forked from Misaki/GhostEngine
Added a new `Ref<T>` struct for reference semantics. Added the `RenderGraph` system for managing rendering passes. Added the `RenderTexture` class for encapsulating GPU resources. Added `GraphicsBuffer` class for effective GPU resource management. Changed `CommandList` methods from public to internal for visibility control. Changed `IRenderPass` interface from internal to public for accessibility. Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`. Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`. Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`. Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency. Changed `QueryItem<T0>` and related structs to use `CompRef<T>`. Changed `Material` class to support bindless textures. Changed `Shader` class to support bindless rendering. Changed `Mesh` class to support bindless vertex and index buffer access. Updated documentation to reflect the new bindless rendering architecture.
29 lines
678 B
C#
29 lines
678 B
C#
using Ghost.Entities;
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using Ghost.Entities.Components;
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using Ghost.Entities.Query;
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namespace Ghost.Editor.Core.Inspector;
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public unsafe readonly struct ComponentObject
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{
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private readonly World _world;
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private readonly Entity _entity;
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internal ComponentObject(World world, Entity entity)
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{
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_world = world;
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_entity = entity;
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}
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public CompRef<T> GetData<T>()
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where T : unmanaged, IComponentData
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{
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return _world.EntityManager.GetComponent<T>(_entity);
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}
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public void SetData<T>(in T data)
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where T : unmanaged, IComponentData
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{
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_world.EntityManager.SetComponent(_entity, in data);
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}
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} |