forked from Misaki/GhostEngine
Migrate rendering from oop to dod
This commit is contained in:
@@ -1,251 +0,0 @@
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.Data;
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public struct Bounds : IEquatable<Bounds>
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{
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/// <summary>
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/// The minimum point contained by the AABB.
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/// </summary>
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/// <remarks>
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/// If any component of <see cref="Min"/> is greater than <see cref="Max"/> then this AABB is invalid.
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/// </remarks>
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/// <seealso cref="IsValid"/>
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public Vector3 Min
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{
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get;
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set;
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}
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/// <summary>
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/// The maximum point contained by the AABB.
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/// </summary>
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/// <remarks>
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/// If any component of <see cref="Max"/> is less than <see cref="Min"/> then this AABB is invalid.
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/// </remarks>
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/// <seealso cref="IsValid"/>
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public Vector3 Max
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{
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get;
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set;
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}
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/// <summary>
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/// Constructs the AABB with the given minimum and maximum.
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/// </summary>
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/// <remarks>
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/// If you have a center and extents, you can call <see cref="CreateFromCenterAndExtents"/> or <see cref="CreateFromCenterAndHalfExtents"/>
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/// to create the AABB.
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/// </remarks>
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/// <param name="min">Minimum point inside AABB.</param>
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/// <param name="max">Maximum point inside AABB.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Bounds(Vector3 min, Vector3 max)
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{
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Min = min;
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Max = max;
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}
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/// <summary>
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/// Creates the AABB from a center and extents.
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/// </summary>
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/// <remarks>
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/// This function takes full extents. It is the distance between <see cref="Min"/> and <see cref="Max"/>.
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/// If you have half extents, you can call <see cref="CreateFromCenterAndHalfExtents"/>.
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/// </remarks>
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/// <param name="center">Center of AABB.</param>
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/// <param name="extents">Full extents of AABB.</param>
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/// <returns>AABB created from inputs.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Bounds CreateFromCenterAndExtents(Vector3 center, Vector3 extents)
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{
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return CreateFromCenterAndHalfExtents(center, extents * 0.5f);
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}
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/// <summary>
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/// Creates the AABB from a center and half extents.
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/// </summary>
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/// <remarks>
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/// This function takes half extents. It is half the distance between <see cref="Min"/> and <see cref="Max"/>.
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/// If you have full extents, you can call <see cref="CreateFromCenterAndExtents"/>.
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/// </remarks>
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/// <param name="center">Center of AABB.</param>
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/// <param name="halfExtents">Half extents of AABB.</param>
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/// <returns>AABB created from inputs.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Bounds CreateFromCenterAndHalfExtents(Vector3 center, Vector3 halfExtents)
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{
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return new Bounds(center - halfExtents, center + halfExtents);
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}
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/// <summary>
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/// Creates a new AABB with zero extents, centered at the origin.
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/// </summary>
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public static Bounds Zero
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get
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{
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return new Bounds(Vector3.Zero, Vector3.Zero);
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}
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}
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/// <summary>
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/// Computes the extents of the AABB.
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/// </summary>
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/// <remarks>
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/// Extents is the componentwise distance between min and max.
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/// </remarks>
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public readonly Vector3 Extents => Max - Min;
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/// <summary>
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/// Computes the half extents of the AABB.
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/// </summary>
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/// <remarks>
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/// HalfExtents is half of the componentwise distance between min and max. Subtracting HalfExtents from Center
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/// gives Min and adding HalfExtents to Center gives Max.
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/// </remarks>
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public readonly Vector3 HalfExtents => (Max - Min) * 0.5f;
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/// <summary>
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/// Computes the center of the AABB.
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/// </summary>
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public readonly Vector3 Center => (Max + Min) * 0.5f;
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/// <summary>
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/// Check if the AABB is valid.
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/// </summary>
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/// <remarks>
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/// An AABB is considered valid if <see cref="Min"/> is componentwise less than or equal to <see cref="Max"/>.
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/// </remarks>
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/// <returns>True if <see cref="Min"/> is componentwise less than or equal to <see cref="Max"/>.</returns>
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public readonly bool IsValid => Vector3.Dot(Min, Min) <= Vector3.Dot(Max, Max);
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/// <summary>
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/// Computes the surface area for this axis aligned bounding box.
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/// </summary>
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public readonly float SurfaceArea
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{
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get
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{
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var diff = Max - Min;
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return 2 * Vector3.Dot(diff, new Vector3(diff.Y, diff.Z, diff.X));
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}
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}
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/// <summary>
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/// Tests if the input point is contained by the AABB.
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/// </summary>
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/// <param name="point">Point to test.</param>
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/// <returns>True if AABB contains the input point.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool Contains(Vector3 point) => Vector3.Dot(point, point) >= Vector3.Dot(Min, Min) && Vector3.Dot(point, point) <= Vector3.Dot(Max, Max);
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/// <summary>
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/// Tests if the input AABB is contained entirely by this AABB.
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/// </summary>
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/// <param name="aabb">AABB to test.</param>
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/// <returns>True if input AABB is contained entirely by this AABB.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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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);
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/// <summary>
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/// Tests if the input AABB overlaps this AABB.
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/// </summary>
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/// <param name="aabb">AABB to test.</param>
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/// <returns>True if input AABB overlaps with this AABB.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool Overlaps(Bounds aabb)
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{
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return Vector3.Dot(Max, Max) >= Vector3.Dot(aabb.Min, aabb.Min) && Vector3.Dot(Min, Min) <= Vector3.Dot(aabb.Max, aabb.Max);
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}
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/// <summary>
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/// Expands the AABB by the given signed distance.
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/// </summary>
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/// <remarks>
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/// Positive distance expands the AABB while negative distance shrinks the AABB.
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/// </remarks>
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/// <param name="signedDistance">Signed distance to expand the AABB with.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Expand(float signedDistance)
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{
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Min -= new Vector3(signedDistance);
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Max += new Vector3(signedDistance);
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}
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/// <summary>
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/// Encapsulates the given AABB.
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/// </summary>
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/// <remarks>
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/// Modifies this AABB so that it contains the given AABB. If the given AABB is already contained by this AABB,
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/// then this AABB doesn't change.
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/// </remarks>
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/// <seealso cref="Contains(Unity.Mathematics.Geometry.MinMaxAABB)"/>
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/// <param name="aabb">AABB to encapsulate.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Encapsulate(Bounds aabb)
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{
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Min = Vector3.Min(Min, aabb.Min);
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Max = Vector3.Max(Max, aabb.Max);
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}
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/// <summary>
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/// Encapsulate the given point.
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/// </summary>
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/// <remarks>
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/// Modifies this AABB so that it contains the given point. If the given point is already contained by this AABB,
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/// then this AABB doesn't change.
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/// </remarks>
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/// <seealso cref="Contains(Unity.Mathematics.float3)"/>
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/// <param name="point">Point to encapsulate.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Encapsulate(Vector3 point)
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{
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Min = Vector3.Min(Min, point);
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Max = Vector3.Max(Max, point);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Equals(Bounds other)
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{
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return Min.Equals(other.Min) && Max.Equals(other.Max);
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}
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public override bool Equals(object? obj)
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{
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if (obj is Bounds bounds)
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{
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return Equals(bounds);
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}
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return false;
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}
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public static bool operator ==(Bounds left, Bounds right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Bounds left, Bounds right)
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{
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return !(left == right);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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var hash = 17;
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hash = hash * 31 + Min.GetHashCode();
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hash = hash * 31 + Max.GetHashCode();
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return hash;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly override string ToString()
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{
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return string.Format("Bounds({0}, {1})", Min, Max);
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}
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}
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@@ -4,17 +4,17 @@ using System.Runtime.InteropServices;
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namespace Ghost.Graphics.Data;
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/// <summary>
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/// Represents a color with 32-bit components."/>
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/// Represents a color with 4 bytes components.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 4)]
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public struct Color32 : IEquatable<Color32>
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public struct Color4 : IEquatable<Color4>
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{
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public byte r;
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public byte g;
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public byte b;
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public byte a;
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public Color32(byte r, byte g, byte b, byte a)
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public Color4(byte r, byte g, byte b, byte a)
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{
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this.r = r;
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this.g = g;
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@@ -22,24 +22,24 @@ public struct Color32 : IEquatable<Color32>
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this.a = a;
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}
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public Color32(Color color)
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public Color4(Color color)
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: this(color.R, color.G, color.B, color.A)
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{
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}
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public Color32(Color128 color128)
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public Color4(Color16 color128)
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: this((byte)(color128.r * 255.0f), (byte)(color128.g * 255.0f), (byte)(color128.b * 255.0f), (byte)(color128.a * 255.0f))
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{
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}
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public readonly bool Equals(Color32 other)
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public readonly bool Equals(Color4 other)
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{
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return r == other.r && g == other.g && b == other.b && a == other.a;
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}
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public override readonly bool Equals(object? obj)
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{
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return obj is Color32 color && Equals(color);
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return obj is Color4 color && Equals(color);
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}
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public override readonly int GetHashCode()
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@@ -47,29 +47,29 @@ public struct Color32 : IEquatable<Color32>
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return HashCode.Combine(r, g, b, a);
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}
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public static bool operator ==(Color32 left, Color32 right)
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public static bool operator ==(Color4 left, Color4 right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Color32 left, Color32 right)
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public static bool operator !=(Color4 left, Color4 right)
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{
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return !(left == right);
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}
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}
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/// <summary>
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/// Represents a color with 128-bit components.
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/// Represents a color with 16 bytes components.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 16)]
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public struct Color128 : IEquatable<Color128>
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public struct Color16 : IEquatable<Color16>
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{
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public float r;
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public float g;
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public float b;
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public float a;
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public Color128(float r, float g, float b, float a)
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public Color16(float r, float g, float b, float a)
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{
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this.r = r;
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this.g = g;
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@@ -77,24 +77,24 @@ public struct Color128 : IEquatable<Color128>
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this.a = a;
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}
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public Color128(Color color)
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public Color16(Color color)
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: this(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f)
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{
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}
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public Color128(Color32 color32)
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public Color16(Color4 color32)
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: this(color32.r / 255.0f, color32.g / 255.0f, color32.b / 255.0f, color32.a / 255.0f)
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{
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}
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public readonly bool Equals(Color128 other)
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public readonly bool Equals(Color16 other)
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{
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return r.Equals(other.r) && g.Equals(other.g) && b.Equals(other.b) && a.Equals(other.a);
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}
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public override readonly bool Equals(object? obj)
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{
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return obj is Color128 color && Equals(color);
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return obj is Color16 color && Equals(color);
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}
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public readonly override int GetHashCode()
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||||
@@ -102,12 +102,12 @@ public struct Color128 : IEquatable<Color128>
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return HashCode.Combine(r, g, b, a);
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}
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public static bool operator ==(Color128 left, Color128 right)
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public static bool operator ==(Color16 left, Color16 right)
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||||
{
|
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return left.Equals(right);
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}
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|
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public static bool operator !=(Color128 left, Color128 right)
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||||
public static bool operator !=(Color16 left, Color16 right)
|
||||
{
|
||||
return !(left == right);
|
||||
}
|
||||
|
||||
54
Ghost.Graphics/Data/GraphicsResourceManager.cs
Normal file
54
Ghost.Graphics/Data/GraphicsResourceManager.cs
Normal file
@@ -0,0 +1,54 @@
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namespace Ghost.Graphics.Data;
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||||
|
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public struct BatchMaterialID : IEquatable<BatchMaterialID>
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{
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public uint value;
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||||
|
||||
public static BatchMaterialID Null => new() { value = 0 };
|
||||
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||||
public override int GetHashCode()
|
||||
{
|
||||
return value.GetHashCode();
|
||||
}
|
||||
|
||||
public readonly override bool Equals(object? obj)
|
||||
{
|
||||
return obj is BatchMaterialID id && Equals(id);
|
||||
}
|
||||
|
||||
public readonly bool Equals(BatchMaterialID other)
|
||||
{
|
||||
return value == other.value;
|
||||
}
|
||||
|
||||
public readonly int CompareTo(BatchMaterialID other)
|
||||
{
|
||||
return value.CompareTo(other.value);
|
||||
}
|
||||
|
||||
public static bool operator ==(BatchMaterialID a, BatchMaterialID b)
|
||||
{
|
||||
return a.Equals(b);
|
||||
}
|
||||
|
||||
public static bool operator !=(BatchMaterialID a, BatchMaterialID b)
|
||||
{
|
||||
return !a.Equals(b);
|
||||
}
|
||||
}
|
||||
|
||||
internal class GraphicsResourceManager
|
||||
{
|
||||
private readonly Dictionary<BatchMaterialID, Material> _materials = new();
|
||||
private readonly Dictionary<BatchMeshID, MeshHandle> _meshes = new();
|
||||
|
||||
public Material GetMaterial(BatchMaterialID id)
|
||||
{
|
||||
return _materials.TryGetValue(id, out var material) ? material : Material.Null;
|
||||
}
|
||||
|
||||
public MeshHandle GetMesh(BatchMeshID id)
|
||||
{
|
||||
return _meshes.TryGetValue(id, out var mesh) ? mesh : MeshHandle.Invalid;
|
||||
}
|
||||
}
|
||||
@@ -3,6 +3,7 @@ using Ghost.Graphics.RHI;
|
||||
using Misaki.HighPerformance.LowLevel.Buffer;
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
using Misaki.HighPerformance.LowLevel.Helpers;
|
||||
using Misaki.HighPerformance.Mathematics.Geometry;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Win32.Graphics.Direct3D12;
|
||||
@@ -10,19 +11,85 @@ using Win32.Graphics.Dxgi.Common;
|
||||
|
||||
namespace Ghost.Graphics.Data;
|
||||
|
||||
/// <summary>
|
||||
/// The CPU-side mesh data structure.
|
||||
/// </summary>
|
||||
public struct MeshData
|
||||
{
|
||||
public UnsafeList<Vertex> vertices;
|
||||
public UnsafeList<int> indices;
|
||||
public AABB boundingBox;
|
||||
public MeshHandle handle;
|
||||
|
||||
public MeshData()
|
||||
{
|
||||
handle = MeshHandle.Invalid;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The GPU-side mesh handle containing buffer references.
|
||||
/// </summary>
|
||||
public struct MeshHandle
|
||||
{
|
||||
public BufferHandle vertexBuffer;
|
||||
public BufferHandle indexBuffer;
|
||||
|
||||
public static MeshHandle Invalid => new() { vertexBuffer = BufferHandle.Invalid, indexBuffer = BufferHandle.Invalid };
|
||||
|
||||
public readonly bool IsValid => vertexBuffer.IsValid && indexBuffer.IsValid;
|
||||
}
|
||||
|
||||
public struct BatchMeshID : IEquatable<BatchMeshID>
|
||||
{
|
||||
public int value;
|
||||
|
||||
public static BatchMeshID Null => new() { value = -1 };
|
||||
|
||||
public readonly override int GetHashCode()
|
||||
{
|
||||
return value.GetHashCode();
|
||||
}
|
||||
|
||||
public readonly override bool Equals(object? obj)
|
||||
{
|
||||
return obj is BatchMeshID id && Equals(id);
|
||||
}
|
||||
|
||||
public readonly bool Equals(BatchMeshID other)
|
||||
{
|
||||
return value == other.value;
|
||||
}
|
||||
|
||||
public readonly int CompareTo(BatchMeshID other)
|
||||
{
|
||||
return value.CompareTo(other.value);
|
||||
}
|
||||
|
||||
public static bool operator ==(BatchMeshID a, BatchMeshID b)
|
||||
{
|
||||
return a.Equals(b);
|
||||
}
|
||||
|
||||
public static bool operator !=(BatchMeshID a, BatchMeshID b)
|
||||
{
|
||||
return !a.Equals(b);
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe sealed class Mesh : IDisposable
|
||||
{
|
||||
private UnsafeList<Vertex> _vertices;
|
||||
private UnsafeList<int> _indices;
|
||||
|
||||
private Bounds _boundingBox;
|
||||
private AABB _boundingBox;
|
||||
|
||||
private IBuffer? _vertexBuffer;
|
||||
private IBuffer? _indexBuffer;
|
||||
|
||||
public Span<Vertex> Vertices => _vertices.AsSpan();
|
||||
public Span<int> Indices => _indices.AsSpan();
|
||||
public Bounds BoundingBox => _boundingBox;
|
||||
public AABB BoundingBox => _boundingBox;
|
||||
|
||||
public uint VertexCount => (uint)_vertices.Count;
|
||||
public uint IndexCount => (uint)_indices.Count;
|
||||
@@ -296,62 +363,6 @@ public unsafe sealed class Mesh : IDisposable
|
||||
CreateBindlessDescriptors();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates SRVs for vertex and index buffers in the bindless descriptor heap
|
||||
/// </summary>
|
||||
private void CreateBindlessDescriptors()
|
||||
{
|
||||
if (_vertexBuffer == null || _indexBuffer == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Allocate new descriptors from the descriptor allocator
|
||||
_vertexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
|
||||
_indexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
|
||||
|
||||
var device = GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr;
|
||||
|
||||
var vertexSrvDesc = new ShaderResourceViewDescription
|
||||
{
|
||||
Format = Format.R32Typeless,
|
||||
ViewDimension = SrvDimension.Buffer,
|
||||
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
||||
Anonymous = new()
|
||||
{
|
||||
Buffer = new()
|
||||
{
|
||||
FirstElement = 0,
|
||||
NumElements = (uint)(_vertexBuffer.GPUAddress != 0 ? (VertexCount * sizeof(Vertex)) / 4 : 0), // Divide by 4 for R32 format
|
||||
StructureByteStride = 0,
|
||||
Flags = BufferSrvFlags.Raw
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
device->CreateShaderResourceView(_vertexBuffer.NativeResource.Ptr, &vertexSrvDesc, _vertexBufferDescriptor.CpuHandle);
|
||||
|
||||
var indexSrvDesc = new ShaderResourceViewDescription
|
||||
{
|
||||
Format = Format.R32Typeless,
|
||||
ViewDimension = SrvDimension.Buffer,
|
||||
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
||||
Anonymous = new()
|
||||
{
|
||||
Buffer = new()
|
||||
{
|
||||
FirstElement = 0,
|
||||
NumElements = IndexCount,
|
||||
StructureByteStride = 0,
|
||||
Flags = BufferSrvFlags.Raw
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
device->CreateShaderResourceView(_indexBuffer.NativeResource.Ptr, &indexSrvDesc, _indexBufferDescriptor.CpuHandle);
|
||||
}
|
||||
|
||||
|
||||
internal void MarkNoLongerReadable()
|
||||
{
|
||||
_vertices.Dispose();
|
||||
|
||||
@@ -206,7 +206,7 @@ public unsafe class RenderTexture : Texture
|
||||
/// </summary>
|
||||
/// <param name="commandList">Command list to record clear commands</param>
|
||||
/// <param name="clearColor">Color to clear to</param>
|
||||
public void ClearColor(CommandList commandList, Color128 clearColor)
|
||||
public void ClearColor(CommandList commandList, Color16 clearColor)
|
||||
{
|
||||
ThrowIfDisposed();
|
||||
|
||||
|
||||
@@ -8,17 +8,17 @@ public readonly struct ResourceHandle : IEquatable<ResourceHandle>
|
||||
private const int _INVALID_ID = -1;
|
||||
|
||||
public readonly int id;
|
||||
public readonly uint generation;
|
||||
public readonly int generation;
|
||||
|
||||
public static ResourceHandle Invalid => new(-1, 0);
|
||||
public static ResourceHandle Invalid => new(_INVALID_ID, _INVALID_ID);
|
||||
|
||||
internal ResourceHandle(int id, uint generation)
|
||||
internal ResourceHandle(int id, int generation)
|
||||
{
|
||||
this.id = id;
|
||||
this.generation = generation;
|
||||
}
|
||||
|
||||
public bool IsValid => id != _INVALID_ID && generation >= 0;
|
||||
public bool IsValid => id != _INVALID_ID && generation != _INVALID_ID;
|
||||
|
||||
public bool Equals(ResourceHandle other)
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using System.Numerics;
|
||||
using Misaki.HighPerformance.Mathematics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
@@ -7,7 +7,7 @@ using Win32.Graphics.Dxgi.Common;
|
||||
namespace Ghost.Graphics.Data;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128 color, Vector4 uv)
|
||||
public struct Vertex
|
||||
{
|
||||
public unsafe struct Semantic
|
||||
{
|
||||
@@ -19,40 +19,49 @@ public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128
|
||||
private static readonly byte[] s_colorBytes = Encoding.UTF8.GetBytes("COLOR");
|
||||
private static readonly byte[] s_uvBytes = Encoding.UTF8.GetBytes("TEXCOORD");
|
||||
|
||||
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 static byte* pPositionName => (byte*)Unsafe.AsPointer(ref s_positionBytes[0]);
|
||||
public static byte* pNormalName => (byte*)Unsafe.AsPointer(ref s_normalBytes[0]);
|
||||
public static byte* pTangentName => (byte*)Unsafe.AsPointer(ref s_tangentBytes[0]);
|
||||
public static byte* pColorName => (byte*)Unsafe.AsPointer(ref s_colorBytes[0]);
|
||||
public static byte* pUVName => (byte*)Unsafe.AsPointer(ref s_uvBytes[0]);
|
||||
}
|
||||
|
||||
public Vector4 Position
|
||||
public float4 Position
|
||||
{
|
||||
get;
|
||||
set;
|
||||
} = position;
|
||||
}
|
||||
|
||||
public Vector4 Normal
|
||||
public float4 Normal
|
||||
{
|
||||
get;
|
||||
set;
|
||||
} = normal;
|
||||
}
|
||||
|
||||
public Vector4 Tangent
|
||||
public float4 Tangent
|
||||
{
|
||||
get;
|
||||
set;
|
||||
} = tangent;
|
||||
}
|
||||
|
||||
public Color128 Color
|
||||
public Color16 Color
|
||||
{
|
||||
get;
|
||||
set;
|
||||
} = color;
|
||||
}
|
||||
|
||||
public Vector4 UV
|
||||
public float4 UV
|
||||
{
|
||||
get;
|
||||
set;
|
||||
} = uv;
|
||||
}
|
||||
|
||||
public Vertex(float4 position, float4 normal, float4 tangent, Color16 color, float4 uv)
|
||||
{
|
||||
Position = position;
|
||||
Normal = normal;
|
||||
Tangent = tangent;
|
||||
Color = color;
|
||||
UV = uv;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user