Commit Graph

19 Commits

Author SHA1 Message Date
944687848e fix(dock): address subscription leaks and selection rerender issues 2026-03-28 13:10:08 +09:00
038a13bbe0 fix(dock): implement group layout and selection binding fixes 2026-03-28 13:05:35 +09:00
efc9e8862d fix(dock): address reviewer feedback on tree renderer 2026-03-28 12:57:20 +09:00
979f1d64a7 feat(dock): implement basic recursive tree renderer 2026-03-28 12:50:16 +09:00
87217337b7 fix(dock): encapsulate Children collection and polish tests 2026-03-28 12:45:55 +09:00
3ea4260405 fix(dock): robust selection sync, internal parent setter, and XML docs 2026-03-28 12:42:42 +09:00
4052ffb854 fix(dock): enforce tree invariants, sync selection, and fix AOT warnings 2026-03-28 12:38:29 +09:00
8ba976b0ba feat(dock): add core data models for docking system 2026-03-28 12:31:52 +09:00
447a4e6904 feat(render): add meshlet rendering and ECS query ref API
Introduces meshlet-based rendering pipeline with new HLSL structures and push constant layouts. Refactors meshlet upload/cooking, updates RenderGraphContext for global/view/instance data, and enhances ECS QueryBuilder with ref returns and [UnscopedRef] for fluent chaining. Improves resource management and disposal patterns, updates D3D12 interop for compatibility, and refines test/app infrastructure. Includes dependency updates, bug fixes, and code cleanups.
2026-03-25 20:27:46 +09:00
37f4795b4f feat(engine)!: refactor graphics, ECS, and logging APIs
Major refactor of graphics and ECS infrastructure:
- Removed IResourceManager, IRenderSystem, IFenceSynchronizer interfaces; ResourceManager and RenderSystem are now concrete classes.
- Updated all render graph, pipeline, and context code to use concrete ResourceManager.
- Refactored camera/frustum math and render extraction for clarity and correctness; frustum now uses inline arrays.
- RenderingLayerMask is now an immutable struct with bitwise operators.
- Meshlet and meshlet group data structures improved; meshlet build callback signature updated.
- Logging system overhauled: LogMessage is now a class, LogCollection supports change events, and Logger is used directly in the debug console.
- ECS query API: ChunkView.Count renamed to EntityCount; query builder/iterators use VirtualStack.Scope.
- Updated render pipeline and passes for new resource manager and render list APIs.
- Cleaned up obsolete files, improved code style, and updated documentation.
- HLSL meshlet shader updated for new struct layout.
- Debug console now uses new logger and log collection.

BREAKING CHANGE: Public APIs for resource management, rendering, ECS queries, and logging have changed. Interfaces removed; use new concrete types and updated method signatures.
2026-03-21 22:10:28 +09:00
e831b71a79 feat(bindings): update C# wrappers for meshopt, nvtt, ufbx
Refactor and regenerate native C# bindings for Ghost.MeshOptimizer, Ghost.Nvtt, and Ghost.Ufbx to match updated native APIs and improve usability.
- Replace meshoptimizer.dll with newer version.
- Move meshoptimizer functions to static methods in partial class; add new meshlet, simplification, quantization features.
- Remove enum wrappers in favor of constants; delete meshopt_Allocator.cs.
- Regenerate native wrappers with PascalCase naming, XML doc comments, and aggressive inlining.
- Implement IDisposable for resource structs; update configs for naming, documentation, and method mapping.
- Update user code to use new wrapper classes and method names.
- Improve documentation and comments for clarity.

BREAKING CHANGE: API surface changes, wrapper class and method names updated, enum wrappers removed, custom allocator deleted.
2026-03-17 00:19:54 +09:00
6cadd8edeb feat(nativegen)!: refactor to struct-based native wrappers
Major overhaul of native wrapper generation for ufbx and nvtt.
Replaces all hand-written and class-based wrappers with auto-generated partial struct wrappers that directly expose native API methods via pointers. Introduces a new JSON-driven configuration system using "remaps" and "actions" for flexible parameter/return mapping and method routing. Removes legacy config sections and helper classes, focusing solely on method wrappers. Updates all usages and tests to use the new pointer-based API. Cleans up obsolete code and ensures resource management is handled via struct Dispose methods. The result is a thinner, more direct, and maintainable interop layer.

BREAKING CHANGE: All managed wrapper classes and helpers are removed in favor of struct-based pointer wrappers. API usage and resource management patterns have changed.
2026-03-15 20:48:54 +09:00
3e4084c42a Added ufbx warper 2026-03-15 02:19:40 +09:00
cce1cf7256 Added Ufbx 2026-03-14 18:29:18 +09:00
912b320d8f Fixed compilation errors;
Added MaterialPalette
2026-03-14 12:27:49 +09:00
162b71f309 Refactor render graph error handling and resource APIs
- RenderGraph.Compile/Execute now return Error for better failure detection; error handling is propagated throughout compiler and executor.
- Renamed ScheduleReleaseResource to ReleaseResource for clarity; updated all usages.
- ResourceManager now calls ReleaseResource directly on Mesh, Material, and Shader types.
- Camera exposes Actual/Virtual size properties and Render returns Error.
- RenderingContext now uses IResourceManager for mesh/resource ops.
- Replaced custom BinaryWriter with BufferWriter in RenderGraphHasher.
- Improved variable naming, interface signatures, and code formatting.
- Added Error extension for IsSuccess/IsFailure.
- Minor FMOD/native interop and test code cleanups.
- No breaking API changes except for new Error return values on some methods.
2026-02-25 19:08:54 +09:00
30090f84ab Refactor rendering projects 2026-02-24 20:08:26 +09:00
93c58fa7fb Add Ghost.Nvtt C# wrapper and integrate nvtt texture pipeline
- Introduce full managed C# wrapper for NVIDIA Texture Tools (nvtt) with safe handle classes, idiomatic APIs, and managed callback support.
- Integrate Ghost.Nvtt into Ghost.Editor.Core and Ghost.MicroTest; update TextureAssetHandler to use the new nvtt wrapper for texture compression.
- Add comprehensive end-to-end binding test (NvttBindingTest).
- Refactor D3D12 resource management: add deferred/immediate release APIs, update allocator/database usage, and ensure proper resource cleanup.
- Update project files for new native DLL layout and dependency versions.
- Minor API cleanups: EditorApplication properties, D3D12 input layout, and removal of obsolete code.
- Update shaders, tests, and documentation for new APIs and usage patterns.
2026-02-23 17:13:10 +09:00
db8ca971a8 Refactor folder structure 2026-02-18 00:52:18 +09:00