コード例 #1
0
        private void InitAssetsManager()
        {
            AssetsManagerInstance AssetManager = AssetsManagerInstance.GetManager();

            //AssetManager.CreateMaterialAsset("CopperMaterial");
            MetaAssets = AssetManager.LoadProjectAssets();
            //Debug print tree
            //int k = 0;
            //foreach (AssetTypes key in MetaAssets.Keys) {
            //    Console.WriteLine("[{0} assets]", key);
            //    string[] names = new string[MetaAssets[key].Count];
            //    if (MetaAssets[key].Count == 0) {
            //        Console.WriteLine("  - [empty list]");
            //    }
            //    int i = 0;
            //    foreach (MetaAsset asset in MetaAssets[key]) {
            //        names[i] = asset.Name;
            //        i++;
            //        Console.WriteLine("  - {0}", asset.Name);
            //    }
            //    k++;
            //}
            AssetTypesDataList = MetaAssets.Keys;
            SetAssetTypesListValues();
            this.AssetTypesList.SelectedIndex = 0;
        }
コード例 #2
0
        static public Material LoadMaterial(string assetName)
        {
            if (CachedMaterials.ContainsKey(assetName))
            {
                return(CachedMaterials[assetName]);
            }

            MaterialAsset MA  = AssetsManagerInstance.GetManager().LoadAsset <MaterialAsset>(assetName);
            Material      mat = new Material()
            {
                Name              = MA.Name,
                AlbedoMapAsset    = MA.AlbedoMapAsset,
                RoughnessMapAsset = MA.RoughnessMapAsset,
                MetallicMapAsset  = MA.MetallicMapAsset,
                NormalMapAsset    = MA.NormalMapAsset,
                OcclusionMapAsset = MA.OcclusionMapAsset,
                PropetyBlock      = new MaterialPropetyBlock()
                {
                    AlbedoColor    = MA.AlbedoColor,
                    AlphaValue     = MA.AlphaValue,
                    MetallicValue  = MA.MetallicValue,
                    RoughnessValue = MA.RoughnessValue,
                    Shift          = MA.Shift,
                    Tile           = MA.Tile,
                },
            };

            MA = null;
            CachedMaterials.Add(assetName, mat);
            Debug.Log("AssetManager", "Material " + assetName + " loaded.");
            return(mat);
        }
コード例 #3
0
        public override void SaveAsset(BinaryWriter writer)
        {
            base.SaveAsset(writer);
            int i;

            writer.Write(FileScale);
            writer.Write(SerializeBlock.GetBytes(Pivot));
            writer.Write(Vertices.Length);
            for (i = 0; i < Vertices.Length; i++)
            {
                byte[] bytes = SerializeBlock.GetBytes(Vertices[i]);
                writer.Write(bytes);
            }
            writer.Write(Indexes.Length);
            for (i = 0; i < Indexes.Length; i++)
            {
                writer.Write(Indexes[i]);
            }
            writer.Write(SerializeBlock.GetBytes(BoundingMinimum));
            writer.Write(SerializeBlock.GetBytes(BoundingMaximum));
            if (subAssets == null)
            {
                return;
            }
            foreach (MeshAsset subAsset in subAssets)
            {
                AssetsManagerInstance.GetManager().FSWorker.CreateAssetFile(subAsset, true);
            }
        }
コード例 #4
0
        public override void Show(string assetName)
        {
            base.Show(assetName);
            EngineRef.SetViewsControlsEnabled(false, false, false, false, false);

            EngineRef.CameraEntity.GetComponent <Transform>().SetTransformations(new Vector3(0f, 0, -2f),
                                                                                 Quaternion.RotationYawPitchRoll(MathUtil.Pi, 0, 0));

            PreviewEntity.SetActive(true);
            EngineRef.ECSWorld.Refresh();

            Texture2DAsset asset = AssetsManagerInstance.GetManager().LoadAsset <Texture2DAsset>(assetName);

            ratio = (float)asset.Data.Width / asset.Data.Height;
            Vector3 scale;

            if (ratio >= 1)
            {
                scale = (Vector3.Right + Vector3.Up / ratio) * 3.85f;
            }
            else
            {
                scale = (Vector3.Right + Vector3.Up * ratio) * 3.85f;
            }
            scale += Vector3.ForwardLH * 0.1f;
            PreviewEntity.GetComponent <Transform>().Scale = scale;

            TestMaterial.AlbedoMapAsset = assetName;
        }
コード例 #5
0
        private void ImportAsset()
        {
            OpenFileDialog openFileDialog = new OpenFileDialog();

            openFileDialog.Filter = "Raw assets|*.obj;*.fbx;*.bmp;*.jpg;*.png|Shader source code|*.hlsl|All files|*.*";
            if (openFileDialog.ShowDialog() == FDialogResult.Cancel)
            {
                return;
            }
            string FilePath     = openFileDialog.FileName;
            string SafeFileName = openFileDialog.SafeFileName;

            AssetsManagerInstance AssetManager = AssetsManagerInstance.GetManager();
            string    assetName = SafeFileName.Split('.')[0];
            BaseAsset asset;

            if (AssetManager.ImportAsset(FilePath, assetName, true, out asset))
            {
                if (asset.Type == AssetTypes.Mesh)
                {
                    EngineCore.AssetsLoader.DropCachedMesh(assetName);
                }
                RefreshAssetsTable();
            }
            else
            {
                System.Windows.MessageBox.Show("Import Failed");
            }
            SelectedFolder = asset.Type;
        }
コード例 #6
0
        static void Main(string[] args)
        {
            var AM = AssetsManagerInstance.GetManager();

            #region PreRenderUtils

            bool startPreRenderUtils = false;
            //startPreRenderUtils = true;
            if (startPreRenderUtils)
            {
                //AM.ImportShaderAsset(@"Commons\IBL_AssetsPreRender.hlsl", "IBL_PR_SphereToCubeMapVS", "VS_SphereToCubeMap", true);
                //AM.ImportShaderAsset(@"Commons\IBL_AssetsPreRender.hlsl", "IBL_PR_SphereToCubeMapPS", "PS_SphereToCubeMap", true);
                //AM.ImportShaderAsset(@"Commons\IBL_AssetsPreRender.hlsl", "IBL_PR_IrradiancePS", "PS_Irradiance", true);
                //AM.ImportShaderAsset(@"Commons\IBL_AssetsPreRender.hlsl", "IBL_PR_PreFilteredPS", "PS_PreFiltered", true);
                //AM.ImportShaderAsset(@"Commons\IBL_AssetsPreRender.hlsl", "IBL_PR_IntegrateBRDFxPS", "PS_IntegrateBRDF", true);
                //AM.ImportShaderAsset(@"Commons\IBL_AssetsPreRender.hlsl", "IBL_PR_IntegrateQuadVS", "VS_IntegrateQuad", true);


                AssetsManagerInstance.GetManager().CubeMapPrerender("Mt-Washington-Cave-Room_Ref.hdr", "House");
                //AssetsManagerInstance.GetManager().CubeMapPrerender("Tokyo_BigSight_3k.hdr", "House");
                //AssetsManagerInstance.GetManager().CubeMapPrerender("moonless_golf_2k.hdr", "House");
                //AssetsManagerInstance.GetManager().BRDFIntegrate("StandardBRDFxLUT");

                Console.ReadKey();
                return;
            }

            #endregion

            //var t = new TestShadersCompiler();
            //t.TestItAll();
            // Console.ReadKey();

            /*MultiThreadQueue test = new MultiThreadQueue(2);
             * for (int i = 0; i < 100; i++)
             * {
             *  test.Enqueue("Test" + i);
             * }
             * Console.ReadKey();*/

            //ImportContent();
            Console.ReadKey();

            EngineConfiguration config = new EngineConfiguration()
            {
                AppName       = "ECS SandBox",
                RenderBackend = EngineConfiguration.RenderBackendEnum.D3D11,
                RenderPath    = RenderPathEnum.Deffered,
                //RenderPath = RenderPathEnum.Forward,
                EnableHDR = true,
                //EnableMSAA = EngineConfiguration.MSAAEnabled.x4,
                DebugMode = true,
            };

            //Game game = new Game();
            PBRTest game = new PBRTest();
            game.Run(config);
        }
コード例 #7
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        private static void ImportContent()
        {
            var AM = AssetsManagerInstance.GetManager();

            HotReload_NOT(AM);
            //ImportMeshes(AM);
            //ImportTextures(AM);
            //CreateMaterials(AM);
            //ImportShaders(AM);
        }
コード例 #8
0
        private void RefreshAssetsTable()
        {
            AssetsManagerInstance AssetManager = AssetsManagerInstance.GetManager();

            //AssetManager.CreateCubeMapAsset("C:\\Repos\\CopperCowEngine\\RawContent\\Textures\\Skybox\\miramarirrad.bmp", "MiraSkyboxIrradianceCubeMap");
            MetaAssets     = AssetManager.LoadProjectAssets();
            SelectedFolder = MetaAssets.Keys.ToArray()[0];
            NotifyPropertyChanged("Folders");
            NotifyPropertyChanged("Files");
            //FilesTreeDebugPrint();
        }
コード例 #9
0
        public AssetEditorModelView(ProjectLink project)
        {
            AssetsManagerInstance.GetManager().RootPath = Path.GetDirectoryName(project.Src);
            //AssetsManagerInstance.GetManager().ImportAsset("PBR/DefferedPBRShader.hlsl", "DefferedPBRShader");
            //AssetsManagerInstance.GetManager().ImportAsset("PBR/DefferedPBRQuadShader.hlsl", "DefferedPBRQuadShader");
            EngineRef = new PreviewEngine();

            EngineRef.OnSetViewsControlsEnabled += (bool zoom, bool yaw, bool pitch, bool viewPos, bool meshType) => {
                ControlsVisibleFlags = new bool[] { zoom, yaw, pitch, viewPos, meshType };
            };
        }
コード例 #10
0
        private void CreateNewAsset(string type)
        {
            if (type != "Material")
            {
                return;
            }

            AssetsManagerInstance AssetManager = AssetsManagerInstance.GetManager();

            AssetManager.CreateMaterialAsset();
            RefreshAssetsTable();
            SelectedFolder = AssetTypes.Material;
        }
コード例 #11
0
        private void CommonInitialize(ProjectLink project)
        {
            AssetsManagerInstance.GetManager().RootPath = Path.GetDirectoryName(project.Src);
            InitializeComponent();
            AssetEditorModelView ModelView = new AssetEditorModelView(project);

            DataContext = ModelView;
            RendererElement.EngineRef = ModelView.EngineRef;
            (AssetsTree.DataContext as AssetsTreeViewModel).OnAssetSelect += ModelView.SetPreviewAsset;
            ModelView.MAMV += (MaterialAssetModelView assetView) => {
                PropertyGridRef.SelectedObject = null;
                PropertyGridRef.SelectedObject = assetView;
            };
        }
コード例 #12
0
        static public ModelGeometry LoadMesh(string assetName)
        {
            if (CachedMeshes.ContainsKey(assetName))
            {
                return(CachedMeshes[assetName]);
            }

            MeshAsset     MA = AssetsManagerInstance.GetManager().LoadAsset <MeshAsset>(assetName);
            ModelGeometry MG = new ModelGeometry(MA.FileScale, MA.Pivot, MA.Vertices, MA.Indexes, MA.BoundingMinimum, MA.BoundingMaximum);

            MA = null;
            CachedMeshes.Add(assetName, MG);
            Debug.Log("AssetManager", "Mesh " + assetName + " loaded.");
            return(MG);
        }
コード例 #13
0
        static public void LoadShader(string assetName)
        {
            ShaderAsset SA = AssetsManagerInstance.GetManager().LoadAsset <ShaderAsset>(assetName);

            Debug.Log("AssetManager", SA.ShaderType.ToString() + " Shader " + assetName + " loaded. ");

            ShaderPlusSignature pack = new ShaderPlusSignature();
            ShaderBytecode      sb   = new ShaderBytecode(SA.Bytecode);

            switch (SA.ShaderType)
            {
            case ShaderTypeEnum.Vertex:
                pack.shader = new VertexShader(RenderBackend.Device, sb);
                break;

            case ShaderTypeEnum.Pixel:
                pack.shader = new PixelShader(RenderBackend.Device, sb);
                break;

            case ShaderTypeEnum.Geometry:
                pack.shader = new GeometryShader(RenderBackend.Device, sb);
                break;

            case ShaderTypeEnum.Compute:
                pack.shader = new ComputeShader(RenderBackend.Device, sb);
                break;

            case ShaderTypeEnum.Hull:
                pack.shader = new HullShader(RenderBackend.Device, sb);
                break;

            case ShaderTypeEnum.Domain:
                pack.shader = new DomainShader(RenderBackend.Device, sb);
                break;

            default:
                break;
            }
            ;
            SA = null;
            pack.shader.DebugName = assetName;
            pack.signature        = ShaderSignature.GetInputSignature(sb);
            Shaders.Add(assetName, pack);
        }
コード例 #14
0
        private void Create_Click(object sender, RoutedEventArgs e)
        {
            if (ofDialog == null)
            {
                return;
            }
            AssetsManagerInstance AM = AssetsManagerInstance.GetManager();
            string    assetName      = ofDialog.SafeFileName.Split('.')[0];
            BaseAsset asset;

            if (AM.ImportAsset(ofDialog.FileName, assetName, false, out asset))
            {
                RefreshAssetsTable();
                AssetTypesList.SelectedValue = asset.Type;
                AssetNamesList.SelectedValue = asset.Name;
            }
            else
            {
                System.Windows.MessageBox.Show("Import Failed");
            }
        }
コード例 #15
0
        private void RefreshAssetsTable()
        {
            AssetsManagerInstance AssetManager = AssetsManagerInstance.GetManager();

            MetaAssets = AssetManager.LoadProjectAssets();
            int k = 0;

            foreach (AssetTypes key in MetaAssets.Keys)
            {
                string[] names = new string[MetaAssets[key].Count];
                int      i     = 0;
                foreach (MetaAsset asset in MetaAssets[key])
                {
                    names[i] = asset.Name;
                    i++;
                }
                k++;
            }
            AssetTypesDataList         = MetaAssets.Keys;
            AssetTypesList.ItemsSource = AssetTypesDataList;
            AssetNamesList.ItemsSource = MetaAssets[SelectedType];
        }
コード例 #16
0
        public static void Save(this Texture2D texture, DeviceContext context, Device device, string path, bool withMips)
        {
            var textureCopy = new Texture2D(device, new Texture2DDescription
            {
                Width             = texture.Description.Width,
                Height            = texture.Description.Height,
                MipLevels         = texture.Description.MipLevels,
                ArraySize         = texture.Description.ArraySize,
                Format            = texture.Description.Format,
                Usage             = ResourceUsage.Staging,
                SampleDescription = new SampleDescription(1, 0),
                BindFlags         = BindFlags.None,
                CpuAccessFlags    = CpuAccessFlags.Read,
                OptionFlags       = ResourceOptionFlags.None
            });

            context.CopyResource(texture, textureCopy);

            if (texture.Description.ArraySize == 1)
            {
                if (textureCopy.Description.Format == Format.R16G16_Float)
                {
                    DataBox dataBox = context.MapSubresource(
                        textureCopy,
                        0, 0,
                        MapMode.Read,
                        SharpDX.Direct3D11.MapFlags.None,
                        out DataStream dataStream);

                    AssetsMeta.Texture2DAsset asset2D = new AssetsMeta.Texture2DAsset();
                    asset2D.Name                 = path;
                    asset2D.Data.Width           = textureCopy.Description.Width;
                    asset2D.Data.Height          = textureCopy.Description.Height;
                    asset2D.Data.ColorSpace      = ColorSpaceEnum.Linear;
                    asset2D.Data.ChannelsCount   = ChannelsCountEnum.Two;
                    asset2D.Data.BytesPerChannel = BytesPerChannelEnum.Two;
                    asset2D.Data.buffer          = ReadFully(dataStream);
                    AssetsManagerInstance.GetManager().FSWorker.CreateAssetFile(asset2D, true);
                    context.UnmapSubresource(textureCopy, 0);
                    textureCopy.Dispose();
                    return;
                }
                InternalSaveTexture($"{path}.png", 0, 0, Factory, textureCopy, context);
                textureCopy.Dispose();
                return;
            }

            AssetsMeta.TextureCubeAsset asset = new AssetsMeta.TextureCubeAsset();
            asset.Name                 = path;
            asset.Data.Width           = textureCopy.Description.Width;
            asset.Data.Height          = textureCopy.Description.Height;
            asset.Data.ColorSpace      = ColorSpaceEnum.Linear;
            asset.Data.ChannelsCount   = 4;
            asset.Data.BytesPerChannel = 2;
            asset.Data.MipLevels       = withMips ? textureCopy.Description.MipLevels : 1;
            asset.Data.buffer          = new byte[6][][];

            for (int i = 0; i < 6; i++)
            {
                asset.Data.buffer[i] = new byte[asset.Data.MipLevels][];
                for (int mip = 0; mip < asset.Data.MipLevels; mip++)
                {
                    DataBox dataBox = context.MapSubresource(
                        textureCopy,
                        mip,
                        i,
                        MapMode.Read,
                        SharpDX.Direct3D11.MapFlags.None,
                        out DataStream dataStream);

                    byte[] allMipBytes = ReadFully(dataStream);
                    dataStream.Dispose();

                    int mipSize = (int)(asset.Data.Width * Math.Pow(0.5, mip));
                    int pitch   = mipSize * asset.Data.ChannelsCount * asset.Data.BytesPerChannel;
                    int n       = mipSize * pitch;

                    asset.Data.buffer[i][mip] = new byte[n];

                    for (int j = 0; j < mipSize; j++)
                    {
                        for (int k = 0; k < pitch; k++)
                        {
                            asset.Data.buffer[i][mip][j * pitch + k] = allMipBytes[j * dataBox.RowPitch + k];
                        }
                    }

                    context.UnmapSubresource(textureCopy, textureCopy.CalculateSubResourceIndex(mip, i, out int m));

                    // Dont work cause wrong dataBox.RowPitch on mip levels issue.
                    // asset.Data.buffer[i][mip] = ReadFully(dataStream);
                }
            }
            AssetsManagerInstance.GetManager().FSWorker.CreateAssetFile(asset, true);

            // DEBUG RO PNG

            /*if (textureCopy.Description.MipLevels != 5) {
             *  textureCopy.Dispose();
             *  return;
             * }
             *
             * for (int mip = 0; mip < textureCopy.Description.MipLevels; mip++) {
             *  for (int i = 0; i < texture.Description.ArraySize; i++) {
             *      InternalSaveTexture($"{path}_{CubePostfixes[i]}_mip{mip}.png", i, mip, Factory, textureCopy, context);
             *  }
             * }*/

            textureCopy.Dispose();
        }
コード例 #17
0
        private void InitBRDFxResources()
        {
            AssetsManagerInstance AM = AssetsManagerInstance.GetManager();

            AssetsMeta.ShaderAsset meta = AM.LoadAsset <AssetsMeta.ShaderAsset>("IBL_PR_SphereToCubeMapPS");

            meta = AM.LoadAsset <AssetsMeta.ShaderAsset>("IBL_PR_IntegrateBRDFxPS");
            ShaderBytecode shaderBytecode = new ShaderBytecode(meta.Bytecode);

            IntegrateBRDFxPS           = ToDispose(new PixelShader(m_Device, shaderBytecode));
            IntegrateBRDFxPS.DebugName = "IntegrateBRDFxPS";

            meta                      = AM.LoadAsset <AssetsMeta.ShaderAsset>("IBL_PR_IntegrateQuadVS");
            shaderBytecode            = new ShaderBytecode(meta.Bytecode);
            IntegrateQuadVS           = ToDispose(new VertexShader(m_Device, shaderBytecode));
            IntegrateQuadVS.DebugName = "IntegrateQuadVS";

            if (CustomInputLayout == null)
            {
                CustomInputLayout = ToDispose(new InputLayout(m_Device,
                                                              ShaderSignature.GetInputSignature(shaderBytecode), new InputElement[] {
                    new InputElement("SV_VertexID", 0, Format.R32G32B32_Float, 0, 0),
                }));
            }

            if (ConstantsBuffer == null)
            {
                // Create the per environment map buffer ViewProjection matrices
                ConstantsBuffer = ToDispose(new Buffer(
                                                m_Device,
                                                Utilities.SizeOf <Matrix>() * 2,
                                                ResourceUsage.Default,
                                                BindFlags.ConstantBuffer,
                                                CpuAccessFlags.None,
                                                ResourceOptionFlags.None, 0)
                                            );
                ConstantsBuffer.DebugName = "ConstantsBuffer";
            }

            IntegrateBRDFxMap = ToDispose(new Texture2D(m_Device, new Texture2DDescription()
            {
                Width             = BRDFxMapSize,
                Height            = BRDFxMapSize,
                Format            = Format.R16G16_Float, //R8G8B8A8_UNorm for debug
                ArraySize         = 1,
                MipLevels         = 1,
                SampleDescription = new SampleDescription(1, 0),
                BindFlags         = BindFlags.RenderTarget,
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.None,
                CpuAccessFlags    = CpuAccessFlags.None,
            }));

            IntegrateBRDFxRTV = ToDispose(new RenderTargetView(m_Device, IntegrateBRDFxMap, new RenderTargetViewDescription()
            {
                Dimension = RenderTargetViewDimension.Texture2D,
                Format    = IntegrateBRDFxMap.Description.Format,
                Texture2D = new RenderTargetViewDescription.Texture2DResource()
                {
                    MipSlice = 0,
                }
            }));
        }
コード例 #18
0
        void SetupShadersAndBuffers()
        {
            AssetsManagerInstance AM = AssetsManagerInstance.GetManager();

            AssetsMeta.ShaderAsset meta           = AM.LoadAsset <AssetsMeta.ShaderAsset>("IBL_PR_SphereToCubeMapPS");
            ShaderBytecode         shaderBytecode = new ShaderBytecode(meta.Bytecode);

            SphereToCubeMapPS           = ToDispose(new PixelShader(m_Device, shaderBytecode));
            SphereToCubeMapPS.DebugName = "SphereToCubeMapPS";

            meta                   = AM.LoadAsset <AssetsMeta.ShaderAsset>("IBL_PR_IrradiancePS");
            shaderBytecode         = new ShaderBytecode(meta.Bytecode);
            IrradiancePS           = ToDispose(new PixelShader(m_Device, shaderBytecode));
            IrradiancePS.DebugName = "IrradiancePS";

            meta                    = AM.LoadAsset <AssetsMeta.ShaderAsset>("IBL_PR_PreFilteredPS");
            shaderBytecode          = new ShaderBytecode(meta.Bytecode);
            PreFilteredPS           = ToDispose(new PixelShader(m_Device, shaderBytecode));
            PreFilteredPS.DebugName = "PreFilteredPS";

            meta                        = AM.LoadAsset <AssetsMeta.ShaderAsset>("IBL_PR_SphereToCubeMapVS");
            shaderBytecode              = new ShaderBytecode(meta.Bytecode);
            SphereToCubeMapVS           = ToDispose(new VertexShader(m_Device, shaderBytecode));
            SphereToCubeMapVS.DebugName = "SphereToCubeMapVS";

            CustomInputLayout = ToDispose(new InputLayout(m_Device,
                                                          ShaderSignature.GetInputSignature(shaderBytecode), new InputElement[] {
                new InputElement("SV_VertexID", 0, Format.R32G32B32_Float, 0, 0),
            }));

            // Create the per environment map buffer ViewProjection matrices
            ConstantsBuffer = ToDispose(new Buffer(
                                            m_Device,
                                            Utilities.SizeOf <Matrix>() * 2,
                                            ResourceUsage.Default,
                                            BindFlags.ConstantBuffer,
                                            CpuAccessFlags.None,
                                            ResourceOptionFlags.None, 0)
                                        );
            ConstantsBuffer.DebugName = "ConstantsBuffer";

            BRDFParamsBuffer = ToDispose(new Buffer(
                                             m_Device,
                                             Utilities.SizeOf <BRDFParamsBufferStruct>(),
                                             ResourceUsage.Default,
                                             BindFlags.ConstantBuffer,
                                             CpuAccessFlags.None,
                                             ResourceOptionFlags.None, 0)
                                         );
            BRDFParamsBuffer.DebugName = "BRDFParamsBuffer";

            Sampler = ToDispose(new SamplerState(m_Device, new SamplerStateDescription()
            {
                Filter             = Filter.MinMagMipLinear, // Trilinear
                AddressU           = TextureAddressMode.Wrap,
                AddressV           = TextureAddressMode.Wrap,
                AddressW           = TextureAddressMode.Wrap,
                ComparisonFunction = Comparison.Never,
                MipLodBias         = 0,
                MinimumLod         = 0,
                MaximumLod         = float.MaxValue
            }));
            Sampler.DebugName = "DefaultTrilinearSampler";
        }