forked from Misaki/GhostEngine
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
184 lines
4.5 KiB
C#
184 lines
4.5 KiB
C#
using Ghost.Editor.Core.AssetHandle;
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using Ghost.Editor.Core.Inspector;
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using Ghost.Editor.Core.Resources;
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using Ghost.Editor.Core.Serializer;
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using Ghost.Engine.Components;
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using Ghost.Engine.Core;
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using Ghost.Engine.IO;
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using Ghost.Entities;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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namespace Ghost.Editor.Core.SceneGraph;
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[CustomSerializer(typeof(SceneNodeSerializer))]
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public partial class SceneNode : SceneGraphNode, IEquatable<SceneNode>
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{
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private Scene _scene;
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private Dictionary<Entity, EntityNode> _entityNodeLookup = new();
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public Scene Scene => _scene;
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public Dictionary<Entity, EntityNode> EntityNodeLookup => _entityNodeLookup;
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public override SceneGraphNodeType NodeType => SceneGraphNodeType.Scene;
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public SceneNode(Scene scene, string name)
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{
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_scene = scene;
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Name = name;
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}
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private void UpdateLookup(Entity key, EntityNode value)
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{
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_entityNodeLookup[key] = value;
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if (value.Children == null)
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{
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return;
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}
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foreach (var child in value.Children)
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{
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if (child is EntityNode entityChild)
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{
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UpdateLookup(entityChild.Entity, entityChild);
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}
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}
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}
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public override void AddChild(SceneGraphNode child)
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{
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if (child is not EntityNode entityNode)
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{
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throw new ArgumentException("Child must be of type EntityNode.", nameof(child));
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}
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base.AddChild(entityNode);
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UpdateLookup(entityNode.Entity, entityNode);
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}
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public override bool RemoveChild(SceneGraphNode child)
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{
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if (child is not EntityNode entityNode)
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{
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throw new ArgumentException("Child must be of type EntityNode.", nameof(child));
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}
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var result = base.RemoveChild(child);
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if (result)
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{
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_entityNodeLookup.Remove(entityNode.Entity);
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}
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return result;
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}
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private EntityNode BuildNodeRecursive(Entity entity)
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{
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if (!_entityNodeLookup.TryGetValue(entity, out var node))
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{
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node = new EntityNode(this, entity, "New Entity");
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_entityNodeLookup[entity] = node;
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}
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var hc = _scene.World.EntityManager.GetComponent<Hierarchy>(entity);
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var child = hc.firstChild;
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while (child != Entity.Invalid)
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{
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node.AddChild(BuildNodeRecursive(child));
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var childHC = _scene.World.EntityManager.GetComponent<Hierarchy>(child);
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child = childHC.nextSibling;
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}
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return node;
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}
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private void BuildGraph()
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{
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var queryID = new QueryBuilder()
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.WithAll<Hierarchy>()
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.Build(_scene.World);
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_scene.World.ComponentManager.GetEntityQueryReference(queryID).ForEach<Hierarchy>((entity, ref hierarchy) =>
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{
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if (hierarchy.parent == Entity.Invalid)
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{
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var node = BuildNodeRecursive(entity);
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AddChild(node);
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}
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});
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}
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public Task LoadAsync()
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{
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return Task.Run(BuildGraph);
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}
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public void Unload()
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{
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_scene = null!;
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Children?.Clear();
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_entityNodeLookup.Clear();
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}
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public override string ToString()
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{
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return $"WorldNode: {Name} (World ID: {_scene.ID})";
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(_scene, Name);
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}
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public override bool Equals(object? obj)
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{
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return obj is SceneNode other && Equals(other);
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}
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public bool Equals(SceneNode? other)
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{
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if (other is null)
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{
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return false;
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}
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if (ReferenceEquals(this, other))
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{
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return true;
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}
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return _scene.Equals(other._scene) && Name == other.Name;
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}
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public static bool operator ==(SceneNode? left, SceneNode? right)
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{
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if (left is null)
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{
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return right is null;
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}
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return left.Equals(right);
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}
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public static bool operator !=(SceneNode? left, SceneNode? right)
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{
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return !(left == right);
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}
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}
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public partial class SceneNode : IInspectable
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{
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public IconSource? Icon => EditorIconSource.scene_24;
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[AssetOpenHandler(FileExtensions.SCENE_FILE_EXTENSION)]
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public static async void Open(string path)
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{
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await EditorSceneManager.LoadSceneAsync(path);
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}
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public UIElement? HeaderContent => null;
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public UIElement? InspectorContent => null;
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}
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