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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@@ -1,31 +1,54 @@
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using Misaki.HighPerformance.Mathematics;
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using System.Runtime.CompilerServices;
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namespace Ghost.Engine.Utilities;
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public static class MathUtility
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{
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public const float RAD_TO_DEG = 180f / MathF.PI;
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public const float DEG_TO_RAD = MathF.PI / 180f;
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/// <summary>
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/// Converts radians to degrees.
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/// </summary>
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/// <param name="radians">The angle in radians to convert.</param>
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/// <returns>The angle in degrees.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float RadToDeg(float radians)
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extension(float4x4 matrix)
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{
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return radians * RAD_TO_DEG;
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}
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/// <summary>
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/// Creates a transformation matrix from position, rotation, and scale vectors.
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/// </summary>
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/// <param name="position">Defines the translation component of the transformation matrix.</param>
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/// <param name="rotation">Specifies the orientation of the object in 3D space.</param>
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/// <param name="scale">Determines the size of the object along each axis.</param>
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/// <returns>Returns a transformation matrix that combines the specified position, rotation, and scale.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 TRS(float3 position, quaternion rotation, float3 scale)
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{
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var R = new float3x3(rotation);
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return new float4x4(
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R[0][0] * scale.x, R[0][1] * scale.y, R[0][2] * scale.z, position.x,
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R[1][0] * scale.x, R[1][1] * scale.y, R[1][2] * scale.z, position.y,
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R[2][0] * scale.x, R[2][1] * scale.y, R[2][2] * scale.z, position.z,
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0f, 0f, 0f, 1f
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);
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}
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/// <summary>
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/// Converts degrees to radians.
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/// </summary>
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/// <param name="degrees">The angle in degrees to convert.</param>
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/// <returns>The angle in radians.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DegToRad(float degrees)
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{
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return degrees * DEG_TO_RAD;
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/// <summary>
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/// Gets the translation, rotation, and scale components from a transformation matrix.
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/// </summary>
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/// <param name="position">The position component extracted from the matrix.</param>
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/// <param name="rotation">The rotation component extracted from the matrix as a quaternion.</param>
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/// <param name="scale">The scale component extracted from the matrix.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void GetTRS(out float3 position, out quaternion rotation, out float3 scale)
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{
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position = matrix.c3.xyz;
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var scaleX = math.length(matrix.c0.xyz);
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var scaleY = math.length(matrix.c1.xyz);
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var scaleZ = math.length(matrix.c2.xyz);
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scale = new float3(scaleX, scaleY, scaleZ);
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var rotationMatrix = new float3x3(
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matrix.c0.x / scale.x, matrix.c0.y / scale.x, matrix.c0.z / scale.x,
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matrix.c1.x / scale.y, matrix.c1.y / scale.y, matrix.c1.z / scale.y,
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matrix.c2.x / scale.z, matrix.c2.y / scale.z, matrix.c2.z / scale.z
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);
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rotation = new quaternion(rotationMatrix);
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}
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}
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}
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}
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