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

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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
{
/**
* If true, this material is a runtime instance and can be changed by scripts.
* If false, it is the actual material from the harddrive and should not be modified by scripts.
* If a script tries to modify it, a runtime instance will be created.
*/
private bool _isRuntimeInstance = false;
private Material _parent ~ _?.ReleaseRef();
private Effect _effect ~ _?.ReleaseRef();
private Dictionary<StringView, BufferVariable> _variables = new .() ~ delete _;
private TextureCollection _textureCollection ~ delete _;
private BufferCollection _bufferCollection ~ _?.ReleaseRef();
public Dictionary<StringView, BufferVariable> Variables => _variables;
public TextureCollection Textures => _textureCollection;
public Effect Effect
{
get => _effect;
set
{
SetReference!(_effect, value);
if (_effect == null)
return;
Init();
}
}
// TODO: allow changing
public Material Parent => _parent;
public bool IsRuntimeInstance => _isRuntimeInstance;
public this()
{
}
public this(Effect effect)
{
Effect = effect;
}
public this(Material parentMaterial, bool isRuntimeInstance)
{
_parent = parentMaterial..AddRef();
Effect = _parent.Effect;
_isRuntimeInstance = isRuntimeInstance;
}
private void Init()
{
InitBuffers();
InitTextures();
}
private void InitBuffers()
{
_variables.Clear();
_bufferCollection?.ReleaseRef();
_bufferCollection = new BufferCollection();
void InitVariables(ConstantBuffer buffer)
{
for (BufferVariable variable in buffer.Variables)
{
if (_variables.ContainsKey(variable.Name))
{
// TODO: Handle overlapping variable names?
Log.EngineLogger.Error("Variable with same name already added to Material, skipping...");
continue;
}
_variables.Add(variable.Name, variable);
}
}
BufferCollection parentBuffers = _parent?._bufferCollection ?? _effect.Buffers;
for (let (bufferName, engineBufferName, buffer) in parentBuffers)
{
if (buffer == null)
continue;
if (ConstantBuffer parentConstBuffer = buffer as ConstantBuffer)
{
using (OverridingConstantBuffer childConstBuffer = new OverridingConstantBuffer(parentConstBuffer))
{
_bufferCollection.Add(@bufferName.Index, childConstBuffer.Name, engineBufferName, childConstBuffer);
InitVariables(childConstBuffer);
}
}
else
{
Log.EngineLogger.Error("Found buffer in constant buffer collection that is not a constant buffer.");
}
}
}
private void InitTextures()
{
delete _textureCollection;
_textureCollection = new TextureCollection(_parent?._textureCollection);
if (_parent == null)
{
for(let (name, effectTexture) 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...
AssetHandle<Texture> textureHandle = .Invalid;
int32? groupTarget = null;
if (textureHandle.IsValid)
{
if (textureHandle.Dimension != effectTexture.TextureDimension)
textureHandle = .Invalid;
}
int32 textureSlot = -1;
// TODO: This is a hack, because PsSlot and VsSlot actually break because they are references to dictionary items which sometimes get reallocated...
// But it is enough for now to detect if the slot exists.
if (effectTexture.PsSlot != null)
{
textureSlot = (.)_effect.PixelShader.Textures[name].Index;
}
else if (effectTexture.VsSlot != null)
{
textureSlot = (.)_effect.VertexShader.Textures[name].Index;
}
Log.EngineLogger.AssertDebug(textureSlot != -1);
_textureCollection.AddTexture(name, effectTexture.TextureDimension, textureSlot, textureHandle, groupTarget);
}
}
else
{
for(let (name, entry) in _parent._textureCollection.[Friend]_entries)
{
TextureCollection.TextureFlags flags = .Unset;
if (entry.Flags.HasFlag(.Locked))
{
flags |= .Locked | .Readonly;
}
_textureCollection.AddTexture(name, entry.Dimension, entry.TextureSlot, .Invalid, null, flags);
}
}
}
/**
* Binds the materials Shaders and Parameters to the given context.
*/
public void Bind()
{
Debug.Profiler.ProfileRendererFunction!();
for (let (bufferName, engineBufferName, buffer) in _bufferCollection)
{
if (let cbuffer = buffer as ConstantBuffer)
{
TrySilent!(cbuffer.Apply());
}
}
_effect.Bind();
RenderCommand.BindConstantBuffers(_bufferCollection);
_textureCollection.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 Result<void, TextureCollection.SetTextureError> SetTexture(StringView name, AssetHandle<Texture> texture, int32? groupTargetIndex = null)
{
return _textureCollection.SetTexture(name, texture, groupTargetIndex);
}
public Result<AssetHandle<Texture>, TextureCollection.SetTextureError> GetTexture(StringView name, out int32? groupTargetIndex)
{
return _textureCollection.GetTexture(name, out groupTargetIndex);
}
public Result<void, TextureCollection.SetTextureError> ResetTexture(StringView name)
{
return _textureCollection.ResetTexture(name);
}
private mixin SetVariable(StringView name, var value)
{
if(_variables.TryGetValue(name, let entry))
{
entry.SetData(value);
}
}
public enum SetVariableError
{
VariableNotFound,
ElementTypeMismatch,
MatrixDimensionMismatch,
ProvidedBufferTooShort,
}
internal Result<void, SetVariableError> SetVariableRaw(StringView name, ShaderVariableType elementType, int32 rows, int32 columns, int32 arrayLength, Span<uint8> rawData)
{
if(!_variables.TryGetValue(name, let variable))
{
return .Err(.VariableNotFound);
}
let matchResult = variable.CheckTypematch(rows, columns, elementType);
switch (matchResult)
{
case .Ok:
// Nothing went wrong.
case .ElementTypeMismatch:
return .Err(.ElementTypeMismatch);
case .MatrixDimensionMismatch:
return .Err(.MatrixDimensionMismatch);
}
if (rawData.Length < variable._sizeInBytes)
return .Err(.ProvidedBufferTooShort);
// TODO: This method is very stupid atm.
// We could e.g. allow array length mismatches by simply copying the smaller amount of elements.
variable.SetRawData(rawData.Ptr);
return .Ok;
}
public Result<void, SetVariableError> ResetVariable(StringView name)
{
if(!_variables.TryGetValue(name, let variable))
{
return .Err(.VariableNotFound);
}
variable.IsUnset = true;
return .Ok;
}
public void SetVariable(StringView name, bool value) => SetVariable!(name, value);
public void SetVariable(StringView name, bool2 value) => SetVariable!(name, value);
public void SetVariable(StringView name, bool3 value) => SetVariable!(name, value);
public void SetVariable(StringView name, bool4 value) => SetVariable!(name, value);
public void SetVariable(StringView name, int32 value) => SetVariable!(name, value);
public void SetVariable(StringView name, int2 value) => SetVariable!(name, value);
public void SetVariable(StringView name, int3 value) => SetVariable!(name, value);
public void SetVariable(StringView name, int4 value) => SetVariable!(name, value);
public void SetVariable(StringView name, uint32 value) => SetVariable!(name, value);
public void SetVariable(StringView name, uint2 value) => SetVariable!(name, value);
public void SetVariable(StringView name, uint3 value) => SetVariable!(name, value);
public void SetVariable(StringView name, uint4 value) => SetVariable!(name, value);
public void SetVariable(StringView name, float value) => SetVariable!(name, value);
public void SetVariable(StringView name, float2 value) => SetVariable!(name, value);
public void SetVariable(StringView name, float3 value) => SetVariable!(name, value);
public void SetVariable(StringView name, float4 value) => SetVariable!(name, value);
public void SetVariable(StringView name, Color value) => SetVariable!(name, value);
public void SetVariable(StringView name, ColorRGB value) => SetVariable!(name, value);
public void SetVariable(StringView name, ColorRGBA value) => SetVariable!(name, value);
public void SetVariable(StringView name, Matrix3x3 value) => SetVariable!(name, value);
public void SetVariable(StringView name, Matrix4x3 value) => SetVariable!(name, value);
public void SetVariable(StringView name, Matrix value) => SetVariable!(name, value);
public void GetVariable<T>(StringView name, out T value) where T : struct
{
Debug.Profiler.ProfileRendererFunction!();
if(_variables.TryGetValue(name, let entry))
{
entry.EnsureTypeMatch<T>();
// TODO: This obviously breaks for all cases where a custom SetData was necessary.
value = *(T*)entry.firstByte;
}
else
{
value = ?;
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
}
}
}
public class TextureCollection : IEnumerable<(String key, TextureEntry value)>
{
public enum TextureFlags
{
None = 0x0,
/// The texture slot is dirty and needs to be sent do the GPU.
Dirty = 0x1,
/// The texture slot is locked, its value cannot be overwritten in child materials.
Locked = 0x2,
/// (For inherited textures only) The texture slot doesn't override the value set in the parent material.
Unset = 0x4,
/// The texture slots value cannot be changed. (i.e. it is locked in the parent material)
Readonly = 0x8
}
public struct TextureEntry
{
public AssetHandle<Texture> TextureHandle;
public int32? groupTarget;
public TextureDimension Dimension;
public TextureFlags Flags;
public int32 TextureSlot;
}
protected int _generation = 0;
protected int _parentGeneration = 0;
private TextureCollection _parent;
private Dictionary<String, TextureEntry> _entries = new .() ~ DeleteDictionaryAndKeys!(_);
public enum SetTextureError
{
TextureNotFound,
DimensionMismatch,
TextureSlotReadonly
}
public this(TextureCollection parent = null)
{
_parent = parent;
}
internal void AddTexture(StringView name, TextureDimension dimension, int32 slot, AssetHandle<Texture> texture, int32? groupTargetIndex = null, TextureFlags flags = .None)
{
_entries.Add(new String(name),
TextureEntry() {
TextureHandle = texture,
groupTarget = groupTargetIndex,
Dimension = dimension,
TextureSlot = slot,
Flags = flags
});
}
public Result<void, SetTextureError> SetTexture(StringView name, AssetHandle<Texture> texture, int32? groupTargetIndex = null)
{
if (_entries.TryGetRefAlt(name, ?, let entry))
{
if (entry.Flags.HasFlag(.Readonly))
{
return .Err(.TextureSlotReadonly);
}
Texture textureAsset = texture.Get();
if (textureAsset != null && textureAsset.Dimension != entry.Dimension)
{
return .Err(.DimensionMismatch);
}
entry.TextureHandle = texture;
// TODO: Assert group target index
// We have to figure out how to properly use/pass them anyway
entry.groupTarget = groupTargetIndex;
Enum.ClearFlag(ref entry.Flags, .Unset);
Enum.SetFlag(ref entry.Flags, .Dirty);
return .Ok;
}
return .Err(.TextureNotFound);
}
public Result<AssetHandle<Texture>, SetTextureError> GetTexture(StringView name, out int32? groupTargetIndex)
{
if (_entries.TryGetRefAlt(name, ?, let entry))
{
if (entry.Flags.HasFlag(.Unset) && _parent != null)
{
return _parent.GetTexture(name, out groupTargetIndex);
}
groupTargetIndex = entry.groupTarget;
return entry.TextureHandle;
}
groupTargetIndex = -1;
return .Err(.TextureNotFound);
}
public Result<void, SetTextureError> ResetTexture(StringView name)
{
if (_entries.TryGetRefAlt(name, ?, let entry))
{
if (entry.Flags.HasFlag(.Readonly))
{
return .Err(.TextureSlotReadonly);
}
entry.TextureHandle = .Invalid;
entry.groupTarget = null;
Enum.SetFlag(ref entry.Flags, .Unset | .Dirty);
return .Ok;
}
return .Err(.TextureNotFound);
}
public void Bind()
{
for (var (name, entry) in _entries)
{
AssetHandle<Texture> handle = entry.TextureHandle;
TextureCollection parentCollection = _parent;
TextureFlags flags = entry.Flags;
// If necessary, look for a texture in the parent collection
while (flags.HasFlag(.Unset) && parentCollection != null)
{
TextureEntry parentEntry = parentCollection._entries[name];
handle = parentEntry.TextureHandle;
parentCollection = parentCollection._parent;
flags = parentEntry.Flags;
}
Texture texture = handle.Get();
using (let viewBinding = texture?.GetViewBinding())
{
RenderCommand.BindTexture(viewBinding, entry.TextureSlot, .All);
}
}
}
protected extern Result<void> SetTexturePlatform();
public Dictionary<String, TextureEntry>.Enumerator GetEnumerator()
{
return _entries.GetEnumerator();
}
}