forked from Misaki/GhostEngine
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 Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.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.
46 lines
1.5 KiB
C#
46 lines
1.5 KiB
C#
using Ghost.Editor.Controls.Internal;
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using Ghost.Graphics;
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using Ghost.Graphics.Contracts;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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using WinRT;
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namespace Ghost.Editor.View.Pages.EngineEditor;
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internal sealed partial class ScenePage : NavigationTabPage
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{
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private IRenderer? _renderView;
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private ISwapChainPanelNative _swapChainPanelNative;
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public ScenePage()
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{
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InitializeComponent();
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SwapChainPanel.Loaded += SwapChainPanel_Loaded;
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SwapChainPanel.Unloaded += SwapChainPanel_Unloaded;
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SwapChainPanel.SizeChanged += SwapChainPanel_SizeChanged;
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}
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private void SwapChainPanel_Loaded(object sender, RoutedEventArgs e)
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{
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var guid = typeof(ISwapChainPanelNative.Interface).GUID;
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((IWinRTObject)SwapChainPanel).NativeObject.TryAs(guid, out var swapChainPanelNativeHandle);
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_swapChainPanelNative = new ISwapChainPanelNative(swapChainPanelNativeHandle);
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_renderView = GraphicsPipeline.GraphicsDevice.CreateRenderer(new(_swapChainPanelNative, (uint)SwapChainPanel.ActualWidth, (uint)SwapChainPanel.ActualHeight));
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}
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private void SwapChainPanel_Unloaded(object sender, RoutedEventArgs e)
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{
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_swapChainPanelNative.Dispose();
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_renderView?.Dispose();
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}
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private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
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{
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if (e.NewSize.Width > 8.0 && e.NewSize.Height > 8.0)
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{
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_renderView?.RequestResize((uint)e.NewSize.Width, (uint)e.NewSize.Height);
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}
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}
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} |