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.
114 lines
2.6 KiB
C#
114 lines
2.6 KiB
C#
using System.Drawing;
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using System.Runtime.InteropServices;
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namespace Ghost.Graphics.Data;
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/// <summary>
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/// Represents a color with 32-bit components."/>
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 4)]
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public struct Color32 : IEquatable<Color32>
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{
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public byte r;
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public byte g;
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public byte b;
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public byte a;
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public Color32(byte r, byte g, byte b, byte a)
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{
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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}
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public Color32(Color color)
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: this(color.R, color.G, color.B, color.A)
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{
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}
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public Color32(Color128 color128)
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: this((byte)(color128.r * 255.0f), (byte)(color128.g * 255.0f), (byte)(color128.b * 255.0f), (byte)(color128.a * 255.0f))
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{
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}
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public readonly bool Equals(Color32 other)
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{
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return r == other.r && g == other.g && b == other.b && a == other.a;
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}
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public override readonly bool Equals(object? obj)
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{
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return obj is Color32 color && Equals(color);
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}
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public override readonly int GetHashCode()
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{
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return HashCode.Combine(r, g, b, a);
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}
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public static bool operator ==(Color32 left, Color32 right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Color32 left, Color32 right)
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{
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return !(left == right);
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}
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}
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/// <summary>
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/// Represents a color with 128-bit components.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 16)]
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public struct Color128 : IEquatable<Color128>
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{
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public float r;
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public float g;
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public float b;
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public float a;
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public Color128(float r, float g, float b, float a)
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{
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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}
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public Color128(Color color)
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: this(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f)
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{
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}
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public Color128(Color32 color32)
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: this(color32.r / 255.0f, color32.g / 255.0f, color32.b / 255.0f, color32.a / 255.0f)
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{
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}
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public readonly bool Equals(Color128 other)
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{
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return r.Equals(other.r) && g.Equals(other.g) && b.Equals(other.b) && a.Equals(other.a);
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}
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public override readonly bool Equals(object? obj)
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{
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return obj is Color128 color && Equals(color);
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}
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public readonly override int GetHashCode()
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{
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return HashCode.Combine(r, g, b, a);
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}
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public static bool operator ==(Color128 left, Color128 right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Color128 left, Color128 right)
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{
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return !(left == right);
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}
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} |