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Seele/src/Engine/Material/MaterialInstance.cpp
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#include "MaterialInstance.h"
#include "Graphics/Graphics.h"
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#include "Material.h"
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using namespace Seele;
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MaterialInstance::MaterialInstance() {}
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MaterialInstance::MaterialInstance(uint64 id, Gfx::PGraphics graphics, Array<OShaderExpression>& expressions, Array<std::string> params,
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uint32 numTextures, uint32 numSamplers, uint32 numFloats)
: graphics(graphics), numTextures(numTextures), numSamplers(numSamplers), numFloats(numFloats), id(id) {
texturesOffset = Material::addTextures(numTextures);
samplersOffset = Material::addSamplers(numSamplers);
floatBufferOffset = Material::addFloats(numFloats);
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ArchiveBuffer buffer(graphics);
parameters.reserve(params.size());
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for (size_t i = 0; i < params.size(); ++i) {
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const std::string& name = params[i];
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Serialization::save(buffer, *expressions.find([&name](const OShaderExpression& p) { return p->key == name; }));
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buffer.rewind();
OShaderParameter param;
Serialization::load(buffer, param);
parameters.add(std::move(param));
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buffer.rewind();
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}
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}
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MaterialInstance::~MaterialInstance() {}
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void MaterialInstance::updateDescriptor() {
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for (auto& p : parameters) {
p->updateDescriptorSet(texturesOffset, samplersOffset, floatBufferOffset);
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}
}
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void MaterialInstance::setBaseMaterial(PMaterialAsset asset) {
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baseMaterial = asset;
}
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void MaterialInstance::save(ArchiveBuffer& buffer) const {
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Serialization::save(buffer, numTextures);
Serialization::save(buffer, numSamplers);
Serialization::save(buffer, numFloats);
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Serialization::save(buffer, parameters);
Serialization::save(buffer, id);
}
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void MaterialInstance::load(ArchiveBuffer& buffer) {
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Serialization::load(buffer, numTextures);
Serialization::load(buffer, numSamplers);
Serialization::load(buffer, numFloats);
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Serialization::load(buffer, parameters);
Serialization::load(buffer, id);
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texturesOffset = Material::addTextures(numTextures);
samplersOffset = Material::addSamplers(numSamplers);
floatBufferOffset = Material::addFloats(numFloats);
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}