feat: OpenTK 4.x OpenGL backend — replaces Silk.NET, default renderer

- Deleted Engine.Graphics.OpenGL (Silk.NET) project
- Created Engine.Graphics.OpenTK with OpenTK 4.9.4
- OpenTKWindow: GameWindow + ProcessEvents() (non-blocking), SwapBuffers()
- OpenTKInputState: KeyboardState/MouseState → Engine.Core.Key
- OpenTKRenderer: raw OpenGL 3.3 Core, managed arrays (no unsafe),
  OpenTK.Mathematics.Matrix4 (column-major, no transpose needed),
  shadow FBO with depth texture, PCF 3x3, full PBR shader
- OpenTKRenderContext + OpenTKBackendRegistrar ('opentk')
- Program.cs: default backend is 'opentk'
- 66/66 tests, 0 errors, 1600 FPS (VSync off)
This commit is contained in:
emil28092005
2026-06-17 21:24:33 +03:00
parent 5687e97a09
commit 270806a189
14 changed files with 684 additions and 737 deletions
@@ -0,0 +1,438 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using Engine.Core;
using Engine.Core.Components;
using Engine.Graphics;
using Flecs.NET.Core;
using OpenTK.Graphics.OpenGL4;
using OTKMatrix = OpenTK.Mathematics.Matrix4;
using OTKVector3 = OpenTK.Mathematics.Vector3;
using OTKVector4 = OpenTK.Mathematics.Vector4;
using EngineMaterial = Engine.Core.Components.Material;
using EngineMesh = Engine.Core.Components.Mesh;
using EngineTransform = Engine.Core.Components.Transform;
namespace Engine.Graphics.OpenTK;
/// <summary>
/// OpenTK OpenGL renderer — full control over OpenGL state for shadow mapping.
/// </summary>
public sealed class OpenTKRenderer : IRenderer
{
private const int ShadowMapSize = 2048;
private readonly int _program;
private readonly int _shadowProgram;
private readonly int _shadowFbo;
private readonly int _shadowTexture;
private readonly Dictionary<Entity, GLMesh> _meshCache = new();
// Uniform locations
private readonly int _uMVP, _uModel, _uViewPos, _uMaterialColor, _uRoughness, _uMetallic;
private readonly int _uAmbient, _uLightCount, _uLightDirs, _uLightIntensities, _uLightColors;
private readonly int _uLightPositions, _uLightTypes, _uLightRanges;
private readonly int _uLightViewProj, _uShadowMap, _uUseTexture;
// Light data
private readonly float[] _lightDirs = new float[12];
private readonly float[] _lightPositions = new float[12];
private readonly float[] _lightIntensities = new float[4];
private readonly float[] _lightColors = new float[12];
private readonly int[] _lightTypes = new int[4];
private readonly float[] _lightRanges = new float[4];
private int _lightCount;
private int _screenWidth = 1280;
private int _screenHeight = 720;
private bool _disposed;
public OpenTKRenderer()
{
GL.Enable(EnableCap.DepthTest);
_program = CreateProgram(VertexShaderSource, FragmentShaderSource);
_shadowProgram = CreateProgram(ShadowVertexSource, ShadowFragmentSource);
_uMVP = GL.GetUniformLocation(_program, "mvp");
_uModel = GL.GetUniformLocation(_program, "model");
_uViewPos = GL.GetUniformLocation(_program, "viewPos");
_uMaterialColor = GL.GetUniformLocation(_program, "materialColor");
_uRoughness = GL.GetUniformLocation(_program, "roughness");
_uMetallic = GL.GetUniformLocation(_program, "metallic");
_uAmbient = GL.GetUniformLocation(_program, "ambientColor");
_uLightCount = GL.GetUniformLocation(_program, "lightCount");
_uLightDirs = GL.GetUniformLocation(_program, "lightDirs");
_uLightIntensities = GL.GetUniformLocation(_program, "lightIntensities");
_uLightColors = GL.GetUniformLocation(_program, "lightColors");
_uLightPositions = GL.GetUniformLocation(_program, "lightPositions");
_uLightTypes = GL.GetUniformLocation(_program, "lightTypes");
_uLightRanges = GL.GetUniformLocation(_program, "lightRanges");
_uLightViewProj = GL.GetUniformLocation(_program, "lightViewProj");
_uShadowMap = GL.GetUniformLocation(_program, "shadowMap");
_uUseTexture = GL.GetUniformLocation(_program, "useTexture");
// Shadow FBO with depth texture
_shadowFbo = GL.GenFramebuffer();
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo);
_shadowTexture = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _shadowTexture);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.DepthComponent,
ShadowMapSize, ShadowMapSize, 0, PixelFormat.DepthComponent, PixelType.Float, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment,
TextureTarget.Texture2D, _shadowTexture, 0);
GL.DrawBuffer(DrawBufferMode.None);
GL.ReadBuffer(ReadBufferMode.None);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
public void SetScreenSize(int w, int h) { _screenWidth = w; _screenHeight = h; }
public void RequestScreenshot(string outputPath) { }
public bool IsScreenshotRequested => false;
public IScreenshotProvider ScreenshotProvider => new OpenTKScreenshotProvider();
public void RenderWorld(World world)
{
var camera = GetCamera(world);
CollectLights(world);
var hasDirLight = _lightCount > 0 && _lightTypes[0] == (int)LightType.Directional;
OTKMatrix lightViewProj = OTKMatrix.Identity;
// === PASS 1: Shadow map ===
if (hasDirLight)
{
var lightDir = new System.Numerics.Vector3(_lightDirs[0], _lightDirs[1], _lightDirs[2]);
var sceneCenter = new System.Numerics.Vector3(0, 0.5f, 0);
var lightPos = sceneCenter - lightDir * 30f;
var up = MathF.Abs(System.Numerics.Vector3.Dot(lightDir, System.Numerics.Vector3.UnitY)) > 0.99f
? System.Numerics.Vector3.UnitZ : System.Numerics.Vector3.UnitY;
lightViewProj = OTKMatrix.CreateOrthographicOffCenter(-15, 15, -15, 15, 1, 80)
* OTKMatrix.LookAt(ToOTK(lightPos), ToOTK(sceneCenter), ToOTK(up));
GL.Viewport(0, 0, ShadowMapSize, ShadowMapSize);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo);
GL.Clear(ClearBufferMask.DepthBufferBit);
GL.UseProgram(_shadowProgram);
GL.CullFace(CullFaceMode.Front);
var shadowMvpLoc = GL.GetUniformLocation(_shadowProgram, "mvp");
world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
{
if (e.Name() == "Grid" || e.Name() == "Floor") return;
var glMesh = GetOrUploadMesh(e, mesh);
var model = ToOTK(transform.GetMatrix());
var mvp = lightViewProj * model;
GL.UniformMatrix4(shadowMvpLoc, false, ref mvp);
DrawMeshImmediate(glMesh);
});
GL.CullFace(CullFaceMode.Back);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
// === PASS 2: Main render ===
GL.Viewport(0, 0, _screenWidth, _screenHeight);
GL.Enable(EnableCap.DepthTest);
GL.Disable(EnableCap.CullFace);
GL.ClearColor(0.098f, 0.118f, 0.157f, 1);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.UseProgram(_program);
var view = OTKMatrix.LookAt(ToOTK(camera.Position), ToOTK(camera.Target), ToOTK(camera.Up));
var proj = OTKMatrix.CreatePerspectiveFieldOfView(camera.FieldOfView, camera.AspectRatio, camera.NearPlane, camera.FarPlane);
// Frame uniforms
GL.Uniform3(_uViewPos, camera.Position.X, camera.Position.Y, camera.Position.Z);
GL.Uniform3(_uAmbient, 0.35f, 0.35f, 0.4f);
GL.Uniform1(_uLightCount, _lightCount);
GL.Uniform3(_uLightDirs, 4, _lightDirs);
GL.Uniform1(_uLightIntensities, 4, _lightIntensities);
GL.Uniform3(_uLightColors, 4, _lightColors);
GL.Uniform3(_uLightPositions, 4, _lightPositions);
GL.Uniform1(_uLightTypes, 4, _lightTypes);
GL.Uniform1(_uLightRanges, 4, _lightRanges);
if (hasDirLight)
{
GL.UniformMatrix4(_uLightViewProj, false, ref lightViewProj);
GL.ActiveTexture(TextureUnit.Texture1);
GL.BindTexture(TextureTarget.Texture2D, _shadowTexture);
GL.Uniform1(_uShadowMap, 1);
GL.ActiveTexture(TextureUnit.Texture0);
}
world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
{
if (e.Name() == "Grid") return;
var material = e.Has<EngineMaterial>() ? e.Get<EngineMaterial>() : EngineMaterial.Default;
var glMesh = GetOrUploadMesh(e, mesh);
var model = ToOTK(transform.GetMatrix());
var mvp = proj * view * model;
GL.UniformMatrix4(_uMVP, false, ref mvp);
GL.UniformMatrix4(_uModel, false, ref model);
GL.Uniform4(_uMaterialColor, material.Albedo.X, material.Albedo.Y, material.Albedo.Z, 1.0f);
GL.Uniform1(_uRoughness, material.Roughness);
GL.Uniform1(_uMetallic, material.Metallic);
GL.Uniform1(_uUseTexture, 0);
DrawMeshImmediate(glMesh);
});
}
private void DrawMeshImmediate(GLMesh mesh)
{
GL.BindVertexArray(mesh.Vao);
GL.DrawElements(PrimitiveType.Triangles, mesh.IndexCount, DrawElementsType.UnsignedInt, 0);
GL.BindVertexArray(0);
}
private GLMesh GetOrUploadMesh(Entity e, EngineMesh mesh)
{
if (_meshCache.TryGetValue(e, out var existing))
return existing;
var vao = GL.GenVertexArray();
GL.BindVertexArray(vao);
// Position (location 0)
var positions = new float[mesh.Vertices.Length * 3];
for (var i = 0; i < mesh.Vertices.Length; i++)
{
positions[i * 3] = mesh.Vertices[i].Position.X;
positions[i * 3 + 1] = mesh.Vertices[i].Position.Y;
positions[i * 3 + 2] = mesh.Vertices[i].Position.Z;
}
var posVbo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, posVbo);
GL.BufferData(BufferTarget.ArrayBuffer, positions.Length * sizeof(float), positions, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
// Normal (location 1)
var normals = new float[mesh.Vertices.Length * 3];
for (var i = 0; i < mesh.Vertices.Length; i++)
{
normals[i * 3] = mesh.Vertices[i].Normal.X;
normals[i * 3 + 1] = mesh.Vertices[i].Normal.Y;
normals[i * 3 + 2] = mesh.Vertices[i].Normal.Z;
}
var nrmVbo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, nrmVbo);
GL.BufferData(BufferTarget.ArrayBuffer, normals.Length * sizeof(float), normals, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
// Color (location 2)
var colors = new float[mesh.Vertices.Length * 4];
for (var i = 0; i < mesh.Vertices.Length; i++)
{
colors[i * 4] = mesh.Vertices[i].Color.X;
colors[i * 4 + 1] = mesh.Vertices[i].Color.Y;
colors[i * 4 + 2] = mesh.Vertices[i].Color.Z;
colors[i * 4 + 3] = 1.0f;
}
var colVbo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, colVbo);
GL.BufferData(BufferTarget.ArrayBuffer, colors.Length * sizeof(float), colors, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(2);
GL.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 4 * sizeof(float), 0);
// Indices
var ebo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ebo);
GL.BufferData(BufferTarget.ElementArrayBuffer, mesh.Indices.Length * sizeof(uint), mesh.Indices, BufferUsageHint.StaticDraw);
GL.BindVertexArray(0);
var glMesh = new GLMesh(vao, mesh.Indices.Length);
_meshCache[e] = glMesh;
return glMesh;
}
private void CollectLights(World world)
{
var count = 0;
world.Each((Entity e, ref Light light) =>
{
if (count >= 4) return;
_lightDirs[count * 3] = light.Direction.X;
_lightDirs[count * 3 + 1] = light.Direction.Y;
_lightDirs[count * 3 + 2] = light.Direction.Z;
_lightPositions[count * 3] = light.Position.X;
_lightPositions[count * 3 + 1] = light.Position.Y;
_lightPositions[count * 3 + 2] = light.Position.Z;
_lightIntensities[count] = light.Intensity;
_lightColors[count * 3] = light.Color.X;
_lightColors[count * 3 + 1] = light.Color.Y;
_lightColors[count * 3 + 2] = light.Color.Z;
_lightTypes[count] = (int)light.Type;
_lightRanges[count] = light.Range;
count++;
});
if (count == 0)
{
_lightDirs[0] = 0.5f; _lightDirs[1] = -1; _lightDirs[2] = -0.5f;
_lightIntensities[0] = 1; _lightColors[0] = 1; _lightColors[1] = 0.95f; _lightColors[2] = 0.8f;
_lightTypes[0] = (int)LightType.Directional; _lightRanges[0] = 20;
count = 1;
}
for (var i = count; i < 4; i++) { _lightIntensities[i] = 0; _lightTypes[i] = 0; }
_lightCount = count;
}
private Camera GetCamera(World world)
{
var cam = new Camera(new System.Numerics.Vector3(0, 0.75f, -30),
new System.Numerics.Vector3(0, 0.5f, 0), System.Numerics.Vector3.UnitY,
MathF.PI / 12, 16f / 9f, 0.1f, 100f);
world.Each((Entity e, ref Camera c) => cam = c);
return cam;
}
private static OTKMatrix ToOTK(System.Numerics.Matrix4x4 m) => new(
m.M11, m.M12, m.M13, m.M14,
m.M21, m.M22, m.M23, m.M24,
m.M31, m.M32, m.M33, m.M34,
m.M41, m.M42, m.M43, m.M44);
private static OTKVector3 ToOTK(System.Numerics.Vector3 v) => new(v.X, v.Y, v.Z);
private static int CreateProgram(string vs, string fs)
{
var vertex = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertex, vs);
GL.CompileShader(vertex);
GL.GetShader(vertex, ShaderParameter.CompileStatus, out int vStatus);
if (vStatus == 0) throw new Exception($"VS: {GL.GetShaderInfoLog(vertex)}");
var fragment = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragment, fs);
GL.CompileShader(fragment);
GL.GetShader(fragment, ShaderParameter.CompileStatus, out int fStatus);
if (fStatus == 0) throw new Exception($"FS: {GL.GetShaderInfoLog(fragment)}");
var program = GL.CreateProgram();
GL.AttachShader(program, vertex);
GL.AttachShader(program, fragment);
GL.LinkProgram(program);
GL.GetProgram(program, GetProgramParameterName.LinkStatus, out int lStatus);
if (lStatus == 0) throw new Exception($"Link: {GL.GetProgramInfoLog(program)}");
GL.DeleteShader(vertex);
GL.DeleteShader(fragment);
return program;
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
foreach (var m in _meshCache.Values) GL.DeleteVertexArray(m.Vao);
_meshCache.Clear();
GL.DeleteProgram(_program);
GL.DeleteProgram(_shadowProgram);
GL.DeleteFramebuffer(_shadowFbo);
GL.DeleteTexture(_shadowTexture);
}
// Shaders (copied from Silk.NET OpenGL backend — backend-agnostic GLSL 330 core)
private const string ShadowVertexSource = @"#version 330 core
layout(location=0) in vec3 aPos;
uniform mat4 mvp;
void main(){gl_Position=mvp*vec4(aPos,1.0);}";
private const string ShadowFragmentSource = @"#version 330 core
void main(){}";
private const string VertexShaderSource = @"#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec3 aNormal;
layout(location=2) in vec4 aColor;
uniform mat4 mvp;
uniform mat4 model;
out vec3 vNormal;
out vec3 vWorldPos;
out vec4 vColor;
void main(){
vec4 wp=model*vec4(aPos,1.0);
vWorldPos=wp.xyz;
vNormal=mat3(transpose(inverse(model)))*aNormal;
vColor=aColor;
gl_Position=mvp*vec4(aPos,1.0);
}";
private const string FragmentShaderSource = @"#version 330 core
in vec3 vNormal;
in vec3 vWorldPos;
in vec4 vColor;
out vec4 finalColor;
uniform vec4 materialColor;
uniform float roughness;
uniform float metallic;
uniform vec3 viewPos;
uniform vec3 ambientColor;
uniform int lightCount;
uniform vec3 lightDirs[4];
uniform vec3 lightPositions[4];
uniform float lightIntensities[4];
uniform vec3 lightColors[4];
uniform int lightTypes[4];
uniform float lightRanges[4];
uniform mat4 lightViewProj;
uniform sampler2D shadowMap;
uniform int useTexture;
vec3 ACESFilm(vec3 x){const float a=2.51,b=0.03,c=2.43,d=0.59,e=0.14;return clamp((x*(a*x+b))/(x*(c*x+d)+e),0.0,1.0);}
float Attenuation(float dist,float range){float r=max(range,0.001),d=max(dist,0.001);float x=d/r,x2=x*x,x4=x2*x2;return clamp(1.0/(1.0+25.0*x4),0.0,1.0)*smoothstep(1.0,0.0,x);}
float CalculateShadow(vec3 worldPos){vec4 lp=lightViewProj*vec4(worldPos,1.0);vec3 ndc=lp.xyz/lp.w;vec3 uvw=ndc*0.5+0.5;if(uvw.x<0.0||uvw.x>1.0||uvw.y<0.0||uvw.y>1.0||uvw.z>1.0)return 1.0;float bias=0.005;vec2 ts=vec2(1.0/2048.0);float s=0.0;for(int x=-1;x<=1;x++){for(int y=-1;y<=1;y++){float d=texture(shadowMap,uvw.xy+vec2(x,y)*ts).r;s+=(uvw.z-bias>d)?0.3:1.0;}}return s/9.0;}
void main(){
vec3 normal=normalize(vNormal);
vec3 albedo=pow(vColor.rgb*materialColor.rgb,vec3(2.2));
vec3 viewDir=normalize(viewPos-vWorldPos);
float rough=clamp(roughness,0.05,1.0);
float metal=clamp(metallic,0.0,1.0);
vec3 skyColor=ambientColor;
vec3 groundColor=ambientColor*0.2;
float hemisphere=0.5+0.5*normal.y;
vec3 result=albedo*mix(groundColor,skyColor,hemisphere)*0.4;
float shadow=1.0;
if(lightCount>0&&lightTypes[0]==0)shadow=CalculateShadow(vWorldPos);
vec3 F0=mix(vec3(0.04),albedo,metal);
float shininess=mix(8.0,256.0,1.0-rough);
for(int i=0;i<lightCount;i++){
vec3 L;float atten=1.0;
if(lightTypes[i]==1){vec3 toLight=lightPositions[i]-vWorldPos;float dist=length(toLight);L=toLight/max(dist,0.001);atten=Attenuation(dist,lightRanges[i]);}
else{L=normalize(-lightDirs[i]);}
float lightShadow=(i==0&&lightTypes[0]==0)?shadow:1.0;
vec3 H=normalize(L+viewDir);
float NdotL=max(dot(normal,L),0.0);
float NdotH=max(dot(normal,H),0.0);
float HdotV=max(dot(H,viewDir),0.0);
float spec=pow(NdotH,shininess);
vec3 fresnel=F0+(1.0-F0)*pow(1.0-HdotV,5.0);
vec3 specColor=mix(fresnel,albedo*fresnel,metal);
vec3 diffuse=albedo*lightColors[i]*NdotL*lightIntensities[i]*atten*1.5*lightShadow;
vec3 specular=specColor*spec*lightIntensities[i]*atten*lightShadow;
diffuse*=(1.0-fresnel*(1.0-metal*0.5));
result+=diffuse+specular;
}
result=ACESFilm(result*1.2);
result=pow(result,vec3(1.0/2.2));
finalColor=vec4(result,1.0);
}";
private readonly record struct GLMesh(int Vao, int IndexCount);
private sealed class OpenTKScreenshotProvider : IScreenshotProvider
{
public Task<byte[]> CaptureAsync(string outputPath) => Task.FromResult(Array.Empty<byte>());
}
}