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.
This commit is contained in:
8
Ghost.Engine/Components/SceneID.cs
Normal file
8
Ghost.Engine/Components/SceneID.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using Ghost.Entities;
|
||||
|
||||
namespace Ghost.Engine.Components;
|
||||
|
||||
public struct SceneID : IComponent // TODO: ISharedComponent
|
||||
{
|
||||
public short id;
|
||||
}
|
||||
41
Ghost.Engine/Core/Scene.cs
Normal file
41
Ghost.Engine/Core/Scene.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using Ghost.Entities;
|
||||
|
||||
namespace Ghost.Engine.Core;
|
||||
|
||||
public partial class Scene
|
||||
{
|
||||
private static short s_nextSceneID = 0;
|
||||
}
|
||||
|
||||
public partial class Scene : IDisposable
|
||||
{
|
||||
private readonly World _world;
|
||||
private readonly short _id;
|
||||
|
||||
private bool _isDisposed;
|
||||
|
||||
public World World => _world;
|
||||
public short ID => _id;
|
||||
|
||||
public Scene(World world)
|
||||
{
|
||||
_world = world;
|
||||
_id = s_nextSceneID++;
|
||||
}
|
||||
|
||||
~Scene()
|
||||
{
|
||||
Dispose();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_isDisposed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_isDisposed = true;
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
@@ -1,31 +1,54 @@
|
||||
using Misaki.HighPerformance.Mathematics;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Ghost.Engine.Utilities;
|
||||
|
||||
public static class MathUtility
|
||||
{
|
||||
public const float RAD_TO_DEG = 180f / MathF.PI;
|
||||
public const float DEG_TO_RAD = MathF.PI / 180f;
|
||||
|
||||
/// <summary>
|
||||
/// Converts radians to degrees.
|
||||
/// </summary>
|
||||
/// <param name="radians">The angle in radians to convert.</param>
|
||||
/// <returns>The angle in degrees.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static float RadToDeg(float radians)
|
||||
extension(float4x4 matrix)
|
||||
{
|
||||
return radians * RAD_TO_DEG;
|
||||
}
|
||||
/// <summary>
|
||||
/// Creates a transformation matrix from position, rotation, and scale vectors.
|
||||
/// </summary>
|
||||
/// <param name="position">Defines the translation component of the transformation matrix.</param>
|
||||
/// <param name="rotation">Specifies the orientation of the object in 3D space.</param>
|
||||
/// <param name="scale">Determines the size of the object along each axis.</param>
|
||||
/// <returns>Returns a transformation matrix that combines the specified position, rotation, and scale.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static float4x4 TRS(float3 position, quaternion rotation, float3 scale)
|
||||
{
|
||||
var R = new float3x3(rotation);
|
||||
return new float4x4(
|
||||
R[0][0] * scale.x, R[0][1] * scale.y, R[0][2] * scale.z, position.x,
|
||||
R[1][0] * scale.x, R[1][1] * scale.y, R[1][2] * scale.z, position.y,
|
||||
R[2][0] * scale.x, R[2][1] * scale.y, R[2][2] * scale.z, position.z,
|
||||
0f, 0f, 0f, 1f
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts degrees to radians.
|
||||
/// </summary>
|
||||
/// <param name="degrees">The angle in degrees to convert.</param>
|
||||
/// <returns>The angle in radians.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static float DegToRad(float degrees)
|
||||
{
|
||||
return degrees * DEG_TO_RAD;
|
||||
/// <summary>
|
||||
/// Gets the translation, rotation, and scale components from a transformation matrix.
|
||||
/// </summary>
|
||||
/// <param name="position">The position component extracted from the matrix.</param>
|
||||
/// <param name="rotation">The rotation component extracted from the matrix as a quaternion.</param>
|
||||
/// <param name="scale">The scale component extracted from the matrix.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void GetTRS(out float3 position, out quaternion rotation, out float3 scale)
|
||||
{
|
||||
position = matrix.c3.xyz;
|
||||
|
||||
var scaleX = math.length(matrix.c0.xyz);
|
||||
var scaleY = math.length(matrix.c1.xyz);
|
||||
var scaleZ = math.length(matrix.c2.xyz);
|
||||
scale = new float3(scaleX, scaleY, scaleZ);
|
||||
|
||||
var rotationMatrix = new float3x3(
|
||||
matrix.c0.x / scale.x, matrix.c0.y / scale.x, matrix.c0.z / scale.x,
|
||||
matrix.c1.x / scale.y, matrix.c1.y / scale.y, matrix.c1.z / scale.y,
|
||||
matrix.c2.x / scale.z, matrix.c2.y / scale.z, matrix.c2.z / scale.z
|
||||
);
|
||||
|
||||
rotation = new quaternion(rotationMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,49 +0,0 @@
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Ghost.Engine.Utilities;
|
||||
|
||||
public static class MatrixUtility
|
||||
{
|
||||
/// <summary>
|
||||
/// Generates a transformation matrix from position, rotation, and scale vectors.
|
||||
/// </summary>
|
||||
/// <param name="position">Defines the translation component of the transformation matrix.</param>
|
||||
/// <param name="rotation">Specifies the orientation of the object in 3D space.</param>
|
||||
/// <param name="scale">Determines the size of the object along each axis.</param>
|
||||
/// <returns>Returns a transformation matrix that combines the specified position, rotation, and scale.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Matrix4x4 CreateTRS(Vector3 position, Quaternion rotation, Vector3 scale)
|
||||
{
|
||||
return Matrix4x4.CreateScale(scale) * Matrix4x4.CreateFromQuaternion(rotation) * Matrix4x4.CreateTranslation(position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decomposes a transformation matrix into its position, rotation, and scale components.
|
||||
/// </summary>
|
||||
/// <remarks>This method assumes the input matrix represents a valid affine transformation, including
|
||||
/// translation, rotation, and scaling. If the matrix contains skew or other non-standard transformations, the
|
||||
/// results may be undefined.</remarks>
|
||||
/// <param name="matrix">The <see cref="Matrix4x4"/> to decompose. Must represent a valid transformation matrix.</param>
|
||||
/// <param name="position">When the method returns, contains the position component extracted from the matrix.</param>
|
||||
/// <param name="rotation">When the method returns, contains the rotation component extracted from the matrix as a <see
|
||||
/// cref="Quaternion"/>.</param>
|
||||
/// <param name="scale">When the method returns, contains the scale component extracted from the matrix.</param>
|
||||
public static void GetTRS(Matrix4x4 matrix, out Vector3 position, out Quaternion rotation, out Vector3 scale)
|
||||
{
|
||||
position = new(matrix.M41, matrix.M42, matrix.M43);
|
||||
|
||||
var scaleX = new Vector3(matrix.M11, matrix.M12, matrix.M13).Length();
|
||||
var scaleY = new Vector3(matrix.M21, matrix.M22, matrix.M23).Length();
|
||||
var scaleZ = new Vector3(matrix.M31, matrix.M32, matrix.M33).Length();
|
||||
scale = new(scaleX, scaleY, scaleZ);
|
||||
|
||||
Matrix4x4 rotationMatrix = new(
|
||||
matrix.M11 / scale.X, matrix.M12 / scale.X, matrix.M13 / scale.X, 0,
|
||||
matrix.M21 / scale.Y, matrix.M22 / scale.Y, matrix.M23 / scale.Y, 0,
|
||||
matrix.M31 / scale.Z, matrix.M32 / scale.Z, matrix.M33 / scale.Z, 0,
|
||||
0, 0, 0, 1);
|
||||
|
||||
rotation = Quaternion.CreateFromRotationMatrix(rotationMatrix);
|
||||
}
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Ghost.Engine.Utilities;
|
||||
|
||||
public static class VectorUtility
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts a Vector3 representing Euler angles (in degrees) to a Quaternion.
|
||||
/// </summary>
|
||||
/// <param name="v">The Vector3 containing Euler angles (X: Pitch, Y: Yaw, Z: Roll) in degrees.</param>
|
||||
/// <returns>A Quaternion representing the rotation defined by the Euler angles.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Quaternion ToQuaternion(this Vector3 v)
|
||||
{
|
||||
return Quaternion.CreateFromYawPitchRoll(MathUtility.DegToRad(v.Y), MathUtility.DegToRad(v.X), MathUtility.DegToRad(v.Z));
|
||||
}
|
||||
|
||||
public static Vector3 CreateFromQuaternion(Quaternion quaternion)
|
||||
{
|
||||
// Convert quaternion to Euler angles (Yaw, Pitch, Roll)
|
||||
quaternion = Quaternion.Normalize(quaternion);
|
||||
|
||||
// Extract pitch (X), yaw (Y), roll (Z)
|
||||
var ysqr = quaternion.Y * quaternion.Y;
|
||||
|
||||
// Pitch (X-axis rotation)
|
||||
var t0 = +2.0 * (quaternion.W * quaternion.X + quaternion.Y * quaternion.Z);
|
||||
var t1 = +1.0 - 2.0 * (quaternion.X * quaternion.X + ysqr);
|
||||
var pitch = Math.Atan2(t0, t1);
|
||||
|
||||
// Yaw (Y-axis rotation)
|
||||
var t2 = +2.0 * (quaternion.W * quaternion.Y - quaternion.Z * quaternion.X);
|
||||
t2 = Math.Clamp(t2, -1.0, 1.0);
|
||||
var yaw = Math.Asin(t2);
|
||||
|
||||
// Roll (Z-axis rotation)
|
||||
var t3 = +2.0 * (quaternion.W * quaternion.Z + quaternion.X * quaternion.Y);
|
||||
var t4 = +1.0 - 2.0 * (ysqr + quaternion.Z * quaternion.Z);
|
||||
var roll = Math.Atan2(t3, t4);
|
||||
|
||||
const float radToDeg = 180f / MathF.PI;
|
||||
return new Vector3((float)pitch, (float)yaw, (float)roll) * radToDeg;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user