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.
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53
Ghost.Editor.Core/SceneGraph/EditorSceneManager.cs
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53
Ghost.Editor.Core/SceneGraph/EditorSceneManager.cs
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using Ghost.Editor.Core.Progress;
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using Ghost.Editor.Core.Resources;
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using Ghost.Editor.Core.Utilities;
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using System.Text.Json;
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namespace Ghost.Editor.Core.SceneGraph;
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public enum OpenWorldMode
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{
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Single,
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Additive,
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AdditiveWithoutLoading
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}
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public static class EditorSceneManager
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{
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// TODO: Use guid keys instead of string paths for better performance and uniqueness
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private static readonly Dictionary<string, SceneNode> s_loadedWorlds = new();
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public static IEnumerable<SceneNode> LoadedWorlds => s_loadedWorlds.Values;
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public static event Action<SceneNode>? OnWorldLoaded;
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public static event Action<SceneNode>? OnWorldUnloaded;
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public static async Task LoadSceneAsync(string worldPath)
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{
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if (s_loadedWorlds.ContainsKey(worldPath)
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|| !File.Exists(worldPath)
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|| Path.GetExtension(worldPath) != FileExtensions.SCENE_FILE_EXTENSION)
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{
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return;
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}
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var progressService = EditorApplication.GetService<IProgressService>();
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progressService.ShowIndeterminateProgress("Loading world...");
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foreach (var world in s_loadedWorlds)
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{
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world.Value.Unload();
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OnWorldUnloaded?.Invoke(world.Value);
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}
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await using var readStream = new FileStream(worldPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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var deserializedScene = await JsonSerializer.DeserializeAsync<SceneNode>(readStream, Engine.Resources.EngineResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
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s_loadedWorlds.Clear();
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s_loadedWorlds[worldPath] = deserializedScene;
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await deserializedScene.LoadAsync();
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progressService.HideProgress();
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OnWorldLoaded?.Invoke(deserializedScene);
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}
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}
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