Migrate rendering from oop to dod

This commit is contained in:
2025-09-16 20:55:20 +09:00
parent 74bb2ccda5
commit 6a504cefc8
20 changed files with 263 additions and 449 deletions

View File

@@ -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;
}
}