forked from Misaki/GhostEngine
Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`. Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`. Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`. Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`. Added new `Color32` and `Color128` structs for color representation in `Color.cs`. Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files. Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`. Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation. Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`. Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects. Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs. Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures. Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods. Refactored the `AppStateMachine` class to use private fields instead of static fields for state management. Refactored the `ComponentDataView` class to use the new namespace and improve organization. Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones. Made various adjustments to ensure consistency and improve code quality across multiple files.
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@@ -3,6 +3,9 @@ using Ghost.Data.Services;
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using Ghost.Editor.Core.AssetHandle;
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using Ghost.Editor.View.Windows;
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using Ghost.Engine;
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using Ghost.Engine.Services;
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using Ghost.Graphics;
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using Microsoft.UI.Xaml.Media;
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namespace Ghost.Editor.Core.AppState;
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@@ -18,6 +21,9 @@ internal class EditorState : IAppState
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App.Window = null;
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}
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_engineCore?.ShutDown();
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CompositionTarget.Rendering -= OnRendering;
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return Task.CompletedTask;
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}
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@@ -30,6 +36,10 @@ internal class EditorState : IAppState
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ProjectService.CurrentProject = metadataInfo;
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_engineCore = App.GetService<EngineCore>();
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_engineCore.Start(new Engine.Models.LaunchArgument());
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CompositionTarget.Rendering += OnRendering;
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_window = App.GetService<EngineEditorWindow>();
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_window.Activate();
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@@ -38,22 +48,29 @@ internal class EditorState : IAppState
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return Task.CompletedTask;
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}
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public async Task OnExitedAsync()
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public Task OnExitedAsync()
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{
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if (_engineCore != null)
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{
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await _engineCore.ShutDownAsync();
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}
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_window?.Close();
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_window = null;
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return Task.CompletedTask;
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}
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public async Task OnEnteredAsync(object? parameter)
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public Task OnEnteredAsync(object? parameter)
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{
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AssetDatabase.Initialize();
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return Task.CompletedTask;
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}
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_engineCore = App.GetService<EngineCore>();
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await _engineCore.StartAsync(new Engine.Models.LaunchArgument());
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private void OnRendering(object? sender, object e)
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{
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if (GraphicsPipeline.IsGpuReady())
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{
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_window?.DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
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{
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PlayerLoopService.Update();
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GraphicsPipeline.SignalCPUReady();
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});
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}
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}
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}
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