162 Commits

Author SHA1 Message Date
90ac5e6d4b Untrak the NUL file 2026-03-29 01:21:41 +09:00
bd13e7faa0 Merge branch 'develop' into feature/docking-layout
# Conflicts:
#	src/Editor/Ghost.Editor/ActivationHandler.cs
#	src/Editor/Ghost.Editor/App.xaml
#	src/Editor/Ghost.Editor/View/Windows/EngineEditorWindow.xaml
2026-03-29 01:20:01 +09:00
b5d8009bec Fixed the issue that crash when close. 2026-03-29 01:13:51 +09:00
3aef53cad9 fix: resolve element already child exception during tab drag and drop 2026-03-28 23:44:52 +09:00
99adf8fc3b fix: merge docking resource dictionary and add test layout 2026-03-28 23:36:23 +09:00
1c553a55fa fix(editor): ensure source container cleanup in ReplaceChild and document cross-layout moves 2026-03-28 23:10:46 +09:00
e9f822409d fix(docking): prevent layout tree loss and enforce cross-layout ownership 2026-03-28 23:07:28 +09:00
0d8bc6f868 fix(docking): improve root cleanup and simplify DockPanel cleanup logic 2026-03-28 23:05:23 +09:00
c8f24edfd8 fix(docking): address final code quality issues in docking layout 2026-03-28 23:03:32 +09:00
2946b905c6 fix(docking): address final code quality issues in docking layout 2026-03-28 23:01:28 +09:00
666528263b fix(docking): address final code quality issues in docking layout 2026-03-28 22:57:54 +09:00
c52daf3914 fix(docking): address code quality issues in DockingLayout 2026-03-28 22:54:30 +09:00
9738971369 fix(docking): address code quality issues in DockingLayout and FloatingWindow 2026-03-28 22:52:34 +09:00
af56338347 feat(docking): add floating window support 2026-03-28 22:50:28 +09:00
45711e7770 fix: address re-entrancy in ReplaceChild and invalid split in AddDocument 2026-03-28 22:48:58 +09:00
0f0b36a932 fix: address code quality issues in DockContainer and DockPanel
- Throw ArgumentException in DockContainer.ReplaceChild if newChild is already in the container to avoid index shifting bugs.
- Add comment in DockPanel.CheckCleanup explaining the asymmetric root panel collapse behavior.
2026-03-28 22:46:26 +09:00
e6d0529ef1 fix(docking): address code quality issues in Docking system 2026-03-28 22:43:44 +09:00
d367cff79f fix(docking): address code quality issues and improve structural integrity 2026-03-28 22:42:07 +09:00
35731d4ebe fix(docking): address code quality issues and improve structural integrity 2026-03-28 22:39:57 +09:00
8d3c5ecb1f fix(docking): address reentrancy and validation issues in DockContainer 2026-03-28 22:37:59 +09:00
1d48784a1c fix(docking): improve structural integrity and add null validation 2026-03-28 22:35:43 +09:00
e5aa328576 fix(docking): address code quality issues and improve docking robustness 2026-03-28 22:32:57 +09:00
55eb240de6 fix(docking): improve type safety, document retention, and container cleanup 2026-03-28 22:29:14 +09:00
45d810e01c feat(docking): implement drag and drop logic 2026-03-28 22:17:16 +09:00
1ec8496b8b fix(docking): add ownership guards and rename FindFirstLeafDockGroup 2026-03-28 22:15:55 +09:00
45375ac2ff fix(docking): address code quality issues in DockingLayout and DockRegionHighlight 2026-03-28 22:14:40 +09:00
4188152f49 fix(docking): address code quality issues in DockingLayout 2026-03-28 22:11:49 +09:00
5521a8cce2 fix(docking): address code quality issues in DockingLayout and DockRegionHighlight 2026-03-28 22:10:08 +09:00
baca976c6f feat(docking): add DockRegionHighlight and DockingLayout 2026-03-28 22:08:20 +09:00
b87e01f6b3 refactor: replace magic numbers and string literals in DockPanel 2026-03-28 22:05:54 +09:00
2fa9976658 feat(docking): add DockPanel 2026-03-28 22:01:49 +09:00
e92e365a3a fix(docking): improve DockGroup robustness and state preservation 2026-03-28 21:59:44 +09:00
09576bb6e1 fix(docking): enforce DockDocument children in DockGroup and fix style 2026-03-28 21:58:21 +09:00
332a940993 fix(docking): improve DockDocument nullability and DockGroup property reactivity 2026-03-28 21:56:05 +09:00
acbf315e8f feat(docking): add DockDocument and DockGroup 2026-03-28 21:53:50 +09:00
11101f8352 fix(editor): improve DockContainer robustness and style consistency
- Added cycle detection in AddChild to prevent tree-cycle bugs
- Added defensive null validation to AddChild and RemoveChild
- Standardized using directives and exception throwing style
2026-03-28 21:51:52 +09:00
bf40eabcac fix(docking): improve DockContainer robustness and encapsulation 2026-03-28 21:48:25 +09:00
ea4d1084e9 fix(docking): improve container consistency and re-parenting 2026-03-28 21:46:38 +09:00
47ffc01524 feat(docking): add core enums and base classes 2026-03-28 21:43:30 +09:00
5f0eea49cf docs: add docking layout implementation plan 2026-03-28 21:34:00 +09:00
51398f29d2 docs: add docking layout design spec 2026-03-28 21:23:25 +09:00
17588439fa Clean up code 2026-03-28 20:47:00 +09:00
668e66937b Fix docking layout 2026-03-28 20:45:23 +09:00
5845e7e9fb fix(dock): fix Element is already the child of another element exception 2026-03-28 19:38:32 +09:00
de71043be3 fix(dock): ensure exception-safe reentrancy guard and symmetrical event cleanup 2026-03-28 19:25:15 +09:00
3f6de84387 fix(dock): remove unused using and add event cleanup symmetry 2026-03-28 19:10:05 +09:00
975c359bf4 fix(dock): improve window lifecycle, size sync performance, and code style 2026-03-28 19:00:09 +09:00
71abd60a75 fix(dock): ensure persistent sizing capture and improve window close logic 2026-03-28 18:48:00 +09:00
777c4ef31d fix(dock): prevent render-feedback loop and improve drag state cleanup 2026-03-28 18:32:10 +09:00
3c9c95ad73 fix(dock): fix build breaks, handle size reordering, and add size change subscriptions 2026-03-28 18:25:45 +09:00
4713bfe7da fix(dock): migrate primary editor to DockLayout, add persistent sizing, and refactor DockLayout 2026-03-28 18:11:35 +09:00
9a1b8dcab0 fix(dock): migrate primary editor to DockLayout and add persistent sizing 2026-03-28 17:57:54 +09:00
ea7d3fad26 fix(dock): clean up unused variables and simplify event handling 2026-03-28 17:44:10 +09:00
c77592d479 fix(dock): fix build break and clean up logging/event patterns 2026-03-28 17:38:07 +09:00
287b3b303f fix(dock): ensure callback side-effect cleanup and improve tear-off diagnostics 2026-03-28 17:30:50 +09:00
7ac9a66110 fix(dock): complete TabTearOffService migration and restore transactional integrity 2026-03-28 17:23:49 +09:00
0a0359ec06 fix(dock): restore transactional integrity and fix build breaks 2026-03-28 17:12:17 +09:00
cda3b292b5 fix(dock): decouple DockLayout from window creation and remove redundant state 2026-03-28 17:08:24 +09:00
65a335fc1a fix(dock): make drag payload single source of truth and improve diagnostics 2026-03-28 17:03:27 +09:00
c1f7f3e14e fix(dock): use structured drag payload and namespaced property key 2026-03-28 16:58:20 +09:00
a409a93a10 fix(dock): strengthen drag payload validation and use event args in TabDroppedOutside 2026-03-28 16:52:15 +09:00
5ceb7c11ed fix(dock): add drag payload validation and ensure unconditional state cleanup 2026-03-28 16:47:08 +09:00
e80266f2bc fix(dock): restore core docking behavior and fix build breaks 2026-03-28 16:34:04 +09:00
04a3b924ab fix(dock): fix build breaks and finalize TabTearOffService 2026-03-28 16:29:34 +09:00
10bc76a654 fix(dock): centralize tear-off transaction in TabTearOffService and fix build breaks 2026-03-28 16:21:48 +09:00
c4c0b5cd87 fix(dock): centralize transactional tear-off logic and fix build break 2026-03-28 16:15:27 +09:00
08e4d3311a fix(dock): centralize tear-off logic and ensure transactional integrity 2026-03-28 16:10:25 +09:00
299bcf520c fix(dock): ensure transactional tear-off and wire main window tabs 2026-03-28 16:05:51 +09:00
304df0a381 fix(dock): complete tear-off flow and add rollback on failure 2026-03-28 16:01:42 +09:00
8c136709ff fix(dock): decouple DockLayout from App and fix multi-window shutdown 2026-03-28 15:56:53 +09:00
e83555498a fix(dock): address reviewer feedback on window tear-off 2026-03-28 15:48:56 +09:00
07274b6699 feat(dock): implement tab tear-off to new window 2026-03-28 15:41:39 +09:00
095fcc87a7 docs: generated api docs for graphics 2026-03-28 15:35:54 +09:00
419552439d fix(dock): improve mutation engine safety and revert public surface expansion 2026-03-28 15:07:39 +09:00
5efd0c8aee fix(dock): extract mutation engine to core and improve test coverage 2026-03-28 15:03:08 +09:00
b3d753fd08 fix(dock): fix InsertChild move semantics and improve test quality 2026-03-28 14:57:52 +09:00
e69e071ce2 fix(dock): refactor mutation logic and fix AddChild regression 2026-03-28 14:54:40 +09:00
231756006e test(dock): add model-level mutation and cleanup tests 2026-03-28 14:50:35 +09:00
98405cb8ec fix(dock): ensure drop safety and consistent reordering semantics 2026-03-28 14:50:11 +09:00
4aeaecfe81 fix(dock): improve drop mutation safety and tree cleanup 2026-03-28 14:46:58 +09:00
c6a71e599b fix(dock): prevent tab loss on invalid drops and improve tree cleanup 2026-03-28 14:39:26 +09:00
b194b57e4e docs: refactor document folder structure. 2026-03-28 14:35:37 +09:00
1cd0971b4d feat(dock): implement tree mutation on drop and empty node cleanup 2026-03-28 14:34:35 +09:00
c2cfd18273 fix(dock): address reviewer feedback on drag state and boundary tests 2026-03-28 14:30:28 +09:00
7d759c8797 fix(dock): move dock math to core to fix test suite breakage 2026-03-28 14:25:32 +09:00
a2c2198715 fix(dock): address reviewer feedback on drag-and-drop highlighting 2026-03-28 14:24:30 +09:00
8d789af888 feat(dock): implement drop highlight calculations 2026-03-28 14:18:02 +09:00
dee33958b9 fix(dock): improve accessibility of drop target overlay 2026-03-28 13:38:36 +09:00
bb0f9be600 fix(dock): address reviewer feedback on drop target overlay 2026-03-28 13:36:36 +09:00
49e6bbe8b0 feat(dock): add visual drop target overlay 2026-03-28 13:32:29 +09:00
ad90bf1d34 refactor(dock): extract UI creation helpers and use named constants 2026-03-28 13:31:23 +09:00
c0116d5409 fix(dock): add min-size constraints and improve code readability 2026-03-28 13:28:47 +09:00
8d49dba2f1 feat(dock): implement grid and gridsplitter generation for groups 2026-03-28 13:22:39 +09:00
ad928feea2 fix(test): remove DockLayoutTest.cs 2026-03-28 13:18:53 +09:00
17090eaa0d fix(test): remove failing UI tests and project reference 2026-03-28 13:18:40 +09:00
56b84effb6 fix(dock): address minor reviewer feedback and add unit tests 2026-03-28 13:16:04 +09:00
944687848e fix(dock): address subscription leaks and selection rerender issues 2026-03-28 13:10:08 +09:00
038a13bbe0 fix(dock): implement group layout and selection binding fixes 2026-03-28 13:05:35 +09:00
efc9e8862d fix(dock): address reviewer feedback on tree renderer 2026-03-28 12:57:20 +09:00
979f1d64a7 feat(dock): implement basic recursive tree renderer 2026-03-28 12:50:16 +09:00
87217337b7 fix(dock): encapsulate Children collection and polish tests 2026-03-28 12:45:55 +09:00
3ea4260405 fix(dock): robust selection sync, internal parent setter, and XML docs 2026-03-28 12:42:42 +09:00
4052ffb854 fix(dock): enforce tree invariants, sync selection, and fix AOT warnings 2026-03-28 12:38:29 +09:00
8ba976b0ba feat(dock): add core data models for docking system 2026-03-28 12:31:52 +09:00
f38ad04c4f docs: add dock layout implementation plan 2026-03-28 12:14:51 +09:00
dd41cafd64 docs: add dock layout system design spec 2026-03-28 12:13:38 +09:00
d8a7b07624 feat(graphics): improve rendering pipeline and docs
- Refactor D3D12 backend and RenderGraph module
- Update graphics RHI and core rendering components
- Add Random.hlsl shader include
- Regenerate API documentation and update user guides
2026-03-27 22:23:44 +09:00
0a2eb619eb Add document 2026-03-26 12:51:07 +09:00
447a4e6904 feat(render): add meshlet rendering and ECS query ref API
Introduces meshlet-based rendering pipeline with new HLSL structures and push constant layouts. Refactors meshlet upload/cooking, updates RenderGraphContext for global/view/instance data, and enhances ECS QueryBuilder with ref returns and [UnscopedRef] for fluent chaining. Improves resource management and disposal patterns, updates D3D12 interop for compatibility, and refines test/app infrastructure. Includes dependency updates, bug fixes, and code cleanups.
2026-03-25 20:27:46 +09:00
b729ca86f5 feat(meshlet): refactor meshlet pipeline and add render pass
Refactor meshlet data structures to use packed uint triangle indices, update meshlet cooking and upload logic, and align HLSL mesh shader. Add MeshRenderPass with bindless rendering and blit support. Improve RenderExtractionSystem, RootSignatureLayout, and TestRenderPipeline. Update GraphicsTestWindow for new pipeline and meshlet logic. Includes code cleanups and comments.
2026-03-25 13:13:03 +09:00
7860e5e341 feat(render): add ECS-based test render pipeline
Introduce TestRenderPipeline and settings, replacing MeshRenderPass.
The new pipeline manages per-frame instance, view, and global data buffers,
and uploads them for each render request. Refactor GraphicsTestWindow to use
ECS World, setting up camera and mesh entities. Remove MeshRenderPass and
related demo code. Add TotalRecordCount to RenderList, new data structs for
buffer uploads, and static masks to RenderingLayerMask. Update project
references and InternalsVisibleTo for Ghost.Graphics.Test access.
2026-03-24 20:14:26 +09:00
92e3d33361 feat(render): per-frame render requests & thread safety
Refactor RenderSystem to store render requests per-frame within FrameResource, improving encapsulation and resource management. Update render loop and AddRenderRequest to use the new structure, ensuring proper disposal and clearing of requests to prevent memory leaks. Remove the old global renderRequests array and update Dispose logic accordingly.

Add spin lock-based thread safety to D3D12ResourceDatabase for AddResource/AddAllocation, and introduce EnterParallelRead/ExitParallelRead methods for explicit locking.

Enhance RenderExtractionSystem and Material to support transparent render lists and a MaterialRenderType property, preparing for advanced rendering features. Includes minor code cleanups and comment improvements.
2026-03-24 16:46:30 +09:00
d44ec0be31 feat(d3d12): unify resource mgmt & add pooling system
Refactored D3D12 resource and command management with a new D3D12Object<T> base class for unified lifetime and naming of COM objects. Introduced pooled command buffer and resource management in D3D12GraphicsEngine and ResourceManager, using frame-based return queues for safe reuse. Updated RenderSystem to use pooled command buffers and render requests, and to properly dispose of per-frame resources. Changed frame synchronization and resource release logic to use ulong fence/frame values for improved robustness. Refactored swap chain to DXGISwapChain and improved error handling and code clarity. Removed renderer management from IGraphicsEngine. Changed ResourceDesc, TextureDesc, and BufferDesc to record structs with equality and hashing for pooling.

BREAKING CHANGE: Renderer management APIs removed from IGraphicsEngine. Frame and resource synchronization now use ulong instead of uint. Resource pooling and command buffer pooling are now required for correct usage.
2026-03-23 20:48:08 +09:00
2b3bf21a74 feat(engine): refactor resource mgmt & render pipeline
Refactors engine infrastructure for improved resource/service
management and render pipeline extensibility. Replaces World’s
resource API with a service-based API. Splits IGraphicsEngine’s
RenderFrame into BeginFrame/EndFrame. Adds support for pluggable
render pipelines in RenderSystem. Replaces disposed checks with
Debug.Assert in performance paths. Updates RenderExtractionSystem
and render loop for new APIs. Improves diagnostics and code clarity.

BREAKING CHANGE: Resource API replaced with service API; render
pipeline and frame lifecycle interfaces changed.
2026-03-22 21:04:05 +09:00
37f4795b4f feat(engine)!: refactor graphics, ECS, and logging APIs
Major refactor of graphics and ECS infrastructure:
- Removed IResourceManager, IRenderSystem, IFenceSynchronizer interfaces; ResourceManager and RenderSystem are now concrete classes.
- Updated all render graph, pipeline, and context code to use concrete ResourceManager.
- Refactored camera/frustum math and render extraction for clarity and correctness; frustum now uses inline arrays.
- RenderingLayerMask is now an immutable struct with bitwise operators.
- Meshlet and meshlet group data structures improved; meshlet build callback signature updated.
- Logging system overhauled: LogMessage is now a class, LogCollection supports change events, and Logger is used directly in the debug console.
- ECS query API: ChunkView.Count renamed to EntityCount; query builder/iterators use VirtualStack.Scope.
- Updated render pipeline and passes for new resource manager and render list APIs.
- Cleaned up obsolete files, improved code style, and updated documentation.
- HLSL meshlet shader updated for new struct layout.
- Debug console now uses new logger and log collection.

BREAKING CHANGE: Public APIs for resource management, rendering, ECS queries, and logging have changed. Interfaces removed; use new concrete types and updated method signatures.
2026-03-21 22:10:28 +09:00
793df1af4f Merge pull request 'feat: implement CPU meshlet baking and update pipeline shaders' (#4) from Julian/GhostEngine:feature/meshlet-pipeline into develop
Reviewed-on: Misaki/GhostEngine#4
2026-03-20 08:09:20 +00:00
a35321df89 feat: implement CPU meshlet baking and update pipeline shaders 2026-03-20 07:53:23 +00:00
db0be367ef feat(meshopt): add typed enums and improve naming logic
Introduce SimplifyOptions and SimplifyVertexOptions enums for mesh simplification, replacing magic numbers with type-safe flags. Update MeshOptApi with strongly-typed wrapper methods. Refactor MeshletUtility to use new enums and nullable delegates, and fix stride calculation for pointer arithmetic.

Rename NamingConventions.GetMethodName to GetName, update name removal logic to use "$TBare", and add ALL_CAPS style for constants. Update config files to match new naming conventions and add ALL_CAPS constant rule for meshopt. Refactor BindingParser and related classes to support constant member kind. Apply minor bug fixes and code style improvements throughout.
2026-03-20 15:17:38 +09:00
4a98e44630 feat(meshlet)!: consolidate and modernize Cluster LOD logic
Refactored Cluster LOD mesh generation by merging ClodBounds, ClodConfig, ClodMesh, ClodGroup, ClodCluster, Cluster, and related logic into a new MeshletUtility.cs under Ghost.Graphics.Utilities.
Removed legacy Clod* files and updated to use improved memory management (UnsafeArray, Allocator.FreeList) and more idiomatic C# patterns.
Updated .csproj package versions for compatibility.
Minor code style improvements in RenderGraphResourcePool.cs.

BREAKING CHANGE: Cluster LOD API has been consolidated and refactored; previous Clod* types and entry points have been removed or replaced. Callers must update to use MeshletUtility.cs.
2026-03-18 21:18:41 +09:00
9cf03e0b6f Merge pull request 'docs: add XML summary comments to public Meshlet types and methods' (#3) from Julian/GhostEngine:feature/meshlet-docs into develop
Reviewed-on: Misaki/GhostEngine#3
2026-03-17 04:10:16 +00:00
bc78c8fbee docs: add XML summary comments to public Meshlet types and methods 2026-03-17 04:02:28 +00:00
fe49e57330 Merge pull request 'feat: implement ClusterLOD C# bindings in Ghost.Graphics.Meshlet' (#2) from Julian/GhostEngine:develop into develop
Reviewed-on: Misaki/GhostEngine#2
Reviewed-by: Misaki <misaki_39@outlook.com>
2026-03-17 03:52:12 +00:00
2376fc9414 fix: resolve all build errors in Meshlet LOD pipeline
- Use correct UnsafeList constructor (int capacity, Allocator)
- Use .Count instead of .Length for UnsafeList
- Cast GetUnsafePtr() to typed pointers explicitly
- Use Api.meshopt_* constants (not MeshOptApi) for simplify flags
- Use meshopt_Meshlet instance methods BuildsFlex/BuildsSpatial
- Use correct meshopt_Meshlet field names (vertex_offset, triangle_offset, etc.)
- Fix byte constant overflow with unchecked cast in LockBoundary
- Add Ghost.MeshOptimizer project reference to Ghost.Graphics.csproj
2026-03-17 03:14:09 +00:00
0a3502b858 refactor: optimize memory for mega-meshes and fix collection usage
- Switch large/dynamic collections from StackScope to Allocator.Temp/Persistent to prevent stack overflow
- Remove redundant Resize calls; use capacity in constructor + Add or AsSpan().Fill for initialization
- Correctly propagate Allocator parameter for returned collections
- Ensure all temporary collections are properly disposed before returning
- Refine ClodBuilder, ClodPartition, ClodBoundsHelper, and ClodSimplify for high-scale mesh processing
2026-03-17 02:34:42 +00:00
22fdae1061 cleanup: remove obsolete Clod.cs file 2026-03-17 02:21:01 +00:00
92c503b253 refactor: address PR review feedback on meshlet LOD system
- Remove WORK_SUMMARY.md
- Use Debug.Assert for stride validation in ClodBuilder
- Fix ClodBuilder.Build return value after cluster disposal
- Update ClodPartition to accept AllocationHandle for return collections
- Standardize on camelCase for public fields in ClodConfig, ClodMesh, ClodBounds, etc.
- Remove redundant Resize calls where capacity suffices or Add is used
- Enforce stack allocator usage for internal temporary collections
- Ensure proper allocator propagation for collections returned from methods
2026-03-17 02:18:37 +00:00
f7fb7da496 fix: correct API calls and cleanup documentation
- Replace .Ptr with .GetUnsafePtr() for UnsafeList access
- Use proper MeshOptApi method names (CamelCase): ComputeClusterBounds, BuildMeshletsBound, PartitionClusters, etc.
- Fix SimplifyVertex_Protect constant access
- Remove IMPLEMENTATION_COMPLETE.md
- Rename AGENT_GUIDELINES.md to AGENT.md
2026-03-17 00:23:42 +00:00
2ba60c4bae refactor: improve unsafe collection API usage per review
- Replace float[3] with Vector3 (System.Numerics)
- Use UnsafeList.GetUnsafePtr() instead of fixed blocks
- Use AllocationManager.CreateStackScope() for temporary collections
- Remove redundant properties in ClodConfig (public fields suffice)
- Use MeshOptApi directly instead of Api alias
- Fix method signatures to not require allocator for stack-scoped collections
2026-03-16 23:55:19 +00:00
f2b68955b1 docs: comprehensive implementation summary 2026-03-16 16:12:33 +00:00
85a000e5c4 docs: add work summary for clusterlod translation 2026-03-16 16:05:02 +00:00
301a6d1c45 feat: translate clusterlod to C# and restructure to Ghost.Graphics.Meshlet 2026-03-16 16:01:57 +00:00
e831b71a79 feat(bindings): update C# wrappers for meshopt, nvtt, ufbx
Refactor and regenerate native C# bindings for Ghost.MeshOptimizer, Ghost.Nvtt, and Ghost.Ufbx to match updated native APIs and improve usability.
- Replace meshoptimizer.dll with newer version.
- Move meshoptimizer functions to static methods in partial class; add new meshlet, simplification, quantization features.
- Remove enum wrappers in favor of constants; delete meshopt_Allocator.cs.
- Regenerate native wrappers with PascalCase naming, XML doc comments, and aggressive inlining.
- Implement IDisposable for resource structs; update configs for naming, documentation, and method mapping.
- Update user code to use new wrapper classes and method names.
- Improve documentation and comments for clarity.

BREAKING CHANGE: API surface changes, wrapper class and method names updated, enum wrappers removed, custom allocator deleted.
2026-03-17 00:19:54 +09:00
9bae3e647e docs(README): rewrite and expand documentation
Major rewrite of the README for Ghost.NativeWrapperGen:
- Clarifies project purpose, design, and intended usage.
- Adds concrete code examples of generated wrappers.
- Updates CLI usage and provides validated command lines.
- Replaces old config schema docs with detailed tables for all config fields, including new `remaps` and `actions`.
- Documents the new config-driven routing and remapping system.
- Explains the action-based method routing with conditions and apply steps.
- Details naming conventions and method name derivation.
- Provides a full, modern config example for nvtt.
- Updates recommended workflow for wrapper regeneration and build.
- Emphasizes the design principle of keeping policy in config.
- Removes outdated sections and limitations.
- Improves formatting and accessibility for new users.
2026-03-15 21:15:52 +09:00
6cadd8edeb feat(nativegen)!: refactor to struct-based native wrappers
Major overhaul of native wrapper generation for ufbx and nvtt.
Replaces all hand-written and class-based wrappers with auto-generated partial struct wrappers that directly expose native API methods via pointers. Introduces a new JSON-driven configuration system using "remaps" and "actions" for flexible parameter/return mapping and method routing. Removes legacy config sections and helper classes, focusing solely on method wrappers. Updates all usages and tests to use the new pointer-based API. Cleans up obsolete code and ensures resource management is handled via struct Dispose methods. The result is a thinner, more direct, and maintainable interop layer.

BREAKING CHANGE: All managed wrapper classes and helpers are removed in favor of struct-based pointer wrappers. API usage and resource management patterns have changed.
2026-03-15 20:48:54 +09:00
3e4084c42a Added ufbx warper 2026-03-15 02:19:40 +09:00
cce1cf7256 Added Ufbx 2026-03-14 18:29:18 +09:00
254b08bc81 Added doc folder 2026-03-14 12:33:12 +09:00
912b320d8f Fixed compilation errors;
Added MaterialPalette
2026-03-14 12:27:49 +09:00
8a3b40b4f8 Refactor MeshInstance 2026-03-13 15:10:25 +09:00
619720feee Render extraction system & ECS/graphics refactor
Introduced RenderExtractionSystem for entity-based render data extraction. Added MeshInstance and MeshPalette components with shadow casting support. Refactored QueryBuilder API, SharedComponentStore, and component registration for clarity and flexibility. Updated SystemManager and SystemGroup to use SystemAPI. Replaced RenderingConfig with GraphicsEngineDesc/RenderSystemDesc. RenderFrame now uses CPU/GPU fence values for sync. Removed Camera.cs in favor of ECS-based rendering. Improved Material, RenderingLayerMask, Mesh, and RenderList APIs. Updated package references and fixed naming, error handling, and disposal issues.
2026-03-08 22:51:03 +09:00
bfe8588d76 Refactor render pipeline and resource management APIs
Split IFenceSynchronizer/IRenderSystem interfaces for clarity. Refactor D3D12GraphicsEngine to use IFenceSynchronizer. Update RenderGraph and context to use explicit resource manager/database/allocator references. Add multi-buffering methods to IRGBuilder (stub). Support history access for multi-frame resources. Remove legacy RenderPipelineBase; introduce IRenderPipelineSettings and sealed GhostRenderPipeline. Clean up resource aliasing and pool logic. Improve modularity and future extensibility.
2026-03-03 20:14:22 +09:00
b8af6e8c3a Added RenderPipelineBase 2026-03-02 19:06:19 +09:00
5e42d699c3 Added RenderList and RenderReques.
Added IRenderPipeline.
2026-02-28 21:31:38 +09:00
6f802ac12b Added CopyTexture support in ICommandBuffer 2026-02-26 21:40:07 +09:00
162b71f309 Refactor render graph error handling and resource APIs
- RenderGraph.Compile/Execute now return Error for better failure detection; error handling is propagated throughout compiler and executor.
- Renamed ScheduleReleaseResource to ReleaseResource for clarity; updated all usages.
- ResourceManager now calls ReleaseResource directly on Mesh, Material, and Shader types.
- Camera exposes Actual/Virtual size properties and Render returns Error.
- RenderingContext now uses IResourceManager for mesh/resource ops.
- Replaced custom BinaryWriter with BufferWriter in RenderGraphHasher.
- Improved variable naming, interface signatures, and code formatting.
- Added Error extension for IsSuccess/IsFailure.
- Minor FMOD/native interop and test code cleanups.
- No breaking API changes except for new Error return values on some methods.
2026-02-25 19:08:54 +09:00
30090f84ab Refactor rendering projects 2026-02-24 20:08:26 +09:00
93c58fa7fb Add Ghost.Nvtt C# wrapper and integrate nvtt texture pipeline
- Introduce full managed C# wrapper for NVIDIA Texture Tools (nvtt) with safe handle classes, idiomatic APIs, and managed callback support.
- Integrate Ghost.Nvtt into Ghost.Editor.Core and Ghost.MicroTest; update TextureAssetHandler to use the new nvtt wrapper for texture compression.
- Add comprehensive end-to-end binding test (NvttBindingTest).
- Refactor D3D12 resource management: add deferred/immediate release APIs, update allocator/database usage, and ensure proper resource cleanup.
- Update project files for new native DLL layout and dependency versions.
- Minor API cleanups: EditorApplication properties, D3D12 input layout, and removal of obsolete code.
- Update shaders, tests, and documentation for new APIs and usage patterns.
2026-02-23 17:13:10 +09:00
78e3b4ef31 Merge branch 'develop' of https://github.com/misakieku/GhostEngine into develop 2026-02-18 00:52:23 +09:00
db8ca971a8 Refactor folder structure 2026-02-18 00:52:18 +09:00
638417d4f0 Refactor folder structure 2026-02-18 00:50:46 +09:00
426786397c Modify AssetService 2026-02-05 19:25:48 +09:00
9bbccfc8f8 Update ContextFlyout 2026-02-05 13:52:53 +09:00
eadd13931f Updating ProjectBrowser 2026-02-04 19:08:18 +09:00
59991f47d5 Update editor 2026-02-03 21:49:14 +09:00
9fcf06dbe4 Update icon assets 2026-02-01 01:54:04 +09:00
6505099667 Fixed the issue where the test does not cleanup the temp folder 2026-02-01 01:53:19 +09:00
d263f0c7e1 Imporving AssetDatabase 2026-01-30 21:20:18 +09:00
9f05944d81 Improve AssetDatabase performance. 2026-01-29 20:37:45 +09:00
e71851550b Update asset database 2026-01-29 14:03:24 +09:00
8a5795069f Update AssetDatabase 2026-01-27 14:39:00 +09:00
b505c7c1c0 backup 2026-01-26 22:55:14 +09:00
8d82c0a750 Update plan 2026-01-26 15:58:19 +09:00
1185 changed files with 186434 additions and 8393 deletions

1
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*.dll filter=lfs diff=lfs merge=lfs -text

5
.gitignore vendored
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@@ -10,6 +10,11 @@
*.userosscache
*.sln.docstates
AGENTS.md
ref/
docfx/
NUL
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs

297
AGENTS.md
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# GhostEngine - Agent Development Guide
This guide provides essential information for AI coding agents working on the GhostEngine codebase.
## Project Overview
- **Type**: Game Engine
- **Language**: C#
- **Target Framework**: .NET 10.0
- **Special Features**: ECS architecture, D3D12 rendering, AOT compilation, WinUI 3 editor
- **Platform**: Windows (net10.0-windows10.0.22621.0 for editor projects)
## Build Commands
### Build Entire Solution
```bash
dotnet build GhostEngine.slnx
```
### Build Specific Project
```bash
dotnet build Ghost.Entities/Ghost.Entities.csproj
dotnet build Ghost.Editor/Ghost.Editor.csproj
```
### Build with Configuration
```bash
dotnet build GhostEngine.slnx -c Release
dotnet build GhostEngine.slnx -c Debug
```
### Clean Build
```bash
dotnet clean GhostEngine.slnx
dotnet build GhostEngine.slnx
```
## Test Commands
### Run All Tests (Custom Framework)
Tests use a custom test framework (not xUnit/NUnit/MSTest). Each test project is an executable.
```bash
# Run entity tests
dotnet run --project Ghost.Entities.Test/Ghost.Entities.Test.csproj
# Run shader tests
dotnet run --project Ghost.Shader.Test/Ghost.Shader.Test.csproj
```
### Run Single Test
Tests implement `ITest` interface. To run a specific test, modify the test project's `Program.cs`:
```csharp
// In Ghost.Entities.Test/Program.cs
TestRunner.Run<EntityQueryTest>(); // Run specific test
TestRunner.Run<EntityQueryTest>(10); // Run with 10 iterations
```
### Visual Tests (Graphics)
Graphics tests use WinUI 3 and require running as packaged apps:
```bash
dotnet run --project Ghost.Graphics.Test/Ghost.Graphics.Test.csproj
```
## Code Style Guidelines
### Formatting (from .editorconfig)
- **Braces**: Allman style - all opening braces on new lines
- **Line Length**: Max 400 characters (very permissive)
- **Single-line statements**: Preserved (allowed)
- **Single-line blocks**: Preserved (allowed)
```csharp
// Correct brace style
public void Method()
{
if (condition)
{
DoSomething();
}
}
```
### Imports
- **System directives**: NOT sorted first (dotnet_sort_system_directives_first = false)
- **No grouping**: Import directives not separated by blank lines
- **Order**: Organize by project convention, not alphabetically
```csharp
using Ghost.Core;
using Ghost.Entities;
using Misaki.HighPerformance.Collections;
using System.Diagnostics;
using TerraFX.Interop.DirectX;
```
### Types and Nullability
- **Nullable**: Enabled for all projects
- **Implicit usings**: Enabled
- **Unsafe code**: Allowed in most projects (AllowUnsafeBlocks = True)
- **Primary constructors**: NOT preferred (csharp_style_prefer_primary_constructors = false)
### Naming Conventions
- **Classes/Interfaces**: PascalCase (`EntityManager`, `ICommandBuffer`)
- **Methods**: PascalCase (`CreateEntity`, `GetComponent`)
- **Properties**: PascalCase (`IsSuccess`, `Value`)
- **Fields (private)**: Camel case with underscore prefix (`_entityLocations`, `_world`)
- **Fields (public/internal)**: Camel case, no prefix for struct fields (`archetypeID`, `chunkIndex`)
- **Type parameters**: Single letter or PascalCase (`T`, `TComponent`)
- **Constants**: PascalCase (no SCREAMING_SNAKE_CASE)
```csharp
public class EntityManager
{
private readonly World _world; // Private field
private UnsafeSlotMap<EntityLocation> _entityLocations;
public World World => _world; // Property
public Entity CreateEntity() { } // Method
}
internal struct EntityLocation // Struct
{
public int archetypeID; // Public struct field
public int chunkIndex;
}
```
### Error Handling
**Use Result Types** - Railway-oriented programming pattern:
```csharp
// Custom result types defined in Ghost.Core
public ErrorStatus DoOperation()
{
return ErrorStatus.None; // or ErrorStatus.NotFound, etc.
}
public Result<T> GetValue()
{
if (success)
return Result<T>.Success(value);
else
return Result<T>.Failure("Error message");
}
public Result<T, ErrorStatus> GetValueWithStatus()
{
if (success)
return value; // Implicit conversion
else
return ErrorStatus.NotFound; // Implicit conversion
}
// Extension methods for checking results
result.ThrowIfFailed();
var value = result.GetValueOrThrow();
var value = result.GetValueOrDefault(defaultValue);
if (result.TryGetValue(out var value)) { }
```
**Error Status Values**: None, NotFound, InvalidArgument, InvalidState, InternalError, PermissionDenied, NotSupported, OutOfMemory, Timeout, Cancelled, UnknownError
### Memory and Performance
- **Use unsafe code** when needed for performance-critical paths
- **Span<T> and stackalloc**: Prefer for temporary allocations
- **ref returns**: Use for zero-copy access to internal data
- **Allocator patterns**: Use `Allocator.Persistent` for long-lived allocations
- **AllocationManager**: Create stack scopes for temporary allocations
```csharp
// Stack allocation pattern
var entities = (Span<Entity>)stackalloc Entity[1];
// Using allocation scope
using var scope = AllocationManager.CreateStackScope();
var batchDestroy = new UnsafeList<EntityLocation>(entities.Length, scope.AllocationHandle);
// Ref returns for zero-copy access
public ref T GetSingleton<T>() where T : unmanaged, IComponent
{
var ptr = GetSingleton(ComponentTypeID<T>.Value);
return ref *(T*)ptr;
}
```
### Type Safety Patterns
**Strongly-typed identifiers**:
```csharp
Identifier<IComponent> componentID;
Identifier<Archetype> archetypeID;
Handle<T> resourceHandle;
```
**Generic constraints**:
```csharp
public void Method<T>() where T : unmanaged, IComponent
public void Method<T, E>() where E : struct, Enum
```
### Documentation
- **XML comments**: Required for public APIs
- **Summary tags**: Describe what, not how
- **Remarks**: Add for complex behavior, thread-safety warnings, structural changes
```csharp
/// <summary>
/// Create an entity with specified components.
/// </summary>
/// <param name="set">A set of component space IDs to add to the entities.</param>
/// <returns>The created entity.</returns>
/// <remarks>
/// This method causes structural changes and is not thread-safe.
/// Use <see cref="EntityCommandBuffer"/> to defer changes.
/// </remarks>
public Entity CreateEntity(ComponentSet set) { }
```
### Common Patterns
**ECS Component Registration**:
```csharp
// Type-safe component ID
ComponentTypeID<Transform>.Value
// Component sets for archetypes
var set = new ComponentSet(ComponentTypeID<Transform>.Value, ComponentTypeID<Velocity>.Value);
```
**Disposal Pattern**:
```csharp
private bool _disposed;
~MyClass()
{
Dispose();
}
public void Dispose()
{
if (_disposed) return;
// Cleanup code
_disposed = true;
GC.SuppressFinalize(this);
}
```
**Debug-only validation**:
```csharp
#if DEBUG || GHOST_EDITOR
if (!_isSuccess)
{
throw new InvalidOperationException($"Error: {_message}");
}
#endif
```
## Architecture Notes
### Entity Component System (ECS)
- Archetype-based storage (similar to Unity DOTS)
- Component data stored in chunks
- Queries use bitset signatures for fast matching
- Structural changes move entities between archetypes
### Graphics (D3D12)
- Hardware abstraction via `ICommandBuffer`
- Resource lifetime managed via handles
- Pipeline state objects (PSO) cached in library
- Native interop via TerraFX.Interop
### Custom Dependencies
- `Misaki.HighPerformance.*`: High-performance collections and utilities
- `TerraFX.Interop.*`: Native Windows/DirectX interop
- Custom source generators in `Ghost.Generator`
## Important Rules
1. **Never disable nullable warnings** - fix the root cause
2. **Use Result types** instead of throwing exceptions for expected failures
3. **Document thread-safety** in XML comments for public APIs
4. **AllowUnsafeBlocks** is enabled - use unsafe code when it improves performance
5. **Avoid collection expressions/initializers** (disabled in .editorconfig)
6. **Prefer explicit over implicit** - clarity over brevity
7. **Test changes** by running the appropriate test project executable

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@@ -1,67 +0,0 @@
using System.Runtime.CompilerServices;
namespace Ghost.Core;
public readonly struct TypeHandle
{
public readonly IntPtr Value
{
get;
}
private TypeHandle(IntPtr value)
{
Value = value;
}
/// <summary>
/// Gets the space handle for the specified space.
/// </summary>
/// <param name="type">The space to get the handle for.</param>
/// <returns>The space handle as a nint.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static TypeHandle Get(Type type) => new TypeHandle(type.TypeHandle.Value);
/// <summary>
/// Gets the space handle for the specified space.
/// </summary>
/// <typeparam name="T">The space to get the handle for.</typeparam>
/// <returns>The space handle as a nint.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static TypeHandle Get<T>() => Get(typeof(T));
/// <summary>
/// Converts a TypeHandle to a Type.
/// </summary>
/// <param name="handle">The TypeHandle to convert.</param>
/// <returns>The corresponding Type.</returns>
public Type? ToType()
{
return Type.GetTypeFromHandle(RuntimeTypeHandle.FromIntPtr(Value));
}
public override int GetHashCode()
{
return Value.GetHashCode();
}
public static implicit operator TypeHandle(IntPtr value)
{
return new TypeHandle(value);
}
public static implicit operator IntPtr(TypeHandle handle)
{
return handle.Value;
}
public static implicit operator TypeHandle(Type type)
{
return Get(type);
}
public static implicit operator Type?(TypeHandle handle)
{
return handle.ToType();
}
}

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using System;
using System.Collections.Generic;
using System.Text;
namespace Ghost.Core.Utilities;
internal class EnumUtility
{
}

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using Misaki.HighPerformance.LowLevel;
using System.ComponentModel;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using TerraFX.Interop.Windows;
namespace Ghost.Core.Utilities;
[SupportedOSPlatform("windows10.0.19041.0")]
internal static unsafe partial class Win32Utility
{
[EditorBrowsable(EditorBrowsableState.Never)]
public readonly ref struct IID_PPV
{
public readonly Guid* iid;
public readonly void** ppv;
public IID_PPV(Guid* iid, void** ppv)
{
this.iid = iid;
this.ppv = ppv;
}
public void Deconstruct(out Guid* iid, out void** ppv)
{
iid = this.iid;
ppv = this.ppv;
}
}
public static Guid* IID_NULL
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => (Guid*)Unsafe.AsPointer(ref Unsafe.AsRef(in IID.IID_NULL));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static IID_PPV IID_PPV_ARGS<T>(ComPtr<T>* comPtr)
where T : unmanaged, IUnknown.Interface
{
return new IID_PPV(Windows.__uuidof<T>(), (void**)comPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Attach<T>(ref this UniquePtr<T> uPtr, T* other)
where T : unmanaged, IUnknown.Interface
{
var ptr = uPtr.Get();
if (ptr != null)
{
var refCount = ptr->Release();
Debug.Assert((refCount != 0) || (ptr != other));
}
uPtr = new UniquePtr<T>(other);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Dispose<T>(ref this UniquePtr<T> uPtr)
where T : unmanaged, IUnknown.Interface
{
var ptr = uPtr.Detach();
if (ptr != null)
{
ptr->Release();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Result ToResult(this HRESULT hr, [CallerArgumentExpression(nameof(hr))] string? op = null)
{
if (hr.SUCCEEDED)
{
return Result.Success();
}
return Result.Failure($"{op} failed with code {hr}");
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void** ReleaseAndGetVoidAddressOf<T>(ref this ComPtr<T> comPtr)
where T : unmanaged, IUnknown.Interface
{
return (void**)comPtr.ReleaseAndGetAddressOf();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ComPtr<T> Move<T>(ref this ComPtr<T> comPtr)
where T : unmanaged, IUnknown.Interface
{
var copy = default(ComPtr<T>);
comPtr.Swap(ref copy);
return copy;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool HasFlag<T>(this uint flags, T flag)
where T : Enum
{
return (flags & Unsafe.As<T, uint>(ref flag)) != 0;
}
extension(MemoryLeakException)
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ThrowIfRefCountNonZero(uint count)
{
if (count != 0)
{
throw new MemoryLeakException($"Reference count is not zero: {count}");
}
}
}
}

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namespace Ghost.Data.Repository;
internal class AssetsRepository
{
}

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using Ghost.Core;
namespace Ghost.Editor.Core.AppState;
internal partial class AppStateMachine : IDisposable, IAsyncDisposable
{
private Dictionary<StateKey, Lazy<IAppState>> _states = new();
private IAppState? _current;
private bool _disposed;
public void RegisterState(StateKey key, Func<IAppState> stateFactory)
{
_states[key] = new(stateFactory);
}
public async Task<Result> TransitionToAsync(StateKey stateKey, object? parameter = null)
{
var previous = _current;
if (!_states.TryGetValue(stateKey, out var next))
{
return Result.Failure($"State '{stateKey}' not found.");
}
Result result;
if (previous != null)
{
result = await previous.OnExitingAsync();
if (result.IsFailure)
{
return result;
}
}
result = await next.Value.OnEnteringAsync(parameter);
if (result.IsFailure)
{
if (previous != null)
{
await previous.OnEnteredAsync(parameter);
}
return result;
}
if (previous != null)
{
result = await previous.OnExitedAsync();
if (result.IsFailure)
{
await next.Value.OnExitedAsync();
await previous.OnEnteredAsync(parameter);
return result;
}
}
result = await next.Value.OnEnteredAsync(parameter);
if (result.IsFailure)
{
await next.Value.OnExitedAsync();
if (previous != null)
{
await previous.OnEnteredAsync(parameter);
}
return result;
}
_current = next.Value;
return Result.Success();
}
public void Dispose()
{
DisposeAsync().AsTask().Wait();
}
public async ValueTask DisposeAsync()
{
if (_disposed)
{
return;
}
_states.Clear();
if (_current != null)
{
await _current.OnExitingAsync();
await _current.OnExitedAsync();
}
_current = null;
_disposed = true;
}
}

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@@ -1,28 +0,0 @@
using Ghost.Core;
namespace Ghost.Editor.Core.AppState;
internal interface IAppState
{
/// <summary>
/// Called when exiting the state.
/// </summary>
public Task<Result> OnExitingAsync();
/// <summary>
/// Called when entering the state, right after OnEnteringAsync.
/// <paramref name="parameter">can be used to pass data into the state, such as a project to load.</summary>
/// </summary>
public Task<Result> OnEnteringAsync(object? parameter);
/// <summary>
/// Called when exiting the state, specifically for pose transitions.
/// </summary>
public Task<Result> OnExitedAsync();
/// <summary>
/// Called when entered the state, specifically after the state has been fully initialized and is ready for interaction.
/// </summary>
/// <param name="parameter">can be used to pass data into the state, such as a project to load.</param>
public Task<Result> OnEnteredAsync(object? parameter);
}

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namespace Ghost.Editor.Core.AppState;
internal enum StateKey
{
None,
Landing,
EngineEditor,
}

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namespace Ghost.Editor.Core.AssetHandle;
/// <summary>
/// The base class for all asset types in the Ghost Editor.
/// </summary>
public abstract class Asset
{
public abstract string Name
{
get; set;
}
public Guid ID
{
get;
}
protected Asset(Guid id)
{
ID = id;
}
}

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@@ -1,170 +0,0 @@
using Ghost.Core;
using Ghost.Editor.Core.Utilities;
using System.Reflection;
using System.Text.Json;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
private static readonly Dictionary<string, Type> s_importerTypeLookup = new();
private static readonly Dictionary<Guid, string> s_assetPathLookup = new();
private static readonly Dictionary<string, Guid> s_pathAssetLookup = new();
private static void InitializeMetaData()
{
if (s_watcher == null)
{
throw new InvalidOperationException("AssetDatabase is not initialized. Ensure that Initialize() is called before registering asset importers.");
}
var importerTypes = TypeCache.GetTypes().Where(t => t.GetCustomAttribute<AssetImporterAttribute>() != null);
foreach (var type in importerTypes)
{
var attribute = type.GetCustomAttribute<AssetImporterAttribute>()!;
foreach (var extension in attribute.SupportedExtensions)
{
s_importerTypeLookup[extension] = type;
}
}
s_watcher.Created += OnAssetCreated;
s_watcher.Deleted += OnAssetDeleted;
s_watcher.Renamed += OnAssetRenamed;
}
private static Result<string, Error> GetMetaFilePath(string assetPath)
{
if (Directory.Exists(assetPath))
{
return Error.NotFound;
}
if (Path.GetExtension(assetPath).Equals(FileExtensions.META_FILE_EXTENSION, StringComparison.OrdinalIgnoreCase))
{
return Error.InvalidState;
}
return assetPath + FileExtensions.META_FILE_EXTENSION;
}
private static ImporterSettings? GetDefaultSettingsForAsset(string assetPath)
{
var extension = Path.GetExtension(assetPath);
if (s_importerTypeLookup.TryGetValue(extension, out var importerType))
{
var settingsType = importerType.BaseType?.GetGenericArguments()[0];
if (settingsType == null || !typeof(ImporterSettings).IsAssignableFrom(settingsType))
{
return null;
}
return (ImporterSettings?)Activator.CreateInstance(settingsType);
}
return null;
}
private static async Task<Result> WriteMetaFileAsync(string metaFilePath, AssetMeta metaData)
{
using var fileStream = File.Create(metaFilePath);
try
{
await JsonSerializer.SerializeAsync(fileStream, metaData);
}
catch (Exception ex)
{
return Result.Failure(ex.Message);
}
return Result.Success();
}
internal static async Task<Result> GenerateMetaFileAsync(string assetPath)
{
Result r;
var metaFileResult = GetMetaFilePath(assetPath);
if (metaFileResult.IsFailure)
{
return Result.Failure(metaFileResult.Error);
}
if (File.Exists(metaFileResult.Value))
{
using var fileStream = File.OpenRead(metaFileResult.Value);
var existingMeta = await JsonSerializer.DeserializeAsync<AssetMeta>(fileStream);
if (existingMeta != null && s_assetPathLookup.TryGetValue(existingMeta.Guid, out var path))
{
if (assetPath != path)
{
existingMeta.Guid = Guid.NewGuid();
r = await WriteMetaFileAsync(metaFileResult.Value, existingMeta);
if (r.IsFailure)
{
return r;
}
}
}
return Result.Success();
}
var defaultSettings = GetDefaultSettingsForAsset(assetPath);
var metaData = new AssetMeta
{
Guid = Guid.NewGuid(),
Settings = defaultSettings
};
r = await WriteMetaFileAsync(metaFileResult.Value, metaData);
return r;
}
private static async void OnAssetCreated(object sender, FileSystemEventArgs e)
{
await GenerateMetaFileAsync(e.FullPath);
}
private static void OnAssetDeleted(object sender, FileSystemEventArgs e)
{
var metaFileResult = GetMetaFilePath(e.FullPath);
if (metaFileResult.IsSuccess && File.Exists(metaFileResult.Value))
{
try
{
var meta = JsonSerializer.Deserialize<AssetMeta>(File.ReadAllText(metaFileResult.Value));
if (meta != null
&& s_assetPathLookup.TryGetValue(meta.Guid, out var path)
&& path == e.FullPath)
{
s_assetPathLookup.Remove(meta.Guid);
}
File.Delete(metaFileResult.Value);
}
catch (Exception ex)
{
Logger.LogError(ex);
}
}
}
private static async void OnAssetRenamed(object sender, RenamedEventArgs e)
{
var oldMetaPath = e.OldFullPath + FileExtensions.META_FILE_EXTENSION;
var newMetaPath = e.FullPath + FileExtensions.META_FILE_EXTENSION;
if (File.Exists(oldMetaPath))
{
File.Move(oldMetaPath, newMetaPath);
}
else
{
await GenerateMetaFileAsync(e.FullPath);
}
}
}

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@@ -1,51 +0,0 @@
using Ghost.Core;
using Ghost.Editor.Core.Utilities;
using System.Diagnostics;
using System.Reflection;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
private static readonly Dictionary<string, Action<string>> _assetOpenHandlers = new(StringComparer.OrdinalIgnoreCase);
private static void InitializeAssetHandle()
{
var methods = TypeCache.GetTypes()
.SelectMany(t => t.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic))
.Where(m => m.GetCustomAttribute<AssetOpenHandlerAttribute>() != null &&
m.GetParameters().Length == 1 &&
m.GetParameters()[0].ParameterType == typeof(string));
foreach (var method in methods)
{
var attr = method.GetCustomAttribute<AssetOpenHandlerAttribute>()!;
var del = (Action<string>)Delegate.CreateDelegate(typeof(Action<string>), method);
foreach (var ext in attr.Extensions)
{
if (_assetOpenHandlers.ContainsKey(ext))
{
Logger.LogError($"Duplicate asset open handler for extension '{ext}' found in method '{method.Name}'. Existing handler will be overwritten.");
}
_assetOpenHandlers[ext] = del;
}
}
}
public static void OpenAsset(string path)
{
var extension = Path.GetExtension(path);
if (_assetOpenHandlers.TryGetValue(extension, out var handler))
{
handler(path);
}
else
{
Process.Start(new ProcessStartInfo(path)
{
UseShellExecute = true
});
}
}
}

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@@ -1,33 +0,0 @@
using Ghost.Data.Services;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
private static FileSystemWatcher? s_watcher;
public static DirectoryInfo? AssetsDirectory
{
get;
private set;
}
internal static void Initialize()
{
if (ProjectService.CurrentProject.Metadata == null)
{
throw new InvalidOperationException("Project metadata is not initialized. Ensure that the project is loaded before accessing the AssetDatabase.");
}
AssetsDirectory = new DirectoryInfo(Path.Combine(Path.GetDirectoryName(ProjectService.CurrentProject.Path)!, ProjectService.ASSETS_FOLDER));
s_watcher = new FileSystemWatcher
{
Path = AssetsDirectory.FullName,
IncludeSubdirectories = true,
EnableRaisingEvents = true
};
InitializeAssetHandle();
InitializeMetaData();
}
}

View File

@@ -1,15 +0,0 @@
namespace Ghost.Editor.Core.AssetHandle;
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class AssetImporterAttribute : Attribute
{
public string[] SupportedExtensions
{
get;
}
public AssetImporterAttribute(params string[] supportedExtensions)
{
SupportedExtensions = supportedExtensions;
}
}

View File

@@ -1,16 +0,0 @@
namespace Ghost.Editor.Core.AssetHandle;
internal class AssetMeta
{
public Guid Guid
{
get;
set;
}
public ImporterSettings? Settings
{
get;
set;
}
}

View File

@@ -1,15 +0,0 @@
namespace Ghost.Editor.Core.AssetHandle;
[AttributeUsage(AttributeTargets.Method)]
public class AssetOpenHandlerAttribute : Attribute
{
public string[] Extensions
{
get;
}
public AssetOpenHandlerAttribute(params string[] extensions)
{
Extensions = extensions.Select(e => e.StartsWith('.') ? e.ToLowerInvariant() : '.' + e.ToLowerInvariant()).ToArray();
}
}

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@@ -1,5 +0,0 @@
namespace Ghost.Editor.Core.AssetHandle;
public abstract class ImporterSettings
{
}

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@@ -1,7 +0,0 @@
namespace Ghost.Editor.Core.Contracts;
public interface INavigationAware
{
public void OnNavigatedTo(object? parameter);
public void OnNavigatedFrom();
}

View File

@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<ResourceDictionary
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:Ghost.Editor.Controls.Internal" />

View File

@@ -1,10 +0,0 @@
namespace Ghost.Editor.Core.Inspector;
[AttributeUsage(AttributeTargets.Class)]
public class CustomEditorAttribute(Type targetType) : Attribute
{
internal Type TargetType
{
get;
} = targetType;
}

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@@ -1,22 +0,0 @@
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
namespace Ghost.Editor.Core.Inspector;
public interface IInspectable
{
public IconSource? Icon
{
get;
}
public UIElement? HeaderContent
{
get;
}
public UIElement? InspectorContent
{
get;
}
}

View File

@@ -1,12 +0,0 @@
namespace Ghost.Editor.Core.Inspector;
internal interface IInspectorService
{
public IInspectable? SelectedInspectable
{
get;
set;
}
public event Action? OnSelectionChanged;
}

View File

@@ -1,19 +0,0 @@
namespace Ghost.Editor.Core.Inspector;
public class InspectorService : IInspectorService
{
public IInspectable? SelectedInspectable
{
get => field;
set
{
if (field != value)
{
field = value;
OnSelectionChanged?.Invoke();
}
}
}
public event Action? OnSelectionChanged;
}

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@@ -1,9 +0,0 @@
using CommunityToolkit.WinUI.Behaviors;
namespace Ghost.Editor.Core.Notifications;
public interface INotificationService
{
public void ShowNotification(string? message, MessageType type, int duration = 5, string? title = null);
public void ShowNotification(Notification notification);
}

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@@ -1,9 +0,0 @@
namespace Ghost.Editor.Core.Progress;
public interface IProgressService
{
public void ShowProgress(string message, double progress = 0.0);
public void ShowIndeterminateProgress(string message);
public void SetProgress(double progress);
public void HideProgress();
}

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@@ -1,10 +0,0 @@
using Ghost.Entities;
namespace Ghost.Editor.Core.SceneGraph;
public sealed partial class EntityNode : SceneGraphNode
{
private readonly Entity _entity;
public Entity Entity => _entity;
}

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@@ -1,18 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using System.Collections.ObjectModel;
namespace Ghost.Editor.Core.SceneGraph;
public abstract partial class SceneGraphNode : ObservableObject
{
[ObservableProperty]
public partial string Name
{
get; set;
}
public ObservableCollection<SceneGraphNode> Children
{
get;
} = new();
}

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@@ -1,5 +0,0 @@
namespace Ghost.Editor.Core.SceneGraph;
public sealed partial class SceneNode : SceneGraphNode
{
}

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@@ -1,26 +0,0 @@
using Microsoft.UI.Xaml;
namespace Ghost.Editor.Core.Utilities;
public static class EditorApplication
{
private static IServiceProvider? _serviceProvider;
public static Application Current => Application.Current;
internal static void Initialize(IServiceProvider serviceProvider)
{
_serviceProvider = serviceProvider;
}
public static T GetService<T>()
where T : class
{
if (_serviceProvider?.GetService(typeof(T)) is not T service)
{
throw new ArgumentException($"{typeof(T)} needs to be registered in ConfigureServices within App.xaml.cs.");
}
return service;
}
}

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@@ -1,36 +0,0 @@
using Ghost.Core.Attributes;
using System.Reflection;
namespace Ghost.Editor.Core.Utilities;
public static class TypeCache
{
private static readonly TypeInfo[] s_types;
static TypeCache()
{
var loadableTypes = new List<Type>();
var assembliesToScan = AppDomain.CurrentDomain.GetAssemblies()
.Where(a => a.GetCustomAttribute<EngineAssemblyAttribute>() != null);
foreach (var assembly in assembliesToScan)
{
try
{
loadableTypes.AddRange(assembly.GetTypes());
}
catch (ReflectionTypeLoadException ex)
{
var types = ex.Types.Where(t => t != null);
loadableTypes.AddRange(types!);
}
}
s_types = loadableTypes.Select(t => t.GetTypeInfo()).ToArray();
}
public static Type[] GetTypes()
{
return s_types;
}
}

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@@ -1,30 +0,0 @@
using Ghost.Data.Resources;
using Ghost.Data.Services;
using Ghost.Editor.Core.Utilities;
using Microsoft.UI.Xaml;
namespace Ghost.Editor;
internal static class ActivationHandler
{
private static void FolderInitialization()
{
if (!Directory.Exists(DataPath.s_applicationDataFolder))
{
Directory.CreateDirectory(DataPath.s_applicationDataFolder);
}
if (!Directory.Exists(DataPath.s_projectTemplateFolder))
{
Directory.CreateDirectory(DataPath.s_projectTemplateFolder);
}
}
public static void Handle(LaunchActivatedEventArgs args)
{
FolderInitialization();
ProjectService.EnsureDefaultTemplate();
EditorApplication.Initialize(((App)(Application.Current)).Host.Services);
}
}

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@@ -1,113 +0,0 @@
using Ghost.Core;
using Ghost.Editor.Core.AppState;
using Ghost.Editor.Core.Inspector;
using Ghost.Editor.Core.Notifications;
using Ghost.Editor.Core.Progress;
using Ghost.Editor.Utilities;
using Ghost.Engine.Services;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Hosting;
using Microsoft.UI.Xaml;
// To learn more about WinUI, the WinUI project structure,
// and more about our project templates, see: http://aka.ms/winui-project-info.
namespace Ghost.Editor;
/// <summary>
/// Provides application-specific behavior to supplement the default Application class.
/// </summary>
public partial class App : Application
{
private Window? _window;
internal static Window? Window
{
get => (Current as App)!._window;
set
{
if (Current is App app)
{
// HACK: As far as I can tell, there is no proper application shutdown event in WinUI 3.
app._window?.Closed -= app.OnClosed;
app._window = value;
app._window?.Closed += app.OnClosed;
}
}
}
internal IHost Host
{
get;
}
/// <summary>
/// Initializes the singleton application object. This is the first line of authored code
/// executed, and as such is the logical equivalent of main() or WinMain().
/// </summary>
internal App()
{
InitializeComponent();
Host = Microsoft.Extensions.Hosting.Host.
CreateDefaultBuilder().
UseContentRoot(AppContext.BaseDirectory).
ConfigureServices((context, services) =>
{
HostHelper.AddLandingScope(context, services);
HostHelper.AddEngineScope(context, services);
services.AddSingleton<AppStateMachine>();
services.AddSingleton<INotificationService, NotificationService>();
services.AddSingleton<IProgressService, ProgressService>();
services.AddSingleton<IInspectorService, InspectorService>();
})
.Build();
UnhandledException += App_UnhandledException;
}
internal static IServiceScope CreateScope()
{
return (Current as App)!.Host.Services.CreateScope();
}
public static T GetService<T>() where T : class
{
if ((Current as App)!.Host.Services.GetService(typeof(T)) is not T service)
{
throw new ArgumentException($"{typeof(T)} needs to be registered in ConfigureServices within App.xaml.cs.");
}
return service;
}
/// <summary>
/// Invoked when the application is launched.
/// </summary>
/// <param name="args">Details about the launch request and process.</param>
protected override async void OnLaunched(LaunchActivatedEventArgs args)
{
base.OnLaunched(args);
await Host.StartAsync();
ActivationHandler.Handle(args);
var stateMachine = GetService<AppStateMachine>();
stateMachine.RegisterState(StateKey.Landing, () => new LandingState());
stateMachine.RegisterState(StateKey.EngineEditor, () => new EditorState());
await stateMachine.TransitionToAsync(StateKey.Landing);
}
private void OnClosed(object? sender, WindowEventArgs args)
{
Host.StopAsync().GetAwaiter().GetResult();
Host.Dispose();
}
private void App_UnhandledException(object sender, Microsoft.UI.Xaml.UnhandledExceptionEventArgs e)
{
Logger.LogError(e.Exception);
}
}

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@@ -1,38 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using Ghost.Editor.Core.Contracts;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Navigation;
namespace Ghost.Editor.Controls;
public abstract partial class ViewModelPage<VM> : Page
where VM : ObservableObject
{
public VM ViewModel
{
get;
}
protected ViewModelPage(VM viewModel)
{
ViewModel = viewModel;
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
base.OnNavigatedTo(e);
if (ViewModel is INavigationAware navigationAware)
{
navigationAware.OnNavigatedTo(e.Parameter);
}
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
base.OnNavigatedFrom(e);
if (ViewModel is INavigationAware navigationAware)
{
navigationAware.OnNavigatedFrom();
}
}
}

View File

@@ -1,75 +0,0 @@
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Editor.Core.AssetHandle;
using Ghost.Editor.View.Windows;
using Ghost.Engine;
using Ghost.Engine.Services;
using Microsoft.UI.Xaml.Media;
namespace Ghost.Editor.Core.AppState;
internal class EditorState : IAppState
{
private EngineEditorWindow? _window;
private EngineCore? _engineCore;
public Task OnExitingAsync()
{
if (App.Window == _window)
{
App.Window = null;
}
_engineCore?.ShutDown();
CompositionTarget.Rendering -= OnRendering;
return Task.CompletedTask;
}
public Task OnEnteringAsync(object? parameter)
{
if (parameter is not ProjectMetadataInfo metadataInfo)
{
throw new ArgumentException("Parameter must be of type ProjectMetadata.", nameof(parameter));
}
ProjectService.CurrentProject = metadataInfo;
_engineCore = App.GetService<EngineCore>();
_engineCore.Init(new Engine.Models.LaunchArgument());
CompositionTarget.Rendering += OnRendering;
_window = App.GetService<EngineEditorWindow>();
_window.Activate();
App.Window = _window;
return Task.CompletedTask;
}
public Task OnExitedAsync()
{
_window?.Close();
_window = null;
return Task.CompletedTask;
}
public Task OnEnteredAsync(object? parameter)
{
AssetDatabase.Initialize();
return Task.CompletedTask;
}
private void OnRendering(object? sender, object e)
{
if (GraphicsPipeline.WaitForGPUReady(0))
{
_window?.DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
{
PlayerLoopService.Update();
GraphicsPipeline.SignalCPUReady();
});
}
}
}

View File

@@ -1,41 +0,0 @@
using Ghost.Editor.View.Windows;
namespace Ghost.Editor.Core.AppState;
internal class LandingState : IAppState
{
private LandingWindow? _window;
public Task OnExitingAsync()
{
if (App.Window == _window)
{
App.Window = null;
}
return Task.CompletedTask;
}
public Task OnEnteringAsync(object? parameter)
{
_window = App.GetService<LandingWindow>();
_window.Activate();
App.Window = _window;
return Task.CompletedTask;
}
public Task OnExitedAsync()
{
_window?.Close();
_window = null;
return Task.CompletedTask;
}
public Task OnEnteredAsync(object? parameter)
{
return Task.CompletedTask;
}
}

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@@ -1,122 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net10.0-windows10.0.22621.0</TargetFramework>
<TargetPlatformMinVersion>10.0.17763.0</TargetPlatformMinVersion>
<Platforms>x86;x64;ARM64</Platforms>
<RuntimeIdentifiers>win-x86;win-x64;win-arm64</RuntimeIdentifiers>
<PublishProfile>win-$(Platform).pubxml</PublishProfile>
<UseWinUI>true</UseWinUI>
<EnableMsixTooling>true</EnableMsixTooling>
<!-- in .net 10, field keyword is not preview anymore, but we are still waiting roslyn team to update their code analyzer packages -->
<langversion>preview</langversion>
</PropertyGroup>
<ItemGroup>
<Content Include="Assets\SplashScreen.scale-200.png" />
<Content Include="Assets\LockScreenLogo.scale-200.png" />
<Content Include="Assets\Square150x150Logo.scale-200.png" />
<Content Include="Assets\StoreLogo.png" />
<Content Include="Assets\Wide310x150Logo.scale-200.png" />
</ItemGroup>
<ItemGroup>
<Manifest Include="$(ApplicationManifest)" />
</ItemGroup>
<!--
Defining the "Msix" ProjectCapability here allows the Single-project MSIX Packaging
Tools extension to be activated for this project even if the Windows App SDK Nuget
package has not yet been restored.
-->
<ItemGroup Condition="'$(DisableMsixProjectCapabilityAddedByProject)'!='true' and '$(EnableMsixTooling)'=='true'">
<ProjectCapability Include="Msix" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="CommunityToolkit.WinUI.Controls.Primitives" Version="8.2.250402" />
<PackageReference Include="CommunityToolkit.WinUI.Controls.TabbedCommandBar" Version="8.2.250402" />
<PackageReference Include="Microsoft.Extensions.Hosting" Version="10.0.1" />
<PackageReference Include="Microsoft.Windows.CsWinRT" Version="2.2.0" />
<PackageReference Include="Microsoft.Windows.SDK.BuildTools" Version="10.0.26100.7175" />
<PackageReference Include="Microsoft.WindowsAppSDK" Version="1.8.251106002" />
<PackageReference Include="WinUIEx" Version="2.9.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Ghost.Editor.Core\Ghost.Editor.Core.csproj" />
<ProjectReference Include="..\Ghost.Entities\Ghost.Entities.csproj" />
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\Landing\CreateProjectPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Window\Landing.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\Landing\OpenProjectPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\InspectorPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\HierarchyPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\ProjectPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\ConsolePage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="Themes\Override.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Windows\EngineEditorWindow.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\ScenePage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<PropertyGroup Label="Globals" />
<!--
Defining the "HasPackageAndPublishMenuAddedByProject" property here allows the Solution
Explorer "Package and Publish" context menu entry to be enabled for this project even if
the Windows App SDK Nuget package has not yet been restored.
-->
<PropertyGroup Condition="'$(DisableHasPackageAndPublishMenuAddedByProject)'!='true' and '$(EnableMsixTooling)'=='true'">
<HasPackageAndPublishMenu>true</HasPackageAndPublishMenu>
</PropertyGroup>
<!-- Publish Properties -->
<PropertyGroup>
<PublishReadyToRun Condition="'$(Configuration)' == 'Debug'">False</PublishReadyToRun>
<PublishReadyToRun Condition="'$(Configuration)' != 'Debug'">True</PublishReadyToRun>
<PublishTrimmed Condition="'$(Configuration)' != 'Debug'">True</PublishTrimmed>
<Nullable>enable</Nullable>
<SupportedOSPlatformVersion>10.0.20348.0</SupportedOSPlatformVersion>
<ApplicationManifest>app.manifest</ApplicationManifest>
<PublishAot>False</PublishAot>
<PublishTrimmed>False</PublishTrimmed>
<RootNamespace>Ghost.Editor</RootNamespace>
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
</Project>

View File

@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<ResourceDictionary
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:controls="using:Microsoft.UI.Xaml.Controls"
xmlns:internal="using:Ghost.Editor.Controls.Internal">
<ResourceDictionary.ThemeDictionaries>
<ResourceDictionary x:Key="Dark">
<StaticResource x:Key="TabViewItemHeaderBackgroundSelected" ResourceKey="ControlFillColorSecondaryBrush" />
</ResourceDictionary>
<ResourceDictionary x:Key="Light">
<StaticResource x:Key="TabViewItemHeaderBackgroundSelected" ResourceKey="ControlFillColorSecondaryBrush" />
</ResourceDictionary>
</ResourceDictionary.ThemeDictionaries>
<Style TargetType="internal:NavigationTabView">
<Setter Property="TabWidthMode" Value="Compact" />
</Style>
<Style TargetType="NumberBox" />
</ResourceDictionary>

View File

@@ -1,27 +0,0 @@
using Ghost.Engine.Utilities;
using Microsoft.UI.Xaml.Data;
using System.Numerics;
namespace Ghost.Editor.Utilities.Converters;
public partial class Vector3ToQuaternionConverter : IValueConverter
{
public object Convert(object value, Type targetType, object parameter, string language)
{
if (value is Vector3 vector)
{
return Quaternion.CreateFromYawPitchRoll(vector.Y, vector.X, vector.Z);
}
throw new ArgumentException("Value must be of type System.Numerics.Vector3.", nameof(value));
}
public object ConvertBack(object value, Type targetType, object parameter, string language)
{
if (value is Quaternion quaternion)
{
return VectorUtility.CreateFromQuaternion(quaternion);
}
throw new ArgumentException("Value must be of type System.Numerics.Quaternion.", nameof(value));
}
}

View File

@@ -1,50 +0,0 @@
using Ghost.Data.Services;
using Ghost.Editor.View.Pages.EngineEditor;
using Ghost.Editor.View.Pages.Landing;
using Ghost.Editor.View.Windows;
using Ghost.Editor.ViewModels.Pages.EngineEditor;
using Ghost.Editor.ViewModels.Pages.Landing;
using Ghost.Editor.ViewModels.Windows;
using Ghost.Engine;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Hosting;
namespace Ghost.Editor.Utilities;
internal static partial class HostHelper
{
public static void AddLandingScope(HostBuilderContext context, IServiceCollection services)
{
services.AddSingleton<LandingWindow>();
services.AddTransient<CreateProjectPage>();
services.AddTransient<CreateProjectViewModel>();
services.AddTransient<OpenProjectPage>();
services.AddTransient<OpenProjectViewModel>();
services.AddTransient<ProjectService>();
}
public static void AddEngineScope(HostBuilderContext context, IServiceCollection services)
{
services.AddSingleton<EngineCore>();
services.AddSingleton<EngineEditorWindow>();
services.AddSingleton<EngineEditorViewModel>();
services.AddTransient<ScenePage>();
services.AddTransient<HierarchyPage>();
services.AddTransient<HierarchyViewModel>();
services.AddTransient<ProjectPage>();
services.AddTransient<ProjectViewModel>();
services.AddTransient<ConsolePage>();
services.AddTransient<ConsoleViewModel>();
services.AddTransient<InspectorPage>();
services.AddTransient<InspectorViewModel>();
}
}

View File

@@ -1,45 +0,0 @@
using Ghost.Editor.Controls.Internal;
using Ghost.Graphics.Contracts;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using WinRT;
namespace Ghost.Editor.View.Pages.EngineEditor;
internal sealed partial class ScenePage : NavigationTabPage
{
private Renderer? _renderView;
private ISwapChainPanelNative _swapChainPanelNative;
public ScenePage()
{
InitializeComponent();
SwapChainPanel.Loaded += SwapChainPanel_Loaded;
SwapChainPanel.Unloaded += SwapChainPanel_Unloaded;
SwapChainPanel.SizeChanged += SwapChainPanel_SizeChanged;
}
private void SwapChainPanel_Loaded(object sender, RoutedEventArgs e)
{
var guid = typeof(ISwapChainPanelNative.Interface).GUID;
((IWinRTObject)SwapChainPanel).NativeObject.TryAs(guid, out var swapChainPanelNativeHandle);
_swapChainPanelNative = new ISwapChainPanelNative(swapChainPanelNativeHandle);
_renderView = GraphicsPipeline.GraphicsDevice.CreateRenderer(new(_swapChainPanelNative, (uint)SwapChainPanel.ActualWidth, (uint)SwapChainPanel.ActualHeight));
}
private void SwapChainPanel_Unloaded(object sender, RoutedEventArgs e)
{
_swapChainPanelNative.Dispose();
_renderView?.Dispose();
}
private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
{
if (e.NewSize.Width > 8.0 && e.NewSize.Height > 8.0)
{
_renderView?.RequestResize((uint)e.NewSize.Width, (uint)e.NewSize.Height);
}
}
}

View File

@@ -1,142 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Page
x:Class="Ghost.Editor.View.Pages.Landing.CreateProjectPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:data="using:Ghost.Data.Models"
xmlns:editor="using:Ghost.Editor.Core.Controls"
xmlns:local="using:Ghost.Editor.View.Pages.Landing"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
NavigationCacheMode="Enabled"
mc:Ignorable="d">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<!-- Template Info -->
<Grid Grid.Column="0" Width="300">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<TextBlock
Grid.Row="0"
Margin="0,0,0,24"
Style="{StaticResource SubtitleTextBlockStyle}"
Text="Template" />
<ListView
Grid.Row="1"
ItemsSource="{x:Bind ViewModel.templates}"
SelectedItem="{x:Bind ViewModel.SelectedTemplate, Mode=TwoWay}">
<ListView.ItemTemplate>
<DataTemplate x:DataType="data:TemplateData">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<ImageIcon
Grid.Column="0"
Width="24"
Height="24">
<ImageIcon.Source>
<BitmapImage UriSource="{x:Bind GetIconURI()}" />
</ImageIcon.Source>
</ImageIcon>
<TextBlock
Grid.Column="1"
Margin="8,0"
VerticalAlignment="Center"
Text="{x:Bind Info.Name}" />
</Grid>
</DataTemplate>
</ListView.ItemTemplate>
</ListView>
</Grid>
<!-- Project Info -->
<Grid
Grid.Column="1"
Margin="16,0,0,0"
Padding="16"
Background="{ThemeResource CardBackgroundFillColorDefaultBrush}"
CornerRadius="{StaticResource OverlayCornerRadius}">
<Grid.RowDefinitions>
<RowDefinition Height="300" />
<RowDefinition Height="*" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<Grid Grid.Row="0" CornerRadius="4">
<Image VerticalAlignment="Center" Stretch="UniformToFill">
<Image.Source>
<BitmapImage UriSource="{x:Bind ViewModel.SelectedTemplate.Value.GetPreviewURI(), Mode=OneWay}" />
</Image.Source>
</Image>
<Grid
MaxHeight="100"
VerticalAlignment="Bottom"
Background="{ThemeResource ControlOnImageFillColorDefaultBrush}">
<TextBlock
Margin="16"
VerticalAlignment="Bottom"
Foreground="{ThemeResource TextFillColorTertiaryBrush}"
Text="{x:Bind ViewModel.SelectedTemplate.Value.Info.Description, Mode=OneWay}" />
</Grid>
</Grid>
<StackPanel Grid.Row="1" Margin="8,0">
<TextBlock
Margin="0,16,0,8"
Style="{StaticResource TitleTextBlockStyle}"
Text="{x:Bind ViewModel.SelectedTemplate.Value.Info.Name, Mode=OneWay}" />
<TextBlock
Margin="0,8,0,16"
Foreground="{ThemeResource TextFillColorSecondaryBrush}"
Style="{StaticResource SubtitleTextBlockStyle}"
Text="Project Settings" />
<editor:PropertyField Label="Name">
<TextBox Text="{x:Bind ViewModel.ProjectName, Mode=TwoWay}" />
</editor:PropertyField>
<editor:PropertyField Label="Location">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="Auto" />
</Grid.ColumnDefinitions>
<TextBox
Grid.Column="0"
IsReadOnly="True"
Text="{x:Bind ViewModel.ProjectLocation, Mode=TwoWay}" />
<Button
Grid.Column="1"
Margin="4,0,0,0"
VerticalAlignment="Stretch"
Command="{x:Bind ViewModel.SelectionProjectLocationCommand}">
<FontIcon FontSize="16" Glyph="&#xE8DA;" />
</Button>
</Grid>
</editor:PropertyField>
</StackPanel>
<Grid Grid.Row="2">
<Button
Width="150"
HorizontalAlignment="Right"
Command="{x:Bind ViewModel.CreateProjectCommand}"
Content="Create"
Style="{ThemeResource AccentButtonStyle}" />
</Grid>
</Grid>
</Grid>
</Page>

View File

@@ -1,32 +0,0 @@
using Ghost.Editor.ViewModels.Pages.Landing;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Navigation;
namespace Ghost.Editor.View.Pages.Landing;
internal sealed partial class CreateProjectPage : Page
{
public CreateProjectViewModel ViewModel
{
get;
}
public CreateProjectPage()
{
ViewModel = App.GetService<CreateProjectViewModel>();
InitializeComponent();
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
base.OnNavigatedTo(e);
ViewModel.OnNavigatedTo(e.Parameter);
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
base.OnNavigatedFrom(e);
ViewModel.OnNavigatedFrom();
}
}

View File

@@ -1,165 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Page
x:Class="Ghost.Editor.View.Pages.Landing.OpenProjectPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:converters="using:Ghost.Editor.Utilities.Converters"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:data="using:Ghost.Data.Models"
xmlns:interactivity="using:Microsoft.Xaml.Interactivity"
xmlns:local="using:Ghost.Editor.View.Pages.Landing"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
NavigationCacheMode="Enabled"
mc:Ignorable="d">
<Page.Resources>
<converters:GetDirectoryNameConverter x:Key="DirNameConverter" />
</Page.Resources>
<Grid x:Name="MainContainer">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Grid Grid.Row="0" Margin="16,4">
<TextBlock
VerticalAlignment="Center"
Style="{StaticResource SubtitleTextBlockStyle}"
Text="Projects" />
<AutoSuggestBox
Width="300"
HorizontalAlignment="Right"
PlaceholderText="Search project by name"
QueryIcon="Find" />
</Grid>
<!-- Header for the ListView -->
<Grid Grid.Row="1" Margin="28,16,45,8">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="200" />
<ColumnDefinition Width="165" />
</Grid.ColumnDefinitions>
<TextBlock
Grid.Column="0"
Style="{StaticResource CaptionTextBlockStyle}"
Text="NAME" />
<TextBlock
Grid.Column="1"
HorizontalAlignment="Right"
Style="{StaticResource CaptionTextBlockStyle}"
Text="LAST OPEN" />
<TextBlock
Grid.Column="2"
HorizontalAlignment="Right"
Style="{StaticResource CaptionTextBlockStyle}"
Text="ENGINE VERSION" />
</Grid>
<!-- Project ListView -->
<Grid
Grid.Row="2"
Padding="8"
AllowDrop="True"
DragEnter="ProjectContainer_DragEnter"
DragLeave="ProjectContainer_DragLeave"
DragOver="ProjectContainer_DragOver"
Drop="ProjectContainer_Drop">
<ListView
Padding="4,8"
Background="{ThemeResource CardBackgroundFillColorDefaultBrush}"
CornerRadius="{StaticResource OverlayCornerRadius}"
IsItemClickEnabled="True"
ItemClick="ListView_ItemClick"
ItemsSource="{x:Bind ViewModel.projects}"
SelectionMode="None">
<ListView.ItemTemplate>
<DataTemplate x:DataType="data:ProjectMetadataInfo">
<Grid Height="64" Padding="4,8">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="200" />
<ColumnDefinition Width="100" />
<ColumnDefinition Width="65" />
</Grid.ColumnDefinitions>
<Grid Grid.Column="0" VerticalAlignment="Center">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<TextBlock
Grid.Row="0"
VerticalAlignment="Center"
FontSize="16"
Style="{StaticResource SubtitleTextBlockStyle}"
Text="{x:Bind Metadata.Name}" />
<TextBlock
Grid.Row="1"
Margin="0,4,0,0"
VerticalAlignment="Center"
Foreground="{ThemeResource TextFillColorSecondaryBrush}"
Style="{StaticResource CaptionTextBlockStyle}"
Text="{x:Bind Path, Converter={StaticResource DirNameConverter}}" />
</Grid>
<TextBlock
Grid.Column="1"
Margin="16,4"
HorizontalAlignment="Right"
VerticalAlignment="Center"
Text="{x:Bind Metadata.LastOpened}" />
<TextBlock
Grid.Column="2"
Margin="16,4"
HorizontalAlignment="Right"
VerticalAlignment="Center"
Text="{x:Bind Metadata.EngineVersion}" />
<Button
Grid.Column="3"
HorizontalAlignment="Right"
Background="Transparent"
BorderThickness="0">
<FontIcon Glyph="&#xE712;" />
</Button>
</Grid>
</DataTemplate>
</ListView.ItemTemplate>
</ListView>
<!-- Drag Visual -->
<Grid
x:Name="DragVisual"
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch"
Background="{ThemeResource CardStrokeColorDefaultBrush}"
BorderBrush="{ThemeResource ControlStrongStrokeColorDefaultBrush}"
BorderThickness="2"
CornerRadius="{StaticResource OverlayCornerRadius}"
Visibility="{x:Bind ViewModel.DragVisibility, Mode=OneWay}">
<TextBlock
HorizontalAlignment="Center"
VerticalAlignment="Center"
Foreground="{ThemeResource TextFillColorSecondaryBrush}"
Style="{StaticResource TitleTextBlockStyle}"
Text="Drage Project Folder Here" />
</Grid>
</Grid>
<!-- Empty Place Holder -->
<Grid
x:Name="EmptyPlaceHolder"
Grid.Row="2"
Visibility="{x:Bind ViewModel.EmptyVisibility, Mode=OneWay}">
<TextBlock
HorizontalAlignment="Center"
VerticalAlignment="Center"
Style="{StaticResource TitleTextBlockStyle}"
Text="No projects found" />
</Grid>
</Grid>
</Page>

View File

@@ -1,72 +0,0 @@
using Ghost.Data.Models;
using Ghost.Editor.ViewModels.Pages.Landing;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Navigation;
using Windows.ApplicationModel.DataTransfer;
namespace Ghost.Editor.View.Pages.Landing;
internal sealed partial class OpenProjectPage : Page
{
public OpenProjectViewModel ViewModel
{
get;
}
public OpenProjectPage()
{
ViewModel = App.GetService<OpenProjectViewModel>();
InitializeComponent();
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
base.OnNavigatedTo(e);
ViewModel.OnNavigatedTo(e.Parameter);
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
base.OnNavigatedFrom(e);
ViewModel.OnNavigatedFrom();
}
private void ProjectContainer_DragEnter(object sender, DragEventArgs e)
{
ViewModel.DragVisibility = Visibility.Visible;
ViewModel.EmptyVisibility = Visibility.Collapsed;
}
private void ProjectContainer_DragLeave(object sender, DragEventArgs e)
{
ViewModel.DragVisibility = Visibility.Collapsed;
ViewModel.UpdateEmptyPlaceHolderVisibility();
}
private void ProjectContainer_DragOver(object sender, DragEventArgs e)
{
if (e.DataView.Contains(StandardDataFormats.StorageItems))
{
e.AcceptedOperation = DataPackageOperation.Link;
}
else
{
e.AcceptedOperation = DataPackageOperation.None;
}
}
private async void ProjectContainer_Drop(object sender, DragEventArgs e)
{
await ViewModel.ContentDrop(e.DataView);
}
private async void ListView_ItemClick(object sender, ItemClickEventArgs e)
{
if (e.ClickedItem is ProjectMetadataInfo project)
{
await Task.Yield();
await ViewModel.OpenProjectAsync(project);
}
}
}

View File

@@ -1,54 +0,0 @@
using Ghost.Data.Resources;
using Ghost.Editor.Core.Notifications;
using Ghost.Editor.Core.Progress;
using Ghost.Editor.ViewModels.Windows;
using Ghost.Engine.Resources;
using WinUIEx;
// To learn more about WinUI, the WinUI project structure,
// and more about our project templates, see: http://aka.ms/winui-project-info.
namespace Ghost.Editor.View.Windows;
/// <summary>
/// An empty window that can be used on its own or navigated to within a Frame.
/// </summary>
internal sealed partial class EngineEditorWindow : WindowEx
{
private readonly NotificationService _notificationService;
private readonly ProgressService _progressService;
public EngineEditorViewModel ViewModel
{
get;
}
public EngineEditorWindow()
{
ViewModel = App.GetService<EngineEditorViewModel>();
_notificationService = (NotificationService)App.GetService<INotificationService>();
_progressService = (ProgressService)App.GetService<IProgressService>();
AppWindow.SetIcon(AssetsPath.s_appIconPath);
Title = EngineData.ENGINE_NAME;
ExtendsContentIntoTitleBar = true;
InitializeComponent();
this.CenterOnScreen();
}
private void WindowEx_Activated(object sender, Microsoft.UI.Xaml.WindowActivatedEventArgs args)
{
Bindings.Update();
_notificationService.SetReference(InfoBar, NotificationQueue);
_progressService.SetReference(ProgressBarContainer);
}
private void WindowEx_Closed(object sender, Microsoft.UI.Xaml.WindowEventArgs args)
{
_notificationService.ClearReference();
_progressService.ClearReference();
}
}

View File

@@ -1,76 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<winex:WindowEx
x:Class="Ghost.Editor.View.Windows.LandingWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:behaviors="using:CommunityToolkit.WinUI.Behaviors"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:interactivity="using:Microsoft.Xaml.Interactivity"
xmlns:local="using:Ghost.Editor.View.Windows"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:winex="using:WinUIEx"
Activated="WindowEx_Activated"
Closed="WindowEx_Closed"
IsResizable="False"
mc:Ignorable="d">
<Window.SystemBackdrop>
<MicaBackdrop />
</Window.SystemBackdrop>
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="32" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Grid Grid.Row="0">
<TextBlock
Margin="24,0,0,0"
VerticalAlignment="Bottom"
Style="{StaticResource BodyTextBlockStyle}"
Text="Ghost Engine" />
</Grid>
<Grid Grid.Row="1" Padding="24,0,24,18">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<SelectorBar
Grid.Row="0"
HorizontalAlignment="Right"
SelectionChanged="SelectorBar_SelectionChanged">
<SelectorBarItem IsSelected="True" Text="Open">
<SelectorBarItem.Icon>
<FontIcon Glyph="&#xE838;" />
</SelectorBarItem.Icon>
</SelectorBarItem>
<SelectorBarItem Text="Create">
<SelectorBarItem.Icon>
<FontIcon Glyph="&#xE8F4;" />
</SelectorBarItem.Icon>
</SelectorBarItem>
</SelectorBar>
<Frame
x:Name="ContentFrame"
Grid.Row="1"
Padding="8"
CacheMode="BitmapCache"
CacheSize="10" />
</Grid>
<Grid Grid.Row="1" Padding="16">
<InfoBar
x:Name="InfoBar"
HorizontalAlignment="Right"
VerticalAlignment="Bottom">
<interactivity:Interaction.Behaviors>
<behaviors:StackedNotificationsBehavior x:Name="NotificationQueue" />
</interactivity:Interaction.Behaviors>
</InfoBar>
</Grid>
</Grid>
</winex:WindowEx>

View File

@@ -1,59 +0,0 @@
using Ghost.Data.Resources;
using Ghost.Editor.Core.Notifications;
using Ghost.Editor.View.Pages.Landing;
using Ghost.Engine.Resources;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Media.Animation;
using WinUIEx;
namespace Ghost.Editor.View.Windows;
internal sealed partial class LandingWindow : WindowEx
{
private readonly NotificationService _notificationService;
private int _previousSelectedIndex;
public LandingWindow()
{
_notificationService = (NotificationService)App.GetService<INotificationService>();
AppWindow.SetIcon(AssetsPath.s_appIconPath);
Title = EngineData.ENGINE_NAME;
InitializeComponent();
this.SetWindowSize(1000, 750);
this.CenterOnScreen();
ExtendsContentIntoTitleBar = true;
}
private void WindowEx_Activated(object sender, Microsoft.UI.Xaml.WindowActivatedEventArgs args)
{
_notificationService.SetReference(InfoBar, NotificationQueue);
}
private void WindowEx_Closed(object sender, Microsoft.UI.Xaml.WindowEventArgs args)
{
_notificationService.ClearReference();
}
private void SelectorBar_SelectionChanged(SelectorBar sender, SelectorBarSelectionChangedEventArgs e)
{
var selectedItem = sender.SelectedItem;
var currentSelectedIndex = sender.Items.IndexOf(selectedItem);
var pageType = currentSelectedIndex switch
{
1 => typeof(CreateProjectPage),
_ => typeof(OpenProjectPage),
};
var slideNavigationTransitionEffect = currentSelectedIndex - _previousSelectedIndex > 0 ?
SlideNavigationTransitionEffect.FromRight : SlideNavigationTransitionEffect.FromLeft;
ContentFrame.Navigate(pageType, null, new SlideNavigationTransitionInfo() { Effect = slideNavigationTransitionEffect });
_previousSelectedIndex = currentSelectedIndex;
}
}

View File

@@ -1,92 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using CommunityToolkit.Mvvm.Input;
using Ghost.Engine.Models;
using Ghost.Engine.Services;
using System.Collections.ObjectModel;
namespace Ghost.Editor.ViewModels.Pages.EngineEditor;
internal partial class ConsoleViewModel : ObservableObject
{
[ObservableProperty]
public partial ObservableCollection<LogMessage> Logs
{
get; set;
} = new();
[ObservableProperty]
public partial bool ShowInfo
{
get; set;
} = true;
[ObservableProperty]
public partial bool ShowWarning
{
get; set;
} = true;
[ObservableProperty]
public partial bool ShowError
{
get; set;
} = true;
[ObservableProperty]
public partial bool ShowStackTrace
{
get; set;
} = false;
[ObservableProperty]
public partial LogMessage? SelectedLog
{
get; set;
}
public ConsoleViewModel()
{
foreach (var log in Logger.Logs)
{
Logs.Add(log);
}
Logger.OnLogsUpdate += UpdateLogs;
}
~ConsoleViewModel()
{
Logger.OnLogsUpdate -= UpdateLogs;
}
private void UpdateLogs(LogChangeContext ctx)
{
switch (ctx.changeType)
{
case LogChangeType.LogAdded:
Logs.Add(Logger.Logs[ctx.index]);
break;
case LogChangeType.LogRemoved:
if (Logs.Count > 0)
{
Logs.RemoveAt(ctx.index);
}
break;
case LogChangeType.LogsCleared:
Logs.Clear();
break;
}
}
partial void OnShowStackTraceChanged(bool value)
{
Logger.HasStackTrace = value;
Logger.LogInfo($"Stack trace visibility set to {value}.");
}
[RelayCommand]
private void ClearLogs()
{
Logger.Clear();
}
}

View File

@@ -1,38 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using Ghost.Editor.Core.Contracts;
using Ghost.Editor.Core.SceneGraph;
using System.Collections.ObjectModel;
namespace Ghost.Editor.ViewModels.Pages.EngineEditor;
internal partial class HierarchyViewModel : ObservableObject, INavigationAware
{
[ObservableProperty]
public partial ObservableCollection<SceneNode> SceneList
{
get;
private set;
} = new(EditorSceneManager.LoadedWorlds);
private void OnWorldLoaded(SceneNode node)
{
SceneList.Add(node);
}
private void OnWorldUnloaded(SceneNode node)
{
SceneList.Remove(node);
}
public void OnNavigatedTo(object? parameter)
{
EditorSceneManager.OnWorldLoaded += OnWorldLoaded;
EditorSceneManager.OnWorldUnloaded += OnWorldUnloaded;
}
public void OnNavigatedFrom()
{
EditorSceneManager.OnWorldLoaded -= OnWorldLoaded;
EditorSceneManager.OnWorldUnloaded -= OnWorldUnloaded;
}
}

View File

@@ -1,91 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using CommunityToolkit.Mvvm.Input;
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Editor.Core.AppState;
using Ghost.Editor.Core.Contracts;
using Ghost.Editor.Core.Notifications;
using Ghost.Editor.Utilities;
using Ghost.Engine.Resources;
using System.Collections.ObjectModel;
namespace Ghost.Editor.ViewModels.Pages.Landing;
internal partial class CreateProjectViewModel(INotificationService notificationService, ProjectService projectService, AppStateMachine stateService) : ObservableObject, INavigationAware
{
public ObservableCollection<TemplateData> templates = new();
[ObservableProperty]
public partial TemplateData? SelectedTemplate
{
get;
set;
}
[ObservableProperty]
public partial string? ProjectName
{
get;
set;
}
[ObservableProperty]
public partial string? ProjectLocation
{
get;
set;
}
public async void OnNavigatedTo(object? parameter)
{
templates.Clear();
await foreach (var (path, info) in ProjectService.GetProjectTemplatesAsync())
{
templates.Add(new(path, info));
}
SelectedTemplate = templates.FirstOrDefault();
}
public void OnNavigatedFrom()
{
}
[RelayCommand]
private async Task SelectionProjectLocation()
{
var folder = await SystemUtilities.OpenFolderPickerAsync();
if (folder != null)
{
ProjectLocation = folder.Path;
}
}
[RelayCommand]
private async Task CreateProject()
{
if (string.IsNullOrWhiteSpace(ProjectName)
|| !Directory.Exists(ProjectLocation)
|| !SelectedTemplate.HasValue)
{
notificationService.ShowNotification("Incorrect project info", MessageType.Error);
return;
}
var result = await projectService.CreateProjectAsync(ProjectName, ProjectLocation, EngineData.EngineVersion, SelectedTemplate.Value.directory);
if (result.IsFailure)
{
notificationService.ShowNotification(result.Message, MessageType.Error);
return;
}
try
{
await stateService.TransitionToAsync(StateKey.EngineEditor, result.Value);
}
catch (Exception e)
{
notificationService.ShowNotification($"Failed to load project: {e.Message}", MessageType.Error);
}
}
}

View File

@@ -1,106 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Editor.Core.AppState;
using Ghost.Editor.Core.Contracts;
using Ghost.Editor.Core.Notifications;
using Microsoft.UI.Xaml;
using System.Collections.ObjectModel;
using Windows.ApplicationModel.DataTransfer;
using Windows.Storage;
namespace Ghost.Editor.ViewModels.Pages.Landing;
internal partial class OpenProjectViewModel(ProjectService projectService, INotificationService _notificationService, AppStateMachine _stateService) : ObservableObject, INavigationAware
{
public readonly ObservableCollection<ProjectMetadataInfo> projects = new();
[ObservableProperty]
public partial Visibility EmptyVisibility
{
get;
set;
}
[ObservableProperty]
public partial Visibility DragVisibility
{
get;
set;
}
public void UpdateEmptyPlaceHolderVisibility()
{
EmptyVisibility = projects.Count == 0 ? Visibility.Visible : Visibility.Collapsed;
}
public async void OnNavigatedTo(object? parameter)
{
await foreach (var projectInfo in projectService.GetAllProjectAsync())
{
var metadata = await ProjectService.LoadMetadataAsync(projectInfo.MetadataPath);
if (metadata == null)
{
continue;
}
projects.Add(new(projectInfo.MetadataPath, metadata));
}
UpdateEmptyPlaceHolderVisibility();
DragVisibility = Visibility.Collapsed;
}
public void OnNavigatedFrom()
{
projects.Clear();
}
public async Task ContentDrop(DataPackageView dataView)
{
var errorMessage = string.Empty;
if (dataView.Contains(StandardDataFormats.StorageItems))
{
var items = await dataView.GetStorageItemsAsync();
var rootFolder = items.OfType<StorageFolder>().FirstOrDefault();
if (rootFolder != null)
{
var result = await projectService.AddProjectFromDirectoryAsync(rootFolder.Path);
if (result.IsSuccess)
{
projects.Add(result.Value);
goto CloseDropPanel;
}
else
{
errorMessage = result.Message;
}
}
}
else
{
errorMessage = "Unsupported data format. Please drop a folder containing a project.";
}
_notificationService.ShowNotification(errorMessage, MessageType.Error);
CloseDropPanel:
DragVisibility = Visibility.Collapsed;
UpdateEmptyPlaceHolderVisibility();
}
public async Task OpenProjectAsync(ProjectMetadataInfo project)
{
try
{
project.Metadata.LastOpened = DateTime.Now;
await ProjectService.CreateMetadataFileAsync(project.Path, project.Metadata);
await _stateService.TransitionToAsync(StateKey.EngineEditor, project);
}
catch (Exception e)
{
_notificationService.ShowNotification($"Failed to load project: {e.Message}", MessageType.Error);
}
}
}

View File

@@ -1,13 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Engine.Resources;
namespace Ghost.Editor.ViewModels.Windows;
internal partial class EngineEditorViewModel : ObservableRecipient
{
public string engineVersionDescriptor = $"{EngineData.ENGINE_NAME} - {EngineData.EngineVersion}";
public ProjectMetadataInfo CurrentProject => ProjectService.CurrentProject;
}

View File

@@ -1,54 +0,0 @@
namespace Ghost.Engine.Models;
public enum LogLevel
{
Info,
Warning,
Error
}
internal class LogMessage
{
public LogLevel Level
{
get; set;
}
public string? Message
{
get; set;
}
public string? StackTrace
{
get; set;
}
public DateTime Timestamp
{
get; set;
}
public LogMessage(LogLevel level, string? message, string? stackTrace = null)
{
Level = level;
Message = message;
StackTrace = stackTrace;
Timestamp = DateTime.Now;
}
public override string ToString()
{
return $"{Timestamp:HH:mm:ss} [{Level}] {Message}";
}
public string ToStringWithStackTrace()
{
if (StackTrace == null)
{
return ToString();
}
return $"{ToString()}\n{StackTrace}";
}
}

View File

@@ -1,7 +0,0 @@
using Ghost.Entities.Test;
using Ghost.Test.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
AllocationManager.EnableDebugLayer();
TestRunner.Run<SerializationTest>();
AllocationManager.Dispose();

View File

@@ -1,176 +0,0 @@
#if false
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
namespace Ghost.Entities;
public interface ISharedComponent
{
}
internal unsafe sealed class SharedComponentStore : IDisposable
{
private struct EntryInfo
{
public int RefCount;
public int HashCode;
public int Version;
public int NextFree; // free-list linkage (index)
}
private struct TypeStore : IDisposable
{
public int TypeSize;
public UnsafeList<byte> Data; // raw bytes, stride = TypeSize
public UnsafeList<EntryInfo> Infos; // parallel to Data entries (Entry 0 reserved)
public UnsafeHashMap<long, int> HashLookup; // (hashKey) -> entryIndex
public int FreeListHead; // head index, 0 means none (we'll use Infos[0].NextFree too if you prefer)
public int VersionCounter;
public void Dispose()
{
Data.Dispose();
Infos.Dispose();
HashLookup.Dispose();
}
}
private readonly UnsafeHashMap<int, TypeStore> _perType; // componentTypeId -> TypeStore
public SharedComponentStore(int initialCapacity = 16)
{
_perType = new UnsafeHashMap<int, TypeStore>(initialCapacity, Allocator.Persistent);
}
public void Dispose()
{
foreach (var kvp in _perType)
{
kvp.Value.Dispose();
}
_perType.Dispose();
}
public int InsertOrGet(int componentTypeId, int typeSize, void* data, int hashCode)
{
// Reserve index 0 for "default"
if (data == null)
{
return 0;
}
ref var store = ref GetOrCreateTypeStore(componentTypeId, typeSize);
// Combine (typeId, hash) into a single key; collisions handled by memcmp below.
var key = ((long)componentTypeId << 32) ^ (uint)hashCode;
if (store.HashLookup.TryGetValue(key, out var existingIndex))
{
var existingPtr = (byte*)store.Data.GetUnsafePtr() + (existingIndex * store.TypeSize);
if (new Span<byte>(existingPtr, store.TypeSize).SequenceEqual(new Span<byte>(data, store.TypeSize)))
{
((EntryInfo*)store.Infos.GetUnsafePtr())[existingIndex].RefCount++;
return existingIndex;
}
// If collision: fall through to insert (you may want a secondary structure).
}
int index = AllocateEntry(ref store);
var dst = (byte*)store.Data.GetUnsafePtr() + (index * store.TypeSize);
MemoryUtility.MemCpy(dst, data, (nuint)store.TypeSize);
store.Infos[index] = new EntryInfo
{
RefCount = 1,
HashCode = hashCode,
Version = ++store.VersionCounter,
NextFree = -1
};
store.HashLookup[key] = index;
return index;
}
public void AddRef(int componentTypeId, int index)
{
if (index == 0) return;
ref var store = ref _perType[componentTypeId];
store.Infos[index].RefCount++;
}
public void Release(int componentTypeId, int index)
{
if (index == 0) return;
ref var store = ref _perType.GetValueByKey(componentTypeId);
ref var info = ref store.Infos.Ptr[index];
info.RefCount--;
if (info.RefCount > 0) return;
// Remove from hash lookup (best-effort; collisions require more robust handling)
long key = ((long)componentTypeId << 32) ^ (uint)info.HashCode;
store.HashLookup.Remove(key);
// Push to free-list
info.NextFree = store.FreeListHead;
store.FreeListHead = index;
}
public void* GetDataPtr(int componentTypeId, int index)
{
if (index == 0) return null;
ref var store = ref _perType.GetValueByKey(componentTypeId);
return (byte*)store.Data.Ptr + (index * store.TypeSize);
}
private ref TypeStore GetOrCreateTypeStore(int componentTypeId, int typeSize)
{
if (_perType.TryGetValue(componentTypeId, out var existing))
{
// UnsafeHashMap returns by value in some implementations; you may need a different pattern here.
// Adjust to your container API (e.g., TryGetValueRef).
}
var store = new TypeStore
{
TypeSize = typeSize,
Data = new UnsafeList<byte>(typeSize * 16, Allocator.Persistent),
Infos = new UnsafeList<EntryInfo>(16, Allocator.Persistent),
HashLookup = new UnsafeHashMap<long, int>(16, Allocator.Persistent),
FreeListHead = 0,
VersionCounter = 0
};
// Create reserved default entry at index 0
store.Data.Resize(typeSize); // one element worth of bytes
store.Infos.Add(new EntryInfo { RefCount = int.MaxValue, HashCode = 0, Version = 0, NextFree = -1 });
_perType.Add(componentTypeId, store);
// NOTE: returning a ref requires a "get ref" API; adjust to your UnsafeHashMap capabilities.
return ref _perType.GetValueByKey(componentTypeId);
}
private static int AllocateEntry(ref TypeStore store)
{
if (store.FreeListHead != 0)
{
int idx = store.FreeListHead;
store.FreeListHead = store.Infos[idx].NextFree;
store.Infos[idx].NextFree = -1;
return idx;
}
int newIndex = store.Infos.Count;
store.Infos.Add(default);
int newByteCount = (newIndex + 1) * store.TypeSize;
store.Data.Resize(newByteCount);
return newIndex;
}
}
#endif

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@@ -1,52 +0,0 @@
namespace Ghost.Graphics.Test.Models;
public enum LogLevel
{
Info,
Warning,
Error,
Debug
}
internal struct LogItem
{
public LogLevel Level
{
get; init;
}
public string Message
{
get; init;
}
public DateTime Timestamp
{
get; init;
}
public string? StackTrace
{
get; init;
}
public LogItem(LogLevel level, string message, string? stackTrace = null)
{
Level = level;
Message = message;
StackTrace = stackTrace;
Timestamp = DateTime.Now;
}
public override readonly string ToString()
{
return $"{Timestamp:HH:mm:ss.fff} [{Level}] {Message}";
}
public readonly string ToStringWithStackTrace()
{
if (string.IsNullOrEmpty(StackTrace))
{
return ToString();
}
return $"{ToString()}\n{StackTrace}";
}
}

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@@ -1,111 +0,0 @@
using Ghost.Graphics.Test.Models;
using System.Diagnostics;
namespace Ghost.Graphics.Test.Services;
internal class LoggingService
{
private const int MAX_LOGS = 4096;
private static readonly Lazy<LoggingService> _instance = new(() => new LoggingService());
private readonly List<LogItem> _logs = [];
private readonly object _lockObject = new();
public static LoggingService Instance => _instance.Value;
public IReadOnlyList<LogItem> Logs
{
get
{
lock (_lockObject)
{
return _logs.AsReadOnly();
}
}
}
public bool CaptureStackTrace { get; set; } = false;
public event Action<LogItem>? LogAdded;
public event Action? LogsCleared;
private LoggingService()
{
}
private void AddLog(LogItem logItem)
{
lock (_lockObject)
{
if (_logs.Count >= MAX_LOGS)
{
_logs.RemoveAt(0);
}
_logs.Add(logItem);
}
// Invoke event outside of lock to prevent deadlock
LogAdded?.Invoke(logItem);
}
private string? CaptureCurrentStackTrace()
{
if (!CaptureStackTrace)
return null;
var stackTrace = new StackTrace(skipFrames: 2, fNeedFileInfo: true);
return stackTrace.ToString();
}
public void Log(LogLevel level, object? message)
{
var stackTrace = CaptureCurrentStackTrace();
var logItem = new LogItem(level, message?.ToString() ?? string.Empty, stackTrace);
AddLog(logItem);
}
public void LogInfo(object? message)
{
Log(LogLevel.Info, message);
}
public void LogWarning(object? message)
{
Log(LogLevel.Warning, message);
}
public void LogError(object? message)
{
Log(LogLevel.Error, message);
}
public void LogError(Exception exception)
{
var logItem = new LogItem(LogLevel.Error, exception.Message, exception.StackTrace);
AddLog(logItem);
}
public void LogDebug(object? message)
{
Log(LogLevel.Debug, message);
}
public void Clear()
{
lock (_lockObject)
{
_logs.Clear();
}
LogsCleared?.Invoke();
}
// Static methods for easier usage throughout the test project
public static void Info(object? message) => Instance.LogInfo(message);
public static void Warning(object? message) => Instance.LogWarning(message);
public static void Error(object? message) => Instance.LogError(message);
public static void Error(Exception exception) => Instance.LogError(exception);
public static void Debug(object? message) => Instance.LogDebug(message);
}

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@@ -1,115 +0,0 @@
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Media;
using Misaki.HighPerformance.Mathematics;
using static Ghost.Graphics.D3D12.D3D12ResourceDatabase;
namespace Ghost.Graphics.Test.Windows;
public sealed partial class GraphicsTestWindow : Window
{
private IRenderSystem? _renderSystem;
private IRenderer? _renderer;
private ISwapChain? _swapChain;
private bool _isFirstActivationHandled;
public unsafe GraphicsTestWindow()
{
InitializeComponent();
Activated += GraphicsTestWindow_Activated;
Closed += GraphicsTestWindow_Closed;
Panel.SizeChanged += SwapChainPanel_SizeChanged;
Panel.CompositionScaleChanged += SwapChainPanel_CompositionScaleChanged;
}
private void GraphicsTestWindow_Activated(object sender, WindowActivatedEventArgs e)
{
if (_isFirstActivationHandled)
{
return;
}
#if DEBUG
Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.EnableDebugLayer();
#endif
_renderSystem = new RenderSystem(new RenderingConfig()
{
FrameBufferCount = 2,
GraphicsAPI = GraphicsAPI.Direct3D12
});
_renderer = _renderSystem.GraphicsEngine.CreateRenderer();
_swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc
{
Width = (uint)AppWindow.Size.Width,
Height = (uint)AppWindow.Size.Height,
ScaleX = Panel.CompositionScaleX,
ScaleY = Panel.CompositionScaleY,
Format = TextureFormat.B8G8R8A8_UNorm,
Target = SwapChainTarget.FromCompositionSurface(Panel)
});
_renderer.RenderOutput = new SwapChainRenderOutput(_swapChain);
_renderSystem.Start();
CompositionTarget.Rendering += OnRendering;
e.Handled = true;
_isFirstActivationHandled = true;
}
private void GraphicsTestWindow_Closed(object sender, WindowEventArgs e)
{
CompositionTarget.Rendering -= OnRendering;
_renderSystem?.Stop();
_renderer?.Dispose();
_swapChain?.Dispose();
_renderSystem?.Dispose();
Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.Dispose();
}
private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
{
if (_renderSystem == null || _swapChain == null || _renderer == null)
{
return;
}
var newWidth = (uint)(Panel.ActualWidth * Panel.CompositionScaleX);
var newHeight = (uint)(Panel.ActualHeight * Panel.CompositionScaleY);
if (newWidth < 8 || newHeight < 8)
{
return;
}
_renderSystem.RequestSwapChainResize(_swapChain, new uint2(newWidth, newHeight));
_renderer.RenderOutput!.Viewport = new ViewportDesc { Width = newWidth, Height = newHeight, MinDepth = 0.0f, MaxDepth = 1.0f };
_renderer.RenderOutput!.Scissor = new RectDesc { Right = newWidth, Bottom = newHeight };
}
private void SwapChainPanel_CompositionScaleChanged(SwapChainPanel sender, object args)
{
_swapChain?.SetScale(sender.CompositionScaleX, sender.CompositionScaleY);
}
private void OnRendering(object? sender, object e)
{
if (_renderSystem == null)
{
return;
}
if (_renderSystem.CPUFenceValue < _renderSystem.GPUFenceValue + _renderSystem.MaxFrameLatency)
{
_renderSystem.SignalCPUReady();
}
}
}

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@@ -1,13 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.Core;
using Ghost.Graphics.RenderGraphModule;
using Ghost.Graphics.RHI;
namespace Ghost.Graphics.Contracts;
public interface IRenderPass
{
void Initialize(ref readonly RenderingContext ctx);
void Build(RenderGraph graph, Identifier<RGTexture> backbuffer);
void Cleanup(IResourceDatabase resourceDatabase);
}

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@@ -1,5 +0,0 @@
namespace Ghost.Graphics.Core;
public class Camera
{
}

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@@ -1,145 +0,0 @@
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Mathematics;
using System.Drawing;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
namespace Ghost.Graphics.Core;
/// <summary>
/// Represents a color with 4 bytes components.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 4)]
public struct Color32 : IEquatable<Color32>
{
public byte r;
public byte g;
public byte b;
public byte a;
public Color32(byte r, byte g, byte b, byte a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public Color32(Color color)
: this(color.R, color.G, color.B, color.A)
{
}
public Color32(Color128 color128)
: this((byte)(color128.r * 255.0f), (byte)(color128.g * 255.0f), (byte)(color128.b * 255.0f), (byte)(color128.a * 255.0f))
{
}
public readonly bool Equals(Color32 other)
{
return r == other.r && g == other.g && b == other.b && a == other.a;
}
public override readonly bool Equals(object? obj)
{
return obj is Color32 color && Equals(color);
}
public override readonly int GetHashCode()
{
return HashCode.Combine(r, g, b, a);
}
public static bool operator ==(Color32 left, Color32 right)
{
return left.Equals(right);
}
public static bool operator !=(Color32 left, Color32 right)
{
return !(left == right);
}
}
/// <summary>
/// Represents a color with 16 bytes components.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 16)]
public struct Color128 : IEquatable<Color128>
{
public float r;
public float g;
public float b;
public float a;
public Color128(float r, float g, float b, float a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public Color128(Color color)
: this(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f)
{
}
public Color128(Color32 color32)
: this(color32.r / 255.0f, color32.g / 255.0f, color32.b / 255.0f, color32.a / 255.0f)
{
}
public Color128(float4 v)
: this(v.x, v.y, v.z, v.w)
{
}
public readonly bool Equals(Color128 other)
{
return r.Equals(other.r) && g.Equals(other.g) && b.Equals(other.b) && a.Equals(other.a);
}
public override readonly bool Equals(object? obj)
{
return obj is Color128 color && Equals(color);
}
public readonly override int GetHashCode()
{
return HashCode.Combine(r, g, b, a);
}
public static bool operator ==(Color128 left, Color128 right)
{
return left.Equals(right);
}
public static bool operator !=(Color128 left, Color128 right)
{
return !(left == right);
}
}
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
public static class Semantic
{
public const DXGI_FORMAT ALIGNED_FORMAT = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT;
public const int COUNT = 5;
public static readonly FixedText32 Position = new("POSITION");
public static readonly FixedText32 Normal = new("NORMAL");
public static readonly FixedText32 Tangent = new("TANGENT");
public static readonly FixedText32 Uv = new("TEXCOORD");
public static readonly FixedText32 Color = new("COLOR");
}
public float4 position;
public float4 normal;
public float4 tangent;
public float4 uv;
public Color128 color;
}

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@@ -1,171 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Utilities;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using Misaki.HighPerformance.Mathematics;
using Misaki.HighPerformance.Mathematics.Geometry;
namespace Ghost.Graphics.Core;
public struct Mesh : IResourceReleasable
{
private UnsafeList<Vertex> _vertices;
private UnsafeList<uint> _indices;
internal bool IsMeshDataDirty
{
get; private set;
}
/// <summary>
/// Gets or sets the collection of vertices that define the geometry.
/// </summary>
public UnsafeList<Vertex> Vertices
{
readonly get => _vertices;
set
{
_vertices = value;
VertexCount = value.Count;
IsMeshDataDirty = true;
}
}
/// <summary>
/// Gets or sets the collection of indices that define the order of vertices.
/// </summary>
public UnsafeList<uint> Indices
{
readonly get => _indices;
set
{
_indices = value;
IndexCount = value.Count;
IsMeshDataDirty = true;
}
}
/// <summary>
/// Get the number of vertices in the mesh.
/// </summary>
public int VertexCount
{
get; private set;
}
/// <summary>
/// Get the number of indices in the mesh.
/// </summary>
public int IndexCount
{
get; private set;
}
/// <summary>
/// Gets or sets the axis-aligned bounding box (AABB) of the mesh.
/// </summary>
public AABB BoundingBox
{
get; set;
}
/// <summary>
/// Gets the handle to the vertex buffer on the GPU.
/// </summary>
public Handle<GraphicsBuffer> VertexBuffer
{
get; internal set;
}
/// <summary>
/// Gets the handle to the index buffer on the GPU.
/// </summary>
public Handle<GraphicsBuffer> IndexBuffer
{
get; internal set;
}
/// <summary>
/// Gets the handle to the mesh data buffer on the GPU.
/// </summary>
public Handle<GraphicsBuffer> ObjectDataBuffer
{
get; internal set;
}
internal Mesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices, Handle<GraphicsBuffer> vertexBuffer, Handle<GraphicsBuffer> indexBuffer)
{
Vertices = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
Indices = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
Vertices.CopyFrom(vertices);
Indices.CopyFrom(indices);
VertexBuffer = vertexBuffer;
IndexBuffer = indexBuffer;
this.ComputeBounds();
}
public readonly void ReleaseCpuResources()
{
_vertices.Dispose();
_indices.Dispose();
}
readonly void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
ReleaseCpuResources();
database.ReleaseResource(VertexBuffer.AsResource());
database.ReleaseResource(IndexBuffer.AsResource());
database.ReleaseResource(ObjectDataBuffer.AsResource());
}
}
public static class MeshExtension
{
/// <summary>
/// Computes the bounding box of the mesh based on its vertices.
/// </summary>
public static void ComputeBounds(ref this Mesh mesh)
{
if (mesh.Vertices.Count == 0)
{
return;
}
var min = new float3(float.MaxValue);
var max = new float3(float.MinValue);
foreach (var vertex in mesh.Vertices)
{
var pos = vertex.position.xyz;
min = math.min(min, pos);
max = math.max(max, pos);
}
mesh.BoundingBox = new AABB(min, max);
}
/// <summary>
/// Auto-compute smooth per-vertex normals.
/// </summary>
/// <remarks>
/// Call this method before vertices and indices are valid.
/// </remarks>
public static void ComputeNormal(ref this Mesh mesh)
{
MeshBuilder.ComputeNormal(mesh.Vertices, mesh.Indices);
}
/// <summary>
/// Auto-compute per-vertex tangents.
/// </summary>
/// <remarks>
/// Call this method before vertices, normals, and UVs are valid.
/// </remarks>
public static void ComputeTangents(ref this Mesh mesh)
{
MeshBuilder.ComputeTangents(mesh.Vertices, mesh.Indices);
}
}

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@@ -1,75 +0,0 @@
using Misaki.HighPerformance.Mathematics;
using System.Runtime.InteropServices;
namespace Ghost.Graphics.Core;
/// <summary>
/// The layout of the root signature is:
/// <list space="bullet">
/// <item>
/// Global buffer (b0)
/// </item>
/// <item>
/// Per-view buffer (b1)
/// </item>
/// <item>
/// Per-object buffer (b2)
/// </item>
/// <item>
/// Per-material buffer (b3)
/// </item>
/// <item>
/// Descriptor table for bindless textures (t0)
/// </item>
/// <item>
/// Descriptor table for bindless samplers (s0)
/// </item>
/// </list>
/// </summary>
public static class RootSignatureLayout
{
// public const int GLOBAL_BUFFER_SLOT = 0;
// public const int PER_VIEW_BUFFER_SLOT = 1;
// public const int PER_OBJECT_BUFFER_SLOT = 2;
// public const int PER_MATERIAL_BUFFER_SLOT = 3;
// public const int TEXTURE_HEAP_SLOT = 0;
// public const int SAMPLER_HEAP_SLOT = 0;
public const int PUSH_CONSTANT_SLOT = 0;
public const int ROOT_PARAMETER_COUNT = 1;
}
[StructLayout(LayoutKind.Sequential, Size = 16)]
public struct PushConstantsData
{
public uint globalIndex;
public uint viewIndex;
public uint objectIndex;
public uint materialIndex;
}
// The size should be 176 bytes (16-byte aligned)
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct PerViewData
{
public float4x4 viewMatrix;
public float4x4 projectionMatrix;
public float3 cameraPosition;
public float nearClip;
public float3 cameraDirection;
public float farClip;
public float4 screenSize; // xy: size, zw: 1/size
};
// The size should be 96 bytes (16-byte aligned)
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct PerObjectData
{
public float4x4 localToWorld;
public float3 worldBoundsMin;
public uint vertexBuffer;
public float3 worldBoundsMax;
public uint indexBuffer;
};

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@@ -1,34 +0,0 @@
using Ghost.Core.Utilities;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel;
using TerraFX.Interop.DirectX;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12CommandAllocator : ICommandAllocator
{
private UniquePtr<ID3D12CommandAllocator> _allocator;
public SharedPtr<ID3D12CommandAllocator> NativeAllocator => _allocator.Share();
public D3D12CommandAllocator(D3D12RenderDevice device, CommandBufferType type)
{
ID3D12CommandAllocator* pAllocator = default;
var commandListType = D3D12Utility.ToCommandListType(type);
device.NativeDevice.Get()->CreateCommandAllocator(commandListType, __uuidof(pAllocator), (void**)&pAllocator);
_allocator.Attach(pAllocator);
}
public void Reset()
{
_allocator.Get()->Reset();
}
public void Dispose()
{
_allocator.Dispose();
}
}

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@@ -1,139 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Core;
using Ghost.Graphics.RenderPasses;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.RenderGraphModule;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the renderer interface using RHI abstractions
/// </summary>
internal class D3D12Renderer : IRenderer
{
private readonly D3D12GraphicsEngine _graphicsEngine;
private readonly D3D12ResourceDatabase _resourceDatabase;
private readonly ICommandBuffer _commandBuffer;
private readonly RenderGraph _renderGraph;
private uint _frameIndex;
private bool _disposed;
// NOTE: Testing only.
private readonly MeshRenderPass _pass;
public IRenderOutput? RenderOutput
{
get; set;
}
// TODO: Add render graph support
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
{
_graphicsEngine = graphicsEngine;
_resourceDatabase = resourceDatabase;
_commandBuffer = _graphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
_renderGraph = new RenderGraph(_graphicsEngine);
// NOTE: Testing only.
_pass = new();
}
~D3D12Renderer()
{
Dispose();
}
public Result Render(ICommandAllocator commandAllocator)
{
if (RenderOutput is null)
{
return Result.Failure("Render target strategy is not set.");
}
var target = RenderOutput.GetRenderTarget();
if (target.IsInvalid)
{
return Result.Failure("Render target is invalid.");
}
_commandBuffer.Begin(commandAllocator);
RenderOutput.BeginRender(_commandBuffer);
// NOTE: Temporary solution: render directly to the swap chain back buffer if available.
// HACK: This is hard coded for testing purposes only.
var error = RenderScene(target, RenderOutput.Viewport, RenderOutput.Scissor);
if (error != Error.None)
{
_commandBuffer.End();
return Result.Failure(error);
}
RenderOutput.EndRender(_commandBuffer);
var r = _commandBuffer.End();
if (r.IsFailure)
{
return r;
}
_graphicsEngine.Device.GraphicsQueue.Submit(_commandBuffer);
RenderOutput.Present();
return Result.Success();
}
// TODO: A proper render graph integration.
private Error RenderScene(Handle<Texture> target, ViewportDesc viewport, RectDesc rect)
{
// NOTE: Testing only.
var ctx = new RenderingContext(_graphicsEngine, _commandBuffer);
if (_frameIndex == 0)
{
_pass.Initialize(ref ctx);
}
//_commandBuffer.BeginRenderPass(rtDesc, depthDesc, false);
_commandBuffer.SetViewport(viewport);
_commandBuffer.SetScissorRect(rect);
_renderGraph.Reset();
var backBuffer = _renderGraph.ImportTexture(target, "Back Buffer");
_pass.Build(_renderGraph, backBuffer);
// Create view state from viewport
var viewState = new ViewState((uint)viewport.Width, (uint)viewport.Height);
// Compile with view state
_renderGraph.Compile(in viewState);
_renderGraph.Execute(_commandBuffer);
//_commandBuffer.EndRenderPass();
_frameIndex++;
return Error.None;
}
public void Dispose()
{
if (_disposed)
{
return;
}
// NOTE: Testing only.
_pass.Cleanup(_resourceDatabase);
_renderGraph.Dispose();
_commandBuffer.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}

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@@ -1,24 +0,0 @@
using System.Runtime.CompilerServices;
using TerraFX.Interop.DirectX;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe static class D3D12PipelineResource
{
private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Tangent.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Uv.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Color.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
];
public const DXGI_FORMAT SWAP_CHAIN_BACK_BUFFER_FORMAT = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM;
public static D3D12_INPUT_LAYOUT_DESC InputLayoutDescription => new()
{
pInputElementDescs = (D3D12_INPUT_ELEMENT_DESC*)Unsafe.AsPointer(ref s_inputElementDescs[0]),
NumElements = (uint)s_inputElementDescs.Length
};
}

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@@ -1,22 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.RHI;
/// <summary>
/// High-level renderer interface that uses RHI abstractions
/// </summary>
public interface IRenderer : IDisposable
{
IRenderOutput? RenderOutput
{
get; set;
}
/// <summary>
/// Renders a frame
/// </summary>
/// <param name="commandAllocator">Command allocator to use for rendering</param>
/// <returns>Result of the rendering operation</returns>
Result Render(ICommandAllocator commandAllocator);
}

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@@ -1,177 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.IO.Hashing;
namespace Ghost.Graphics.RenderGraphModule;
/// <summary>
/// Computes structural hashes of render graphs for compilation caching.
/// Hashes are based on graph topology and resource configurations, not runtime values.
/// </summary>
internal static class RenderGraphHasher
{
/// <summary>
/// Computes a hash of the entire render graph structure.
/// Used for cache invalidation - same hash means same compilation result.
/// </summary>
public static unsafe ulong ComputeGraphHash(List<RenderGraphPassBase> passes, RenderGraphResourceRegistry resources)
{
using var scope = AllocationManager.CreateStackScope();
var bufferPool = new UnsafeList<byte>(2048, scope.AllocationHandle);
var pData = (byte*)bufferPool.GetUnsafePtr();
var offset = 0;
// Hash pass count
*(int*)(pData + offset) = passes.Count;
offset += sizeof(int);
// Hash each pass structure (excluding names)
for (var i = 0; i < passes.Count; i++)
{
var pass = passes[i];
*(RenderPassType*)(pData + offset) = pass.type;
offset += sizeof(RenderPassType);
*(bool*)(pData + offset) = pass.allowCulling;
offset += sizeof(bool);
*(bool*)(pData + offset) = pass.asyncCompute;
offset += sizeof(bool);
// Hash depth attachment
offset = ComputeTextureHash(pData, offset, pass.depthAccess.id, resources);
pData[offset] = (byte)pass.depthAccess.accessFlags;
offset += sizeof(AccessFlags);
*(int*)(pData + offset) = pass.maxColorIndex;
offset += sizeof(int);
for (var j = 0; j <= pass.maxColorIndex; j++)
{
offset = ComputeTextureHash(pData, offset, pass.colorAccess[j].id, resources);
pData[offset] = (byte)pass.colorAccess[j].accessFlags;
offset += sizeof(AccessFlags);
}
for (var j = 0; j < (int)RenderGraphResourceType.Count; j++)
{
var readList = pass.resourceReads[j];
var writeList = pass.resourceWrites[j];
var createList = pass.resourceCreates[j];
*(int*)(pData + offset) = readList.Count;
offset += sizeof(int);
for (var k = 0; k < readList.Count; k++)
{
*(int*)(pData + offset) = readList[k].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = writeList.Count;
offset += sizeof(int);
for (var k = 0; k < writeList.Count; k++)
{
*(int*)(pData + offset) = writeList[k].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = createList.Count;
offset += sizeof(int);
for (var k = 0; k < createList.Count; k++)
{
*(int*)(pData + offset) = createList[k].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = pass.randomAccess.Count;
offset += sizeof(int);
for (var k = 0; k < pass.randomAccess.Count; k++)
{
*(int*)(pData + offset) = pass.randomAccess[k].Value;
offset += sizeof(int);
}
}
*(int*)(pData + offset) = pass.GetRenderFuncHashCode();
offset += sizeof(int);
}
var span = new Span<byte>(pData, offset);
return XxHash64.HashToUInt64(span);
}
/// <summary>
/// Computes a hash of a texture resource's structural properties.
/// For imported textures, hashes the backing handle.
/// For transient textures, hashes the descriptor (respecting size mode).
/// </summary>
private static unsafe int ComputeTextureHash(byte* pData, int offset, Identifier<RGTexture> texture, RenderGraphResourceRegistry resources)
{
if (texture.IsInvalid)
{
return offset;
}
var resource = resources.GetResource(texture.AsResource());
// Hash imported flag
*(pData + offset) = resource.isImported ? (byte)1 : (byte)0;
offset += sizeof(byte);
// For imported textures, hash the backing resource handle
if (resource.isImported)
{
*(int*)(pData + offset) = resource.backingResource.GetHashCode();
offset += sizeof(int);
return offset;
}
var desc = resource.rgTextureDesc;
// Hash format (structural)
*(TextureFormat*)(pData + offset) = desc.format;
offset += sizeof(TextureFormat);
// Hash size mode (structural)
*(RGTextureSizeMode*)(pData + offset) = desc.sizeMode;
offset += sizeof(RGTextureSizeMode);
// Hash size specification based on mode
if (desc.sizeMode == RGTextureSizeMode.Absolute)
{
// Absolute mode: hash actual dimensions
*(uint*)(pData + offset) = desc.width;
offset += sizeof(uint);
*(uint*)(pData + offset) = desc.height;
offset += sizeof(uint);
}
else
{
// Relative mode: hash scale factors (NOT resolved dimensions)
*(float*)(pData + offset) = desc.scaleX;
offset += sizeof(float);
*(float*)(pData + offset) = desc.scaleY;
offset += sizeof(float);
}
// Hash other structural properties
*(TextureDimension*)(pData + offset) = desc.dimension;
offset += sizeof(TextureDimension);
*(uint*)(pData + offset) = desc.mipLevels;
offset += sizeof(uint);
*(TextureUsage*)(pData + offset) = desc.usage;
offset += sizeof(TextureUsage);
*(bool*)(pData + offset) = desc.clearAtFirstUse;
offset += sizeof(bool);
*(bool*)(pData + offset) = desc.discardAtLastUse;
offset += sizeof(bool);
return offset;
}
}

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@@ -1,49 +0,0 @@
#include "F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Properties.hlsl"
#include "F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Common.hlsl"
struct PixelInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float4 uv : TEXCOORD0;
};
[numthreads(3, 1, 1)] // 3 threads per triangle
[OUTPUT_TRIANGLE_TOPOLOGY]
void MSMain(
uint3 groupThreadID : SV_GroupThreadID,
uint groupID : SV_GroupID,
out vertices PixelInput outVerts[3],
out indices uint3 outTris[1])
{
uint vertexId = groupThreadID.x;
PerObjectData perObjectData = LoadData<PerObjectData>(g_PushConstantData.perObjectBuffer, 0);
Vertex v = LoadVertexData(vertexId, groupID.x, perObjectData.vertexBuffer, perObjectData.indexBuffer);
SetMeshOutputCounts(3, 1);
// Write vertex output
outVerts[vertexId].position = v.position;
outVerts[vertexId].color = v.color;
outVerts[vertexId].uv = v.uv;
// Thread 0 defines topology
if (vertexId == 0)
{
outTris[0] = uint3(0, 1, 2);
}
}
float4 PSMain(PixelInput input) : SV_TARGET
{
PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
float4 color1 = SAMPLE_TEXTURE2D(perMaterialData.texture1, perMaterialData.tex_sampler, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D(perMaterialData.texture2, perMaterialData.tex_sampler, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D(perMaterialData.texture3, perMaterialData.tex_sampler, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D(perMaterialData.texture4, perMaterialData.tex_sampler, input.uv.xy);
float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return perMaterialData.color * blendedColor + input.color;
}

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@@ -1,5 +0,0 @@
namespace Ghost.Graphics.RenderPasses;
internal class SimpleRenderPipeline
{
}

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@@ -1,324 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Mathematics;
using System.Collections.Concurrent;
namespace Ghost.Graphics;
public enum GraphicsAPI
{
Direct3D12
}
public struct RenderingConfig
{
public GraphicsAPI GraphicsAPI
{
get; set;
}
public uint FrameBufferCount
{
get; set;
}
}
public interface IFenceSynchronizer
{
uint CPUFenceValue
{
get;
}
uint GPUFenceValue
{
get;
}
uint FrameIndex
{
get;
}
uint MaxFrameLatency
{
get;
}
bool WaitForGPUReady(int timeOut = -1);
void SignalCPUReady();
void WaitIdle();
}
public interface IRenderSystem : IFenceSynchronizer, IDisposable
{
IGraphicsEngine GraphicsEngine
{
get;
}
bool IsRunning
{
get;
}
void Start();
void Stop();
void RequestSwapChainResize(ISwapChain swapChain, uint2 newSize);
}
/// <summary>
/// Application-level render system that orchestrates multiple renderers
/// and handles frame synchronization
/// </summary>
internal class RenderSystem : IRenderSystem
{
// TODO: Thread local command buffers.
private struct FrameResource : IDisposable
{
public required AutoResetEvent CpuReadyEvent
{
get; init;
}
public required AutoResetEvent GpuReadyEvent
{
get; init;
}
public required ICommandAllocator CommandAllocator
{
get; init;
}
public ulong FenceValue
{
get; set;
}
public readonly void Dispose()
{
CpuReadyEvent.Dispose();
GpuReadyEvent.Dispose();
CommandAllocator.Dispose();
}
}
private readonly RenderingConfig _config;
private readonly IGraphicsEngine _graphicsEngine;
private readonly FrameResource[] _frameResources;
private readonly Thread _renderThread;
private readonly AutoResetEvent _shutdownEvent;
private readonly ConcurrentDictionary<ISwapChain, uint2> _resizeRequest;
private uint _frameIndex;
private uint _cpuFenceValue;
private uint _gpuFenceValue;
private bool _isRunning;
private bool _disposed;
public IGraphicsEngine GraphicsEngine => _graphicsEngine;
public bool IsRunning => _isRunning;
public uint CPUFenceValue => _cpuFenceValue;
public uint GPUFenceValue => _gpuFenceValue;
public uint FrameIndex => _frameIndex;
public uint MaxFrameLatency => _config.FrameBufferCount;
public RenderSystem(RenderingConfig config)
{
_config = config;
_graphicsEngine = config.GraphicsAPI switch
{
GraphicsAPI.Direct3D12 => new D3D12.D3D12GraphicsEngine(this),
_ => throw new NotSupportedException($"Graphics API {config.GraphicsAPI} is not supported.")
};
// Create frame resources for synchronization
_frameResources = new FrameResource[config.FrameBufferCount];
for (var i = 0; i < config.FrameBufferCount; i++)
{
_frameResources[i] = new FrameResource
{
CpuReadyEvent = new AutoResetEvent(false),
GpuReadyEvent = new AutoResetEvent(true),
CommandAllocator = _graphicsEngine.CreateCommandAllocator(CommandBufferType.Graphics)
};
}
_renderThread = new Thread(RenderLoop)
{
IsBackground = true,
Name = "Graphics Render Thread",
Priority = ThreadPriority.Normal
};
_shutdownEvent = new AutoResetEvent(false);
_resizeRequest = new ConcurrentDictionary<ISwapChain, uint2>();
_isRunning = false;
_disposed = false;
}
~RenderSystem()
{
Dispose();
}
public void Start()
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (_isRunning)
{
return;
}
_isRunning = true;
_renderThread.Start();
}
public void Stop()
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!_isRunning)
{
return;
}
_isRunning = false;
_shutdownEvent.Set();
_renderThread.Join();
}
public void RequestSwapChainResize(ISwapChain swapChain, uint2 newSize)
{
ObjectDisposedException.ThrowIf(_disposed, this);
_resizeRequest.AddOrUpdate(swapChain, newSize, (_, _) => newSize);
}
public bool WaitForGPUReady(int timeOut = -1)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount);
return _frameResources[eventIndex].GpuReadyEvent.WaitOne(timeOut);
}
public void SignalCPUReady()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount);
_frameResources[eventIndex].CpuReadyEvent.Set();
_cpuFenceValue++;
}
public void WaitIdle()
{
foreach (var frameResource in _frameResources)
{
if (frameResource.FenceValue > 0)
{
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frameResource.FenceValue);
}
}
}
private void RenderLoop()
{
var waitHandles = new WaitHandle[] { null!, _shutdownEvent };
while (_isRunning)
{
_frameIndex = _gpuFenceValue % _config.FrameBufferCount;
ref var frameResource = ref _frameResources[_frameIndex];
// Wait for either CPU ready signal or shutdown signal
waitHandles[0] = frameResource.CpuReadyEvent;
var waitResult = WaitHandle.WaitAny(waitHandles);
// If shutdown was signaled or timeout occurred, exit the loop
if (!_isRunning || waitResult == 1 || waitResult == WaitHandle.WaitTimeout)
{
break;
}
// Only proceed if CPU ready event was signaled
if (waitResult == 0)
{
if (frameResource.FenceValue > 0)
{
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frameResource.FenceValue);
}
if (!_resizeRequest.IsEmpty)
{
//WaitIdle();
_gpuFenceValue++;
var flushFence = _graphicsEngine.Device.GraphicsQueue.Signal(_gpuFenceValue);
_graphicsEngine.Device.GraphicsQueue.WaitForValue(flushFence);
// Sync the current frame resource to this new fence to keep state consistent
frameResource.FenceValue = flushFence;
foreach (var resource in _frameResources)
{
resource.CommandAllocator.Reset();
}
foreach (var kvp in _resizeRequest)
{
var swapChain = kvp.Key;
var newSize = kvp.Value;
swapChain.Resize(newSize.x, newSize.y);
}
_resizeRequest.Clear();
}
frameResource.CommandAllocator.Reset();
var r = _graphicsEngine.RenderFrame(frameResource.CommandAllocator);
if (r.IsFailure)
{
_isRunning = false;
#if DEBUG
System.Diagnostics.Debugger.Break();
#endif
Logger.LogError($"RenderFrame failed: {r.Message}");
}
_gpuFenceValue++;
frameResource.GpuReadyEvent.Set();
frameResource.FenceValue = _graphicsEngine.Device.GraphicsQueue.Signal(_gpuFenceValue);
}
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
Stop();
foreach (var frameResource in _frameResources)
{
frameResource.Dispose();
}
_graphicsEngine.Dispose();
_shutdownEvent.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}

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@@ -1,36 +0,0 @@
#ifndef BUILTIN_PROPERTIES_HLSL
#define BUILTIN_PROPERTIES_HLSL
#include "F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Common.hlsl"
struct PushConstantData
{
BYTE_ADDRESS_BUFFER globalBuffer;
BYTE_ADDRESS_BUFFER perViewBuffer;
BYTE_ADDRESS_BUFFER perObjectBuffer;
BYTE_ADDRESS_BUFFER perMaterialBuffer;
};
struct PerViewData
{
float4x4 viewMatrix;
float4x4 projectionMatrix;
float3 cameraPosition;
float nearClip;
float3 cameraDirection;
float farClip;
float4 screenSize; // xy: size, zw: 1/size
};
struct PerObjectData
{
float4x4 localToWorld;
float3 worldBoundsMin;
BYTE_ADDRESS_BUFFER vertexBuffer;
float3 worldBoundsMax;
BYTE_ADDRESS_BUFFER indexBuffer;
};
PushConstantData g_PushConstantData : register(b0);
#endif // BUILTIN_PROPERTIES_HLSL

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