Files
GhostEngine/Ghost.Editor/View/Pages/EngineEditor/ScenePage.xaml.cs
Misaki 5ae4128baf Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
2025-07-02 21:30:10 +09:00

46 lines
1.5 KiB
C#

using Ghost.Editor.Controls.Internal;
using Ghost.Graphics;
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 IRenderer? _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);
}
}
}