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glitchy-engine-beef/GlitchyEngine/src/Renderer/Material.bf
T

234 lines
6.3 KiB
Beef

using GlitchyEngine.Content;
using GlitchyEngine.Core;
using GlitchyEngine.Math;
using System;
using System.Collections;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer;
public class Material : Asset
{
private Effect _effect ~ _?.ReleaseRef();
private uint8[] _rawVariables ~ delete _;
private Dictionary<String, AssetHandle<Texture>> _textures = new .() ~ delete _;
private Dictionary<String, (uint32 Offset, BufferVariable Variable)> _variables = new .() ~ delete _;
public Effect Effect => _effect;
public this(Effect effect)
{
_effect = effect..AddRef();
// TODO: get variables from effect
// Get texture slots from effect
for(let (name, entry) in _effect.Textures)
{
// TODO: We need to be able to define default textures in the shader.
// At least things like "Black", "White", "Normal"
// At best whole paths. Shouldn't be that hard to do...
/*var texture = entry.BoundTexture;*/
_textures.Add(name, .Invalid);
}
InitRawData();
}
/** @brief Initializes the raw data array for the variables.
*/
private void InitRawData()
{
uint32 bufferSize = 0;
for(let variable in _effect.Variables)
{
_variables.Add(variable.Name, (bufferSize, variable));
bufferSize += variable._sizeInBytes;
}
_rawVariables = new uint8[bufferSize];
}
/**
* Binds the materials Shaders and Parameters to the given context.
*/
public void Bind()
{
Debug.Profiler.ProfileRendererFunction!();
for(let (name, texture) in _textures)
{
_effect.SetTexture(name, texture);
}
for(let (name, variable) in _variables)
{
variable.Variable.SetRawData(RawPointer!<uint8>(variable.Offset));
}
_effect.ApplyChanges();
_effect.Bind();
}
/** @brief Sets a texture of the material.
* @param name The name of the texture to set.
* @param texture The texture to bind to the effect.
*/
public void SetTexture(String name, AssetHandle<Texture> texture)
{
if(_textures.TryGetValue(name, var entry))
{
//entry?.ReleaseRef();
_textures[name] = texture;
//texture?.AddRef();
}
else
{
Log.EngineLogger.Assert(false);
}
}
private mixin RawPointer<T>(uint32 offset)
{
(T*)(&_rawVariables[offset])
}
[Inline]
private void SetVariable<T>(String name, T value) where T : struct
{
Debug.Profiler.ProfileRendererFunction!();
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<T>();
*RawPointer!<T>(entry.Offset) = value;
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
public void SetVariable(String name, float value) => SetVariable<float>(name, value);
public void SetVariable(String name, Vector2 value) => SetVariable<Vector2>(name, value);
public void SetVariable(String name, Vector3 value) => SetVariable<Vector3>(name, value);
public void SetVariable(String name, Vector4 value) => SetVariable<Vector4>(name, value);
public void SetVariable(String name, int32 value) => SetVariable<int32>(name, value);
public void SetVariable(String name, Int2 value) => SetVariable<Int2>(name, value);
public void SetVariable(String name, Int3 value) => SetVariable<Int3>(name, value);
public void SetVariable(String name, Int4 value) => SetVariable<Int4>(name, value);
public void SetVariable(String name, uint32 value) => SetVariable<uint32>(name, value);
public void SetVariable(String name, Color value) => SetVariable<ColorRGBA>(name, (ColorRGBA)value);
public void SetVariable(String name, ColorRGB value) => SetVariable<ColorRGB>(name, value);
public void SetVariable(String name, ColorRGBA value) => SetVariable<ColorRGBA>(name, value);
public void SetVariable(String name, Matrix3x3 value)
{
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<Matrix3x3>();
// TODO: I'm not sure how to handle Matrix3x3
// It seems to be 44 Bytes (11 Floats) large.
Log.EngineLogger.AssertDebug(entry.Variable._sizeInBytes == 44, "Made wrong assumption about the size of float3x3 in a hlsl constant-buffer.");
#unwarn
*RawPointer!<float[11]>(entry.Offset) = *(float[11]*)&Matrix4x3(value);
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
public void SetVariable(String name, Matrix3x3[] values)
{
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<Matrix3x3>();
int count = Math.Min(values.Count, entry.Variable._elements);
for(int i < count)
{
(RawPointer!<Matrix4x3>(entry.Offset))[i] = Matrix4x3(values[i]);
}
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
public void SetVariable(String name, Matrix4x3 value) => SetVariable<Matrix4x3>(name, value);
public void SetVariable(String name, Matrix value) => SetVariable<Matrix>(name, value);
public void SetVariable(String name, Matrix[] values)
{
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<Matrix>();
Internal.MemCpy(RawPointer!<Matrix>(entry.Offset), values.Ptr, sizeof(Matrix) * Math.Min(values.Count, entry.Variable._elements));
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
// Supporeted types
// Float, Float2, Float3, Float4
// Color, ColorRGB, ColorRGBA
// Int, Int2, Int3, Int4
// UInt
// Matrix3x3, Matrix4x3, Matrix
// TODO: Add missing variable types
// UInt2, UInt3, UInt4
// Bool, Bool2, Bool3, Bool4
// Half, Half2, Half3, Half4
// Byte, Byte2, Byte3, Byte4
/**
* Sets the raw data of the variable.
* @param rawData The pointer to the raw data. If rawData is null the raw data will be set to zero.
*/
internal void SetRawData(uint32 offset, void* rawData, uint32 byteCount)
{
if(rawData != null)
Internal.MemCpy(&_rawVariables + offset, rawData, byteCount);
else
Internal.MemSet(&_rawVariables + offset, 0, byteCount);
}
public void GetVariable<T>(String name, out T value) where T : struct
{
Debug.Profiler.ProfileRendererFunction!();
if(_variables.TryGetValue(name, let entry))
{
entry.Variable.EnsureTypeMatch<T>();
value = *RawPointer!<T>(entry.Offset);
}
else
{
value = ?;
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
}