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110 lines
4.1 KiB
110 lines
4.1 KiB
2 years ago
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using gaemstone.ECS;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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using static gaemstone.Client.CameraModule;
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using static gaemstone.Client.Windowing;
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namespace gaemstone.Client;
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[Module]
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[DependsOn(typeof(Windowing))]
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public class Renderer
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{
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private readonly uint _program;
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private readonly int _cameraMatrixUniform;
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private readonly int _modelMatrixUniform;
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public Renderer(Universe universe)
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{
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var GL = universe.Lookup<Game>().Get<Canvas>().GL;
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GL.Enable(EnableCap.DebugOutputSynchronous);
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GL.DebugMessageCallback(DebugCallback, 0);
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GL.Enable(EnableCap.CullFace);
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GL.CullFace(CullFaceMode.Back);
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GL.Enable(EnableCap.DepthTest);
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GL.DepthFunc(DepthFunction.Less);
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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var vertexShaderSource = Resources.GetString("default.vs.glsl");
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var fragmentShaderSource = Resources.GetString("default.fs.glsl");
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var vertexShader = GL.CreateAndCompileShader(ShaderType.VertexShader , "vertex" , vertexShaderSource);
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var fragmentShader = GL.CreateAndCompileShader(ShaderType.FragmentShader, "fragment", fragmentShaderSource);
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_program = GL.CreateAndLinkProgram("program", vertexShader, fragmentShader);
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_cameraMatrixUniform = GL.GetUniformLocation(_program, "cameraMatrix");
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_modelMatrixUniform = GL.GetUniformLocation(_program, "modelMatrix");
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}
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[System]
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public void Render(Universe universe, Canvas canvas)
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{
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var GL = canvas.GL;
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GL.UseProgram(_program);
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GL.Viewport(default, canvas.Size);
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GL.ClearColor(new Vector4D<float>(0, 0, 0, 255));
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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Filter.RunOnce(universe, (in GlobalTransform transform, in Camera camera, CameraViewport? viewport) => {
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var color = viewport?.ClearColor ?? new(0x4B, 0x00, 0x82, 255);
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var bounds = viewport?.Viewport ?? new(default, canvas.Size);
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GL.Enable(EnableCap.ScissorTest);
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GL.Viewport(bounds); GL.Scissor(bounds.Origin.X, bounds.Origin.Y, (uint)bounds.Size.X, (uint)bounds.Size.Y);
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GL.ClearColor(color); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.Disable(EnableCap.ScissorTest);
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// Get the camera's transform matrix and invert it.
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Matrix4X4.Invert<float>(transform, out var cameraTransform);
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// Create the camera's projection matrix.
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var cameraProjection = camera.IsOrthographic
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? Matrix4X4.CreateOrthographic(
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bounds.Size.X, -bounds.Size.Y,
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camera.NearPlane, camera.FarPlane)
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: Matrix4X4.CreatePerspectiveFieldOfView(
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camera.FieldOfView * MathF.PI / 180, // Degrees => Radians
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(float)bounds.Size.X / bounds.Size.Y, // Aspect Ratio
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camera.NearPlane, camera.FarPlane);
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// Set the uniform to the combined transform and projection.
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var cameraMatrix = cameraTransform * cameraProjection;
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GL.UniformMatrix4(_cameraMatrixUniform, 1, false, in cameraMatrix.Row1.X);
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Filter.RunOnce(universe, (in GlobalTransform transform, in Mesh mesh, Texture? texture) =>
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{
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// If entity has Texture, bind it now.
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if (texture.HasValue) GL.BindTexture(texture.Value.Target, texture.Value.Handle);
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// Draw the mesh.
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GL.UniformMatrix4(_modelMatrixUniform, 1, false, in transform.Value.Row1.X);
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GL.BindVertexArray(mesh.Handle);
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if (!mesh.IsIndexed) GL.DrawArrays(PrimitiveType.Triangles, 0, (uint)mesh.Count);
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else unsafe { GL.DrawElements(PrimitiveType.Triangles, (uint)mesh.Count, DrawElementsType.UnsignedShort, null); }
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// If entity has Texture, unbind it after it has been rendered.
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if (texture.HasValue) GL.BindTexture(texture.Value.Target, 0);
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});
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});
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}
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[DebuggerStepThrough]
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private static void DebugCallback(GLEnum source, GLEnum _type, int id, GLEnum _severity,
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int length, nint _message, nint userParam)
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{
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var type = (DebugType)_type;
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var severity = (DebugSeverity)_severity;
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var message = Marshal.PtrToStringAnsi(_message, length);
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Console.WriteLine($"[GLDebug] [{severity}] {type}/{id}: {message}");
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if (type == DebugType.DebugTypeError) throw new Exception(message);
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}
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}
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