refactor: reorganize Resources module into Core/Asset, Core/IO and Resources subdirectories
- Split core resource architecture into Core/Asset/ (IResource, ResourceManager, ResourceCache, etc.)
- Moved IO layer into Core/IO/ (IResourceLoader, ResourceFileSystem, etc.)
- Reorganized concrete resource types into Resources/{Texture,Mesh,Material,Shader,AudioClip}/
- Updated all include paths from relative to <XCEngine/...> format
- Fixed circular dependency in Material.h (removed unnecessary ResourceManager.h include)
- Fixed malformed include syntax in ResourceManager.h and AsyncLoader.h
- Fixed glad.h path issues in CMakeLists.txt
This commit is contained in:
174
engine/src/Resources/Material/Material.cpp
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174
engine/src/Resources/Material/Material.cpp
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#include "Resources/Material.h"
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#include "Resources/Shader.h"
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namespace XCEngine {
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namespace Resources {
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Material::Material() = default;
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Material::~Material() = default;
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void Material::Release() {
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m_shader.Reset();
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m_properties.Clear();
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m_textureBindings.Clear();
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m_constantBufferData.Clear();
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m_isValid = false;
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}
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void Material::SetShader(const ResourceHandle<Shader>& shader) {
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m_shader = shader;
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}
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void Material::SetFloat(const Containers::String& name, float value) {
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MaterialProperty prop;
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prop.name = name;
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prop.type = MaterialPropertyType::Float;
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prop.value.floatValue[0] = value;
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prop.refCount = 1;
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m_properties.Insert(name, prop);
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}
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void Material::SetFloat2(const Containers::String& name, const Math::Vector2& value) {
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MaterialProperty prop;
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prop.name = name;
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prop.type = MaterialPropertyType::Float2;
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prop.value.floatValue[0] = value.x;
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prop.value.floatValue[1] = value.y;
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prop.refCount = 1;
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m_properties.Insert(name, prop);
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}
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void Material::SetFloat3(const Containers::String& name, const Math::Vector3& value) {
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MaterialProperty prop;
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prop.name = name;
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prop.type = MaterialPropertyType::Float3;
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prop.value.floatValue[0] = value.x;
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prop.value.floatValue[1] = value.y;
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prop.value.floatValue[2] = value.z;
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prop.refCount = 1;
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m_properties.Insert(name, prop);
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}
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void Material::SetFloat4(const Containers::String& name, const Math::Vector4& value) {
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MaterialProperty prop;
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prop.name = name;
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prop.type = MaterialPropertyType::Float4;
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prop.value.floatValue[0] = value.x;
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prop.value.floatValue[1] = value.y;
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prop.value.floatValue[2] = value.z;
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prop.value.floatValue[3] = value.w;
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prop.refCount = 1;
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m_properties.Insert(name, prop);
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}
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void Material::SetInt(const Containers::String& name, Core::int32 value) {
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MaterialProperty prop;
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prop.name = name;
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prop.type = MaterialPropertyType::Int;
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prop.value.intValue[0] = value;
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prop.refCount = 1;
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m_properties.Insert(name, prop);
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}
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void Material::SetBool(const Containers::String& name, bool value) {
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MaterialProperty prop;
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prop.name = name;
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prop.type = MaterialPropertyType::Bool;
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prop.value.boolValue = value;
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prop.refCount = 1;
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m_properties.Insert(name, prop);
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}
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void Material::SetTexture(const Containers::String& name, const ResourceHandle<Texture>& texture) {
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MaterialProperty prop;
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prop.name = name;
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prop.type = MaterialPropertyType::Texture;
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prop.refCount = 1;
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m_properties.Insert(name, prop);
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TextureBinding binding;
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binding.name = name;
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binding.slot = static_cast<Core::uint32>(m_textureBindings.Size());
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binding.texture = texture;
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m_textureBindings.PushBack(binding);
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}
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float Material::GetFloat(const Containers::String& name) const {
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auto* prop = m_properties.Find(name);
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if (prop && prop->type == MaterialPropertyType::Float) {
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return prop->value.floatValue[0];
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}
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return 0.0f;
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}
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Math::Vector2 Material::GetFloat2(const Containers::String& name) const {
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auto* prop = m_properties.Find(name);
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if (prop && prop->type == MaterialPropertyType::Float2) {
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return Math::Vector2(prop->value.floatValue[0], prop->value.floatValue[1]);
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}
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return Math::Vector2::Zero();
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}
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Math::Vector3 Material::GetFloat3(const Containers::String& name) const {
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auto* prop = m_properties.Find(name);
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if (prop && prop->type == MaterialPropertyType::Float3) {
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return Math::Vector3(prop->value.floatValue[0], prop->value.floatValue[1], prop->value.floatValue[2]);
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}
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return Math::Vector3::Zero();
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}
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Math::Vector4 Material::GetFloat4(const Containers::String& name) const {
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auto* prop = m_properties.Find(name);
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if (prop && prop->type == MaterialPropertyType::Float4) {
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return Math::Vector4(prop->value.floatValue[0], prop->value.floatValue[1],
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prop->value.floatValue[2], prop->value.floatValue[3]);
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}
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return Math::Vector4::Zero();
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}
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Core::int32 Material::GetInt(const Containers::String& name) const {
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auto* prop = m_properties.Find(name);
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if (prop && prop->type == MaterialPropertyType::Int) {
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return prop->value.intValue[0];
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}
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return 0;
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}
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bool Material::GetBool(const Containers::String& name) const {
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auto* prop = m_properties.Find(name);
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if (prop && prop->type == MaterialPropertyType::Bool) {
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return prop->value.boolValue;
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}
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return false;
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}
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ResourceHandle<Texture> Material::GetTexture(const Containers::String& name) const {
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for (const auto& binding : m_textureBindings) {
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if (binding.name == name) {
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return binding.texture;
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}
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}
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return ResourceHandle<Texture>();
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}
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void Material::UpdateConstantBuffer() {
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m_constantBufferData.Clear();
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}
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bool Material::HasProperty(const Containers::String& name) const {
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return m_properties.Contains(name);
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}
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void Material::RemoveProperty(const Containers::String& name) {
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m_properties.Erase(name);
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}
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void Material::ClearAllProperties() {
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m_properties.Clear();
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m_textureBindings.Clear();
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m_constantBufferData.Clear();
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}
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} // namespace Resources
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} // namespace XCEngine
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