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.
This commit is contained in:
2025-06-29 11:38:29 +09:00
parent 4110c166cf
commit 8fd1222780
34 changed files with 1479 additions and 269 deletions

View File

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

View File

@@ -0,0 +1,21 @@
namespace Ghost.Graphics.Utilities;
public class TextureUtility
{
public static uint CountMips(uint width, uint height)
{
if (width == 0 || height == 0)
{
return 0;
}
uint count = 1;
while (width > 1 || height > 1)
{
width >>= 1;
height >>= 1;
count++;
}
return count;
}
}