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glitchy-engine-beef/GlitchyEditor/src/Assets/Processors/MaterialProcessor.bf
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Beef

using System;
using System.Collections;
using GlitchyEditor.Assets.Importers;
using GlitchyEngine.Renderer;
using GlitchyEngine;
using GlitchyEngine.Content;
using System.Diagnostics;
namespace GlitchyEditor.Assets.Processors;
class ProcessedMaterial : ProcessedResource
{
public AssetHandle EffectHandle;
private Dictionary<String, uint8[]> _bufferData = new .() ~ DeleteDictionaryAndKeysAndValues!(_);
private Dictionary<String, AssetHandle> _textures = new .() ~ DeleteDictionaryAndKeys!(_);
public override AssetType AssetType => .Material;
public Dictionary<String, uint8[]> Buffers => _bufferData;
public Dictionary<String, AssetHandle> Textures => _textures;
public this(AssetIdentifier ownAssetIdentifier, AssetHandle assetHandle) : base(ownAssetIdentifier, assetHandle)
{
}
public Span<uint8> CloneBuffer(String name, ConstantBuffer cBuffer)
{
String copyName = new String(name);
uint8[] data = new uint8[cBuffer.RawData.Length];
cBuffer.RawData.CopyTo(data);
_bufferData.Add(copyName, data);
return data;
}
public void AddTexture(StringView name, AssetHandle textureHandle)
{
String copyName = new String(name);
_textures.Add(copyName, textureHandle);
}
}
class MaterialProcessor : IAssetProcessor
{
public AssetProcessorConfig CreateDefaultConfig()
{
return new AssetProcessorConfig();
}
public static Type ProcessedAssetType => typeof(NewMaterialFile);
public Result<void> Process(ImportedResource importedResource, AssetConfig config, List<ProcessedResource> outProcessedResources)
{
NewMaterialFile importedMaterial = importedResource as NewMaterialFile;
if (importedMaterial == null)
{
Log.EngineLogger.Error($"Expected type {nameof(NewMaterialFile)} but received {importedResource.GetType()} instead.");
return .Err;
}
Effect effect = Content.GetAsset<Effect>(importedMaterial.Effect, blocking: true);
if (effect == null)
// TODO: Don't error out, use the error-effect
return .Err;
ProcessedMaterial processedMaterial = new .(new AssetIdentifier(importedMaterial.AssetIdentifier), config.AssetHandle);
processedMaterial.EffectHandle = importedMaterial.Effect;
for (let buffer in effect.Buffers)
{
// TODO: Skip engine buffers
if (buffer.Buffer == null)
continue;
ConstantBuffer cBuffer = buffer.Buffer as ConstantBuffer;
if (cBuffer == null)
{
Log.EngineLogger.Error("The buffers of a material must be ConstantBuffers.");
continue;
// TODO: Why even allow any other kind of Buffer for Materials? Will this make sense later if we can create and bind Buffers from C#?
}
Span<uint8> data = processedMaterial.CloneBuffer(buffer.Name, cBuffer);
for (BufferVariable effectVariable in cBuffer.Variables)
{
if (importedMaterial.Constants.TryGetValue(effectVariable.Name, let materialValue))
{
if (effectVariable.ElementType != materialValue.ElementType)
{
Log.EngineLogger.Error("Element type doesn't match between material and effect.");
continue;
}
int effectVariableSize = effectVariable.Rows * effectVariable.Columns * Math.Max(1, effectVariable.ArrayElements) * effectVariable.ElementType.ElementSizeInBytes();
if (effectVariableSize != materialValue.RawData.Count)
{
Log.EngineLogger.Warning("Warning, matrix size in matrix and effect doesn't match. Truncating value.");
}
int bytesToCopy = Math.Min(effectVariableSize, materialValue.RawData.Count);
Debug.Assert(effectVariable.Offset + bytesToCopy <= data.Length, "Material value goes out of bounds ");
Internal.MemCpy(data.Ptr + effectVariable.Offset, materialValue.RawData.Ptr, bytesToCopy);
}
}
}
for (let (textureName, textureBinding) in effect.Textures)
{
if (importedMaterial.Textures.TryGetValue(textureName, let textureHandle))
{
processedMaterial.AddTexture(textureName, textureHandle);
}
}
outProcessedResources.Add(processedMaterial);
return .Ok;
}
}