forked from Misaki/GhostEngine
Refactor AppState and rendering pipeline components
Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management. Changed the `IAppState` interface to include asynchronous methods for state transitions. Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown. Changed the `EditorState` class to ensure the window closes correctly when exiting the state. Changed the `LandingState` class to improve window activation and deactivation management. Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance. Changed the `ScenePage` class to utilize a new interface for swap chain management. Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling. Changed the `ConsoleViewModel` to improve log update handling with a new context structure. Changed the `OpenProjectViewModel` to clear project lists when navigating away. Changed the `EngineCore` class to start the graphics pipeline asynchronously. Changed the `Logger` class to use a new context structure for log changes. Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline. Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency. Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management. Added the `TextureUtility` class for texture management utilities, including mip count calculation. Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled. Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
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36
Ghost.Graphics/Data/Vertex.cs
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36
Ghost.Graphics/Data/Vertex.cs
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using System.Numerics;
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namespace Ghost.Graphics.Data;
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public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color32 color, Vector4 uv)
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{
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public Vector4 Position
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{
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get;
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set;
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} = position;
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public Vector4 Normal
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{
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get;
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set;
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} = normal;
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public Vector4 Tangent
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{
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get;
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set;
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} = tangent;
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public Color32 Color
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{
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get;
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set;
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} = color;
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public Vector4 UV
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{
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get;
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set;
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} = uv;
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}
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