Refactor AppState and rendering pipeline components

Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management.
Changed the `IAppState` interface to include asynchronous methods for state transitions.
Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown.
Changed the `EditorState` class to ensure the window closes correctly when exiting the state.
Changed the `LandingState` class to improve window activation and deactivation management.
Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance.
Changed the `ScenePage` class to utilize a new interface for swap chain management.
Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling.
Changed the `ConsoleViewModel` to improve log update handling with a new context structure.
Changed the `OpenProjectViewModel` to clear project lists when navigating away.
Changed the `EngineCore` class to start the graphics pipeline asynchronously.
Changed the `Logger` class to use a new context structure for log changes.
Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline.
Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency.
Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management.
Added the `TextureUtility` class for texture management utilities, including mip count calculation.
Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled.
Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
This commit is contained in:
2025-06-29 11:38:29 +09:00
parent 4110c166cf
commit 8fd1222780
34 changed files with 1479 additions and 269 deletions

View File

@@ -1,26 +1,31 @@
using Misaki.HighPerformance.Unsafe.Collections;
using Ghost.Graphics.DX12.Utilities;
using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.Unsafe.Helpers;
using System.Numerics;
using System.Runtime.CompilerServices;
using Vortice.Direct3D12;
using Vortice.DXGI;
using Vortice.Mathematics;
namespace Ghost.Graphics.Data;
public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapacity = 512) : IDisposable
{
private UnsafeList<Vector3> _vertices = new(initialVertexCapacity, Allocator.Persistent);
private UnsafeList<Vector3> _normals = new(initialVertexCapacity, Allocator.Persistent);
private UnsafeList<Vector4> _tangents = new(initialVertexCapacity, Allocator.Persistent);
private UnsafeList<Color32> _colors = new(initialVertexCapacity, Allocator.Persistent);
private UnsafeList<Vector2> _uvs = new(initialVertexCapacity, Allocator.Persistent);
private UnsafeList<Vertex> _vertices = new(initialVertexCapacity, Allocator.Persistent);
private UnsafeList<int> _indices = new(initialIndexCapacity, Allocator.Persistent);
public Span<Vector3> Vertices => _vertices.AsSpan();
public Span<Vector3> Normals => _normals.AsSpan();
public Span<Vector4> Tangents => _tangents.AsSpan();
public Span<Color32> Colors => _colors.AsSpan();
public Span<Vector2> UVs => _uvs.AsSpan();
public Span<int> Indices => _indices.AsSpan();
private BoundingBox _bounds;
private ID3D12Resource? _vertexBuffer;
private ID3D12Resource? _indexBuffer;
private VertexBufferView _vertexBufferView;
private IndexBufferView _indexBufferView;
public Span<Vertex> Vertices => _vertices.AsSpan();
public Span<int> Indices => _indices.AsSpan();
public BoundingBox Bounds => _bounds;
public int VertexCount => _vertices.Count;
public int IndexCount => _indices.Count;
~Mesh()
{
@@ -30,21 +35,11 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
/// <summary>
/// Adds a vertex to the mesh with the specified attributes.
/// </summary>
/// <remarks>This method adds the vertex attributes to their respective collections, allowing the mesh
/// to be constructed with detailed vertex data. Ensure that all parameters are provided with valid values to
/// avoid incomplete or incorrect mesh data.</remarks>
/// <param name="position">The position of the vertex in 3D space.</param>
/// <param name="normal">The normal vector at the vertex.</param>
/// <param name="tangent">The tangent vector at the vertex.</param>
/// <param name="color">The color of the vertex.</param>
/// <param name="uv">The UV coordinates of the vertex.</param>
public void AddVertex(Vector3 position, Vector3 normal, Vector4 tangent, Color32 color, Vector2 uv)
/// <param name="vertex">The data to add</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AddVertex(Vertex vertex)
{
_vertices.Add(position);
_normals.Add(normal);
_tangents.Add(tangent);
_colors.Add(color);
_uvs.Add(uv);
_vertices.Add(vertex);
}
/// <summary>
@@ -66,13 +61,12 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
_indices.Add(index2);
}
/// <summary>
/// Reduces the memory usage of the internal collections by resizing them to match their current element count.
/// </summary>
public void TrimExcess()
{
_vertices.Resize(_vertices.Count);
_normals.Resize(_normals.Count);
_tangents.Resize(_tangents.Count);
_colors.Resize(_colors.Count);
_uvs.Resize(_uvs.Count);
_indices.Resize(_indices.Count);
}
@@ -90,16 +84,6 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
return;
}
if (!_normals.IsCreated)
{
_normals = new(_vertices.Count, Allocator.Persistent);
}
else
{
_normals.Clear();
_normals.Resize(_vertices.Count);
}
for (var i = 0; i < _indices.Count; i += 3)
{
var i0 = _indices[i];
@@ -110,18 +94,18 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
var v1 = _vertices[i1];
var v2 = _vertices[i2];
var edge1 = v1 - v0;
var edge2 = v2 - v0;
var faceNormal = Vector3.Cross(edge1, edge2);
var edge1 = v1.Position - v0.Position;
var edge2 = v2.Position - v0.Position;
var faceNormal = Vector3.Cross(edge1.AsVector3(), edge2.AsVector3());
_normals[i0] += faceNormal;
_normals[i1] += faceNormal;
_normals[i2] += faceNormal;
_vertices[i0].Normal += faceNormal.AsVector4();
_vertices[i1].Normal += faceNormal.AsVector4();
_vertices[i2].Normal += faceNormal.AsVector4();
}
for (var i = 0; i < _normals.Count; i++)
for (var i = 0; i < _vertices.Count; i++)
{
_normals[i] = Vector3.Normalize(_normals[i]);
_vertices[i].Normal = Vector4.Normalize(_vertices[i].Normal);
}
}
@@ -133,29 +117,7 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
/// </remarks>
public void ComputeTangents()
{
if (!_vertices.IsCreated || _vertices.Count < 3
|| !_indices.IsCreated || _indices.Count < 3
|| !_uvs.IsCreated || _uvs.Count < _vertices.Count)
{
return;
}
if (!_normals.IsCreated || _normals.Count != _vertices.Count)
{
ComputeNormal();
}
if (!_tangents.IsCreated)
{
_tangents = new(_vertices.Count, Allocator.Persistent);
}
else
{
_tangents.Clear();
_tangents.Resize(_vertices.Count);
}
var bitangents = new Vector3[_vertices.Count];
var bitangents = new Vector4[_vertices.Count];
for (var i = 0; i < _indices.Count; i += 3)
{
@@ -166,12 +128,13 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
var v0 = _vertices[i0];
var v1 = _vertices[i1];
var v2 = _vertices[i2];
var uv0 = _uvs[i0];
var uv1 = _uvs[i1];
var uv2 = _uvs[i2];
var deltaPos1 = v1 - v0;
var deltaPos2 = v2 - v0;
var uv0 = _vertices[i0].UV;
var uv1 = _vertices[i1].UV;
var uv2 = _vertices[i2].UV;
var deltaPos1 = v1.Position - v0.Position;
var deltaPos2 = v2.Position - v0.Position;
var deltaUV1 = uv1 - uv0;
var deltaUV2 = uv2 - uv0;
@@ -182,8 +145,8 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
for (var j = 0; j < 3; j++)
{
var idx = _indices[i + j];
var t = _tangents[idx];
_tangents[idx] = new Vector4(
var t = _vertices[idx].Tangent;
_vertices[idx].Tangent = new Vector4(
t.X + tangent.X,
t.Y + tangent.Y,
t.Z + tangent.Z,
@@ -196,38 +159,119 @@ public sealed class Mesh(int initialVertexCapacity = 256, int initialIndexCapaci
for (var i = 0; i < _vertices.Count; i++)
{
var n = _normals![i];
var t = _tangents[i];
var t3 = new Vector3(t.X, t.Y, t.Z);
var n = _vertices[i].Normal;
var t = _vertices[i].Tangent;
var n3 = n.AsVector3();
var t3 = t.AsVector3();
var proj = n * Vector3.Dot(n, t3);
var proj = n3 * Vector3.Dot(n3, t3);
t3 = Vector3.Normalize(t3 - proj);
var b = bitangents[i];
var w = Vector3.Dot(Vector3.Cross(n, t3), b) < 0.0f ? -1.0f : 1.0f;
var w = Vector3.Dot(Vector3.Cross(n3, t3), b.AsVector3()) < 0.0f ? -1.0f : 1.0f;
_tangents[i] = new Vector4(t3.X, t3.Y, t3.Z, w);
_vertices[i].Tangent = new Vector4(t3.X, t3.Y, t3.Z, w);
}
}
/// <summary>
/// Computes the bounding box of the mesh based on its vertices.
/// </summary>
public void ComputeBounds()
{
if (_vertices.Count == 0)
{
_bounds = BoundingBox.Zero;
return;
}
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
foreach (var vertex in _vertices)
{
var pos = vertex.Position.AsVector3();
min = Vector3.Min(min, pos);
max = Vector3.Max(max, pos);
}
_bounds = new BoundingBox(min, max);
}
/// <summary>
/// Uploads the mesh data to GPU resources immediately.
/// </summary>
/// <param name="device">The Direct3D 12 device.</param>
/// <param name="commandList">The Direct3D 12 command list to record the upload commands.</param>
public unsafe void UploadMeshData(ID3D12Device device, ID3D12GraphicsCommandList commandList)
{
if (VertexCount == 0 || IndexCount == 0)
{
return;
}
_vertexBuffer?.Dispose();
_indexBuffer?.Dispose();
var vertexBufferSize = (uint)(VertexCount * sizeof(Vertex));
var indexBufferSize = (uint)(IndexCount * sizeof(int));
_vertexBuffer = D3D12ResourceUtils.CreateCPUDestinationBuffer(device, vertexBufferSize);
_indexBuffer = D3D12ResourceUtils.CreateCPUDestinationBuffer(device, indexBufferSize);
using var vertexUploadBuffer = D3D12ResourceUtils.CreateUploadBuffer(device, vertexBufferSize);
using var indexUploadBuffer = D3D12ResourceUtils.CreateUploadBuffer(device, indexBufferSize);
void* vertexData;
vertexUploadBuffer.Map(0, null, &vertexData);
Unsafe.CopyBlock(vertexData, _vertices.GetUnsafePtr(), vertexBufferSize);
vertexUploadBuffer.Unmap(0);
void* indexData;
indexUploadBuffer.Map(0, null, &indexData);
Unsafe.CopyBlock(indexData, _indices.GetUnsafePtr(), indexBufferSize);
indexUploadBuffer.Unmap(0);
commandList.CopyBufferRegion(_vertexBuffer, 0, vertexUploadBuffer, 0, vertexBufferSize);
commandList.CopyBufferRegion(_indexBuffer, 0, indexUploadBuffer, 0, indexBufferSize);
_vertexBufferView = new VertexBufferView
{
BufferLocation = _vertexBuffer.GPUVirtualAddress,
SizeInBytes = vertexBufferSize,
StrideInBytes = (uint)sizeof(Vertex)
};
_indexBufferView = new IndexBufferView
{
BufferLocation = _indexBuffer.GPUVirtualAddress,
SizeInBytes = indexBufferSize,
Format = Format.R32_UInt
};
}
private void DisposeGpuResources()
{
_vertexBuffer?.Release();
_vertexBuffer = null;
_indexBuffer?.Release();
_indexBuffer = null;
}
/// <summary>
/// Clears all vertex and index data and releases associated GPU resources.
/// </summar>
public void Clear()
{
_vertices.Clear();
_normals.Clear();
_tangents.Clear();
_colors.Clear();
_uvs.Clear();
_indices.Clear();
DisposeGpuResources();
}
public void Dispose()
{
_vertices.Dispose();
_normals.Dispose();
_tangents.Dispose();
_colors.Dispose();
_uvs.Dispose();
_indices.Dispose();
DisposeGpuResources();
GC.SuppressFinalize(this);
}