Files
GhostEngine/Ghost.Graphics/RenderPasses/MeshRenderPass.cs
Misaki eed1b9d3d0 Refactor graphics engine dependencies and structure
Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files.
Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`.
Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities.
Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods.
Added the `Material` class to manage shader properties and caching for improved performance.
Encapsulated shader compilation and reflection processes within the `Shader` class for better organization.
Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data.
Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering.
Updated various project files to reflect the restructuring of dependencies.
Modified XAML files and code-behind for improved readability and maintainability.
2025-07-07 22:59:47 +09:00

72 lines
1.4 KiB
C#

using Ghost.Graphics.Contracts;
using Ghost.Graphics.Data;
using Ghost.Graphics.Shading;
using Ghost.Graphics.Utilities;
using System.Drawing;
using System.Numerics;
namespace Ghost.Graphics.RenderPasses;
internal unsafe class MeshRenderPass : IRenderPass
{
private const string _HLSL_SOURCE = @"
cbuffer ConstantBuffer : register(b0)
{
float4 _Color;
};
struct VertexInput
{
float3 position : POSITION;
float4 color : COLOR;
};
struct PixelInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
PixelInput VSMain(VertexInput input)
{
PixelInput output;
output.position = float4(input.position, 1.0f);
output.color = input.color;
return output;
}
float4 PSMain(PixelInput input) : SV_TARGET
{
return float4(_Color.xyz, 1.0);
}
";
private Mesh? _mesh;
private Shader? _shader;
private Material? _material;
public void Initialize(ICommandBuffer cmb)
{
_mesh = MeshBuilder.CreateCube(0.25f);
_mesh.UploadMeshData(cmb);
_shader = new(_HLSL_SOURCE);
_material = new(_shader);
var color = new Vector4(Color.Brown.R / 255f, Color.Brown.G / 255f, Color.Brown.B / 255f, 1.0f);
_material.SetVector("_Color", ref color);
}
public void Execute(ICommandBuffer cmb)
{
cmb.DrawMesh(_mesh!, _material!);
}
public void Dispose()
{
_mesh?.Dispose();
_shader?.Dispose();
_material?.Dispose();
}
}