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142 lines
5.3 KiB
142 lines
5.3 KiB
using System; |
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using System.Diagnostics; |
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using System.Numerics; |
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using System.Runtime.InteropServices; |
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using gaemstone.ECS; |
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using gaemstone.Flecs; |
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using gaemstone.Utility; |
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using Silk.NET.OpenGL; |
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using Silk.NET.Windowing; |
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using static gaemstone.Client.Components.CameraComponents; |
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using static gaemstone.Client.Components.RenderingComponents; |
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using static gaemstone.Client.Systems.Windowing; |
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using static gaemstone.Components.TransformComponents; |
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namespace gaemstone.Client.Systems; |
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[Module] |
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[DependsOn<gaemstone.Client.Components.CameraComponents>] |
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[DependsOn<gaemstone.Client.Components.RenderingComponents>] |
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[DependsOn<gaemstone.Client.Systems.Windowing>] |
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[DependsOn<gaemstone.Components.TransformComponents>] |
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public class Renderer |
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{ |
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private uint _program; |
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private int _cameraMatrixUniform; |
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private int _modelMatrixUniform; |
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private Rule? _renderEntityRule; |
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[Observer<ObserverEvent.OnSet>] |
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public void OnCanvasSet(Canvas canvas) |
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{ |
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var GL = 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("/gaemstone.Client/Resources/default.vs.glsl"); |
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var fragmentShaderSource = Resources.GetString("/gaemstone.Client/Resources/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<SystemPhase.PreStore>] |
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public void Clear(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(canvas.Size); |
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GL.ClearColor(canvas.BackgroundColor); |
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); |
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} |
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[System<SystemPhase.OnStore>] |
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public void Render(Universe universe, [Game] Canvas canvas, |
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in GlobalTransform cameraTransform, in Camera camera, CameraViewport? viewport) |
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{ |
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var color = viewport?.ClearColor ?? Color.FromRGB(0.3f, 0.0f, 0.5f); |
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var bounds = viewport?.Viewport ?? new(default, canvas.Size); |
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var GL = canvas.GL; |
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GL.Enable(EnableCap.ScissorTest); |
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GL.Viewport(bounds); GL.Scissor(bounds.Left, bounds.Top, (uint)bounds.Width, (uint)bounds.Height); |
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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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// 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.Width, -bounds.Height, |
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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.Width / bounds.Height, // Aspect Ratio |
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camera.NearPlane, camera.FarPlane); |
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// Get the camera's transform matrix and invert it. |
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Matrix4x4.Invert(cameraTransform, out var invertedTransform); |
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// Set the uniform to the combined transform and projection. |
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var cameraMatrix = invertedTransform * cameraProjection; |
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GL.UniformMatrix4(_cameraMatrixUniform, 1, false, in cameraMatrix.M11); |
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_renderEntityRule ??= new(universe, new(""" |
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GlobalTransform, |
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(Mesh, $mesh), MeshHandle($mesh), |
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?(Texture, $tex), ?TextureHandle($tex) |
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""")); |
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foreach (var iter in _renderEntityRule.Iter()) { |
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var transforms = iter.Field<GlobalTransform>(1); |
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var meshes = iter.Field<MeshHandle>(3); |
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// var texPairs = iter.FieldOrEmpty<Identifier>(4); |
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var textures = iter.FieldOrEmpty<TextureHandle>(5); |
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for (var i = 0; i < iter.Count; i++) { |
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var rTransform = transforms[i]; |
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var mesh = meshes[i]; |
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// var hasTexture = (texPairs.Length > 0); |
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var texture = textures.GetOrNull(i); |
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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 rTransform.Value.M11); |
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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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[System<SystemPhase.PostFrame>] |
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public static void SwapBuffers(GameWindow window) |
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=> window.Handle.SwapBuffers(); |
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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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