocket.png",
"NormalTexture": "Assets/Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Assets/Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Assets/Textures/TestMat/rustediron2_roughness.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 0
},
"RoughnessFactor": .Float{
Value = 1
}
]
}
@@ -1,4 +0,0 @@
{
AssetLoader = "MaterialAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */
}
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@@ -1,23 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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@@ -1,27 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_generateMipMaps = true,
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Anisotropic,
MagFilter = .Anisotropic,
MipFilter = .Anisotropic,
FilterMode = .Default,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Wrap,
MipLODBias = 0,
MipMinLOD = 0,
MipMaxLOD = 3,
MaxAnisotropy = 16,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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@@ -1,23 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Anisotropic,
MagFilter = .Anisotropic,
MipFilter = .Anisotropic,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Clamp,
MipMinLOD = -Infinity,
MipMaxLOD = Infinity,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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Width:  |  Height:  |  Size: 7.4 MiB

@@ -1,27 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_generateMipMaps = false,
_isSrgb = false,
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
FilterMode = .Default,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Clamp,
MipLODBias = 2.5999999,
MipMinLOD = -Infinity,
MipMaxLOD = Infinity,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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Before

Width:  |  Height:  |  Size: 3.0 MiB

@@ -1,27 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_generateMipMaps = false,
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
FilterMode = .Default,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Clamp,
MipLODBias = 0,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
@@ -1,39 +0,0 @@
{
Effect = "Resources/Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": "Assets/Textures/TestMat/rustediron2_albedo.png",
"NormalTexture": "Assets/Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Assets/Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Assets/Textures/TestMat/rustediron2_roughness.png",
"EmissiveTexture": "Assets/Textures/rocket.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 1
},
"RoughnessFactor": .Float{
Value = 1
},
"EmissiveColor": .ColorRGB{
Value = {
R = 1,
G = 0,
B = 0
}
}
]
}
@@ -1,4 +0,0 @@
{
AssetLoader = "MaterialAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
}
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@@ -1,23 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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Width:  |  Height:  |  Size: 258 B

@@ -1,22 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -Infinity,
MipMaxLOD = Infinity,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
-1
View File
@@ -1 +0,0 @@
{_projectName="SandboxProject"}
-1
View File
@@ -1 +0,0 @@
4.5/
-1
View File
@@ -1 +0,0 @@
Install mono and copy the folder `lib/mono/4.5` here!
Binary file not shown.
@@ -1 +0,0 @@
project_user.bon
@@ -1,398 +0,0 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
*.ncb
*.aps
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
*.sln.iml
@@ -1,36 +0,0 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die einer Assembly zugeordnet sind.
[assembly: AssemblyTitle("[ProjectName]")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("[ProjectName]")]
[assembly: AssemblyCopyright("Copyright © 2023")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Durch Festlegen von ComVisible auf FALSE werden die Typen in dieser Assembly
// für COM-Komponenten unsichtbar. Wenn Sie auf einen Typ in dieser Assembly von
// COM aus zugreifen müssen, sollten Sie das ComVisible-Attribut für diesen Typ auf "True" festlegen.
[assembly: ComVisible(false)]
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
[assembly: Guid("7a70819c-5317-402a-8553-95c5a001e370")]
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder Standardwerte für die Build- und Revisionsnummern verwenden,
// indem Sie "*" wie unten gezeigt eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
@@ -1,53 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{7A70819C-5317-402A-8553-95C5A001E370}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>[ProjectName]</RootNamespace>
<AssemblyName>[ProjectName]</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<LangVersion>default</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<LangVersion>default</LangVersion>
</PropertyGroup>
<ItemGroup>
<Reference Include="ScriptCore, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>[CoreLibPath]</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>
@@ -1,25 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.4.33205.214
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "[ProjectName]", "[ProjectName].csproj", "{7A70819C-5317-402A-8553-95C5A001E370}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {B5D43D8D-D80B-41AA-BE40-1DC507D87148}
EndGlobalSection
EndGlobal
-52
View File
@@ -1,52 +0,0 @@
//=================================================================================================
//
// Baking Lab
// by MJP and David Neubelt
// http://mynameismjp.wordpress.com/
//
// All code licensed under the MIT license
//
//=================================================================================================
// The code in this file was originally written by Stephen Hill (@self_shadow), who deserves all
// credit for coming up with this fit and implementing it. Buy him a beer next time you see him. :)
// Source: https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
static const float3x3 ACESInputMat =
{
{0.59719, 0.35458, 0.04823},
{0.07600, 0.90834, 0.01566},
{0.02840, 0.13383, 0.83777}
};
// ODT_SAT => XYZ => D60_2_D65 => sRGB
static const float3x3 ACESOutputMat =
{
{ 1.60475, -0.53108, -0.07367},
{-0.10208, 1.10813, -0.00605},
{-0.00327, -0.07276, 1.07602}
};
float3 RRTAndODTFit(float3 v)
{
float3 a = v * (v + 0.0245786f) - 0.000090537f;
float3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
return a / b;
}
float3 ACESFitted(float3 color)
{
color = mul(ACESInputMat, color);
// Apply RRT and ODT
color = RRTAndODTFit(color);
color = mul(ACESOutputMat, color);
// Clamp to [0, 1]
color = saturate(color);
return color;
}
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,16 +0,0 @@
cbuffer Constants : register(b0)
{
uint ClearValue;
}
float4 VS(float2 input : POSITION) : SV_Position
{
return float4(input, 0.0f, 1.0f);
}
uint PS(float4 input : SV_Position) : SV_Target0
{
return ClearValue;
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,33 +0,0 @@
Texture2D Texture : register(t0);
SamplerState TextureSampler : register(s0);
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord);
return float4(pow(color.rgb, 1.0f / 2.2f), color.a);
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,59 +0,0 @@
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
cbuffer SceneConstants : register(b0)
{
float4x4 ViewProjection;
}
#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
cbuffer ObjectConstants : register(b1)
{
float4x4 Transform;
/**
* \brief Inverted and transposed transform matrix.
* \remarks This matrix is used in order to correctly transform normal vectors.
*/
float4x3 Transform_InvT;
#ifdef OutputEntityId
uint EntityId;
#endif
}
/**
* \brief Pixel Shader output for lit surfaces.
*/
struct PS_OUT_Lit
{
/** RGB: Albedo A: Transparency */
float4 Albedo : SV_TARGET0;
/** RG: TextureNormal.XY | BA: GeoNrm.XY */
float4 Normal : SV_TARGET1;
/** R: GeoNrm.Z | GBA: GeoTan.XYZ */
float4 Tangent : SV_TARGET2;
/** RGB: world position XYZ | A: 1.0 */
float4 Position : SV_TARGET3;
/** RGB: emissive light and color | A: unused */
float4 Emissive : SV_TARGET4;
/** R: Metallicity | G: Roughness | B: Ambient | A: Unused */
float4 Material : SV_TARGET5;
#ifdef OutputEntityId
/** Needed for editor picking. Simply pass through the EntityId. */
uint EntityId : SV_TARGET6;
#endif
};
/**
* \brief Pixel Shader output for unlit surfaces.
*/
struct PS_OUT_Unlit
{
/** RGB: Color A: Transparency */
float4 Color : SV_TARGET0;
/** RGB: emissive light and color | A: unused */
float4 Emissive : SV_TARGET1;
/** RGB: world position XYZ | A: 1.0 */
float4 Position : SV_TARGET2;
#ifdef OutputEntityId
uint EntityId : SV_TARGET5;
#endif
};
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
@@ -1,28 +0,0 @@
#define PI 3.14159265358979323846f
/**
* Calculates the diffuse lighting of a lambertian surface
* @param diffuseColor (rho/ pi) * C_diffuse
* @param illuminanceColor The product of the "brightness" and the light color.
* @param n_dot_l The dot product of the surface normal and the light direction.
*/
float3 CalculateDiffuseReflection(float3 diffuseColor, float3 illuminanceColor, float3 n_dot_l)
{
float3 directColor = illuminanceColor * saturate(n_dot_l);
return (directColor * diffuseColor);
}
/**
* Calculates the blinn-phong-specular reflection
* @param n The normalized surface normal
* @param h The normalized half way vector (nrm(l + v))
* @param alpha The reflections alpha-value
* @param illuminanceColor The product of the "brightness" and the light color.
* @param n_dot_l The dot product of the surface normal and the light direction.
*/
float3 CalculateSpecularReflection(float3 n, float3 h, float alpha, float3 illuminanceColor, float n_dot_l)
{
float highlight = pow(saturate(dot(n, h)), alpha) * float(n_dot_l > 0.0);
return (illuminanceColor * highlight); // Todo: * SpecularColor
}
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
-78
View File
@@ -1,78 +0,0 @@
/*
* This File contains Function for PBR.
*/
#ifndef __PBR_HLSL__
#define __PBR_HLSL__
#include "ShaderHelpers.hlsl"
// #define PBR_IBL
/**
* Normal Distribution Function. (Trowbridge-Reits GGX)
* Calculates the relative surface area of microfacets exactly aligned to the halfway vector.
* @param normal The surface normal.
* @param halfway The halfway vector between the surface normal and the view direction.
* @param roughness Roughness value.
* @returns The relative surface area of microfacets exactly aligned to the halfway vector.
*/
float NormalDistributionGGX(float3 normal, float3 halfway, float roughness)
{
// Square roughness because it looks better
float a = roughness * roughness;
float aa = a * a;
float n_dot_h = max(dot(normal, halfway), 0.0f);
float denom = (n_dot_h * n_dot_h) * (aa - 1.0f) + 1.0f;
denom = PI * denom * denom;
return aa / denom;
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Schlick-Beckmann GGX).
* @param dot-product of normal vector and vector from surface to camera.
* @param k Roughness value.
*/
float GeometrySchlickGGX(float n_dot_v, float k)
{
return n_dot_v / (n_dot_v * (1 - k) + k);
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Smith)
* @param normal The surface normal.
* @param viewDir Vector from surface to viewer.
* @param lightDir Vector from surface to light source.
* @param roughness Roughness value.
*/
float GeometrySmith(float3 normal, float3 viewDir, float3 lightDir, float roughness)
{
#ifdef PBR_IBL
// IBL
float k = roughness * roughness / 2;
#else
// Direct lighting
float k = (roughness + 1.0f);
k = (k * k) / 8;
#endif
const float n_dot_v = max(dot(normal, viewDir), 0.0f);
float n_dot_l = max(dot(normal, lightDir), 0.0f);
return GeometrySchlickGGX(n_dot_v, k) * GeometrySchlickGGX(n_dot_l, k);
}
/**
* Calculates the fresnel value.
* @param n_dot_v Dot product of the normal and view direction
* @param F0 base reflectivity.
*/
float3 FresnelSchlick(float n_dot_v, float3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - n_dot_v, 0.0, 1.0), 5.0);
}
#endif // __PBR_HLSL__
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,111 +0,0 @@
Texture2DArray Texture : register(t0);
SamplerState Sampler : register(s0);
Texture2DArray<int4> IntTexture : register(t1);
SamplerState IntSampler : register(s1);
Texture2DArray<uint4> UIntTexture : register(t2);
SamplerState UIntSampler : register(s2);
#define SWIZZLE_NONE 0
#define SWIZZLE_R 1
#define SWIZZLE_G 2
#define SWIZZLE_B 3
#define SWIZZLE_A 4
cbuffer Constants
{
float ColorOffset = 0.5;
float AlphaOffset = 0.0;
float ColorScale = 0.5;
float AlphaScale = 1.0;
float MipLevel = 0.0;
float ArraySlice = 0.0;
// 0: Float | 1: Int | 2: Uint
int Mode = 0;
int4 Swizzle = int4(SWIZZLE_R, SWIZZLE_G, SWIZZLE_B, SWIZZLE_A);
float2 Texels;
float4x4 WorldViewProjection;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(WorldViewProjection, float4(input.Position, 0.0f, 1.0f));
output.Texcoord = input.Texcoord;
return output;
}
void SwizzleColor(int swizzleMode, float4 colorToSwizzle, inout float output)
{
switch (swizzleMode)
{
case SWIZZLE_R:
output = colorToSwizzle.r;
break;
case SWIZZLE_G:
output = colorToSwizzle.g;
break;
case SWIZZLE_B:
output = colorToSwizzle.b;
break;
case SWIZZLE_A:
output = colorToSwizzle.a;
break;
default:
break;
}
}
float4 PS(PS_Input input) : SV_Target0
{
float4 outputColor;
if (Mode == 0)
{
//float4 color = Texture.SampleLevel(Sampler, float3(input.Texcoord, ArraySlice), MipLevel);
// Quasi next neighbor
float4 color = Texture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 1)
{
int4 color = IntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 2)
{
uint4 color = UIntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
float4 swizzledOutput = float4(0, 0, 0, 1);
SwizzleColor(Swizzle.r, outputColor, swizzledOutput.r);
SwizzleColor(Swizzle.g, outputColor, swizzledOutput.g);
SwizzleColor(Swizzle.b, outputColor, swizzledOutput.b);
SwizzleColor(Swizzle.a, outputColor, swizzledOutput.a);
return swizzledOutput;
}
#pragma Effect[VS=VS; PS=PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
@@ -1,90 +0,0 @@
#ifndef __SHADER_HELPERS_HLSL__
#define __SHADER_HELPERS_HLSL__
#define PI 3.14159265358979323846f
/*
* Calculates the weighted sum of two normal vectors.
* nrm1: The first normal vector
* nrm2: The second normal vector
* a: The weight factor for nrm1
* b: The weight factor for nrm2
*/
float3 BlendNormals(float3 nrm1, float3 nrm2, float a, float b)
{
return normalize(float3(a * nrm1.x / nrm1.z + b * nrm2.x / nrm2.z,
a * nrm1.y / nrm1.z + b * nrm2.y / nrm2.z,
1.0f));
}
/*
* Scales a normal vector by a factor where 0 results in the vector (0, 0, 1)
* nrm: The normal vector
* a: The scaling factor
*/
float3 ScaleNormal(float3 nrm1, float a)
{
return normalize(float3(a * nrm1.x / nrm1.z,
a * nrm1.y / nrm1.z,
1.0f));
}
/*
* Scales a normal vector by a factor where 0 results in the vector (0, 0, 1)
* nrm: The normal vector
* a: The scaling factor
*/
float3 ScaleNormal(float3 nrm1, float2 a)
{
return normalize(float3(a.x * nrm1.x / nrm1.z,
a.y * nrm1.y / nrm1.z,
1.0f));
}
/*
* Reconstructs the z-component of a normalized normal vector from a two-component value
* cnrm: The x- and y-components of a normalized normal vector
*/
float3 DecompressNormal(float2 cnrm)
{
return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
}
/*
* Reconstructs the tangent space from a normal and a tangent
* normal: The surface normal
* tangent: The surface tangent
* sigma: Defines the handedness of the tangent space matrix. 1.0 if it is right handend. -1.0 if it is left handed
*/
float3x3 ConstructTangentSpace(float3 normal, float3 tangent, float3 sigma)
{
float3 n = normalize(normal);
float3 t = normalize(tangent - n * dot(tangent, n));
float3 b = cross(n, t) * sigma;
return float3x3(t, b, n);
}
/**
* Calculates the luminance of an rgb-value.
* @param rgb The rgb color.
* @return The luminance of the given rgb color.
*/
float ColorToLuminance(float3 rgb)
{
return rgb.r * 0.212639 + rgb.g * 0.715169 + rgb.b * 0.072192;
}
/**
* Extrancts the handedness of the bitangent that is encoded in the z-component of the tangent.
* @param tangentz The z-component of the tangent with the handedness encoded.
* @return The handedness of the bitangent (bitangent = handedness * tangent x normal)
*/
float GetBitangentHandedness(float tangentz)
{
// handedness is in least significant bit of tangent.z
uint z = asuint(tangentz);
return (z & 1) > 0 ? 1.0 : -1.0;
}
#endif // __SHADER_HELPERS_HLSL__
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,39 +0,0 @@
#include "ACES.hlsl"
Texture2D CameraTarget : register(t0);
SamplerState CameraTargetSampler : register(s0);
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 rawColor = CameraTarget.Sample(CameraTargetSampler, input.TexCoord);
// float3 color = rawColor.rgb / (rawColor.rgb + 1.0f);
float3 color = ACESFitted(rawColor.rgb);
return float4(color, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,88 +0,0 @@
#define EDITOR
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
float InnerRadius : TEXCOORD2;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
struct PS_Input
{
float4 Position : SV_Position;
float2 RawPos : TEXCOORD0;
float2 Texcoord : TEXCOORD1;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
float InnerRadius : TEXCOORD2;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.RawPos = input.Position;
output.Color = input.Color;
output.InnerRadius = input.InnerRadius;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_Target0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
float2 uv = input.RawPos * 2;
float distance = 1.0f - length(uv);
// Smoothing edges based on derivative (not sure if RawPos is the best value for this)
float f = fwidth(input.RawPos.x) + fwidth(input.RawPos.y);
float amount = smoothstep(0.0f, f, distance);
amount *= smoothstep(input.InnerRadius + f, input.InnerRadius, distance);
// Discard invisible pixels
clip(amount - 0.5f);
output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
output.Color.a *= amount;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,31 +0,0 @@
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
float4 Color;
};
struct VS_Input
{
float4 Position : POSITION;
};
struct PS_Input
{
float4 Position : SV_Position;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, input.Position);
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
return Color;
}
#pragma Effect[VS=VS; PS=PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,61 +0,0 @@
#define EDITOR
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float4 Position : POSITION;
float4 Color : COLOR;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
typedef struct PS_Input
{
float4 Position : SV_Position;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_Output;
VS_Output VS(VS_Input input)
{
VS_Output output;
output.Position = mul(ViewProjection, input.Position);
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_TARGET0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
@@ -1,93 +0,0 @@
Texture2D<float3> Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float2 UnitRange;
float screenPixelRange = 2;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Tranform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Tranform, float4(input.Position, 0.0f, 1.0f)));
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
/*
in vec2 texCoord;
out vec4 color;
uniform sampler2D msdf;
uniform vec4 bgColor;
uniform vec4 fgColor;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
vec3 msd = texture(msdf, texCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange()*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
color = mix(bgColor, fgColor, opacity);
}
*/
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float ScreenPxRange(float2 texcoord)
{
float2 screenTexSize = 1.0f / fwidth(texcoord);
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
}
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord);
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = ScreenPxRange(input.TexCoord) * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
/*
// 2D
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPixelRange*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
*/
#pragma Effect[VS=VS; PS=PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,152 +0,0 @@
#define OutputEntityId
#include "ShaderHelpers.hlsl"
#include "GlitchyEngine.hlsl"
Texture2D AlbedoTexture : register(t0);
SamplerState AlbedoSampler : register(s0);
Texture2D<float3> NormalTexture : register(t1);
SamplerState NormalSampler : register(s1);
Texture2D<float> MetallicTexture : register(t2);
SamplerState MetallicSampler : register(s2);
Texture2D<float> RoughnessTexture : register(t3);
SamplerState RoughnessSampler : register(s3);
Texture2D<float3> EmissiveTexture : register(t4);
SamplerState EmissiveSampler : register(s4);
// Texture2D<float> AmbientTexture : register(t5);
// SamplerState AmbientSampler : register(s5);
cbuffer MaterialConstants : register(b2)
{
#pragma EditorVariable[ Name = "AlbedoColor"; Preview = "Albedo Color"; Type="Color" ]
float4 AlbedoColor = float4(1.0, 1.0, 1.0, 1.0);
#pragma EditorVariable[ Name = "NormalScaling"; Preview = "Normal Scaling" ]
float2 NormalScaling = float2(1.0, 1.0);
#pragma EditorVariable[ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f ]
float MetallicFactor = 0.0;
#pragma EditorVariable[ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f ]
float RoughnessFactor = 0.6;
#pragma EditorVariable[ Name = "EmissiveColor"; Preview = "Emissive Factor"; Type="ColorHDR" ]
float3 EmissiveColor = float3(0.0, 0.0, 0.0);
// # pra gma Editor Variable[ Name = "AmbientFactor"; Preview = "Ambient Factor" ]
// float AmbientFactor = 1.0;
}
struct VS_IN
{
float3 Position : POSITION;
float3 Normal : NORMAL;
// Todo: Tangent.w... handedness
float3 Tangent : TANGENT;
float2 TexCoord : TEXCOORD;
};
typedef struct PS_IN
{
float4 Position : SV_POSITION;
float3 WorldPosition : WORLDPOSITION;
float3 Normal : NORMAL;
float3 Tangent : TANGENT;
float2 TexCoord : TEXCOORD;
//nointerpolation float Handedness : HANDEDNESS;
#ifdef OutputEntityId
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_OUT;
VS_OUT VS(VS_IN input)
{
VS_OUT output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
output.WorldPosition = worldPosition.xyz / worldPosition.w;
output.Normal = mul(Transform_InvT, input.Normal);
output.Tangent = mul((float3x3)Transform, input.Tangent);
// TODO: output.Handedness = input.Tangent.w
output.TexCoord = input.TexCoord;
output.EntityId = EntityId;
return output;
}
//struct PS_OUT
//{
// float4 Albedo : SV_TARGET0;
// // RG: TextureNormal.XY BA: GeoNrm.XY
// float4 Normal : SV_TARGET1;
// // R: GeoNrm.Z GBA: GeoTan.XYZ
// float4 Tangent : SV_TARGET2;
// float4 Position : SV_TARGET3;
// // R: Metallicity G: Roughness B: Ambient
// float4 Material : SV_TARGET4;
//#ifdef OutputEntityId
// uint EntityId : SV_TARGET5;
//#endif
//};
PS_OUT_Lit PS(PS_IN input)
{
// Build tangent space
float3 normal = normalize(input.Normal);
float3 tangent = normalize(input.Tangent - dot(input.Tangent, normal) * input.Normal);
// TODO: float3 bitangent = input.Handedness * cross(normal, tangent);
float3 bitangent = -cross(normal, tangent);
//float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
//tangentTransform = transpose(tangentTransform);
float4 texAlbedo = AlbedoTexture.Sample(AlbedoSampler, input.TexCoord);
float3 texNormal = NormalTexture.Sample(NormalSampler, input.TexCoord);
texNormal.xy = texNormal.xy * 2.0 - 1.0;
float texMetallic = MetallicTexture.Sample(MetallicSampler, input.TexCoord);
float texRoughness = RoughnessTexture.Sample(RoughnessSampler, input.TexCoord);
float3 texEmissive = EmissiveTexture.Sample(EmissiveSampler, input.TexCoord);
//float3 objectNormal = mul(tangentTransform, texNormal);
//float3 worldNormal = mul(objectNormal, (float3x3)Transform);
float4 finalAlbedo = texAlbedo * AlbedoColor;
float3 finalNormal = ScaleNormal(texNormal, NormalScaling);
float finalMetallic = texMetallic * MetallicFactor;
float finalRoughness = texRoughness * RoughnessFactor;
float3 finalEmissive = texEmissive * EmissiveColor;
/////////////TODO: REMOVEME
//worldNormal = max(worldNormal - 10000000, normal);
//texAlbedo = max(texAlbedo - 10000000, 1.0);
//texMetallic = max(texMetallic - 10000000, 0.0);
//texRoughness = max(texRoughness - 10000000, 0.1);
/////////////TODO: END_REMOVEME
PS_OUT_Lit output;
output.Albedo = finalAlbedo;
//output.Normal = float4(objectNormal, 1.0);
output.Normal = float4(finalNormal.xy, normal.xy);
output.Tangent = float4(normal.z, tangent.xyz);
output.Position = float4(input.WorldPosition, 1.0);
output.Emissive = float4(finalEmissive, 0.0);
output.Material = float4(finalMetallic, finalRoughness, 1.0, 0);
#ifdef OutputEntityId
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,128 +0,0 @@
#include "ShaderHelpers.hlsl"
#include "PBR.hlsl"
#define Render 0
#define Inspect_NormalDistribution 1
#define Inspect_GeometryFunction 2
#define Inspect_Fresnel 3
#define Inspect_Normal 4
#define OUTPUT Render
SamplerState Sampler : register(s0);
Texture2D GBuffer_Albedo : register(t0);
Texture2D GBuffer_Normal : register(t1);
Texture2D GBuffer_Tangent : register(t2);
Texture2D GBuffer_Position : register(t3);
Texture2D GBuffer_Emissive : register(t4);
Texture2D GBuffer_Material : register(t5);
cbuffer Constants
{
float3 CameraPos;
float2 Scaling;
}
cbuffer LightConstants
{
float3 LightColor;
float Illuminance;
float3 LightDir;
}
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord * Scaling;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
// Load Data from GBuffer
float4 rawAlbedo = GBuffer_Albedo.Sample(Sampler, input.TexCoord);
float4 rawNormal = GBuffer_Normal.Sample(Sampler, input.TexCoord);
float4 rawTangent = GBuffer_Tangent.Sample(Sampler, input.TexCoord);
float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
float4 rawEmissive = GBuffer_Emissive.Sample(Sampler, input.TexCoord);
float4 rawMaterial = GBuffer_Material.Sample(Sampler, input.TexCoord);
// Extract data from GBuffer
float3 albedo = rawAlbedo.rgb;
//float3 surfaceNormal = normalize(rawNormal.xyz);
float3 worldPosition = rawPosition.xyz;
float metallic = rawMaterial.r;
float roughness = rawMaterial.g;
float3 textureNormal = DecompressNormal(rawNormal.rg);
float3 rawGeoNrm = float3(rawNormal.ba, rawTangent.r);
float3 rawGeoTan = rawTangent.gba;
// Reconstruct normal space
float3 normal = normalize(rawGeoNrm);
float3 tangent = normalize(rawGeoTan - dot(rawGeoTan, normal) * normal);
float3 bitangent = -cross(normal, tangent);
float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
float3 surfaceNormal = mul(textureNormal, tangentTransform);
float3 lightDir = normalize(LightDir);
float3 viewDir = normalize(CameraPos - worldPosition.xyz);
float3 halfway = normalize(lightDir + viewDir);
float n_dot_v = max(dot(surfaceNormal, viewDir), 0.0f);
float n_dot_h = max(dot(surfaceNormal, halfway), 0.0f);
float n_dot_l = max(dot(surfaceNormal, lightDir), 0.0f);
float nrmDist = NormalDistributionGGX(surfaceNormal, halfway, roughness);
float geo = GeometrySmith(surfaceNormal, viewDir, lightDir, roughness);
float3 F0 = 0.04f;
F0 = lerp(F0, albedo, metallic);
float3 fresnel = FresnelSchlick(n_dot_h, F0);
float3 ks = fresnel;
float3 kd = 1.0f - ks;
// Metals have no diffuse light
kd *= 1.0f - metallic;
float3 diffuse = albedo / PI;
float3 specular = (nrmDist * fresnel * geo) / max(4 * n_dot_v * n_dot_l, 0.0001f);
float3 luminanceColor = LightColor * Illuminance;
float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l + rawEmissive;
#if OUTPUT == Inspect_NormalDistribution
final = max(final - 10000000, nrmDist.xxx);
#elif OUTPUT == Inspect_GeometryFunction
final = max(final - 10000000, geo.xxx);
#elif OUTPUT == Inspect_Fresnel
final = max(final - 10000000, fresnel);
#elif OUTPUT == Inspect_Normal
final = max(final - 10000000, surfaceNormal / 2 + 0.5f);
#endif
return float4(final, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,74 +0,0 @@
#define EDITOR
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
// Premultiply Alpha
output.Color.rgb *= output.Color.a;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_Target0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
clip(output.Color.a - 0.001f);
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,52 +0,0 @@
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float ColorOffset = 0.5f;
float AlphaOffset = 0.0f;
float ColorScale = 0.5f;
float AlphaScale = 1.0f;
float2 TextureSizeInPixels;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
float4 color = Texture.Sample(Sampler, input.Texcoord);
float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
return final;
}
#pragma Effect[VS=VS; PS=PS]
@@ -1,4 +0,0 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
Binary file not shown.
@@ -1,23 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
Binary file not shown.
@@ -1,63 +0,0 @@
{
"runtimeTarget": {
"name": ".NETStandard,Version=v2.0/",
"signature": ""
},
"compilationOptions": {},
"targets": {
".NETStandard,Version=v2.0": {},
".NETStandard,Version=v2.0/": {
"ScriptCore/1.0.0": {
"dependencies": {
"Half": "1.0.0",
"NETStandard.Library": "2.0.3"
},
"runtime": {
"ScriptCore.dll": {}
}
},
"Half/1.0.0": {
"runtime": {
"lib/netstandard2.0/System.Half.dll": {
"assemblyVersion": "1.0.0.0",
"fileVersion": "1.0.0.0"
}
}
},
"Microsoft.NETCore.Platforms/1.1.0": {},
"NETStandard.Library/2.0.3": {
"dependencies": {
"Microsoft.NETCore.Platforms": "1.1.0"
}
}
}
},
"libraries": {
"ScriptCore/1.0.0": {
"type": "project",
"serviceable": false,
"sha512": ""
},
"Half/1.0.0": {
"type": "package",
"serviceable": true,
"sha512": "sha512-EPLLPQA1UjF9QM3ymNhWLhgcnBNc8e1po4qWRWTD3Hd9xiohYlkCob0QjDIbJs6Nvfd4eAbsjxIwRyh7httyXA==",
"path": "half/1.0.0",
"hashPath": "half.1.0.0.nupkg.sha512"
},
"Microsoft.NETCore.Platforms/1.1.0": {
"type": "package",
"serviceable": true,
"sha512": "sha512-kz0PEW2lhqygehI/d6XsPCQzD7ff7gUJaVGPVETX611eadGsA3A877GdSlU0LRVMCTH/+P3o2iDTak+S08V2+A==",
"path": "microsoft.netcore.platforms/1.1.0",
"hashPath": "microsoft.netcore.platforms.1.1.0.nupkg.sha512"
},
"NETStandard.Library/2.0.3": {
"type": "package",
"serviceable": true,
"sha512": "sha512-st47PosZSHrjECdjeIzZQbzivYBJFv6P2nv4cj2ypdI204DO+vZ7l5raGMiX4eXMJ53RfOIg+/s4DHVZ54Nu2A==",
"path": "netstandard.library/2.0.3",
"hashPath": "netstandard.library.2.0.3.nupkg.sha512"
}
}
}
-121
View File
@@ -1,121 +0,0 @@
using System;
using GlitchyEngine;
using System.IO;
using Bon;
using GlitchyEngine.Content;
namespace GlitchyEditor;
[BonTarget]
class AssetConfig
{
[BonIgnore]
public bool IgnoreFile = false;
[BonInclude]
public String AssetLoader ~ delete _;
[BonInclude]
public AssetLoaderConfig Config ~ delete _;
}
class AssetFile
{
private EditorContentManager _contentManager;
private String _path;
private String _identifier;
private String _assetConfigPath;
private AssetConfig _assetConfig ~ delete _;
private bool _isDirectory;
private Asset _loadedAsset;
public bool IsDirectory => _isDirectory;
public StringView FilePath => _path;
public StringView Identifier => _identifier;
public const String ConfigFileExtension = ".ass";
public AssetConfig AssetConfig => _assetConfig;
public Asset LoadedAsset => _loadedAsset;
[AllowAppend]
public this(EditorContentManager contentManager, StringView identifier, StringView path, bool isDirectory)
{
String identifierBuffer = append String(identifier);
String pathBuffer = append String(path);
String configPathBuffer = append String(path.Length + ConfigFileExtension.Length);
_identifier = identifierBuffer;
_path = pathBuffer;
configPathBuffer..Append(path).Append(ConfigFileExtension);
_assetConfigPath = configPathBuffer;
_contentManager = contentManager;
_isDirectory = isDirectory;
Log.EngineLogger.AssertDebug(File.Exists(_path), "File doesn't exist.");
FindAssetConfig();
}
// Loads the asset config (.ass) file or creates it.
private void FindAssetConfig()
{
if (File.Exists(_assetConfigPath))
{
LoadAssetConfig();
}
else
{
CreateDefaultAssetLoader();
}
}
private void CreateDefaultAssetLoader()
{
String fileExtension = Path.GetExtension(_path, .. scope .());
_assetConfig = new AssetConfig();
var assetLoader = _contentManager.GetDefaultAssetLoader(fileExtension);
// We don't have a loader -> we don't need a config
if (assetLoader == null)
return;
_assetConfig.AssetLoader = new String();
assetLoader.GetType().GetName(_assetConfig.AssetLoader);
_assetConfig.Config = assetLoader?.GetDefaultConfig();
_assetConfig.Config?.[Friend]_changed = true;
SaveAssetConfig();
}
private void LoadAssetConfig()
{
if (Bon.DeserializeFromFile(ref _assetConfig, _assetConfigPath) case .Err)
{
Log.EngineLogger.Error($"Failed to load asset config {_assetConfigPath}");
// TODO: Handle failure of asset config loading
Runtime.NotImplemented();
}
}
public void SaveAssetConfig()
{
gBonEnv.serializeFlags |= .Verbose;
Bon.SerializeIntoFile(_assetConfig, _assetConfigPath);
_assetConfig.Config.[Friend]_changed = false;
}
}
-607
View File
@@ -1,607 +0,0 @@
using GlitchyEngine;
using GlitchyEngine.Collections;
using GlitchyEngine.Renderer;
using System;
using System.Collections;
using System.IO;
using System.Linq;
namespace GlitchyEditor.Assets;
public class AssetNode
{
public String Name ~ delete _;
public String Path ~ delete _;
public String Identifier ~ delete _;
public bool IsDirectory;
public AssetFile AssetFile ~ delete _;
public List<SubAsset> SubAssets ~ {
SubAssets?.ClearAndDeleteItems();
delete SubAssets;
}
public Texture2D PreviewImage ~ _?.ReleaseRef();
}
public class SubAsset
{
public AssetNode Asset;
public String Name ~ delete _;
//public String AssetInternalPath ~ delete _;
public Texture2D PreviewImage ~ _?.ReleaseRef();
}
public static class AssetIdentifier
{
public const char8 DirectorySeparatorChar = '/';
// TODO: Asset identifiers and paths have little to do with each other and already caused a bit of pain, we should consider not using String for both.
/// Removes or unifies potential platform specific or file-path related stuff in the given asset identifier
public static void Fixup(String assetIdentifier)
{
int dotIndex = 0;
assetIdentifier.Replace('\\', DirectorySeparatorChar);
// Replace /./ stuff
while ((dotIndex = assetIdentifier.IndexOf('.', dotIndex)) != -1)
{
char8 lastChar = '\0';
char8 nextChar = '\0';
int nextIndex = dotIndex + 1;
if (nextIndex < assetIdentifier.Length)
nextChar = assetIdentifier[nextIndex];
int lastIndex = dotIndex - 1;
if (lastIndex < assetIdentifier.Length)
lastChar = assetIdentifier[nextIndex];
// We either need to have a slash on both sides, or we have to be at the start or end of the string
if ((lastChar == '\0' || lastChar == DirectorySeparatorChar) &&
(lastChar == '\0' || lastChar == DirectorySeparatorChar))
{
if (lastChar != '\0')
assetIdentifier.Remove(lastIndex, 2);
else
assetIdentifier.Remove(dotIndex, 2);
}
else
{
// Skip the dot
dotIndex++;
}
}
if (assetIdentifier.StartsWith(DirectorySeparatorChar))
assetIdentifier.Remove(0, 1);
}
}
class AssetHierarchy
{
FileSystemWatcher fsw ~ {
_.StopRaisingEvents();
delete _;
};
bool _fileSystemDirty = false;
internal TreeNode<AssetNode> _assetRootNode = null ~ DeleteTreeAndChildren!(_);
internal TreeNode<AssetNode> _resourcesDirectoryNode = null;
internal TreeNode<AssetNode> _assetsDirectoryNode = null;
private append Dictionary<StringView, TreeNode<AssetNode>> _pathToAssetNode = .();
private append Dictionary<StringView, TreeNode<AssetNode>> _identifierToAssetNode = .();
private append String _resourcesDirectory = .();
private append String _assetsDirectory = .();
private EditorContentManager _contentManager;
public TreeNode<AssetNode> RootNode => _assetRootNode;
public StringView ResourcesDirectory
{
get => _resourcesDirectory;
private set
{
_resourcesDirectory.Set(value);
Path.Fixup(_resourcesDirectory);
}
}
public StringView AssetsDirectory
{
get => _assetsDirectory;
private set
{
_assetsDirectory.Set(value);
Path.Fixup(_assetsDirectory);
}
}
public this(EditorContentManager contentManager)
{
_contentManager = contentManager;
// Create a root node that will contain all Asset directory nodes.
_assetRootNode = new TreeNode<AssetNode>(new AssetNode());
_assetRootNode->Path = new String();
_assetRootNode->Name = new String();
_assetRootNode->IsDirectory = true;
Log.EngineLogger.Trace($"Created root node");
}
public void SetResourcesDirectory(StringView fileName)
{
ResourcesDirectory = fileName;
_resourcesDirectoryNode?.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
});
_assetRootNode.RemoveChild(_resourcesDirectoryNode);
DeleteTreeAndChildren!(_resourcesDirectoryNode);
_resourcesDirectoryNode = null;
if (!Directory.Exists(ResourcesDirectory))
{
Log.EngineLogger.Error($"Resources directory \"{ResourcesDirectory}\" doesn't exist.");
return;
}
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(ResourcesDirectory);
assetNode.Name = new String();
assetNode.Identifier = new String("###resources");
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
_resourcesDirectoryNode = _assetRootNode.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, _resourcesDirectoryNode);
_identifierToAssetNode.Add(assetNode.Identifier, _resourcesDirectoryNode);
Log.EngineLogger.Trace($"Created directory node for: \"{ResourcesDirectory}\"");
_fileSystemDirty = true;
// TODO: Watch resources folder?
//SetupResourcesFileSystemWatcher();
Update();
}
public void SetAssetsDirectory(StringView fileName)
{
AssetsDirectory = fileName;
_assetsDirectoryNode?.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
});
_assetRootNode.RemoveChild(_assetsDirectoryNode);
DeleteTreeAndChildren!(_assetsDirectoryNode);
_assetsDirectoryNode = null;
if (!Directory.Exists(AssetsDirectory))
{
// TODO: This is not an error, if no project is loaded
Log.EngineLogger.Warning($"Assets directory \"{AssetsDirectory}\" doesn't exist.");
return;
}
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(AssetsDirectory);
assetNode.Name = new String();
assetNode.Identifier = new String("###assets");
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
_assetsDirectoryNode = _assetRootNode.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, _assetsDirectoryNode);
_identifierToAssetNode.Add(assetNode.Identifier, _assetsDirectoryNode);
Log.EngineLogger.Trace($"Created directory node for: \"{AssetsDirectory}\"");
_fileSystemDirty = true;
SetupFileSystemWatcher();
Update();
}
/// Initializes the FSW for the current ContentDirectory and registers the events.
private void SetupFileSystemWatcher()
{
delete fsw;
fsw = new FileSystemWatcher(_assetsDirectory);
fsw.IncludeSubdirectories = true;
fsw.OnChanged.Add(new (filename) => {
// Note: Gets fired for a directory if a file inside it is created/removed
Log.EngineLogger.Trace($"File content changed (\"{filename}\")");
//_fileSystemDirty = true;
FileContentChanged(filename);
});
fsw.OnCreated.Add(new (filename) => {
Log.EngineLogger.Trace($"File created (\"{filename}\")");
_fileSystemDirty = true;
});
fsw.OnDeleted.Add(new (filename) => {
Log.EngineLogger.Trace($"File deleted (\"{filename}\")");
_fileSystemDirty = true;
});
fsw.OnRenamed.Add(new (oldName, newName) => {
Log.EngineLogger.Trace($"File renamed (From \"{oldName}\" to \"{newName}\")");
FileRenamed(oldName, newName);
});
fsw.StartRaisingEvents();
}
/// Gets the tree node for the given filePath or .Err, if the file/directory doesn't exist.
/// @param filePath the path for which to return the tree node.
/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
public Result<TreeNode<AssetNode>> GetNodeFromPath(StringView filePath)
{
if (_pathToAssetNode.TryGetValue(filePath, let treeNode))
{
return treeNode;
}
return .Err;
}
/// Gets the tree node for the given filePath or .Err, if the file/directory doesn't exist.
/// @param filePath the path for which to return the tree node.
/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
public Result<TreeNode<AssetNode>> GetNodeFromIdentifier(StringView identifier)
{
if (_identifierToAssetNode.TryGetValue(identifier, let treeNode))
{
return treeNode;
}
return .Err;
}
public bool FileExists(StringView filePath)
{
return _pathToAssetNode.ContainsKey(filePath);
}
public void Update()
{
// TODO: do we really need to do this in the update loop?
if (_fileSystemDirty)
{
UpdateFiles();
}
}
/// Determines and set the Identfier for the given asset node.
private void DetermineIdentifier(TreeNode<AssetNode> assetNode)
{
if (assetNode->Identifier == null)
assetNode->Identifier = new String();
assetNode->Identifier.Clear();
// Get the Identifier which is simply the path relative to the asste root (either Resources- or Assets-Folder)
if (assetNode.IsInSubtree(_resourcesDirectoryNode))
{
Path.GetRelativePath(assetNode->Path, _resourcesDirectoryNode->Path, assetNode->Identifier);
assetNode->Identifier.Insert(0, "Resources/");
}
else if (assetNode.IsInSubtree(_assetsDirectoryNode))
{
Path.GetRelativePath(assetNode->Path, _assetsDirectoryNode->Path, assetNode->Identifier);
assetNode->Identifier.Insert(0, "Assets/");
}
AssetIdentifier.Fixup(assetNode->Identifier);
}
/// Rebuilds the asset file hierarchy.
private void UpdateFiles()
{
Log.EngineLogger.Trace($"Updating asset hierarchy");
void HandleFile(AssetNode node)
{
node.AssetFile = new AssetFile(_contentManager, node.Identifier, node.Path, node.IsDirectory);
}
/// Determines the files that belong to the given directory and adds them to the tree.
void AddFilesOfDirectory(TreeNode<AssetNode> directory)
{
// Filter that accepts all files.
String filter = scope $"{directory->Path}/*";
// Buffer used to hold the path of the files iterated below.
String filepathBuffer = scope String(256);
// Buffer used to hold the file extension of the files iterated below.
String extensionBuffer = scope String(16);
for (var entry in Directory.Enumerate(filter, .Files))
{
entry.GetFilePath(filepathBuffer..Clear());
Path.GetExtension(filepathBuffer, .. extensionBuffer..Clear());
filepathBuffer.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
// Ignore meta files.
if (extensionBuffer.Equals(AssetFile.ConfigFileExtension, .OrdinalIgnoreCase))
continue;
TreeNode<AssetNode> treeNode = directory.Children.Where(scope (node) => node.Value.Path == filepathBuffer).FirstOrDefault();
if (treeNode == null)
{
AssetNode assetNode = new AssetNode();
assetNode.Name = new String();
Path.GetFileName(filepathBuffer, assetNode.Name);
assetNode.Path = new String(filepathBuffer);
assetNode.IsDirectory = false;
treeNode = directory.AddChild(assetNode);
DetermineIdentifier(treeNode);
_pathToAssetNode.Add(assetNode.Path, treeNode);
_identifierToAssetNode.Add(assetNode.Identifier, treeNode);
//GrabSubAssets(node);
HandleFile(treeNode.Value);
Log.EngineLogger.Trace($"Created file node for: \"{assetNode.Path}\"");
}
}
}
void RemoveOrphanedEntries(TreeNode<AssetNode> node)
{
for (TreeNode<AssetNode> child in node.Children)
{
if (!Directory.Exists(child->Path) && !File.Exists(child->Path))
{
Log.EngineLogger.Trace($"Removed orphaned node for: \"{child->Path}\"");
@child.Remove();
child.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
});
DeleteTreeAndChildren!(child);
}
}
}
/// Adds the given directory to the specified tree.
/// Recursively adds all Files and Subdirectories.
void AddDirectoryToTree(String path, TreeNode<AssetNode> parentNode)
{
path.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
// Try to find the node for the specified path in the given parent
TreeNode<AssetNode> treeNode = parentNode.Children.Where(scope (node) => node.Value.Path == path).FirstOrDefault();
// Create new Node for the Directory, if no TreeNode exists.
if (treeNode == null)
{
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(path);
assetNode.Name = new String();
//assetNode.Identifier = new String();
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
/*// Get the Identifier which is simply the path relative to the asste root (either Resources- or Assets-Folder)
if (parentNode == _resourcesDirectoryNode || parentNode.IsChildOf(_resourcesDirectoryNode))
{
Path.GetRelativePath(assetNode.Path, _resourcesDirectoryNode->Path, assetNode.Identifier);
assetNode.Identifier.Insert(0, "Resources/");
}
else
{
Path.GetRelativePath(assetNode.Path, _assetsDirectoryNode->Path, assetNode.Identifier);
assetNode.Identifier.Insert(0, "Assets/");
}
AssetIdentifier.Fixup(assetNode.Identifier);*/
treeNode = parentNode.AddChild(assetNode);
DetermineIdentifier(treeNode);
_pathToAssetNode.Add(assetNode.Path, treeNode);
// No Identifiers for Directories, because we can't use directories as Assets anyways...
//_identifierToAssetNode.Add(assetNode.Identifier, treeNode);
Log.EngineLogger.Trace($"Created directory node for: \"{assetNode.Path}\"");
}
String directoryNameBuffer = scope String(256);
// Filter that finds all entries of a directory.
String filter = scope $"{path}/*";
for (var directory in Directory.Enumerate(filter, .Directories))
{
directory.GetFilePath(directoryNameBuffer..Clear());
AddDirectoryToTree(directoryNameBuffer, treeNode);
}
RemoveOrphanedEntries(treeNode);
AddFilesOfDirectory(treeNode);
}
if (!AssetsDirectory.IsWhiteSpace)
{
String filter = scope $"{AssetsDirectory}/*";
String directoryNameBuffer = scope String(256);
for (var directory in Directory.Enumerate(filter, .Directories))
{
directory.GetFilePath(directoryNameBuffer..Clear());
AddDirectoryToTree(directoryNameBuffer, _assetsDirectoryNode);
}
RemoveOrphanedEntries(_assetsDirectoryNode);
AddFilesOfDirectory(_assetsDirectoryNode);
}
if (!ResourcesDirectory.IsWhiteSpace)
{
String filter = scope $"{ResourcesDirectory}/*";
String directoryNameBuffer = scope String(256);
for (var directory in Directory.Enumerate(filter, .Directories))
{
directory.GetFilePath(directoryNameBuffer..Clear());
AddDirectoryToTree(directoryNameBuffer, _resourcesDirectoryNode);
}
RemoveOrphanedEntries(_resourcesDirectoryNode);
AddFilesOfDirectory(_resourcesDirectoryNode);
}
//*String filter = scope $"{AssetsDirectory}/*";
/*
String directoryNameBuffer = scope String(256);
for (var directory in Directory.Enumerate(filter, .Directories))
{
directory.GetFilePath(directoryNameBuffer..Clear());
AddDirectoryToTree(directoryNameBuffer, _assetHierarchy);
}
RemoveOrphanedEntries(_assetHierarchy);*/
_fileSystemDirty = false;
}
private void FileContentChanged(StringView fileName)
{
var fileName;
// Config files aren't really tracked but changing them effectively changes the corresponding file
// so we fire the event for them.
if (fileName.EndsWith(AssetFile.ConfigFileExtension))
fileName.RemoveFromEnd(AssetFile.ConfigFileExtension.Length);
String fileNameWithContentRoot = scope .();
Path.InternalCombine(fileNameWithContentRoot, _assetsDirectory, fileName);
var nodeResult = GetNodeFromPath(fileNameWithContentRoot);
TreeNode<AssetNode> node = null;
if (!(nodeResult case .Ok(out node)))
{
// This happens, when we create new files.
Log.EngineLogger.Trace($"Could not find node for file \"{fileNameWithContentRoot}\"");
return;
}
// Don't fire event for directories.
if (node->IsDirectory)
return;
OnFileContentChanged(node.Value);
}
private void FileRenamed(StringView oldFilePath, StringView newFilePath)
{
var oldFilePath;
// Ignore Config files.
if (oldFilePath.EndsWith(AssetFile.ConfigFileExtension))
return;
String oldFileNameWithContentRoot = scope .();
Path.InternalCombine(oldFileNameWithContentRoot, _assetsDirectory, oldFilePath);
String newFileNameWithContentRoot = scope .();
Path.InternalCombine(newFileNameWithContentRoot, _assetsDirectory, newFilePath);
// Rename config file
{
String oldConfigFileName = scope $"{oldFileNameWithContentRoot}{AssetFile.ConfigFileExtension}";
String newConfigFileName = scope $"{newFileNameWithContentRoot}{AssetFile.ConfigFileExtension}";
if (File.Exists(oldConfigFileName) && !File.Exists(newConfigFileName))
{
if (File.Move(oldConfigFileName, newConfigFileName) case .Err(let value))
{
Log.EngineLogger.Error($"Failed to move file {oldConfigFileName} to {newConfigFileName}. Code: {value}");
}
}
}
var nodeResult = GetNodeFromPath(oldFileNameWithContentRoot);
TreeNode<AssetNode> node = null;
if (!(nodeResult case .Ok(out node)))
{
// This happens, when we create new files.
Log.EngineLogger.Trace($"Could not find node for file \"{oldFileNameWithContentRoot}\"");
return;
}
_pathToAssetNode.Remove(oldFileNameWithContentRoot);
_identifierToAssetNode.Remove(node->Identifier);
node->Path.Set(newFileNameWithContentRoot);
_pathToAssetNode.Add(node->Path, node);
DetermineIdentifier(node);
_identifierToAssetNode.Add(node->Identifier, node);
node->Name.Clear();
Path.GetFileName(newFileNameWithContentRoot, node->Name);
String oldIdentifier = scope .(node->AssetFile.[Friend]_identifier);
node->AssetFile.[Friend]_path.Set(node->Path);
node->AssetFile.[Friend]_identifier.Set(newFilePath);
AssetIdentifier.Fixup(node->AssetFile.[Friend]_identifier);
node->AssetFile.[Friend]_assetConfigPath..Set(node->Path).Append(AssetFile.ConfigFileExtension);
OnFileRenamed(node.Value, oldIdentifier);
}
public delegate void FileContentChangedFunc(AssetNode node);
public Event<FileContentChangedFunc> OnFileContentChanged ~ _.Dispose();
public delegate void FileRenamedFunc(AssetNode node, StringView oldName);
public Event<FileRenamedFunc> OnFileRenamed ~ _.Dispose();
}
@@ -1,15 +0,0 @@
namespace GlitchyEditor.Assets;
abstract class AssetPropertiesEditor
{
private AssetFile _asset;
public AssetFile Asset => _asset;
public this(AssetFile asset)
{
_asset = asset;
}
public abstract void ShowEditor();
}
@@ -1,62 +0,0 @@
using Bon;
using GlitchyEngine.Content;
using System;
using System.Collections;
using System.IO;
using GlitchyEngine;
using GlitchyEngine.Renderer;
namespace GlitchyEditor.Assets;
class EffectAssetPropertiesEditor : AssetPropertiesEditor
{
public this(AssetFile asset) : base(asset)
{
}
public override void ShowEditor()
{
}
public static AssetPropertiesEditor Factory(AssetFile assetFile)
{
return new Self(assetFile);
}
}
[BonTarget, BonPolyRegister]
class EffectAssetLoaderConfig : AssetLoaderConfig
{
}
class EffectAssetLoader : IAssetLoader //, IReloadingAssetLoader
{
private static readonly List<StringView> _fileExtensions = new .(){".hlsl"} ~ delete _;
public static List<StringView> FileExtensions => _fileExtensions;
public AssetLoaderConfig GetDefaultConfig()
{
return new EffectAssetLoaderConfig();
}
public Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager)
{
Effect effect = new Effect(file, assetIdentifier, contentManager);
return effect;
}
public Asset GetPlaceholderAsset(Type assetType)
{
return default;
}
public Asset GetErrorAsset(Type assetType)
{
return default;
}
}
-10
View File
@@ -1,10 +0,0 @@
using GlitchyEngine.Content;
using System;
using System.IO;
namespace GlitchyEditor.Assets;
interface IAssetSaver
{
Result<void> EditorSaveAsset(Stream file, Asset asset, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager);
}
@@ -1,8 +0,0 @@
using System.IO;
namespace GlitchyEditor.Assets;
interface IReloadingAssetLoader
{
public void ReloadAsset(AssetFile assetFile, Stream data);
}
@@ -1,748 +0,0 @@
using System.IO;
using System;
using GlitchyEngine;
using System.Collections;
namespace GlitchyEditor.Assets.Importers;
// Based on https://github.com/Diron-P/DDSReader/blob/main/dds_loader.h
public struct LoadedSurface
{
public Span<uint8> Data;
public uint32 Pitch;
public uint32 SlicePitch;
public int ArrayIndex;
public int CubeFace;
public int MipLevel;
}
public struct LoadedTextureInfo
{
public enum Dimension
{
Unknown,
Texture1D,
Texture2D,
Texture3D
}
public uint8[] PixelData = null;
public DirectX.DXGI.Format PixelFormat = .Unknown;
public int MipMapCount = 0;
public int ArraySize = 0;
public Dimension Dimension = .Unknown;
public bool IsCubeMap;
public int Width;
public int Height;
public int Depth;
}
static class DdsImporter
{
private const uint32 MagicWord = 0x20534444; // 'DDS
public enum LoadError
{
Unknown,
WrongMagicWord,
StreamReadFailed,
InvalidArraySize,
WrongDimensions,
IncompleteCubemap
}
private enum HeaderFlags : uint32
{
/// Required in every .dds file.
DDSD_CAPS = 0x1,
/// Required in every .dds file.
DDSD_HEIGHT = 0x2,
/// Required in every .dds file.
DDSD_WIDTH = 0x4,
/// Required in every .dds file.
DDSD_PITCH = 0x8,
/// Required in every .dds file.
DDSD_PIXELFORMAT = 0x1000,
/// Required in a mipmapped texture.
DDSD_MIPMAPCOUNT = 0x20000,
/// Required when pitch is provided for a compressed texture.
DDSD_LINEARSIZE = 0x80000,
/// Required in a depth texture.
DDSD_DEPTH = 0x800000
}
private enum Caps1 : uint32
{
/// Should be set, when the file contains multiple surfaces (e.g. Cubemaps or Mipmaps).
Complex = 0x8,
/// Should be set, if the file contains mipmaps.
MipMap = 0x400000,
/// Should always be set.
Texture = 0x1000
}
[AllowDuplicates]
private enum Caps2 : uint32
{
Cubemap = 0x200,
Cubemap_PositiveX = 0x400,
Cubemap_NegativeX = 0x800,
Cubemap_X = Cubemap_PositiveX | Cubemap_NegativeX,
Cubemap_PositiveY = 0x1000,
Cubemap_NegativeY = 0x2000,
Cubemap_Y = Cubemap_PositiveY | Cubemap_NegativeY,
Cubemap_PositiveZ = 0x4000,
Cubemap_NegativeZ = 0x8000,
Cubemap_Z = Cubemap_PositiveZ | Cubemap_NegativeZ,
/// This is the flag that should be set for Cubemaps in DX10+
Cubemap_AllFaces = Cubemap | Cubemap_X | Cubemap_Y | Cubemap_Z,
Volume = 0x200000,
}
[CRepr]
private struct DdsHeader
{
/// Size of this structure. This member must be set to 124.
private uint32 Size;
/// Flags to indicate which members contain valid data.
public HeaderFlags Flags;
/// Surface height (in pixels).
public uint32 Height;
/// Surface width (in pixels).
public uint32 Width;
public uint32 PitchOrLinearSize;
/// Depth of a volume texture (in pixels), otherwise unused.
public uint32 Depth;
/// Number of mipmap levels, otherwise unused.
public uint32 MipMapCount;
/// Unused.
private uint32[11] Reserved1;
/// The pixel format.
public DdsPixelFormat PixelFormat;
public Caps1 Caps;
public Caps2 Caps2;
/// Unused.
private uint32 dwCaps3;
/// Unused.
private uint32 dwCaps4;
/// Unused.
private uint32 dwReserved2;
}
private enum SurfaceType : uint32
{
/// Texture contains alpha data; dwRGBAlphaBitMask contains valid data.
AlphaPixels = 0x1,
/// Used in some older DDS files for alpha channel only uncompressed data (dwRGBBitCount contains the alpha channel bitcount; dwABitMask contains valid data)
Alpha = 0x2,
/// Texture contains compressed RGB data; dwFourCC contains valid data.
FourCC = 0x4,
/// Texture contains uncompressed RGB data; dwRGBBitCount and the RGB masks (dwRBitMask, dwGBitMask, dwBBitMask) contain valid data.
RGB = 0x40,
RGBA = RGB | AlphaPixels,
/// Used in some older DDS files for YUV uncompressed data (dwRGBBitCount contains the YUV bit count;
/// dwRBitMask contains the Y mask, dwGBitMask contains the U mask, dwBBitMask contains the V mask)
YUV = 0x200,
/// Used in some older DDS files for single channel color uncompressed data (dwRGBBitCount contains the luminance channel bit count;
/// dwRBitMask contains the channel mask). Can be combined with DDPF_ALPHAPIXELS for a two channel DDS file.
Luminance = 0x20000
}
private static uint32 MakeFourCC(char8 c0, char8 c1, char8 c2, char8 c3)
{
return ((uint32)c3 << 24 | (uint32) c2 << 16 | (uint32) c1 << 8 | (uint32) c0);
}
/*private enum FourCC : uint32
{
DXT1 = MakeFourCC('D', 'X', 'T', '1'),
DXT2 = MakeFourCC('D', 'X', 'T', '2'),
DXT3 = MakeFourCC('D', 'X', 'T', '3'),
DXT4 = MakeFourCC('D', 'X', 'T', '4'),
DXT5 = MakeFourCC('D', 'X', 'T', '5'),
/// indicates the prescense of the DDS_HEADER_DXT10 extended header
DX10 = MakeFourCC('D', 'X', '1', '0'),
}*/
[CRepr]
private struct DdsPixelFormat
{
/// Structure size; set to 32 (bytes).
private uint32 Size;
/// Values which indicate what type of data is in the surface.
public SurfaceType SurfaceType;
public uint32 FourCC;
/// Number of bits in an RGB (possibly including alpha) format. Valid when dwFlags includes DDPF_RGB, DDPF_LUMINANCE, or DDPF_YUV.
public uint32 RGBBitCount;
/// Red (or luminance or Y) mask for reading color data. For instance, given the A8R8G8B8 format, the red mask would be 0x00ff0000.
public uint32 RBitMask;
/// Green (or U) mask for reading color data. For instance, given the A8R8G8B8 format, the green mask would be 0x0000ff00.
public uint32 GBitMask;
/// Blue (or V) mask for reading color data. For instance, given the A8R8G8B8 format, the blue mask would be 0x000000ff.
public uint32 BBitMask;
/// Alpha mask for reading alpha data. dwFlags must include DDPF_ALPHAPIXELS or DDPF_ALPHA. For instance, given the A8R8G8B8 format, the alpha mask would be 0xff000000.
public uint32 ABitMask;
}
public enum ResourceDimensions : uint32
{
Texture1D = 2,
Texture2D = 3,
Texture3D = 4
}
public enum MiscFlags : uint32
{
TextureCube = 0x4,
}
public enum AlphaMode : uint32
{
Unknown = 0x0,
Straight = 0x1,
Premultiplied = 0x2,
Opaque = 0x3,
/// Any alpha channel content is being used as a 4th channel and is not intended to represent transparency (straight or premultiplied).
Custom = 0x4
}
/// DDS header extension to handle resource arrays, DXGI pixel formats that don't map to the legacy Microsoft DirectDraw pixel format structures, and additional metadata.
[CRepr]
private struct DdsDxt10Header
{
public DirectX.DXGI.Format PixelFormat;
public ResourceDimensions ResourceDimension;
public MiscFlags MiscFlags;
/// Number of elements in the array. For a 2D cubemap this is the number of cubes, so the file contains ArraySize * 6 2D textures.
/// For a 3D Texture this must be 1.
public uint32 ArraySize;
public AlphaMode AlphaMode;
}
private static Result<void, LoadError> DecodeHeader(Stream data, out DdsHeader header, out DdsDxt10Header? extendedHeader)
{
header = ?;
extendedHeader = null;
// Check the magic word
Result<uint32> magicWord = data.Read<uint32>();
if (magicWord case .Err)
return .Err(.StreamReadFailed);
if (magicWord != MagicWord)
return .Err(.WrongMagicWord);
// Load the header
Result<DdsHeader> headerResult = data.Read<DdsHeader>();
if (headerResult case .Err)
return .Err(.StreamReadFailed);
header = headerResult;
// If available, load the extended header
if (header.PixelFormat.SurfaceType.HasFlag(.FourCC) && header.PixelFormat.FourCC == MakeFourCC('D', 'X', '1', '0'))
{
Result<DdsDxt10Header> extendedHeaderResult = data.Read<DdsDxt10Header>();
if (headerResult case .Err)
return .Err(.StreamReadFailed);
extendedHeader = extendedHeaderResult;
}
return .Ok;
}
private static bool IsBitMask(DdsPixelFormat ddspf, uint32 rBitMask, uint32 gBitMask, uint32 bBitMask, uint32 aBitMask)
{
return ddspf.RBitMask == rBitMask && ddspf.GBitMask == gBitMask && ddspf.BBitMask == bBitMask && ddspf.ABitMask == aBitMask;
}
private static DirectX.DXGI.Format GetFormat(in DdsHeader header, in DdsDxt10Header? extendedheader, bool isSrgb)
{
if (extendedheader != null)
return extendedheader.Value.PixelFormat;
DdsPixelFormat pixelFormat = header.PixelFormat;
// Currently supports only basic dxgi formats.
//if (pixelFormat.SurfaceType.HasFlag(.RGBA))
if (pixelFormat.SurfaceType.HasFlag(.RGB))
{
switch (pixelFormat.RGBBitCount)
{
case 32:
if (IsBitMask(pixelFormat, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000))
return isSrgb ? .R8G8B8A8_UNorm_SRGB : .R8G8B8A8_UNorm;
if (IsBitMask(pixelFormat, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000))
return isSrgb ? .B8G8R8A8_UNorm_SRGB : .B8G8R8A8_UNorm;
if (IsBitMask(pixelFormat, 0x00FF0000, 0x0000FF00, 0x000000FF, 0))
return isSrgb ? .B8G8R8X8_UNorm_SRGB : .B8G8R8X8_UNorm;
if (IsBitMask(pixelFormat, 0x000003FF, 0x000FFc00, 0x3FF00000, 0))
return .R10G10B10A2_UNorm;
if (IsBitMask(pixelFormat, 0x3FF00000, 0x000FFc00, 0x000003FF, 0))
return .R10G10B10A2_UNorm;
if (IsBitMask(pixelFormat, 0x0000FFFF, 0xFFFF0000, 0, 0))
return .R16G16_UNorm;
if (IsBitMask(pixelFormat, 0xFFFFFFFF, 0, 0, 0))
return .R32_Float;
case 24:
// NO 24 bit formats
return .Unknown;
case 16:
if (IsBitMask(pixelFormat, 0x7C00, 0x03E0, 0x001F, 0x8000))
return .B5G5R5A1_UNorm;
if (IsBitMask(pixelFormat, 0xF800, 0x07E0, 0x001F, 0))
return .B5G6R5_UNorm;
if (IsBitMask(pixelFormat, 0x0F00, 0x00F0, 0x000F, 0xF000))
return .B4G4R4A4_UNORM;
if (IsBitMask(pixelFormat, 0x00FF, 0, 0, 0xFF00))
return .R8G8_UNorm;
if (IsBitMask(pixelFormat, 0xFFFF, 0, 0, 0))
return .R16_UNorm;
case 8:
if (IsBitMask(pixelFormat, 0xFF, 0, 0, 0))
return .R8_UNorm;
default:
return .Unknown;
}
}
else if (pixelFormat.SurfaceType.HasFlag(.Luminance))
{
switch (pixelFormat.RGBBitCount)
{
case 16:
if (IsBitMask(pixelFormat, 0xFFFF, 0, 0, 0))
return .R16_UNorm;
if (IsBitMask(pixelFormat, 0x00FF, 0, 0, 0xFF00))
return .R8G8_UNorm;
case 8:
if (IsBitMask(pixelFormat, 0xFF, 0, 0, 0))
return .R8_UNorm;
if (IsBitMask(pixelFormat, 0x00FF, 0, 0, 0xFF00))
return .R8G8_UNorm; // Some DDS writers assume the bitcount should be 8 instead of 16
default:
return .Unknown;
}
}
else if (pixelFormat.SurfaceType.HasFlag(.Luminance))
{
if (pixelFormat.RGBBitCount == 8)
{
return .A8_UNorm;
}
}
else if (pixelFormat.SurfaceType.HasFlag(.FourCC))
{
switch (pixelFormat.FourCC)
{
case MakeFourCC('D', 'X', 'T', '1'):
return isSrgb ? .BC1_UNorm_SRGB : .BC1_UNorm;
case MakeFourCC('D', 'X', 'T', '3'):
return isSrgb ? .BC2_UNorm_SRGB : .BC2_UNorm;
case MakeFourCC('D', 'X', 'T', '5'):
return isSrgb ? .BC3_UNorm_SRGB : .BC3_UNorm;
// Legacy compression formats.
case MakeFourCC('D', 'X', 'T', '2'):
return isSrgb ? .BC2_UNorm_SRGB : .BC2_UNorm;
case MakeFourCC('D', 'X', 'T', '4'):
return isSrgb ? .BC3_UNorm_SRGB : .BC3_UNorm;
case MakeFourCC('B', 'C', '4', 'U'), MakeFourCC('A', 'T', 'I', '1'):
return .BC4_UNorm;
case MakeFourCC('B', 'C', '4', 'S'):
return .BC4_SNorm;
case MakeFourCC('B', 'C', '5', 'U'), MakeFourCC('A', 'T', 'I', '2'):
return .BC5_UNorm;
case MakeFourCC('B', 'C', '5', 'S'):
return .BC5_SNorm;
case MakeFourCC('R', 'G', 'B', 'G'):
return .R8G8_B8G8_UNorm;
case MakeFourCC('G', 'R', 'G', 'B'):
return .G8R8_G8B8_UNorm;
case MakeFourCC('Y', 'U', 'Y', '2'):
return .YUY2;
case 36:
return .R16G16B16A16_UNorm;
case 111:
return .R16_Float;
case 112:
return .R16G16_Float;
case 113:
return .R16G16B16A16_Float;
case 114:
return .R32_Float;
case 115:
return .R32G32_Float;
case 116:
return .R32G32B32A32_Float;
default:
return .Unknown;
}
}
return .Unknown;
}
public static void GetPitch(uint32 width, uint32 height, DirectX.DXGI.Format format, out uint32 rowBytes, out uint32 numRows, out uint64 numBytes)
{
rowBytes = 0;
numRows = 0;
numBytes = 0;
bool bc = false;
bool packed = false;
bool planar = false;
uint32 bpe = 0;
switch (format)
{
case .BC1_Typeless, .BC1_UNorm, .BC1_UNorm_SRGB,
.BC4_Typeless, .BC4_UNorm, .BC4_SNorm:
bc = true;
bpe = 8;
break;
case .BC2_Typeless, .BC2_UNorm, .BC2_UNorm_SRGB,
.BC3_Typeless, .BC3_UNorm, .BC3_UNorm_SRGB,
.BC5_Typeless, .BC5_UNorm, .BC5_SNorm,
.BC6H_Typeless, .BC6H_UF16, .BC6H_SF16,
.BC7_Typeless, .BC7_UNorm, .BC7_UNorm_SRGB:
bc = true;
bpe = 16;
break;
case .R8G8_B8G8_UNorm, .G8R8_G8B8_UNorm, .YUY2:
packed = true;
bpe = 4;
break;
case .Y210, .Y216:
packed = true;
bpe = 8;
break;
case .NV12, .P208, .OPAQUE_420:
planar = true;
bpe = 2;
break;
case .P010, .P016:
planar = true;
bpe = 4;
break;
/*
case .D16_UNORM_S8_UINT:
case .R16_UNORM_X8_TYPELESS:
case .X16_TYPELESS_G8_UINT:
planar = true;
bpe = 4;
break;
*/
default:
break;
}
if (bc)
{
uint32 numBlocksWide = 0;
if (width > 0)
{
numBlocksWide = Math.Max(1, (width + 3u) / 4u);
}
uint32 numBlocksHigh = 0;
if (height > 0)
{
numBlocksHigh = Math.Max(1, (height + 3u) / 4u);
}
rowBytes = numBlocksWide * bpe;
numRows = numBlocksHigh;
numBytes = rowBytes * numBlocksHigh;
}
else if (packed)
{
rowBytes = (((uint32)width + 1u) >> 1) * bpe;
numRows = height;
numBytes = rowBytes * height;
}
else if (format == .NV11)
{
rowBytes = ((width + 3u) >> 2) * 4u;
numRows = height * 2u; // Direct3D makes this simplifying assumption, although it is larger than the 4:1:1 data
numBytes = rowBytes * numRows;
}
else if (planar)
{
rowBytes = ((width + 1u) >> 1) * bpe;
numBytes = (rowBytes * height) + ((rowBytes * height + 1u) >> 1);
numRows = height + ((height + 1u) >> 1);
}
else
{
uint32 bpp = format.BitsPerPixel();// BitsPerPixel(format);
if (bpp == 0)
return;
rowBytes = (width * bpp + 7u) / 8u; // round up to nearest byte
numRows = height;
numBytes = rowBytes * height;
}
//#if defined(_M_IX86) || defined(_M_ARM) || defined(_M_HYBRID_X86_ARM64)
/*static_assert(sizeof(size_t) == 4, "Not a 32-bit platform!");
if (numBytes > UINT32_MAX || rowBytes > UINT32_MAX || numRows > UINT32_MAX)
return HRESULT_FROM_WIN32(ERROR_ARITHMETIC_OVERFLOW);*/
/*#else
static_assert(sizeof(size_t) == 8, "Not a 64-bit platform!");
#endif*/
/*if (outNumBytes)
{
*outNumBytes = static_cast<size_t>(numBytes);
}
if (outRowBytes)
{
*outRowBytes = static_cast<size_t>(rowBytes);
}
if (outNumRows)
{
*outNumRows = static_cast<size_t>(numRows);
}*/
}
public static Result<void, LoadError> LoadDds(Stream data, bool isSrgb, List<LoadedSurface> surfaces, out LoadedTextureInfo textureInfo)
{
// TODO: Care about alpha mode
textureInfo = .();
var headerResult = DecodeHeader(data, let header, let extendedHeader);
if (headerResult case .Err)
return headerResult;
int surfaceCount = 1;
if (header.Flags.HasFlag(.DDSD_MIPMAPCOUNT) || header.MipMapCount != 0)
{
if (header.MipMapCount == 0)
Log.EngineLogger.Warning("Mipmap count is zero, even though the flags say it shouldn't.");
if (!header.Flags.HasFlag(.DDSD_MIPMAPCOUNT))
Log.EngineLogger.Warning("Mipmap count is not zero, even though the mipmap count flag isn't set.");
textureInfo.MipMapCount = header.MipMapCount;
surfaceCount *= textureInfo.MipMapCount;
}
else
{
textureInfo.MipMapCount = 1;
}
if (extendedHeader != null)
{
textureInfo.ArraySize = extendedHeader.Value.ArraySize;
surfaceCount *= textureInfo.ArraySize;
if (textureInfo.ArraySize == 0)
return .Err(.InvalidArraySize);
}
else
{
textureInfo.ArraySize = 1;
}
if (header.Caps2.HasFlag(.Cubemap))
{
if (!header.Caps2.HasFlag(.Cubemap_AllFaces))
Log.EngineLogger.Warning("Texture might only contains partial cubemap, this is not allowed. (Defined Cubemap-Flag, but not all cubemap faces)");
surfaceCount *= 6;
textureInfo.IsCubeMap = true;
}
textureInfo.PixelFormat = GetFormat(header, extendedHeader, isSrgb);
textureInfo.Width = header.Width;
textureInfo.Height = header.Height;
textureInfo.Depth = header.Depth;
switch (extendedHeader?.ResourceDimension)
{
case .Texture1D:
textureInfo.Dimension = .Texture1D;
if (header.Flags.HasFlag(.DDSD_HEIGHT) && header.Height != 1)
return .Err(.WrongDimensions);
textureInfo.Height = 1;
textureInfo.Depth = 1;
case .Texture2D:
textureInfo.Dimension = .Texture2D;
textureInfo.Depth = 1;
case .Texture3D:
textureInfo.Dimension = .Texture3D;
case null:
if (header.Flags.HasFlag(.DDSD_DEPTH))
textureInfo.Dimension = .Texture3D;
else
{
textureInfo.Dimension = .Texture2D;
textureInfo.Depth = 1;
}
}
// Make sure we have enough space in the list (avoid allocations later)
surfaces.Reserve(surfaceCount);
uint32 scanLineSize = 0;
uint32 slicePitch = 0;
uint64 numBytes = 0;
uint32 blockSize = 0; // Block size in bytes.
switch (textureInfo.PixelFormat)
{
case .BC1_UNorm, .BC1_UNorm_SRGB, .BC1_Typeless,
.BC4_UNorm, .BC4_SNorm, .BC4_Typeless:
blockSize = 8;
case .BC2_UNorm, .BC2_UNorm_SRGB, .BC2_Typeless,
.BC3_UNorm, .BC3_UNorm_SRGB, .BC3_Typeless,
.BC5_UNorm, .BC5_SNorm, .BC5_Typeless,
.BC7_UNorm, .BC7_UNorm_SRGB, .BC7_Typeless:
blockSize = 16;
default:
}
uint32 width = 0;
uint32 height = 0;
uint32 depth = 0;
uint32 index = 0;
uint offset = 0;
for (uint32 arrayIndex = 0; arrayIndex < textureInfo.ArraySize; arrayIndex++)
{
for (uint32 cubeFace = 0; cubeFace < (textureInfo.IsCubeMap ? 6 : 1); cubeFace++)
{
width = header.Width;
height = header.Height;
depth = header.Depth;
for (uint32 mipLevel = 0; mipLevel < textureInfo.MipMapCount; ++mipLevel)
{
/*// This will recalculate te pitch of the main image as well.
if (header.Flags.HasFlag(.DDSD_LINEARSIZE))
{
// compressed textures
scanLineSize = Math.Max(1, ((width + 3u) / 4u)) * blockSize;
uint32 numScanLines = Math.Max(1, ((height + 3u) / 4u));
numBytes = scanLineSize * numScanLines;
}
else if (header.Flags.HasFlag(.DDSD_PITCH))
{
// uncompressed data
scanLineSize = (width * header.PixelFormat.RGBBitCount + 7u) / 8u;
numBytes = scanLineSize * height;
}
else
{
scanLineSize = header.PitchOrLinearSize;
numBytes = scanLineSize * height;
}*/
GetPitch(width, height, textureInfo.PixelFormat, out scanLineSize, let numRows, out numBytes);
LoadedSurface surface = .();
// We don't know how large data-array is, so we don't have one yet.
// Only save the offset, we will adjust the pointer later.
surface.Data = Span<uint8>((uint8*)(void*)offset, (int)numBytes);
surface.Pitch = scanLineSize;
//surface.SlicePitch = slicePitch;
surface.SlicePitch = scanLineSize * numRows;
surface.ArrayIndex = arrayIndex;
surface.CubeFace = cubeFace;
surface.MipLevel = mipLevel;
surfaces.Add(surface);
++index;
width >>= 1;
height >>= 1;
depth >>= 1;
if (width == 0)
{
width = 1;
}
if (height == 0)
{
height = 1;
}
offset += numBytes;
}
}
}
textureInfo.PixelData = new uint8[offset];
Result<int> pixelDataResult = data.TryRead(textureInfo.PixelData);
if (pixelDataResult case .Err)
{
delete textureInfo.PixelData;
return .Err(.StreamReadFailed);
}
for (ref LoadedSurface surface in ref surfaces)
{
// Data pointer so far only has the offset inside the array.
// Move the pointer, so that it is inside the array.
surface.Data.Ptr += (uint)(void*)textureInfo.PixelData.Ptr;
}
return .Ok;
}
}

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