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Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.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

View File

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using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using Ghost.Graphics.Utilities;
using System.Drawing;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.RenderPasses;
internal unsafe class MeshRenderPass : IRenderPass
{
private const string _HLSL_SOURCE = @"
struct VertexInput
{
float3 position : POSITION;
float4 color : COLOR;
};
struct PixelInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
PixelInput VSMain(VertexInput input)
{
PixelInput output;
output.position = float4(input.position, 1.0f);
output.color = input.color;
return output;
}
float4 PSMain(PixelInput input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0);
}
";
private Mesh? _mesh;
private ComPtr<ID3D12RootSignature> _rootSignature;
private ComPtr<ID3D12PipelineState> _pipelineState;
public void Initialize(ICommandBuffer cmb)
{
_mesh = MeshBuilder.CreateCube(0.25f, new(Color.AliceBlue));
_mesh.UploadMeshData(cmb);
CreateRootSignature();
CreatePipelineStateObject();
}
private void CreateRootSignature()
{
var rootSignatureDesc = new RootSignatureDescription(0u, null)
{
Flags = RootSignatureFlags.AllowInputAssemblerInputLayout
};
using ComPtr<ID3DBlob> signature = default;
using ComPtr<ID3DBlob> error = default;
var hr = D3D12SerializeRootSignature(&rootSignatureDesc, RootSignatureVersion.V1_0, signature.GetAddressOf(), error.GetAddressOf());
if (hr.Failure)
{
var errorMessage = System.Text.Encoding.ASCII.GetString((byte*)error.Get()->GetBufferPointer(), (int)error.Get()->GetBufferSize());
throw new InvalidOperationException($"Failed to serialize root signature: {errorMessage}");
}
GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>().NativeDevice.Ptr->CreateRootSignature(0, signature.Get()->GetBufferPointer(), signature.Get()->GetBufferSize(), __uuidof<ID3D12RootSignature>(), _rootSignature.GetVoidAddressOf());
}
private void CreatePipelineStateObject()
{
try
{
var vertexShaderBytecode = Shader.CompileShader(_HLSL_SOURCE, "VSMain", "vs_5_0");
var pixelShaderBytecode = Shader.CompileShader(_HLSL_SOURCE, "PSMain", "ps_5_0");
fixed (byte* vsPtr = vertexShaderBytecode)
fixed (byte* psPtr = pixelShaderBytecode)
{
var psoDesc = new GraphicsPipelineStateDescription
{
pRootSignature = _rootSignature.Get(),
VS = new ShaderBytecode(vsPtr, (nuint)vertexShaderBytecode.Length),
PS = new ShaderBytecode(psPtr, (nuint)pixelShaderBytecode.Length),
InputLayout = D3D12PipelineResource.InputLayoutDescription,
RasterizerState = RasterizerDescription.CullNone,
BlendState = BlendDescription.Opaque,
DepthStencilState = DepthStencilDescription.Default,
SampleMask = uint.MaxValue,
PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
NumRenderTargets = 1,
SampleDesc = new SampleDescription(1, 0),
DSVFormat = Format.Unknown,
};
psoDesc.RTVFormats[0] = D3D12PipelineResource.SWAP_CHAIN_BACK_BUFFER_FORMAT;
// Create the PSO
GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>().NativeDevice.Ptr->CreateGraphicsPipelineState(&psoDesc, __uuidof<ID3D12PipelineState>(), _pipelineState.GetVoidAddressOf());
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public void Execute(ICommandBuffer cmb)
{
var dx12Cmb = (D3D12CommandBuffer)cmb;
dx12Cmb.CommandList.Ptr->SetGraphicsRootSignature(_rootSignature.Get());
dx12Cmb.CommandList.Ptr->SetPipelineState(_pipelineState.Get());
cmb.DrawMesh(_mesh!);
}
public void Dispose()
{
_mesh?.Dispose();
_rootSignature.Dispose();
_pipelineState.Dispose();
}
}