feat: pure Vulkan P/Invoke renderer — no wrappers, SDL3 window, SPIR-V shaders
- Engine.Graphics: restored interfaces (IRenderContext, IRenderer, RenderBackendFactory), loaders (ObjLoader, GltfLoader), ProceduralMesh, MeshMath, SceneSerializer - Engine.Graphics.Vulkan: pure P/Invoke to libvulkan.so.1/vulkan-1.dll - VulkanNative: library loading, function pointer loading via vkGetInstanceProcAddr - Vk: static function cache for ~80 Vulkan functions, all delegate types - VulkanTypes: ~50 structs, ~20 enums matching Vulkan C headers - VulkanContext: instance, physical device, logical device, surface, memory types - VulkanSwapchain: swapchain, image views, depth image, render pass, framebuffers - VulkanPipeline: graphics pipeline, descriptor set layout, shader modules - VulkanBuffer: vertex/index/uniform buffers, staging, memory allocation - VulkanRenderer: command buffers, sync (semaphores/fences), render loop, 2 frames in flight - GLSL 450 shaders: PBR lighting (Fresnel, ACES, gamma), directional+point lights - Compiled to SPIR-V via @webgpu/glslang WASM - CortexEngine.App: switched to vulkan backend, removed Raylib/OpenTK/ImGui refs - Tests: all 66 pass (ObjLoader, MeshMath, ProceduralMesh, SceneSerializer, etc.) - Camera tour: 16 poses, screenshots captured, clean shutdown
This commit is contained in:
@@ -0,0 +1,33 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net9.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
|
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<IsAotCompatible>true</IsAotCompatible>
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</PropertyGroup>
|
||||
|
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<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
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<DefineConstants>DEV_MODE</DefineConstants>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)' == 'ReleaseAOT'">
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<DefineConstants>RELEASE_AOT</DefineConstants>
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<PublishAot>true</PublishAot>
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</PropertyGroup>
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|
||||
<ItemGroup>
|
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<PackageReference Include="Flecs.NET.Debug" Version="4.0.4-build.546" Condition="'$(Configuration)' == 'Debug'" />
|
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<PackageReference Include="Flecs.NET.Release" Version="4.0.4-build.546" Condition="'$(Configuration)' == 'Release' OR '$(Configuration)' == 'ReleaseAOT'" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="SharpGLTF.Core" Version="1.0.0" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Engine.Core\Engine.Core.csproj" />
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</ItemGroup>
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</Project>
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@@ -0,0 +1,10 @@
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using Engine.Core;
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namespace Engine.Graphics;
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public interface IRenderContext : IDisposable
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{
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IWindow Window { get; }
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IRenderer CreateRenderer();
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void Resize(int width, int height);
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}
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@@ -0,0 +1,12 @@
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using Engine.Core;
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using Flecs.NET.Core;
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namespace Engine.Graphics;
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public interface IRenderer : IDisposable
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{
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void RenderWorld(World world);
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void RequestScreenshot(string outputPath);
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bool IsScreenshotRequested { get; }
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IScreenshotProvider ScreenshotProvider { get; }
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}
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@@ -0,0 +1,67 @@
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using System.Numerics;
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using Engine.Core;
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using Engine.Core.Components;
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namespace Engine.Graphics.Loaders;
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public static class GltfLoader
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{
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public static Mesh Load(string path, Vector3? color = null)
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{
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var tint = color ?? new Vector3(0.7f, 0.6f, 0.5f);
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var modelRoot = SharpGLTF.Schema2.ModelRoot.Load(path);
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var vertices = new List<Vertex>();
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var indices = new List<uint>();
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foreach (var scene in modelRoot.LogicalScenes)
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{
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foreach (var node in scene.VisualChildren)
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{
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var mesh = node.Mesh;
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if (mesh == null) continue;
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foreach (var primitive in mesh.Primitives)
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{
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var posAccess = primitive.GetVertexAccessor("POSITION");
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var normAccess = primitive.GetVertexAccessor("NORMAL");
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if (posAccess == null) continue;
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var indexAccess = primitive.IndexAccessor;
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var baseVertex = (uint)vertices.Count;
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for (var i = 0; i < posAccess.Count; i++)
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{
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var pos = posAccess.AsVector3Array()[i];
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var normal = normAccess != null
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? normAccess.AsVector3Array()[i]
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: Vector3.UnitY;
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vertices.Add(new Vertex(pos, tint, normal));
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}
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if (indexAccess != null)
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{
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var indexArray = indexAccess.AsIndicesArray();
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foreach (var idx in indexArray)
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{
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indices.Add((uint)idx + baseVertex);
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}
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}
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else
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{
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for (uint i = 0; i < posAccess.Count; i++)
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{
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indices.Add(baseVertex + i);
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}
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}
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}
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}
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}
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if (vertices.Count == 0)
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throw new InvalidOperationException($"GLTF file '{path}' contains no meshes.");
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return new Mesh(vertices.ToArray(), indices.ToArray());
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}
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}
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@@ -0,0 +1,109 @@
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using System.Globalization;
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using System.Numerics;
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using Engine.Core;
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using Engine.Core.Components;
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namespace Engine.Graphics.Loaders;
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public static class ObjLoader
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{
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private static readonly Vector3 DefaultColor = new(0.7f, 0.6f, 0.5f);
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public static Mesh Load(string path, Vector3? color = null)
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{
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var tint = color ?? DefaultColor;
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var lines = File.ReadAllLines(path);
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var positions = new List<Vector3>();
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var normals = new List<Vector3>();
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var vertices = new List<Vertex>();
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var indices = new List<uint>();
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foreach (var rawLine in lines)
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{
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var line = rawLine.Trim();
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if (line.Length == 0 || line.StartsWith('#'))
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continue;
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var parts = line.Split(' ', StringSplitOptions.RemoveEmptyEntries);
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if (parts.Length == 0)
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continue;
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switch (parts[0])
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{
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case "v":
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positions.Add(new Vector3(
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float.Parse(parts[1], CultureInfo.InvariantCulture),
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float.Parse(parts[2], CultureInfo.InvariantCulture),
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float.Parse(parts[3], CultureInfo.InvariantCulture)));
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break;
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case "vn":
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normals.Add(new Vector3(
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float.Parse(parts[1], CultureInfo.InvariantCulture),
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float.Parse(parts[2], CultureInfo.InvariantCulture),
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float.Parse(parts[3], CultureInfo.InvariantCulture)));
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break;
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case "f":
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ParseFace(parts, positions, normals, vertices, indices, tint);
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break;
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}
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}
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if (vertices.Count == 0)
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throw new InvalidOperationException($"OBJ file '{path}' contains no faces.");
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return new Mesh(vertices.ToArray(), indices.ToArray());
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}
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private static void ParseFace(
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string[] parts,
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List<Vector3> positions,
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List<Vector3> normals,
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List<Vertex> vertices,
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List<uint> indices,
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Vector3 tint)
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{
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var faceData = new List<(int posIdx, int normIdx)>();
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for (var i = 1; i < parts.Length; i++)
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{
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var vertexData = parts[i].Split('/');
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var posIdx = int.Parse(vertexData[0]) - 1;
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var normIdx = vertexData.Length > 2 && !string.IsNullOrEmpty(vertexData[2])
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? int.Parse(vertexData[2]) - 1
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: -1;
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faceData.Add((posIdx, normIdx));
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}
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if (faceData.Count < 3) return;
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for (var i = 1; i < faceData.Count - 1; i++)
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{
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var d0 = faceData[0];
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var d1 = faceData[i];
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var d2 = faceData[i + 1];
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var p0 = positions[d0.posIdx];
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var p1 = positions[d1.posIdx];
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var p2 = positions[d2.posIdx];
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var normal = d0.normIdx >= 0 && d0.normIdx < normals.Count
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? normals[d0.normIdx]
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: MeshMath.ComputeFaceNormal(p0, p1, p2);
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var i0 = (uint)vertices.Count;
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vertices.Add(new Vertex(p0, tint, normal));
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var i1 = (uint)vertices.Count;
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vertices.Add(new Vertex(p1, tint, normal));
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var i2 = (uint)vertices.Count;
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vertices.Add(new Vertex(p2, tint, normal));
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indices.Add(i0); indices.Add(i1); indices.Add(i2);
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}
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}
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}
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@@ -0,0 +1,18 @@
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using System.Numerics;
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namespace Engine.Graphics;
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public static class MeshMath
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{
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public static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
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{
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var edge1 = b - a;
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var edge2 = c - a;
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var normal = Vector3.Cross(edge2, edge1);
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if (normal.LengthSquared() < 1e-12f)
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return Vector3.UnitY;
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return Vector3.Normalize(normal);
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}
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}
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@@ -0,0 +1,90 @@
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using System.Numerics;
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using Engine.Core;
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using Engine.Core.Components;
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namespace Engine.Graphics;
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public static class ProceduralMesh
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{
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public static Mesh CreateSphere(float radius, int slices, int stacks, Vector3 color)
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{
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var vertices = new Vertex[(stacks + 1) * (slices + 1)];
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var indices = new uint[stacks * slices * 6];
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var vi = 0;
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for (var i = 0; i <= stacks; i++)
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{
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var phi = MathF.PI * i / stacks;
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var y = radius * MathF.Cos(phi);
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var r = radius * MathF.Sin(phi);
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for (var j = 0; j <= slices; j++)
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{
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var theta = 2.0f * MathF.PI * j / slices;
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var x = r * MathF.Cos(theta);
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var z = r * MathF.Sin(theta);
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var pos = new Vector3(x, y, z);
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var normal = Vector3.Normalize(pos);
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vertices[vi++] = new Vertex(pos, color, normal);
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}
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}
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var ii = 0;
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for (var i = 0; i < stacks; i++)
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{
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for (var j = 0; j < slices; j++)
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{
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var a = (uint)(i * (slices + 1) + j);
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var b = a + 1;
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var c = a + (uint)(slices + 1);
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var d = c + 1;
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indices[ii++] = a; indices[ii++] = c; indices[ii++] = b;
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indices[ii++] = b; indices[ii++] = c; indices[ii++] = d;
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}
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}
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return new Mesh(vertices, indices);
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}
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public static Mesh CreateGrid(int halfSize, float spacing, Vector3 color)
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{
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var lines = 2 * halfSize + 1;
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var vertices = new List<Vertex>(lines * 4 * 2);
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var indices = new List<uint>(lines * 4 * 2);
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var extent = halfSize * spacing;
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for (var i = -halfSize; i <= halfSize; i++)
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{
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var pos = i * spacing;
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var i0 = (uint)vertices.Count;
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vertices.Add(new Vertex(new Vector3(pos, 0, -extent), color, Vector3.UnitY));
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var i1 = (uint)vertices.Count;
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vertices.Add(new Vertex(new Vector3(pos, 0, extent), color, Vector3.UnitY));
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indices.Add(i0); indices.Add(i1);
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var i2 = (uint)vertices.Count;
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vertices.Add(new Vertex(new Vector3(pos, 0, -extent), color, Vector3.UnitY));
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var i3 = (uint)vertices.Count;
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vertices.Add(new Vertex(new Vector3(pos, 0, extent), color, Vector3.UnitY));
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indices.Add(i2); indices.Add(i3);
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var i4 = (uint)vertices.Count;
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vertices.Add(new Vertex(new Vector3(-extent, 0, pos), color, Vector3.UnitY));
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var i5 = (uint)vertices.Count;
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vertices.Add(new Vertex(new Vector3(extent, 0, pos), color, Vector3.UnitY));
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indices.Add(i4); indices.Add(i5);
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var i6 = (uint)vertices.Count;
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vertices.Add(new Vertex(new Vector3(-extent, 0, pos), color, Vector3.UnitY));
|
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var i7 = (uint)vertices.Count;
|
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vertices.Add(new Vertex(new Vector3(extent, 0, pos), color, Vector3.UnitY));
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indices.Add(i6); indices.Add(i7);
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}
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|
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return new Mesh(vertices.ToArray(), indices.ToArray());
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}
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}
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@@ -0,0 +1,25 @@
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using Engine.Core;
|
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|
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namespace Engine.Graphics;
|
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public static class RenderBackendFactory
|
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{
|
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private static readonly Dictionary<string, Func<int, int, bool, IRenderContext>> _backends =
|
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new(StringComparer.OrdinalIgnoreCase);
|
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|
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public static void Register(string name, Func<int, int, bool, IRenderContext> factory)
|
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{
|
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_backends[name] = factory;
|
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}
|
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|
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public static IRenderContext Create(string name, int width, int height, bool enableValidation)
|
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{
|
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if (_backends.TryGetValue(name, out var factory))
|
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return factory(width, height, enableValidation);
|
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|
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throw new NotSupportedException(
|
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$"Unknown render backend '{name}'. Available: {string.Join(", ", _backends.Keys)}");
|
||||
}
|
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|
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public static bool IsRegistered(string name) => _backends.ContainsKey(name);
|
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}
|
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@@ -0,0 +1,204 @@
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using System.Numerics;
|
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using System.Text.Json;
|
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using System.Text.Json.Serialization;
|
||||
using Engine.Core.Components;
|
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using Flecs.NET.Core;
|
||||
|
||||
namespace Engine.Graphics;
|
||||
|
||||
public static class SceneSerializer
|
||||
{
|
||||
private static readonly JsonSerializerOptions JsonOptions = new()
|
||||
{
|
||||
PropertyNameCaseInsensitive = true,
|
||||
Converters = { new JsonStringEnumConverter() }
|
||||
};
|
||||
|
||||
public static string SaveToString(World world)
|
||||
{
|
||||
var entities = new List<SceneEntityData>();
|
||||
|
||||
world.Each((Entity e, ref Transform _) =>
|
||||
{
|
||||
var name = e.Name();
|
||||
if (string.IsNullOrEmpty(name)) return;
|
||||
|
||||
var data = new SceneEntityData { Name = name };
|
||||
|
||||
if (e.Has<Transform>())
|
||||
{
|
||||
var t = e.Get<Transform>();
|
||||
data.Transform = new TransformData
|
||||
{
|
||||
Position = new float[] { t.Position.X, t.Position.Y, t.Position.Z },
|
||||
Rotation = new float[] { t.Rotation.X, t.Rotation.Y, t.Rotation.Z, t.Rotation.W },
|
||||
Scale = new float[] { t.Scale.X, t.Scale.Y, t.Scale.Z }
|
||||
};
|
||||
}
|
||||
|
||||
if (e.Has<Material>())
|
||||
{
|
||||
var m = e.Get<Material>();
|
||||
data.Material = new MaterialData
|
||||
{
|
||||
Albedo = new float[] { m.Albedo.X, m.Albedo.Y, m.Albedo.Z },
|
||||
Roughness = m.Roughness,
|
||||
Metallic = m.Metallic,
|
||||
TexturePath = m.TexturePath
|
||||
};
|
||||
}
|
||||
|
||||
if (e.Has<Light>())
|
||||
{
|
||||
var l = e.Get<Light>();
|
||||
data.Light = new LightData
|
||||
{
|
||||
Type = l.Type.ToString(),
|
||||
Direction = new float[] { l.Direction.X, l.Direction.Y, l.Direction.Z },
|
||||
Position = new float[] { l.Position.X, l.Position.Y, l.Position.Z },
|
||||
Color = new float[] { l.Color.X, l.Color.Y, l.Color.Z },
|
||||
Intensity = l.Intensity,
|
||||
Range = l.Range
|
||||
};
|
||||
}
|
||||
|
||||
if (e.Has<Camera>())
|
||||
{
|
||||
var c = e.Get<Camera>();
|
||||
data.Camera = new CameraData
|
||||
{
|
||||
Position = new float[] { c.Position.X, c.Position.Y, c.Position.Z },
|
||||
Target = new float[] { c.Target.X, c.Target.Y, c.Target.Z },
|
||||
Up = new float[] { c.Up.X, c.Up.Y, c.Up.Z },
|
||||
FieldOfView = c.FieldOfView,
|
||||
AspectRatio = c.AspectRatio,
|
||||
NearPlane = c.NearPlane,
|
||||
FarPlane = c.FarPlane
|
||||
};
|
||||
}
|
||||
|
||||
entities.Add(data);
|
||||
});
|
||||
|
||||
return JsonSerializer.Serialize(entities, JsonOptions);
|
||||
}
|
||||
|
||||
public static void SaveToFile(World world, string path)
|
||||
{
|
||||
var json = SaveToString(world);
|
||||
File.WriteAllText(path, json);
|
||||
}
|
||||
|
||||
public static int LoadFromString(World world, string json)
|
||||
{
|
||||
var entities = JsonSerializer.Deserialize<List<SceneEntityData>>(json, JsonOptions);
|
||||
if (entities == null) return 0;
|
||||
|
||||
foreach (var data in entities)
|
||||
{
|
||||
var entity = world.Entity(data.Name);
|
||||
|
||||
if (data.Transform != null)
|
||||
{
|
||||
var t = data.Transform;
|
||||
entity.Set(new Transform(
|
||||
new Vector3(t.Position[0], t.Position[1], t.Position[2]),
|
||||
new Quaternion(t.Rotation[0], t.Rotation[1], t.Rotation[2], t.Rotation[3]),
|
||||
new Vector3(t.Scale[0], t.Scale[1], t.Scale[2])));
|
||||
}
|
||||
|
||||
if (data.Material != null)
|
||||
{
|
||||
var m = data.Material;
|
||||
entity.Set(new Material(
|
||||
new Vector3(m.Albedo[0], m.Albedo[1], m.Albedo[2]),
|
||||
m.Roughness, m.Metallic, m.TexturePath));
|
||||
}
|
||||
|
||||
if (data.Light != null)
|
||||
{
|
||||
var l = data.Light;
|
||||
if (l.Type == "Directional")
|
||||
{
|
||||
entity.Set(Light.Directional(
|
||||
new Vector3(l.Direction[0], l.Direction[1], l.Direction[2]),
|
||||
new Vector3(l.Color[0], l.Color[1], l.Color[2]),
|
||||
l.Intensity));
|
||||
}
|
||||
else
|
||||
{
|
||||
entity.Set(Light.Point(
|
||||
new Vector3(l.Position[0], l.Position[1], l.Position[2]),
|
||||
new Vector3(l.Color[0], l.Color[1], l.Color[2]),
|
||||
l.Intensity, l.Range));
|
||||
}
|
||||
}
|
||||
|
||||
if (data.Camera != null)
|
||||
{
|
||||
var c = data.Camera;
|
||||
entity.Set(new Camera(
|
||||
new Vector3(c.Position[0], c.Position[1], c.Position[2]),
|
||||
new Vector3(c.Target[0], c.Target[1], c.Target[2]),
|
||||
new Vector3(c.Up[0], c.Up[1], c.Up[2]),
|
||||
c.FieldOfView, c.AspectRatio, c.NearPlane, c.FarPlane));
|
||||
}
|
||||
}
|
||||
|
||||
return entities.Count;
|
||||
}
|
||||
|
||||
public static int LoadFromFile(World world, string path)
|
||||
{
|
||||
if (!File.Exists(path))
|
||||
throw new FileNotFoundException($"Scene file not found: {path}", path);
|
||||
|
||||
var json = File.ReadAllText(path);
|
||||
return LoadFromString(world, json);
|
||||
}
|
||||
|
||||
private class SceneEntityData
|
||||
{
|
||||
public string Name { get; set; } = "";
|
||||
public TransformData? Transform { get; set; }
|
||||
public MaterialData? Material { get; set; }
|
||||
public LightData? Light { get; set; }
|
||||
public CameraData? Camera { get; set; }
|
||||
}
|
||||
|
||||
private class TransformData
|
||||
{
|
||||
public float[] Position { get; set; } = Array.Empty<float>();
|
||||
public float[] Rotation { get; set; } = Array.Empty<float>();
|
||||
public float[] Scale { get; set; } = Array.Empty<float>();
|
||||
}
|
||||
|
||||
private class MaterialData
|
||||
{
|
||||
public float[] Albedo { get; set; } = Array.Empty<float>();
|
||||
public float Roughness { get; set; }
|
||||
public float Metallic { get; set; }
|
||||
public string? TexturePath { get; set; }
|
||||
}
|
||||
|
||||
private class LightData
|
||||
{
|
||||
public string Type { get; set; } = "";
|
||||
public float[] Direction { get; set; } = Array.Empty<float>();
|
||||
public float[] Position { get; set; } = Array.Empty<float>();
|
||||
public float[] Color { get; set; } = Array.Empty<float>();
|
||||
public float Intensity { get; set; }
|
||||
public float Range { get; set; }
|
||||
}
|
||||
|
||||
private class CameraData
|
||||
{
|
||||
public float[] Position { get; set; } = Array.Empty<float>();
|
||||
public float[] Target { get; set; } = Array.Empty<float>();
|
||||
public float[] Up { get; set; } = Array.Empty<float>();
|
||||
public float FieldOfView { get; set; }
|
||||
public float AspectRatio { get; set; }
|
||||
public float NearPlane { get; set; }
|
||||
public float FarPlane { get; set; }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user