Add high-performance material/shader system (Ghost.Shader.Concept)
Introduces a new Ghost.Shader.Concept project implementing a modern, data-oriented material and shader system with: - Global/local keyword bitsets (fast O(1) ops, 64 bytes) - Multi-pass shader program and per-pass render state overrides - Thread-safe, 16-byte aligned material property blocks - Material pooling to reduce GC pressure - Batch renderer for efficient PSO grouping and async variant warmup - Full demo (Program.cs) and extensive documentation (ARCHITECTURE.md, README.md, PROJECT_SUMMARY.md) - Minor integration: new enums, doc updates, and keyword handling in existing code No breaking changes to the existing engine; all new code is isolated. This serves as a reference implementation for high-performance, extensible material/shader architectures.
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@@ -12,7 +12,7 @@ public class SceneGraphHelpers
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/// <param name="entity">The entity to be wrapped in the <see cref="EntityNode"/>.</param>
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public static EntityNode CreateEntityNode(WorldNode owner, Entity entity, string name)
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{
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owner.World.EntityManager.AddComponent(entity, LocalToWorld.Identity);
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owner.World.EntityManager.AddComponent(entity, new LocalToWorld { matrix = Misaki.HighPerformance.Mathematics.float4x4.identity });
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owner.World.EntityManager.AddComponent(entity, Hierarchy.Root);
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return new EntityNode(owner, entity, name);
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}
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