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Seele/src/Engine/Material/MaterialInstance.cpp
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#include "MaterialInstance.h"
#include "Material.h"
#include "Graphics/Graphics.h"
using namespace Seele;
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MaterialInstance::MaterialInstance()
{
}
MaterialInstance::MaterialInstance(uint64 id, Gfx::PGraphics graphics, PMaterial baseMaterial, Gfx::PDescriptorLayout layout, Array<OShaderParameter> params, uint32 uniformBinding, uint32 uniformSize)
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: id(id), graphics(graphics), baseMaterial(baseMaterial), layout(layout), parameters(params), uniformBinding(uniformBinding)
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{
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uniformBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData = {
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.size = uniformSize,
},
.bDynamic = true,
}
);
uniformData.resize(uniformSize);
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}
MaterialInstance::~MaterialInstance()
{
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}
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void MaterialInstance::updateDescriptor()
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{
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descriptor = layout->allocateDescriptorSet();
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for (auto& param : parameters)
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{
param->updateDescriptorSet(descriptor, uniformData.data());
}
descriptor->writeChanges();
}
Gfx::PDescriptorSet Seele::MaterialInstance::getDescriptorSet() const
{
return descriptor;
}
void MaterialInstance::save(ArchiveBuffer& buffer) const
{
Serialization::save(buffer, uniformData);
Serialization::save(buffer, uniformBinding);
Serialization::save(buffer, uniformBuffer);
Serialization::save(buffer, parameters);
Serialization::save(buffer, id);
}
void MaterialInstance::load(ArchiveBuffer& buffer)
{
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graphics = buffer.getGraphics();
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Serialization::load(buffer, uniformData);
Serialization::load(buffer, uniformBinding);
Serialization::load(buffer, uniformBuffer);
Serialization::load(buffer, parameters);
Serialization::load(buffer, id);
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}
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void MaterialInstance::setBaseMaterial(PMaterial material)
{
layout = material->getDescriptorLayout();
baseMaterial = material;
descriptor = layout->allocateDescriptorSet();
for (auto& param : parameters)
{
param->updateDescriptorSet(descriptor, uniformData.data());
}
descriptor->writeChanges();
}