Add particle data layout debugger tab
This commit is contained in:
@@ -113,8 +113,55 @@ namespace FlaxEditor.Windows.Assets
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}
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}
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private sealed class LayoutTabProxy
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{
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[EditorDisplay("Layout"), CustomEditor(typeof(Editor)), NoSerialize]
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// ReSharper disable once UnusedAutoPropertyAccessor.Local
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public ParticleEmitterWindow Window;
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private class Editor : CustomEditor
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{
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public override DisplayStyle Style => DisplayStyle.InlineIntoParent;
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public override void Initialize(LayoutElementsContainer layout)
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{
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var window = (ParticleEmitterWindow)Values[0];
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var emitter = window.Preview.Emitter;
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if (emitter == null || !emitter.IsLoaded)
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return;
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var attributes = emitter.Layout;
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var size = 0;
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var height = 14;
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foreach (var attribute in attributes)
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{
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layout.Label($" - {GetAttributeType(attribute.Format)} {attribute.Name}").Label.Height = height;
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size += PixelFormatExtensions.SizeInBytes(attribute.Format);
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}
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var capacity = 0;
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if (window.Surface != null && window.Surface.RootNode != null && window.Surface.RootNode.Values.Length > 0)
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capacity = (int)window.Surface.RootNode.Values[0];
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layout.Space(10);
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layout.Label($"Particle size: {size} bytes\nParticle buffer size: {Utilities.Utils.FormatBytesCount((ulong)(size * capacity))}").Label.Height = height * 2;
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}
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private static string GetAttributeType(PixelFormat format)
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{
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switch (format)
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{
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case PixelFormat.R32_Float: return "float";
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case PixelFormat.R32G32_Float: return "Float2";
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case PixelFormat.R32G32B32_Float: return "Float3";
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case PixelFormat.R32G32B32A32_Float: return "Float4";
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case PixelFormat.R32_SInt: return "int";
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case PixelFormat.R32_UInt: return "uint";
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default: return format.ToString();
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}
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}
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}
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}
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private readonly PropertiesProxy _properties;
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private Tab _previewTab;
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private Tab _previewTab, _layoutTab;
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private ToolStripButton _showSourceCodeButton;
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/// <inheritdoc />
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@@ -135,12 +182,14 @@ namespace FlaxEditor.Windows.Assets
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// Preview properties editor
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_previewTab = new Tab("Preview");
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_previewTab.Presenter.Select(new PreviewProxy
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{
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Window = this,
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});
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_previewTab.Presenter.Select(new PreviewProxy { Window = this });
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_tabs.AddTab(_previewTab);
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// Particle data layout
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_layoutTab = new Tab("Layout");
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_layoutTab.Presenter.Select(new LayoutTabProxy { Window = this });
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_tabs.AddTab(_layoutTab);
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// Surface
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_surface = new ParticleEmitterSurface(this, Save, _undo)
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{
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@@ -239,6 +288,7 @@ namespace FlaxEditor.Windows.Assets
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_asset.WaitForLoaded();
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_preview.PreviewActor.ResetSimulation();
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_previewTab.Presenter.BuildLayoutOnUpdate();
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_layoutTab.Presenter.BuildLayoutOnUpdate();
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}
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}
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@@ -255,6 +305,7 @@ namespace FlaxEditor.Windows.Assets
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// Init asset properties and parameters proxy
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_properties.OnLoad(this);
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_previewTab.Presenter.BuildLayoutOnUpdate();
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_layoutTab.Presenter.BuildLayoutOnUpdate();
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return false;
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}
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@@ -519,4 +519,39 @@ bool ParticleEmitter::HasShaderCode() const
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return false;
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}
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Array<ParticleEmitter::Attribute> ParticleEmitter::GetLayout() const
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{
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Array<Attribute> result;
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ScopeLock lock(Locker);
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result.Resize(Graph.Layout.Attributes.Count());
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for (int32 i = 0; i < result.Count(); i++)
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{
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auto& dst = result[i];
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const auto& src = Graph.Layout.Attributes[i];
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dst.Name = src.Name;
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switch (src.ValueType)
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{
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case ParticleAttribute::ValueTypes::Float:
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dst.Format = PixelFormat::R32_Float;
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break;
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case ParticleAttribute::ValueTypes::Float2:
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dst.Format = PixelFormat::R32G32_Float;
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break;
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case ParticleAttribute::ValueTypes::Float3:
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dst.Format = PixelFormat::R32G32B32_Float;
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break;
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case ParticleAttribute::ValueTypes::Float4:
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dst.Format = PixelFormat::R32G32B32A32_Float;
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break;
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case ParticleAttribute::ValueTypes::Int:
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dst.Format = PixelFormat::R32_SInt;
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break;
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case ParticleAttribute::ValueTypes::Uint:
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dst.Format = PixelFormat::R32_UInt;
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break;
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}
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}
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return result;
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}
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#endif
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@@ -177,10 +177,16 @@ public:
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void GetReferences(Array<Guid>& assets, Array<String>& files) const override;
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bool Save(const StringView& path = StringView::Empty) override;
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/// <summary>
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/// Checks if the particle emitter has valid shader code present.
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/// </summary>
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API_PROPERTY() bool HasShaderCode() const;
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API_STRUCT(Internal) struct Attribute
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(Attribute);
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API_FIELD() PixelFormat Format;
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API_FIELD() String Name;
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};
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private:
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API_PROPERTY(Internal) bool HasShaderCode() const;
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API_PROPERTY(Internal) Array<Attribute> GetLayout() const;
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#endif
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protected:
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@@ -6,6 +6,89 @@
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/DynamicBuffer.h"
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int32 ParticleAttribute::GetSize() const
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{
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switch (ValueType)
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{
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case ValueTypes::Float2:
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return 8;
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case ValueTypes::Float3:
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return 12;
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case ValueTypes::Float4:
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return 16;
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case ValueTypes::Float:
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case ValueTypes::Int:
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case ValueTypes::Uint:
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return 4;
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default:
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return 0;
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}
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}
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void ParticleLayout::Clear()
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{
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Size = 0;
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Attributes.Clear();
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}
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void ParticleLayout::UpdateLayout()
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{
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Size = 0;
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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Attributes[i].Offset = Size;
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Size += Attributes[i].GetSize();
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}
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}
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int32 ParticleLayout::FindAttribute(const StringView& name) const
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{
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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if (name == Attributes[i].Name)
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return i;
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}
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return -1;
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}
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int32 ParticleLayout::FindAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType) const
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{
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
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return i;
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}
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return -1;
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}
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int32 ParticleLayout::FindAttributeOffset(const StringView& name, int32 fallbackValue) const
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{
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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if (name == Attributes[i].Name)
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return Attributes[i].Offset;
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}
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return fallbackValue;
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}
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int32 ParticleLayout::FindAttributeOffset(const StringView& name, ParticleAttribute::ValueTypes valueType, int32 fallbackValue) const
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{
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
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return Attributes[i].Offset;
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}
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return fallbackValue;
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}
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int32 ParticleLayout::AddAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType)
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{
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auto& a = Attributes.AddOne();
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a.Name = String(*name, name.Length());
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a.ValueType = valueType;
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return Attributes.Count() - 1;
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}
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ParticleBuffer::ParticleBuffer()
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{
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}
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@@ -52,25 +52,7 @@ struct ParticleAttribute
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/// <summary>
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/// Gets the size of the attribute (in bytes).
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/// </summary>
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/// <returns>The size (in bytes).</returns>
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int32 GetSize() const
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{
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switch (ValueType)
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{
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case ValueTypes::Float2:
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return 8;
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case ValueTypes::Float3:
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return 12;
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case ValueTypes::Float4:
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return 16;
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case ValueTypes::Float:
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case ValueTypes::Int:
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case ValueTypes::Uint:
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return 4;
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default:
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return 0;
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}
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}
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int32 GetSize() const;
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};
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/// <summary>
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@@ -93,41 +75,19 @@ public:
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/// <summary>
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/// Clears the layout data.
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/// </summary>
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void Clear()
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{
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Size = 0;
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Attributes.Clear();
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}
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void Clear();
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/// <summary>
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/// Updates the attributes layout (calculates offset) and updates the total size of the layout.
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/// </summary>
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void UpdateLayout()
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{
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Size = 0;
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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Attributes[i].Offset = Size;
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Size += Attributes[i].GetSize();
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}
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}
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void UpdateLayout();
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/// <summary>
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/// Finds the attribute by the name.
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/// </summary>
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/// <param name="name">The name.</param>
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/// <returns>The attribute index or -1 if cannot find it.</returns>
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int32 FindAttribute(const StringView& name) const
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{
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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if (name == Attributes[i].Name)
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{
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return i;
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}
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}
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return -1;
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}
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int32 FindAttribute(const StringView& name) const;
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/// <summary>
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/// Finds the attribute by the name and type.
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@@ -135,17 +95,7 @@ public:
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/// <param name="name">The name.</param>
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/// <param name="valueType">The type.</param>
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/// <returns>The attribute index or -1 if cannot find it.</returns>
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int32 FindAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType) const
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{
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
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{
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return i;
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}
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}
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return -1;
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}
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int32 FindAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType) const;
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/// <summary>
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/// Finds the attribute offset by the name.
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@@ -153,17 +103,7 @@ public:
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/// <param name="name">The name.</param>
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/// <param name="fallbackValue">The fallback value to return if attribute is missing.</param>
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/// <returns>The attribute offset or fallback value if cannot find it.</returns>
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int32 FindAttributeOffset(const StringView& name, int32 fallbackValue = 0) const
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{
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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if (name == Attributes[i].Name)
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{
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return Attributes[i].Offset;
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}
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}
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return fallbackValue;
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}
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int32 FindAttributeOffset(const StringView& name, int32 fallbackValue = 0) const;
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/// <summary>
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/// Finds the attribute offset by the name.
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@@ -172,17 +112,7 @@ public:
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/// <param name="valueType">The type.</param>
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/// <param name="fallbackValue">The fallback value to return if attribute is missing.</param>
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/// <returns>The attribute offset or fallback value if cannot find it.</returns>
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int32 FindAttributeOffset(const StringView& name, ParticleAttribute::ValueTypes valueType, int32 fallbackValue = 0) const
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{
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for (int32 i = 0; i < Attributes.Count(); i++)
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{
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if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
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{
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return Attributes[i].Offset;
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}
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}
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return fallbackValue;
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}
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int32 FindAttributeOffset(const StringView& name, ParticleAttribute::ValueTypes valueType, int32 fallbackValue = 0) const;
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/// <summary>
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/// Gets the attribute offset by the attribute index.
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@@ -201,13 +131,7 @@ public:
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/// <param name="name">The name.</param>
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/// <param name="valueType">The value type.</param>
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/// <returns>The attribute index or -1 if cannot find it.</returns>
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int32 AddAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType)
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{
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auto& a = Attributes.AddOne();
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a.Name = String(*name, name.Length());
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a.ValueType = valueType;
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return Attributes.Count() - 1;
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}
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int32 AddAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType);
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};
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/// <summary>
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