Added implicate conversion to Result<T, E> and RefResult<T, E>; Added new ScheduleChunkParallel in EntityQuery; Remove Ghost.SparseEntity from solution file. It's now completlty replaced by Ghost.Entities;
163 lines
5.9 KiB
C#
163 lines
5.9 KiB
C#
using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Utilities;
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using Ghost.SDL.Compiler;
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using Misaki.HighPerformance.Image;
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using Misaki.HighPerformance.Mathematics;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ghost.Graphics.RenderPasses;
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/// <summary>
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/// Simplified bindless mesh render pass using high-level bindless APIs with fully bindless vertex/index buffer access
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/// </summary>
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internal class MeshRenderPass : IRenderPass
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{
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[StructLayout(LayoutKind.Sequential)]
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private struct ShaderProperties_MyShader_Standard
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{
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public float4 color;
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public uint texture1;
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public uint texture2;
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public uint texture3;
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public uint texture4;
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public uint tex_sampler;
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private readonly uint _padding1;
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private readonly uint _padding2;
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private readonly uint _padding3;
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}
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private Handle<Mesh> _mesh;
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private Identifier<Shader> _shader;
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private Handle<Material> _material;
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private Handle<Texture>[]? _textures;
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private GraphicsCompiledResult[]? _compileResults;
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// Texture file paths for this demo
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private readonly string[] _textureFiles = [
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"C:/Users/Misaki/Downloads/Im/Icon.png",
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"C:/Users/Misaki/Downloads/Im/Backdrop.jpg",
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"C:/Users/Misaki/Downloads/Im/101167591_p0.png",
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"C:/Users/Misaki/Downloads/Im/yande.re 1134666 blue_archive nakamasa_ichika sugarhigh.jpg"
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];
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public void Initialize(ref readonly RenderingContext ctx)
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{
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var shaderDescriptor = SDLCompiler.CompileShader("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader", "C:/Users/Misaki/Downloads/Archive").GetValueOrThrow();
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_compileResults = new GraphicsCompiledResult[shaderDescriptor.passes.Count];
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for (var i = 0; i < shaderDescriptor.passes.Count; i++)
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{
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var pass = shaderDescriptor.passes[i];
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var compiled = ctx.ShaderCompiler.CompilePass(pass, shaderDescriptor.generatedCodePath).GetValueOrThrow();
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if (pass is not FullPassDescriptor fullPass)
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{
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continue;
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}
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var psoDes = new GraphicsPSODescriptor
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{
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PassId = new ShaderPassKey(fullPass.Identifier),
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ZTest = fullPass.localPipeline.zTest,
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ZWrite = fullPass.localPipeline.zWrite,
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Cull = fullPass.localPipeline.cull,
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Blend = fullPass.localPipeline.blend,
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ColorMask = fullPass.localPipeline.colorMask,
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RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
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DsvFormat = TextureFormat.Unknown,
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};
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_compileResults[i] = compiled;
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ctx.PipelineLibrary.CompilePSO(in psoDes, in _compileResults[i]).GetValueOrThrow();
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}
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MeshBuilder.CreateCube(0.75f, default, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent, out var vertices, out var indices);
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_mesh = ctx.CreateMesh(vertices, indices, true);
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ctx.UpdateObjectData(_mesh, float4x4.identity);
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_shader = ctx.ResourceAllocator.CreateGraphicsShader(shaderDescriptor);
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_material = ctx.ResourceAllocator.CreateMaterial(_shader);
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_textures = new Handle<Texture>[_textureFiles.Length];
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for (var i = 0; i < _textureFiles.Length; i++)
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{
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using var stream = File.OpenRead(_textureFiles[i]);
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using var imageData = ImageResult.FromStream(stream, ColorComponents.RGBA);
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var desc = new TextureDesc
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{
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Width = imageData.Width,
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Height = imageData.Height,
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Dimension = TextureDimension.Texture2D,
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Format = TextureFormat.R8G8B8A8_UNorm,
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MipLevels = 1,
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Slice = 1,
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Usage = TextureUsage.ShaderResource,
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};
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_textures[i] = ctx.CreateTexture(ref desc, imageData.AsSpan());
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}
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var samplerDesc = new SamplerDesc
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{
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AddressU = TextureAddressMode.Repeat,
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AddressV = TextureAddressMode.Repeat,
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AddressW = TextureAddressMode.Repeat,
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FilterMode = TextureFilterMode.Bilinear,
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MaxAnisotropy = 16,
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};
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var sampler = ctx.ResourceAllocator.CreateSampler(in samplerDesc);
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ref var matRef = ref ctx.ResourceDatabase.GetMaterialReference(_material);
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var matProps = new ShaderProperties_MyShader_Standard
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{
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color = new float4(1.0f, 1.0f, 1.0f, 1.0f),
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texture1 = ctx.ResourceDatabase.GetBindlessIndex(_textures[0].AsResource()).GetValueOrThrow(),
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texture2 = ctx.ResourceDatabase.GetBindlessIndex(_textures[1].AsResource()).GetValueOrThrow(),
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texture3 = ctx.ResourceDatabase.GetBindlessIndex(_textures[2].AsResource()).GetValueOrThrow(),
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texture4 = ctx.ResourceDatabase.GetBindlessIndex(_textures[3].AsResource()).GetValueOrThrow(),
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tex_sampler = (uint)sampler.value,
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};
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Debug.Assert(matRef.SetPropertyCache(in matProps) == ErrorStatus.None);
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matRef.UploadData(ctx.DirectCommandBuffer);
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}
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public void Execute(ref readonly RenderingContext ctx)
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{
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ctx.DispatchMesh(_mesh, _material, "Forward", 3);
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}
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public void Cleanup(IResourceDatabase resourceDatabase)
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{
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resourceDatabase.ReleaseMaterial(_material);
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resourceDatabase.ReleaseShader(_shader);
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resourceDatabase.ReleaseMesh(_mesh);
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if (_textures != null)
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{
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foreach (var texture in _textures)
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{
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resourceDatabase.ReleaseResource(texture.AsResource());
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}
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}
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if (_compileResults != null)
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{
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for (var i = 0; i < _compileResults.Length; i++)
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{
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_compileResults[i].Dispose();
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}
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}
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}
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}
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