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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@@ -36,7 +36,15 @@ public static class MeshBuilder
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var baseIndex = mesh.VertexCount;
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for (var i = 0; i < 4; i++)
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{
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mesh.AddVertex(corners[face[i]], Vector3.Zero, Vector4.Zero, color, uvs[i]);
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var vertex = new Vertex
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{
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Position = corners[face[i]].AsVector4(),
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Normal = Vector4.Zero,
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Tangent = Vector4.Zero,
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Color = color,
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UV = uvs[i].AsVector4()
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};
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mesh.AddVertex(new(corners[face[i]].AsVector4(), Vector4.Zero, Vector4.Zero, color, uvs[i].AsVector4()));
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}
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mesh.AddTriangle(baseIndex + 0, baseIndex + 1, baseIndex + 2);
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@@ -57,10 +65,10 @@ public static class MeshBuilder
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var hd = depth * 0.5f;
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var mesh = new Mesh(4, 6);
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mesh.AddVertex(new(-hw, 0, -hd), Vector3.Zero, Vector4.Zero, color, new(0, 0));
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mesh.AddVertex(new(hw, 0, -hd), Vector3.Zero, Vector4.Zero, color, new(1, 0));
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mesh.AddVertex(new(hw, 0, hd), Vector3.Zero, Vector4.Zero, color, new(1, 1));
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mesh.AddVertex(new(-hw, 0, hd), Vector3.Zero, Vector4.Zero, color, new(0, 1));
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mesh.AddVertex(new(new(-hw, 0.0f, -hd, 0.0f), Vector4.Zero, Vector4.Zero, color, new(0.0f)));
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mesh.AddVertex(new(new(hw, 0.0f, -hd, 0.0f), Vector4.Zero, Vector4.Zero, color, new(1.0f, 0.0f, 0.0f, 0.0f)));
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mesh.AddVertex(new(new(hw, 0.0f, hd, 0.0f), Vector4.Zero, Vector4.Zero, color, new(1.0f, 1.0f, 0.0f, 0.0f)));
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mesh.AddVertex(new(new(-hw, 0.0f, hd, 0.0f), Vector4.Zero, Vector4.Zero, color, new(0.0f, 1.0f, 0.0f, 0.0f)));
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mesh.AddTriangle(0, 1, 2);
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mesh.AddTriangle(0, 2, 3);
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@@ -95,12 +103,14 @@ public static class MeshBuilder
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var z = sinPhi * sinTheta;
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mesh.AddVertex(
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position: new Vector3(x, y, z) * radius,
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normal: Vector3.Zero,
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tangent: Vector4.Zero,
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color: color,
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uv: new Vector2((float)lon / longitudeSegments, (float)lat / latitudeSegments)
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);
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new()
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{
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Position = new Vector4(x, y, z, 0.0f) * radius,
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Normal = Vector4.Zero,
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Tangent = Vector4.Zero,
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Color = color,
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UV = new Vector4((float)lon / longitudeSegments, (float)lat / latitudeSegments, 0.0f, 0.0f)
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});
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}
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}
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21
Ghost.Graphics/Utilities/TextureUtility.cs
Normal file
21
Ghost.Graphics/Utilities/TextureUtility.cs
Normal file
@@ -0,0 +1,21 @@
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namespace Ghost.Graphics.Utilities;
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public class TextureUtility
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{
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public static uint CountMips(uint width, uint height)
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{
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if (width == 0 || height == 0)
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{
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return 0;
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}
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uint count = 1;
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while (width > 1 || height > 1)
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{
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width >>= 1;
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height >>= 1;
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count++;
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}
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return count;
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}
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}
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