Files
GhostEngine/Ghost.Editor.Core/Serializer/SceneNodeSerializer.cs
Misaki 6a041f75ba Refactor: variant-aware shader/material pipeline overhaul
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.
2026-01-09 22:25:37 +09:00

149 lines
5.4 KiB
C#

using Ghost.Editor.Core.SceneGraph;
using Ghost.Engine.IO;
using Ghost.Engine.Utilities;
using Ghost.Entities;
using System.Text.Json;
namespace Ghost.Editor.Core.Serializer;
internal class SceneNodeSerializer : CustomSerializer<SceneNode>
{
private static class Property
{
public const string NAME = "Name";
public const string ENTITIES = "Entities";
public const string ID = "ID";
public const string ENTITY_ID = "EntityID";
public const string COMPONENTS = "Components";
public const string DATA = "Data";
public const string SYSTEMS = "Systems";
}
public override bool CanConvert(Type typeToConvert)
{
return typeToConvert == typeof(SceneNode) || typeToConvert.IsSubclassOf(typeof(SceneNode));
}
public unsafe override void SerializeJson(Utf8JsonWriter writer, SceneNode value, JsonSerializerOptions options)
{
writer.WriteObject(() =>
{
writer.WriteString(Property.NAME, value.Name);
writer.WriteStartArray(Property.ENTITIES);
for (var i = 0; i < value.Scene.World.ComponentManager.ArchetypeCount; i++)
{
ref var archetype = ref value.Scene.World.ComponentManager.GetArchetypeReference(i);
for (var j = 0; j < archetype.ChunkCount; j++)
{
ref var chunk = ref archetype.GetChunkReference(j);
for (var k = 0; k < chunk._count; k++)
{
foreach (var layout in archetype._layouts)
{
var type = ComponentRegistry.s_runtimeIDToType[layout.componentID];
var size = ComponentRegistry.GetComponentInfo(layout.componentID).size;
if (type.AssemblyQualifiedName == null)
{
continue;
}
writer.WriteStartObject();
writer.WriteString("Type", type.AssemblyQualifiedName);
writer.WritePropertyName("Data");
var pComponentData = chunk.GetUnsafePtr() + layout.offset + (k * size);
ComponentSerializerRegistry.SerializeJson(layout.componentID, writer, pComponentData, options);
}
}
}
}
writer.WriteEndArray();
writer.WriteArray(Property.SYSTEMS, value.Scene.World.SystemManager.Systems, system =>
{
var name = system.GetType().AssemblyQualifiedName;
if (name == null)
{
return;
}
writer.WriteStringValue(name);
});
});
}
public override SceneNode? DeserializeJson(ref Utf8JsonReader reader, JsonSerializerOptions options)
{
throw new NotImplementedException();
//var element = JsonDocument.ParseValue(ref reader).RootElement;
//var name = element.GetProperty(Property.NAME).GetString() ?? "New World";
//var world = World.Create(EngineCore.JobScheduler);
//var result = new WorldNode(world, name);
//foreach (var entityElement in element.GetProperty(Property.ENTITIES).EnumerateArray())
//{
// var entityName = entityElement.GetProperty(Property.NAME).GetString() ?? "New Entity";
// var entityID = entityElement.GetProperty(Property.ID).GetInt32();
// var entity = new Entity(entityID, 0);
// var node = new EntityNode(result, entity, entityName);
// world.EntityManager.AddEntityInternal(entity);
// result.EntityNodeLookup[entity] = node;
//}
//foreach (var componentElement in element.GetProperty(Property.COMPONENTS).EnumerateObject())
//{
// var typeName = componentElement.Name;
// var space = Type.GetType(typeName) ?? throw new Exception($"Type {typeName} not found.");
// foreach (var dataElement in componentElement.Value.EnumerateArray())
// {
// var entityID = dataElement.GetProperty(Property.ENTITY_ID).GetInt32();
// var entity = new Entity(entityID, 0);
// var dataProperty = dataElement.GetProperty(Property.DATA);
// var component = JsonSerializer.Deserialize(dataProperty.GetRawText(), space, options);
// if (component is IComponent data)
// {
// world.EntityManager.AddComponent(entity, data, space);
// }
// }
//}
//foreach (var systemElement in element.GetProperty(Property.SYSTEMS).EnumerateArray())
//{
// var typeString = systemElement.GetString();
// if (string.IsNullOrEmpty(typeString))
// {
// continue;
// }
// var systemType = Type.GetType(typeString);
// if (systemType == null)
// {
// continue;
// }
// world.SystemStorage.AddSystem(systemType);
//}
//return result;
}
public override void SerializeBinary(BinaryWriter writer, SceneNode value)
{
throw new NotImplementedException();
}
public override SceneNode? DeserializeBinary(BinaryReader reader)
{
throw new NotImplementedException();
}
}