Files
GhostEngine/Ghost.Graphics/RenderPasses/MeshRenderPass.cs
2025-10-23 15:13:10 +09:00

88 lines
3.0 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Utilities;
using Ghost.SDL.Compiler;
using Misaki.HighPerformance.Image;
namespace Ghost.Graphics.RenderPasses;
/// <summary>
/// Simplified bindless mesh render pass using high-level bindless APIs with fully bindless vertex/index buffer access
/// </summary>
internal unsafe class MeshRenderPass : IRenderPass
{
private Handle<Mesh> _mesh;
private Handle<Material> _material;
private Identifier<Shader> _shader;
private Handle<Texture>[]? _textures;
// Texture file paths for this demo
private readonly string[] _textureFiles = [
"C:/Users/Misaki/Downloads/Im/Icon.png",
"C:/Users/Misaki/Downloads/Im/Backdrop.jpg",
"C:/Users/Misaki/Downloads/Im/101167591_p0.png",
"C:/Users/Misaki/Downloads/Im/yande.re 1134666 blue_archive nakamasa_ichika sugarhigh.jpg"
];
public void Initialize(ref readonly RenderingContext ctx, IResourceAllocator resourceAllocator, IPipelineLibrary stateController)
{
var shaderDescriptor = SDLCompiler.CompileShader("F:\\csharp\\GhostEngine\\Ghost.Graphics\\RenderPasses\\ShaderCode.hlsl").GetValueOrThrow();
stateController.CompileShader(shaderDescriptor);
stateController.PreCookPipelineState();
MeshBuilder.CreateCube(0.75f, default, out var vertices, out var indices);
_mesh = ctx.CreateMesh(vertices, indices);
ctx.UploadMesh(_mesh, true);
_shader = resourceAllocator.CreateShader(shaderDescriptor);
_material = resourceAllocator.CreateMaterial(_shader);
var imageResults = new ImageResult[_textureFiles.Length];
_textures = new Handle<Texture>[_textureFiles.Length];
for (var i = 0; i < _textureFiles.Length; i++)
{
using var stream = File.OpenRead(_textureFiles[i]);
using var imageData = ImageResult.FromStream(stream);
imageResults[i] = imageData;
var desc = new TextureDesc
{
Width = imageData.Width,
Height = imageData.Height,
Dimension = TextureDimension.Texture2D,
Format = TextureFormat.R8G8B8A8_UNorm,
MipLevels = 1,
Slice = 1,
Usage = TextureUsage.ShaderResource,
};
_textures[i] = ctx.CreateTexture(ref desc);
ctx.UploadTexture(_textures[i], new Span<byte>(imageData.Data, (int)imageData.Size));
}
}
public void Execute(ref readonly RenderingContext ctx)
{
ctx.RenderMesh(_mesh, _material);
}
public void Cleanup(IResourceDatabase resourceDatabase)
{
resourceDatabase.ReleaseMaterial(_material);
resourceDatabase.ReleaseShader(_shader);
resourceDatabase.ReleaseMesh(_mesh);
if (_textures != null)
{
foreach (var texture in _textures)
{
resourceDatabase.ReleaseResource(texture.AsResource());
}
}
}
}