chore: remove all graphics backends (Raylib, OpenTK, Vulkan/Silk.NET) — prepare for pure Vulkan P/Invoke rewrite

This commit is contained in:
emil28092005
2026-06-17 22:12:51 +03:00
parent ff4a3faae9
commit dd105ea4af
40 changed files with 257 additions and 5884 deletions
@@ -1,30 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<IsAotCompatible>true</IsAotCompatible>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
<DefineConstants>DEV_MODE</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'ReleaseAOT'">
<DefineConstants>RELEASE_AOT</DefineConstants>
<PublishAot>true</PublishAot>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Flecs.NET.Debug" Version="4.0.4-build.546" Condition="'$(Configuration)' == 'Debug'" />
<PackageReference Include="Flecs.NET.Release" Version="4.0.4-build.546" Condition="'$(Configuration)' == 'Release' OR '$(Configuration)' == 'ReleaseAOT'" />
<PackageReference Include="SharpGLTF.Core" Version="1.0.6" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Engine.Core\Engine.Core.csproj" />
</ItemGroup>
</Project>
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using Engine.Core;
namespace Engine.Graphics;
/// <summary>
/// Abstraction over a graphics backend (Vulkan, Raylib, etc.).
/// Each backend owns its window and surface. The application retrieves
/// the window via <see cref="Window"/> for input and event polling.
/// </summary>
public interface IRenderContext : IDisposable
{
/// <summary>
/// The window owned by this backend. The application uses this for
/// input polling, resize detection, and close requests.
/// </summary>
IWindow Window { get; }
/// <summary>
/// Create a renderer that can draw the ECS world using this backend.
/// </summary>
IRenderer CreateRenderer();
/// <summary>
/// Notify the backend that the output surface has been resized.
/// </summary>
void Resize(int width, int height);
}
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using Engine.Core;
using Flecs.NET.Core;
namespace Engine.Graphics;
/// <summary>
/// Renders the ECS world and exposes screenshot capture.
/// Implemented by concrete graphics backends.
/// </summary>
public interface IRenderer : IDisposable
{
/// <summary>
/// Render one frame of the ECS world and present it.
/// </summary>
void RenderWorld(World world);
/// <summary>
/// Request a screenshot of the next rendered frame to be saved to disk.
/// </summary>
void RequestScreenshot(string outputPath);
/// <summary>
/// True if a screenshot has been requested but not yet captured.
/// </summary>
bool IsScreenshotRequested { get; }
/// <summary>
/// Provider that can asynchronously capture the current frame to PNG bytes.
/// </summary>
IScreenshotProvider ScreenshotProvider { get; }
}
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@@ -1,196 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using Engine.Core;
using EngineCoreMaterial = Engine.Core.Components.Material;
using EngineMesh = Engine.Core.Components.Mesh;
using SharpGLTF.Schema2;
namespace Engine.Graphics.Loaders;
/// <summary>
/// glTF/glTF binary loader using SharpGLTF.Core.
/// Loads all primitives across all meshes, extracting:
/// - Positions, normals (from file or computed), texcoords
/// - PBR material: albedo, roughness, metallic, base color texture
/// </summary>
public static class GltfLoader
{
/// <summary>
/// Load a glTF/GLB file and return the combined mesh plus extracted materials.
/// </summary>
public static EngineMesh Load(string path, Vector3? defaultColor = null)
{
var (mesh, _) = LoadWithMaterials(path, defaultColor);
return mesh;
}
/// <summary>
/// Load a glTF/GLB file and return the combined mesh plus a list of
/// (primitive index, material) pairs. Textures are extracted to a
/// temp directory next to the source file.
/// </summary>
public static (EngineMesh Mesh, List<EngineCoreMaterial> Materials) LoadWithMaterials(
string path, Vector3? defaultColor = null)
{
var color = defaultColor ?? new Vector3(0.7f, 0.7f, 0.7f);
var textureDir = Path.Combine(Path.GetDirectoryName(path) ?? ".", "extracted_textures");
var model = ModelRoot.Load(path);
if (model.LogicalMeshes.Count == 0)
throw new InvalidOperationException($"glTF file has no meshes: {path}");
var vertices = new List<Vertex>();
var indices = new List<uint>();
var materials = new List<EngineCoreMaterial>();
foreach (var mesh in model.LogicalMeshes)
{
foreach (var primitive in mesh.Primitives)
{
if (!primitive.VertexAccessors.TryGetValue("POSITION", out var positionAccessor))
continue;
var positions = positionAccessor.AsVector3Array();
var normals = primitive.VertexAccessors.TryGetValue("NORMAL", out var normalAccessor)
? normalAccessor.AsVector3Array()
: null;
var uvs = primitive.VertexAccessors.TryGetValue("TEXCOORD_0", out var uvAccessor)
? uvAccessor.AsVector2Array()
: null;
var primIndices = GetIndices(primitive, positions.Count);
var material = ExtractMaterial(primitive, color, textureDir);
materials.Add(material);
var vertexBase = (uint)vertices.Count;
for (var i = 0; i < primIndices.Length; i += 3)
{
var i0 = (int)primIndices[i];
var i1 = (int)primIndices[i + 1];
var i2 = (int)primIndices[i + 2];
var v0 = ToVertex(positions, normals, uvs, i0, color);
var v1 = ToVertex(positions, normals, uvs, i1, color);
var v2 = ToVertex(positions, normals, uvs, i2, color);
if (normals == null)
{
var n = MeshMath.ComputeFaceNormal(v0.Position, v1.Position, v2.Position);
v0.Normal = n;
v1.Normal = n;
v2.Normal = n;
}
indices.Add(vertexBase + (uint)i0);
indices.Add(vertexBase + (uint)i1);
indices.Add(vertexBase + (uint)i2);
if (i == 0)
{
vertices.AddRange(new[] { v0, v1, v2 });
}
}
if (normals != null || uvs != null)
{
for (var i = 0; i < positions.Count; i++)
vertices.Add(ToVertex(positions, normals, uvs, i, color));
}
vertexBase = (uint)vertices.Count;
}
}
return (new EngineMesh(vertices.ToArray(), indices.ToArray()), materials);
}
private static Vertex ToVertex(
IReadOnlyList<Vector3> positions,
IReadOnlyList<Vector3>? normals,
IReadOnlyList<Vector2>? uvs,
int index,
Vector3 color)
{
var pos = new Vector3(positions[index].X, positions[index].Y, positions[index].Z);
var normal = normals != null
? Vector3.Normalize(new Vector3(normals[index].X, normals[index].Y, normals[index].Z))
: Vector3.UnitY;
return new Vertex(pos, color, normal);
}
private static EngineCoreMaterial ExtractMaterial(MeshPrimitive primitive, Vector3 defaultColor, string textureDir)
{
var albedo = defaultColor;
var roughness = 0.5f;
var metallic = 0.0f;
string? texturePath = null;
var gltfMat = primitive.Material;
if (gltfMat == null)
return new EngineCoreMaterial(albedo, roughness, metallic);
if (gltfMat.FindChannel("BaseColor") is { } baseColor)
{
foreach (var param in baseColor.Parameters)
{
if (param.Name == "BaseColorFactor" && param.Value is Vector4 factor)
{
albedo = new Vector3(factor.X, factor.Y, factor.Z);
}
}
if (baseColor.Texture?.PrimaryImage is { } img)
{
var mem = img.Content;
if (!string.IsNullOrEmpty(mem.SourcePath) && File.Exists(mem.SourcePath))
{
texturePath = mem.SourcePath;
}
else if (mem.IsValid)
{
Directory.CreateDirectory(textureDir);
var ext = string.IsNullOrEmpty(mem.FileExtension) ? ".png" : mem.FileExtension;
texturePath = Path.Combine(textureDir, $"tex_{Guid.NewGuid():N}{ext}");
mem.SaveToFile(texturePath);
}
}
}
if (gltfMat.FindChannel("MetallicRoughness") is { } mr)
{
foreach (var param in mr.Parameters)
{
if (param.Name == "MetallicFactor" && param.Value is float mf)
metallic = mf;
if (param.Name == "RoughnessFactor" && param.Value is float rf)
roughness = rf;
}
}
return new EngineCoreMaterial(albedo, roughness, metallic, texturePath);
}
private static uint[] GetIndices(MeshPrimitive primitive, int positionCount)
{
if (primitive.IndexAccessor != null)
{
var idx = primitive.IndexAccessor.AsIndexArray();
var indices = new uint[idx.Count];
for (var i = 0; i < idx.Count; i++)
indices[i] = idx[i];
return indices;
}
var auto = new uint[positionCount];
for (var i = 0; i < positionCount; i++)
auto[i] = (uint)i;
return auto;
}
private static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
=> MeshMath.ComputeFaceNormal(a, b, c);
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using Engine.Core;
using Engine.Core.Components;
namespace Engine.Graphics.Loaders;
/// <summary>
/// Minimal .obj loader.
/// Supports vertices (v) and faces (f). Creates per-face normals for flat shading.
/// Produces a colored Mesh component.
/// </summary>
public static class ObjLoader
{
public static Mesh Load(string path, Vector3? defaultColor = null)
{
var color = defaultColor ?? new Vector3(0.7f, 0.7f, 0.7f);
var positions = new List<Vector3>();
var vertices = new List<Vertex>();
var indices = new List<uint>();
foreach (var rawLine in File.ReadLines(path))
{
var line = rawLine.Trim();
if (string.IsNullOrEmpty(line) || line.StartsWith("#"))
continue;
var parts = line.Split((char[]?)null, StringSplitOptions.RemoveEmptyEntries);
if (parts.Length == 0)
continue;
switch (parts[0])
{
case "v" when parts.Length >= 4:
positions.Add(new Vector3(
float.Parse(parts[1]),
float.Parse(parts[2]),
float.Parse(parts[3])));
break;
case "f" when parts.Length >= 4:
// Triangulate the face as a fan.
var baseIndex = ParseFaceIndex(parts[1]);
for (var i = 2; i < parts.Length - 1; i++)
{
var i0 = baseIndex;
var i1 = ParseFaceIndex(parts[i]);
var i2 = ParseFaceIndex(parts[i + 1]);
var v0 = positions[(int)i0];
var v1 = positions[(int)i1];
var v2 = positions[(int)i2];
var normal = ComputeFaceNormal(v0, v1, v2);
var vertexBase = (uint)vertices.Count;
indices.Add(vertexBase);
indices.Add(vertexBase + 1);
indices.Add(vertexBase + 2);
vertices.Add(new Vertex(v0, color, normal));
vertices.Add(new Vertex(v1, color, normal));
vertices.Add(new Vertex(v2, color, normal));
}
break;
}
}
if (vertices.Count == 0)
throw new InvalidOperationException($"OBJ file has no vertices: {path}");
return new Mesh(vertices.ToArray(), indices.ToArray());
}
private static uint ParseFaceIndex(string part)
{
// Formats: v, v/vt, v/vt/vn, v//vn
var slashIndex = part.IndexOf('/');
var indexStr = slashIndex == -1 ? part : part.Substring(0, slashIndex);
var index = int.Parse(indexStr);
return (uint)(index - 1); // OBJ indices are 1-based
}
private static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
=> MeshMath.ComputeFaceNormal(a, b, c);
}
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using System.Numerics;
namespace Engine.Graphics;
/// <summary>
/// Shared mesh math utilities used by loaders and procedural generators.
/// </summary>
public static class MeshMath
{
/// <summary>
/// Compute a flat face normal from three vertex positions.
/// Falls back to Vector3.UnitY for degenerate (zero-area) triangles.
/// </summary>
public static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
{
var ab = b - a;
var ac = c - a;
// Cross(ac, ab) instead of Cross(ab, ac) to match CW winding in typical OBJ files
var normal = Vector3.Cross(ac, ab);
if (normal.LengthSquared() > 0.00001f)
normal = Vector3.Normalize(normal);
else
normal = Vector3.UnitY;
return normal;
}
}
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using System.Collections.Generic;
using System.Numerics;
using Engine.Core;
using Engine.Core.Components;
namespace Engine.Graphics;
/// <summary>
/// Procedural mesh generators for common primitive shapes.
/// All methods are pure CPU — no GPU/display dependencies.
/// </summary>
public static class ProceduralMesh
{
/// <summary>
/// Generate a UV sphere mesh.
/// </summary>
/// <param name="radius">Sphere radius.</param>
/// <param name="segments">Longitude segments (around the equator).</param>
/// <param name="rings">Latitude rings (from pole to pole).</param>
/// <param name="color">Vertex color applied to all vertices.</param>
public static Mesh CreateSphere(float radius, int segments, int rings, Vector3 color)
{
var vertices = new List<Vertex>();
var indices = new List<uint>();
for (var ring = 0; ring <= rings; ring++)
{
var phi = MathF.PI * ring / rings;
var sinPhi = MathF.Sin(phi);
var cosPhi = MathF.Cos(phi);
for (var seg = 0; seg <= segments; seg++)
{
var theta = 2.0f * MathF.PI * seg / segments;
var sinTheta = MathF.Sin(theta);
var cosTheta = MathF.Cos(theta);
var x = radius * sinPhi * cosTheta;
var y = radius * cosPhi;
var z = radius * sinPhi * sinTheta;
var normal = Vector3.Normalize(new Vector3(x, y, z));
vertices.Add(new Vertex(new Vector3(x, y, z), color, normal));
}
}
for (var ring = 0; ring < rings; ring++)
{
for (var seg = 0; seg < segments; seg++)
{
var i0 = (uint)(ring * (segments + 1) + seg);
var i1 = i0 + 1;
var i2 = i0 + (uint)(segments + 1);
var i3 = i2 + 1;
indices.Add(i0); indices.Add(i1); indices.Add(i2);
indices.Add(i1); indices.Add(i3); indices.Add(i2);
}
}
return new Mesh(vertices.ToArray(), indices.ToArray());
}
/// <summary>
/// Generate a ground grid mesh at Y=0, consisting of thin quads.
/// </summary>
/// <param name="lines">Number of grid lines on each side of the origin.</param>
/// <param name="spacing">Distance between grid lines.</param>
/// <param name="color">Vertex color applied to all vertices.</param>
public static Mesh CreateGrid(int lines, float spacing, Vector3 color)
{
var vertices = new List<Vertex>();
var indices = new List<uint>();
var extent = lines * spacing;
var normal = Vector3.UnitY;
var halfWidth = 0.02f;
for (var i = -lines; i <= lines; i++)
{
var offset = i * spacing;
var baseIndex = (uint)vertices.Count;
vertices.Add(new Vertex(new Vector3(-extent, 0, offset - halfWidth), color, normal));
vertices.Add(new Vertex(new Vector3(extent, 0, offset - halfWidth), color, normal));
vertices.Add(new Vertex(new Vector3(extent, 0, offset + halfWidth), color, normal));
vertices.Add(new Vertex(new Vector3(-extent, 0, offset + halfWidth), color, normal));
indices.Add(baseIndex); indices.Add(baseIndex + 1); indices.Add(baseIndex + 2);
indices.Add(baseIndex); indices.Add(baseIndex + 2); indices.Add(baseIndex + 3);
baseIndex = (uint)vertices.Count;
vertices.Add(new Vertex(new Vector3(offset - halfWidth, 0, -extent), color, normal));
vertices.Add(new Vertex(new Vector3(offset + halfWidth, 0, -extent), color, normal));
vertices.Add(new Vertex(new Vector3(offset + halfWidth, 0, extent), color, normal));
vertices.Add(new Vertex(new Vector3(offset - halfWidth, 0, extent), color, normal));
indices.Add(baseIndex); indices.Add(baseIndex + 1); indices.Add(baseIndex + 2);
indices.Add(baseIndex); indices.Add(baseIndex + 2); indices.Add(baseIndex + 3);
}
return new Mesh(vertices.ToArray(), indices.ToArray());
}
}
@@ -1,36 +0,0 @@
using Engine.Core;
namespace Engine.Graphics;
/// <summary>
/// Factory for creating concrete graphics backends by name.
/// Backends register themselves so the app only depends on the HAL interfaces.
/// Each backend creates and owns its own window.
/// </summary>
public static class RenderBackendFactory
{
private static readonly Dictionary<string, Func<int, int, bool, IRenderContext>> _registry
= new(StringComparer.OrdinalIgnoreCase);
/// <summary>
/// Register a backend implementation under the given name.
/// The factory receives (width, height, enableValidation) and must create
/// its own window and render context.
/// </summary>
public static void Register(string name, Func<int, int, bool, IRenderContext> factory)
{
_registry[name] = factory;
}
/// <summary>
/// Create a backend instance for the given name.
/// The backend assembly must have registered itself before this is called.
/// </summary>
public static IRenderContext Create(string name, int width, int height, bool enableValidation)
{
if (!_registry.TryGetValue(name, out var factory))
throw new NotSupportedException($"No graphics backend named '{name}' is registered.");
return factory(width, height, enableValidation);
}
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Text.Json;
using System.Text.Json.Serialization;
using Engine.Core.Components;
using Flecs.NET.Core;
namespace Engine.Graphics;
/// <summary>
/// Scene serialization — saves and loads the ECS world to/from JSON.
/// Uses manual serialization for named entities with Transform, Material, Light, Camera components.
/// </summary>
public static class SceneSerializer
{
private static readonly JsonSerializerOptions JsonOptions = new()
{
PropertyNameCaseInsensitive = true,
WriteIndented = true,
Converters =
{
new Vector3JsonConverter(),
new QuaternionJsonConverter()
}
};
/// <summary>
/// Serialize all named entities with their components to a JSON string.
/// </summary>
public static string SaveToString(World world)
{
var entities = new List<SceneEntity>();
var processedNames = new HashSet<string>();
world.Each((Entity e, ref Transform _) =>
{
var name = e.Name();
if (string.IsNullOrEmpty(name))
return;
if (processedNames.Contains(name))
return;
processedNames.Add(name);
var entry = new SceneEntity { Name = name };
if (e.Has<Transform>())
{
var t = e.Get<Transform>();
entry.Transform = new SceneTransform
{
Position = t.Position,
Rotation = t.Rotation,
Scale = t.Scale
};
}
if (e.Has<Material>())
{
var m = e.Get<Material>();
entry.Material = new SceneMaterial
{
Albedo = m.Albedo,
Roughness = m.Roughness,
Metallic = m.Metallic,
TexturePath = m.TexturePath
};
}
if (e.Has<Light>())
{
var l = e.Get<Light>();
entry.Light = new SceneLight
{
Type = l.Type,
Direction = l.Direction,
Position = l.Position,
Color = l.Color,
Intensity = l.Intensity,
Range = l.Range
};
}
if (e.Has<Camera>())
{
var c = e.Get<Camera>();
entry.Camera = new SceneCamera
{
Position = c.Position,
Target = c.Target,
Up = c.Up,
FieldOfView = c.FieldOfView,
NearPlane = c.NearPlane,
FarPlane = c.FarPlane
};
}
entities.Add(entry);
});
return JsonSerializer.Serialize(entities, JsonOptions);
}
/// <summary>
/// Save the world to a JSON file.
/// </summary>
public static void SaveToFile(World world, string path)
{
var json = SaveToString(world);
var dir = Path.GetDirectoryName(path);
if (!string.IsNullOrEmpty(dir))
Directory.CreateDirectory(dir);
File.WriteAllText(path, json);
}
/// <summary>
/// Load entities from a JSON string into the world.
/// Returns the number of entities loaded.
/// </summary>
public static int LoadFromString(World world, string json)
{
var entities = JsonSerializer.Deserialize<List<SceneEntity>>(json, JsonOptions);
if (entities == null) return 0;
foreach (var entry in entities)
{
var entity = world.Entity(entry.Name);
if (entry.Transform != null)
{
entity.Set(new Transform(
entry.Transform.Position,
entry.Transform.Rotation,
entry.Transform.Scale));
}
if (entry.Material != null)
{
entity.Set(new Material(
entry.Material.Albedo,
entry.Material.Roughness,
entry.Material.Metallic,
entry.Material.TexturePath));
}
if (entry.Light != null)
{
if (entry.Light.Type == LightType.Point)
{
entity.Set(Light.Point(
entry.Light.Position,
entry.Light.Color,
entry.Light.Intensity,
entry.Light.Range));
}
else
{
entity.Set(Light.Directional(
entry.Light.Direction,
entry.Light.Color,
entry.Light.Intensity));
}
}
if (entry.Camera != null)
{
entity.Set(new Camera(
entry.Camera.Position,
entry.Camera.Target,
entry.Camera.Up,
entry.Camera.FieldOfView,
16f / 9f,
entry.Camera.NearPlane,
entry.Camera.FarPlane));
}
}
return entities.Count;
}
/// <summary>
/// Load entities from a JSON file into the world.
/// Returns the number of entities loaded.
/// </summary>
public static int LoadFromFile(World world, string path)
{
if (!File.Exists(path))
throw new FileNotFoundException($"Scene file not found: {path}");
var json = File.ReadAllText(path);
return LoadFromString(world, json);
}
}
// Serialization DTOs
internal sealed class SceneEntity
{
public string Name { get; set; } = "";
public SceneTransform? Transform { get; set; }
public SceneMaterial? Material { get; set; }
public SceneLight? Light { get; set; }
public SceneCamera? Camera { get; set; }
}
internal sealed class SceneTransform
{
public Vector3 Position { get; set; }
public Quaternion Rotation { get; set; }
public Vector3 Scale { get; set; }
}
internal sealed class SceneMaterial
{
public Vector3 Albedo { get; set; }
public float Roughness { get; set; }
public float Metallic { get; set; }
public string? TexturePath { get; set; }
}
internal sealed class SceneLight
{
public LightType Type { get; set; }
public Vector3 Direction { get; set; }
public Vector3 Position { get; set; }
public Vector3 Color { get; set; }
public float Intensity { get; set; }
public float Range { get; set; }
}
internal sealed class SceneCamera
{
public Vector3 Position { get; set; }
public Vector3 Target { get; set; }
public Vector3 Up { get; set; }
public float FieldOfView { get; set; }
public float NearPlane { get; set; }
public float FarPlane { get; set; }
}
internal sealed class Vector3JsonConverter : JsonConverter<Vector3>
{
public override Vector3 Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
{
if (reader.TokenType != JsonTokenType.StartArray)
throw new JsonException("Expected array for Vector3");
reader.Read();
var x = reader.GetSingle();
reader.Read();
var y = reader.GetSingle();
reader.Read();
var z = reader.GetSingle();
reader.Read();
if (reader.TokenType != JsonTokenType.EndArray)
throw new JsonException("Expected 3 elements for Vector3");
return new Vector3(x, y, z);
}
public override void Write(Utf8JsonWriter writer, Vector3 value, JsonSerializerOptions options)
{
writer.WriteStartArray();
writer.WriteNumberValue(value.X);
writer.WriteNumberValue(value.Y);
writer.WriteNumberValue(value.Z);
writer.WriteEndArray();
}
}
internal sealed class QuaternionJsonConverter : JsonConverter<Quaternion>
{
public override Quaternion Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
{
if (reader.TokenType != JsonTokenType.StartArray)
throw new JsonException("Expected array for Quaternion");
reader.Read();
var x = reader.GetSingle();
reader.Read();
var y = reader.GetSingle();
reader.Read();
var z = reader.GetSingle();
reader.Read();
var w = reader.GetSingle();
reader.Read();
if (reader.TokenType != JsonTokenType.EndArray)
throw new JsonException("Expected 4 elements for Quaternion");
return new Quaternion(x, y, z, w);
}
public override void Write(Utf8JsonWriter writer, Quaternion value, JsonSerializerOptions options)
{
writer.WriteStartArray();
writer.WriteNumberValue(value.X);
writer.WriteNumberValue(value.Y);
writer.WriteNumberValue(value.Z);
writer.WriteNumberValue(value.W);
writer.WriteEndArray();
}
}