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109 lines
4.1 KiB
109 lines
4.1 KiB
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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