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Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.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.
This commit is contained in:
2025-07-02 21:30:10 +09:00
parent 300ae7251b
commit 5ae4128baf
66 changed files with 2100 additions and 1632 deletions

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@@ -0,0 +1,251 @@
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Data;
public struct Bounds : IEquatable<Bounds>
{
/// <summary>
/// The minimum point contained by the AABB.
/// </summary>
/// <remarks>
/// If any component of <see cref="Min"/> is greater than <see cref="Max"/> then this AABB is invalid.
/// </remarks>
/// <seealso cref="IsValid"/>
public Vector3 Min
{
get;
set;
}
/// <summary>
/// The maximum point contained by the AABB.
/// </summary>
/// <remarks>
/// If any component of <see cref="Max"/> is less than <see cref="Min"/> then this AABB is invalid.
/// </remarks>
/// <seealso cref="IsValid"/>
public Vector3 Max
{
get;
set;
}
/// <summary>
/// Constructs the AABB with the given minimum and maximum.
/// </summary>
/// <remarks>
/// If you have a center and extents, you can call <see cref="CreateFromCenterAndExtents"/> or <see cref="CreateFromCenterAndHalfExtents"/>
/// to create the AABB.
/// </remarks>
/// <param name="min">Minimum point inside AABB.</param>
/// <param name="max">Maximum point inside AABB.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Bounds(Vector3 min, Vector3 max)
{
Min = min;
Max = max;
}
/// <summary>
/// Creates the AABB from a center and extents.
/// </summary>
/// <remarks>
/// This function takes full extents. It is the distance between <see cref="Min"/> and <see cref="Max"/>.
/// If you have half extents, you can call <see cref="CreateFromCenterAndHalfExtents"/>.
/// </remarks>
/// <param name="center">Center of AABB.</param>
/// <param name="extents">Full extents of AABB.</param>
/// <returns>AABB created from inputs.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Bounds CreateFromCenterAndExtents(Vector3 center, Vector3 extents)
{
return CreateFromCenterAndHalfExtents(center, extents * 0.5f);
}
/// <summary>
/// Creates the AABB from a center and half extents.
/// </summary>
/// <remarks>
/// This function takes half extents. It is half the distance between <see cref="Min"/> and <see cref="Max"/>.
/// If you have full extents, you can call <see cref="CreateFromCenterAndExtents"/>.
/// </remarks>
/// <param name="center">Center of AABB.</param>
/// <param name="halfExtents">Half extents of AABB.</param>
/// <returns>AABB created from inputs.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Bounds CreateFromCenterAndHalfExtents(Vector3 center, Vector3 halfExtents)
{
return new Bounds(center - halfExtents, center + halfExtents);
}
/// <summary>
/// Creates a new AABB with zero extents, centered at the origin.
/// </summary>
public static Bounds Zero
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return new Bounds(Vector3.Zero, Vector3.Zero);
}
}
/// <summary>
/// Computes the extents of the AABB.
/// </summary>
/// <remarks>
/// Extents is the componentwise distance between min and max.
/// </remarks>
public readonly Vector3 Extents => Max - Min;
/// <summary>
/// Computes the half extents of the AABB.
/// </summary>
/// <remarks>
/// HalfExtents is half of the componentwise distance between min and max. Subtracting HalfExtents from Center
/// gives Min and adding HalfExtents to Center gives Max.
/// </remarks>
public readonly Vector3 HalfExtents => (Max - Min) * 0.5f;
/// <summary>
/// Computes the center of the AABB.
/// </summary>
public readonly Vector3 Center => (Max + Min) * 0.5f;
/// <summary>
/// Check if the AABB is valid.
/// </summary>
/// <remarks>
/// An AABB is considered valid if <see cref="Min"/> is componentwise less than or equal to <see cref="Max"/>.
/// </remarks>
/// <returns>True if <see cref="Min"/> is componentwise less than or equal to <see cref="Max"/>.</returns>
public readonly bool IsValid => Vector3.Dot(Min, Min) <= Vector3.Dot(Max, Max);
/// <summary>
/// Computes the surface area for this axis aligned bounding box.
/// </summary>
public readonly float SurfaceArea
{
get
{
var diff = Max - Min;
return 2 * Vector3.Dot(diff, new Vector3(diff.Y, diff.Z, diff.X));
}
}
/// <summary>
/// Tests if the input point is contained by the AABB.
/// </summary>
/// <param name="point">Point to test.</param>
/// <returns>True if AABB contains the input point.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Contains(Vector3 point) => Vector3.Dot(point, point) >= Vector3.Dot(Min, Min) && Vector3.Dot(point, point) <= Vector3.Dot(Max, Max);
/// <summary>
/// Tests if the input AABB is contained entirely by this AABB.
/// </summary>
/// <param name="aabb">AABB to test.</param>
/// <returns>True if input AABB is contained entirely by this AABB.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Contains(Bounds aabb) => Vector3.Dot(Min, Min) <= Vector3.Dot(aabb.Min, aabb.Min) && Vector3.Dot(Max, Max) >= Vector3.Dot(aabb.Max, aabb.Max);
/// <summary>
/// Tests if the input AABB overlaps this AABB.
/// </summary>
/// <param name="aabb">AABB to test.</param>
/// <returns>True if input AABB overlaps with this AABB.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Overlaps(Bounds aabb)
{
return Vector3.Dot(Max, Max) >= Vector3.Dot(aabb.Min, aabb.Min) && Vector3.Dot(Min, Min) <= Vector3.Dot(aabb.Max, aabb.Max);
}
/// <summary>
/// Expands the AABB by the given signed distance.
/// </summary>
/// <remarks>
/// Positive distance expands the AABB while negative distance shrinks the AABB.
/// </remarks>
/// <param name="signedDistance">Signed distance to expand the AABB with.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Expand(float signedDistance)
{
Min -= new Vector3(signedDistance);
Max += new Vector3(signedDistance);
}
/// <summary>
/// Encapsulates the given AABB.
/// </summary>
/// <remarks>
/// Modifies this AABB so that it contains the given AABB. If the given AABB is already contained by this AABB,
/// then this AABB doesn't change.
/// </remarks>
/// <seealso cref="Contains(Unity.Mathematics.Geometry.MinMaxAABB)"/>
/// <param name="aabb">AABB to encapsulate.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Encapsulate(Bounds aabb)
{
Min = Vector3.Min(Min, aabb.Min);
Max = Vector3.Max(Max, aabb.Max);
}
/// <summary>
/// Encapsulate the given point.
/// </summary>
/// <remarks>
/// Modifies this AABB so that it contains the given point. If the given point is already contained by this AABB,
/// then this AABB doesn't change.
/// </remarks>
/// <seealso cref="Contains(Unity.Mathematics.float3)"/>
/// <param name="point">Point to encapsulate.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Encapsulate(Vector3 point)
{
Min = Vector3.Min(Min, point);
Max = Vector3.Max(Max, point);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Bounds other)
{
return Min.Equals(other.Min) && Max.Equals(other.Max);
}
public override bool Equals(object? obj)
{
if (obj is Bounds bounds)
{
return Equals(bounds);
}
return false;
}
public static bool operator ==(Bounds left, Bounds right)
{
return left.Equals(right);
}
public static bool operator !=(Bounds left, Bounds right)
{
return !(left == right);
}
public override int GetHashCode()
{
unchecked
{
var hash = 17;
hash = hash * 31 + Min.GetHashCode();
hash = hash * 31 + Max.GetHashCode();
return hash;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly override string ToString()
{
return string.Format("Bounds({0}, {1})", Min, Max);
}
}

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@@ -0,0 +1,111 @@
using System.Drawing;
namespace Ghost.Graphics.Data;
/// <summary>
/// Represents a color with 32-bit components."/>
/// </summary>
public struct Color32 : IEquatable<Color32>
{
public byte r;
public byte g;
public byte b;
public byte a;
public Color32(byte r, byte g, byte b, byte a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public Color32(Color color)
: this(color.R, color.G, color.B, color.A)
{
}
public Color32(Color128 color128)
: this((byte)(color128.r * 255.0f), (byte)(color128.g * 255.0f), (byte)(color128.b * 255.0f), (byte)(color128.a * 255.0f))
{
}
public readonly bool Equals(Color32 other)
{
return r == other.r && g == other.g && b == other.b && a == other.a;
}
public override readonly bool Equals(object? obj)
{
return obj is Color32 color && Equals(color);
}
public override readonly int GetHashCode()
{
return HashCode.Combine(r, g, b, a);
}
public static bool operator ==(Color32 left, Color32 right)
{
return left.Equals(right);
}
public static bool operator !=(Color32 left, Color32 right)
{
return !(left == right);
}
}
/// <summary>
/// Represents a color with 128-bit components.
/// </summary>
public struct Color128 : IEquatable<Color128>
{
public float r;
public float g;
public float b;
public float a;
public Color128(float r, float g, float b, float a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public Color128(Color color)
: this(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f)
{
}
public Color128(Color32 color32)
: this(color32.r / 255.0f, color32.g / 255.0f, color32.b / 255.0f, color32.a / 255.0f)
{
}
public readonly bool Equals(Color128 other)
{
return r.Equals(other.r) && g.Equals(other.g) && b.Equals(other.b) && a.Equals(other.a);
}
public override readonly bool Equals(object? obj)
{
return obj is Color128 color && Equals(color);
}
public readonly override int GetHashCode()
{
return HashCode.Combine(r, g, b, a);
}
public static bool operator ==(Color128 left, Color128 right)
{
return left.Equals(right);
}
public static bool operator !=(Color128 left, Color128 right)
{
return !(left == right);
}
}

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@@ -1,27 +0,0 @@
using System.Drawing;
namespace Ghost.Graphics.Data;
/// <summary>
/// Represents a color with 32-bit components, the unmanaged version of <see cref="Color"/>."/>
/// </summary>
public struct Color32
{
public byte r;
public byte g;
public byte b;
public byte a;
public Color32(byte r, byte g, byte b, byte a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public Color32(Color color)
: this(color.R, color.G, color.B, color.A)
{
}
}

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@@ -3,5 +3,5 @@
public enum GraphicsAPI
{
None,
DX12
D3D12
}

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@@ -0,0 +1,21 @@
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.Data;
public class Material : IDisposable
{
// TODO: Pipeline state should be abstracted that can support multiple graphics APIs.
private ComPtr<ID3D12PipelineState> _pipelineState;
public Shader Shader
{
get;
set;
} = Shader.Empty;
public void Dispose()
{
_pipelineState.Dispose();
}
}

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@@ -1,20 +1,20 @@
using Ghost.Graphics.Contracts;
using Ghost.Core;
using Ghost.Graphics.Contracts;
using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.Unsafe.Helpers;
using System.Numerics;
using System.Runtime.CompilerServices;
using Vortice.Direct3D12;
using Vortice.DXGI;
using Vortice.Mathematics;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data;
public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapacity = 512) : IDisposable
public unsafe sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapacity = 512) : IDisposable
{
private UnsafeList<Vertex> _vertices = new(initialVertexCapacity, Allocator.Persistent);
private UnsafeList<int> _indices = new(initialIndexCapacity, Allocator.Persistent);
private BoundingBox _bounds;
private Bounds _boundingBox;
private IResource? _vertexBuffer;
private IResource? _indexBuffer;
@@ -23,9 +23,13 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
public Span<Vertex> Vertices => _vertices.AsSpan();
public Span<int> Indices => _indices.AsSpan();
public BoundingBox Bounds => _bounds;
public int VertexCount => _vertices.Count;
public int IndexCount => _indices.Count;
public Bounds BoundingBox => _boundingBox;
public uint VertexCount => (uint)_vertices.Count;
public uint IndexCount => (uint)_indices.Count;
internal ConstPtr<VertexBufferView> VertexBufferView => (VertexBufferView*)Unsafe.AsPointer(ref _vertexBufferView);
internal ConstPtr<IndexBufferView> IndexBufferView => (IndexBufferView*)Unsafe.AsPointer(ref _indexBufferView);
~Mesh()
{
@@ -181,7 +185,7 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
{
if (_vertices.Count == 0)
{
_bounds = BoundingBox.Zero;
_boundingBox = Bounds.Zero;
return;
}
@@ -194,14 +198,13 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
max = Vector3.Max(max, pos);
}
_bounds = new BoundingBox(min, max);
_boundingBox = new Bounds(min, max);
}
/// <summary>
/// Uploads the mesh data to GPU resources.
/// </summary>
/// <param name="device">The Direct3D 12 device.</param>
/// <param name="commandList">The Direct3D 12 command list to record the upload commands.</param>
/// <param name="cmb">The command buffer to record the upload commands.</param>
public unsafe void UploadMeshData(ICommandBuffer cmb)
{
if (VertexCount == 0 || IndexCount == 0)
@@ -213,12 +216,12 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
_indexBuffer?.Dispose();
var vertexBufferSize = (uint)(VertexCount * sizeof(Vertex));
var indexBufferSize = (uint)(IndexCount * sizeof(int));
var indexBufferSize = IndexCount * sizeof(int);
_vertexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(vertexBufferSize);
_indexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(indexBufferSize);
using var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize);
using var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize);
var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, true);
var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, true);
vertexUploadBuffer.SetData(_vertices.AsSpan());
indexUploadBuffer.SetData(_indices.AsSpan());
@@ -226,6 +229,9 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
cmb.CopyResource(_vertexBuffer, 0, vertexUploadBuffer, 0, vertexBufferSize);
cmb.CopyResource(_indexBuffer, 0, indexUploadBuffer, 0, indexBufferSize);
cmb.BarrierTransition(_vertexBuffer, ResourceStates.CopyDest, ResourceStates.VertexAndConstantBuffer);
cmb.BarrierTransition(_indexBuffer, ResourceStates.CopyDest, ResourceStates.IndexBuffer);
_vertexBufferView = new VertexBufferView
{
BufferLocation = _vertexBuffer.GPUAddress,
@@ -237,7 +243,7 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
{
BufferLocation = _indexBuffer.GPUAddress,
SizeInBytes = indexBufferSize,
Format = Format.R32_SInt
Format = Format.R32Uint
};
}

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@@ -0,0 +1,181 @@
using Ghost.Core;
using Ghost.Graphics.D3D12;
using System.Runtime.InteropServices;
using System.Text;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D.Fxc;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.Data;
public unsafe class Shader
{
private static readonly Shader s_empty = new("ErrorShader");
public static Shader Empty => s_empty;
private ComPtr<ID3D12RootSignature> _rootSignature;
public ConstPtr<ID3D12RootSignature> RootSignature => new(_rootSignature.Get());
public Shader(string shaderPath)
{
}
/// <summary>
/// Compiles HLSL source code from a string into shader bytecode.
/// </summary>
/// <param name="sourceCode">The string containing the HLSL code.</param>
/// <param name="entryPoint">The name of the shader entry point function (e.g., "VSMain").</param>
/// <param name="shaderProfile">The shader model to target (e.g., "vs_5_0", "ps_5_0").</param>
/// <returns>A byte array containing the compiled shader bytecode.</returns>
/// <exception cref="Exception">Thrown if shader compilation fails.</exception>
public static unsafe byte[] CompileShader(string sourceCode, string entryPoint, string shaderProfile)
{
ComPtr<ID3DBlob> bytecodeBlob = default;
ComPtr<ID3DBlob> errorBlob = default;
// Convert strings to null-terminated ASCII for the native function
var sourceCodeBytes = Encoding.UTF8.GetBytes(sourceCode);
var entryPointBytes = Encoding.UTF8.GetBytes(entryPoint);
var shaderProfileBytes = Encoding.UTF8.GetBytes(shaderProfile);
// Call the D3DCompile function
var hr = D3DCompile(
sourceCodeBytes.AsSpan(),
entryPointBytes.AsSpan(),
shaderProfileBytes.AsSpan(),
CompileFlags.EnableStrictness | CompileFlags.Debug,
bytecodeBlob.GetAddressOf(),
errorBlob.GetAddressOf()
);
if (hr.Failure)
{
// If compilation fails, get the error message from the error blob
var errorMessage = "Shader compilation failed.";
if (errorBlob.Get() is not null)
{
errorMessage += "\n" + Encoding.ASCII.GetString(
(byte*)errorBlob.Get()->GetBufferPointer(),
(int)errorBlob.Get()->GetBufferSize()
);
}
errorBlob.Dispose();
throw new Exception(errorMessage);
}
// Copy the compiled bytecode from the blob into a managed byte array
var bytecode = new byte[bytecodeBlob.Get()->GetBufferSize()];
Marshal.Copy((IntPtr)bytecodeBlob.Get()->GetBufferPointer(), bytecode, 0, bytecode.Length);
// Clean up the COM blobs
bytecodeBlob.Dispose();
errorBlob.Dispose();
return bytecode;
}
private void LoadShader(Span<byte> byteCode)
{
using ComPtr<ID3D12ShaderReflection> reflector = default;
fixed (void* codePtr = byteCode)
{
D3DReflect(codePtr, (nuint)byteCode.Length, __uuidof<ID3D12ShaderReflection>(), reflector.GetVoidAddressOf());
}
ShaderDescription shaderDesc;
reflector.Get()->GetDesc(&shaderDesc);
var rootParameters = new List<RootParameter>();
var staticSamplers = new List<StaticSamplerDescription>();
for (uint i = 0; i < shaderDesc.BoundResources; i++)
{
ShaderInputBindDescription bindDesc;
reflector.Get()->GetResourceBindingDesc(i, &bindDesc);
switch (bindDesc.Type)
{
case ShaderInputType.ConstantBuffer:
var cbufferParam = new RootParameter();
cbufferParam.ParameterType = RootParameterType.Cbv;
cbufferParam.ShaderVisibility = ShaderVisibility.All;
cbufferParam.Descriptor.RegisterSpace = bindDesc.Space;
cbufferParam.Descriptor.ShaderRegister = bindDesc.BindPoint;
rootParameters.Add(cbufferParam);
var cbuffer = reflector.Get()->GetConstantBufferByName(bindDesc.Name);
ShaderBufferDescription cbufferDesc;
cbuffer->GetDesc(&cbufferDesc);
for (var j = 0u; j < cbufferDesc.Variables; j++)
{
var variable = cbuffer->GetVariableByIndex(j);
ShaderVariableDescription varDesc;
variable->GetDesc(&varDesc);
}
break;
case ShaderInputType.TextureBuffer:
break;
case ShaderInputType.Texture:
break;
case ShaderInputType.Sampler:
var samplerDesc = new StaticSamplerDescription
{
Filter = Filter.MinMagMipLinear,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
ShaderVisibility = ShaderVisibility.All,
ShaderRegister = bindDesc.BindPoint,
RegisterSpace = bindDesc.Space,
};
staticSamplers.Add(samplerDesc);
break;
case ShaderInputType.UavRwTyped:
break;
case ShaderInputType.Structured:
break;
case ShaderInputType.UavRwStructured:
break;
case ShaderInputType.ByteAddress:
break;
case ShaderInputType.UavRwByteAddress:
break;
case ShaderInputType.UavAppendStructured:
break;
case ShaderInputType.UavConsumeStructured:
break;
case ShaderInputType.UavRwStructuredWithCounter:
break;
case ShaderInputType.RtAccelerationStructure:
break;
case ShaderInputType.UavFeedbackTexture:
break;
default:
break;
}
}
}
private void CreateRootSignature()
{
var rootSignatureDesc = new RootSignatureDescription();
using ComPtr<ID3DBlob> signature = default;
using ComPtr<ID3DBlob> error = default;
var hr = D3D12SerializeRootSignature(&rootSignatureDesc, RootSignatureVersion.V1_2, signature.GetAddressOf(), error.GetAddressOf());
if (hr.Failure)
{
var errorMessage = System.Text.Encoding.ASCII.GetString((byte*)error.Get()->GetBufferPointer(), (int)error.Get()->GetBufferSize());
throw new Exception($"Failed to serialize root signature: {errorMessage}");
}
GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>().NativeDevice.Ptr->CreateRootSignature(0, signature.Get()->GetBufferPointer(), signature.Get()->GetBufferSize(), __uuidof<ID3D12RootSignature>(), _rootSignature.GetVoidAddressOf());
}
}

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@@ -0,0 +1,16 @@
using Win32.Graphics.Direct3D;
namespace Ghost.Graphics.Data;
public class ShaderProperty
{
public string Name
{
get;
}
public ShaderInputType Type
{
get;
}
}

View File

@@ -20,7 +20,7 @@ internal readonly struct SwapChainPresenter
get;
}
public readonly IntPtr Hwnd
public readonly nint Hwnd
{
get;
}
@@ -39,12 +39,12 @@ internal readonly struct SwapChainPresenter
{
Type = TargetType.Composition;
SwapChainPanelNative = swapChainPanelNative;
Hwnd = IntPtr.Zero;
Hwnd = nint.Zero;
Width = width;
Height = height;
}
public SwapChainPresenter(IntPtr hwnd, uint width, uint height)
public SwapChainPresenter(nint hwnd, uint width, uint height)
{
Type = TargetType.Hwnd;
Hwnd = hwnd;

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@@ -1,9 +1,29 @@
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Text;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data;
public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color32 color, Vector4 uv)
public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128 color, Vector4 uv)
{
public unsafe struct Semantic
{
public const Format ALIGNED_FORMAT = Format.R32G32B32A32Float;
private static readonly byte[] s_positionBytes = Encoding.UTF8.GetBytes("POSITION");
private static readonly byte[] s_normalBytes = Encoding.UTF8.GetBytes("NORMAL");
private static readonly byte[] s_tangentBytes = Encoding.UTF8.GetBytes("TANGENT");
private static readonly byte[] s_colorBytes = Encoding.UTF8.GetBytes("COLOR");
private static readonly byte[] s_uvBytes = Encoding.UTF8.GetBytes("UV");
public static byte* PositionName => (byte*)Unsafe.AsPointer(ref s_positionBytes[0]);
public static byte* NormalName => (byte*)Unsafe.AsPointer(ref s_normalBytes[0]);
public static byte* TangentName => (byte*)Unsafe.AsPointer(ref s_tangentBytes[0]);
public static byte* ColorName => (byte*)Unsafe.AsPointer(ref s_colorBytes[0]);
public static byte* UVName => (byte*)Unsafe.AsPointer(ref s_uvBytes[0]);
}
public Vector4 Position
{
get;
@@ -22,7 +42,7 @@ public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color32
set;
} = tangent;
public Color32 Color
public Color128 Color
{
get;
set;