wip: Silk.NET OpenGL backend — project structure, partial implementation
- Engine.Graphics.OpenGL project with Silk.NET.OpenGL, Windowing, Input - OpenGLWindow (Silk.NET.Windowing), OpenGLInputState (Silk.NET.Input) - OpenGLRenderer: full shader pipeline with shadow mapping, VAO/VBO upload - OpenGLRenderContext, OpenGLBackendRegistrar - Build errors due to Silk.NET 2.21 API differences — needs API investigation - Raylib and Vulkan backends unchanged
This commit is contained in:
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using Engine.Core;
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using Engine.Core.Components;
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using Engine.Graphics;
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using Flecs.NET.Core;
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using Silk.NET.OpenGL;
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using EngineMaterial = Engine.Core.Components.Material;
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using EngineMesh = Engine.Core.Components.Mesh;
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using EngineTransform = Engine.Core.Components.Transform;
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namespace Engine.Graphics.OpenGL;
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/// <summary>
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/// OpenGL renderer using Silk.NET — full control over OpenGL state.
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/// Supports shadow mapping, custom shaders, PBR lighting.
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/// </summary>
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public sealed class OpenGLRenderer : IRenderer
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{
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private readonly GL _gl;
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private readonly uint _program;
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private readonly uint _shadowProgram;
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private readonly uint _vao;
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private readonly uint _shadowFbo;
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private readonly uint _shadowTexture;
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private const int ShadowMapSize = 2048;
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private readonly Dictionary<Entity, GLMesh> _meshCache = new();
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private readonly Dictionary<string, uint> _textureCache = new();
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// Uniform locations
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private readonly int _uMVP, _uModel, _uViewPos, _uMaterialColor, _uRoughness, _uMetallic;
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private readonly int _uAmbient, _uLightCount, _uLightDirs, _uLightIntensities, _uLightColors;
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private readonly int _uLightPositions, _uLightTypes, _uLightRanges;
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private readonly int _uLightViewProj, _uShadowMap, _uUseTexture;
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// Light data
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private readonly float[] _lightDirs = new float[12];
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private readonly float[] _lightPositions = new float[12];
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private readonly float[] _lightIntensities = new float[4];
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private readonly float[] _lightColors = new float[12];
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private readonly int[] _lightTypes = new int[4];
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private readonly float[] _lightRanges = new float[4];
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private int _lightCount;
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private ScreenshotRequest? _pendingScreenshot;
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private int _frameCount;
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private bool _disposed;
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public OpenGLRenderer(GL gl)
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{
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_gl = gl;
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_gl.Enable(GLEnum.DepthTest);
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_gl.Enable(GLEnum.CullFace);
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_gl.CullFace(GLEnum.Front);
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_program = CreateProgram(VertexShaderSource, FragmentShaderSource);
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_shadowProgram = CreateProgram(ShadowVertexSource, ShadowFragmentSource);
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// Uniform locations
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_uMVP = _gl.GetUniformLocation(_program, "mvp");
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_uModel = _gl.GetUniformLocation(_program, "model");
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_uViewPos = _gl.GetUniformLocation(_program, "viewPos");
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_uMaterialColor = _gl.GetUniformLocation(_program, "materialColor");
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_uRoughness = _gl.GetUniformLocation(_program, "roughness");
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_uMetallic = _gl.GetUniformLocation(_program, "metallic");
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_uAmbient = _gl.GetUniformLocation(_program, "ambientColor");
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_uLightCount = _gl.GetUniformLocation(_program, "lightCount");
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_uLightDirs = _gl.GetUniformLocation(_program, "lightDirs");
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_uLightIntensities = _gl.GetUniformLocation(_program, "lightIntensities");
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_uLightColors = _gl.GetUniformLocation(_program, "lightColors");
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_uLightPositions = _gl.GetUniformLocation(_program, "lightPositions");
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_uLightTypes = _gl.GetUniformLocation(_program, "lightTypes");
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_uLightRanges = _gl.GetUniformLocation(_program, "lightRanges");
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_uLightViewProj = _gl.GetUniformLocation(_program, "lightViewProj");
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_uShadowMap = _gl.GetUniformLocation(_program, "shadowMap");
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_uUseTexture = _gl.GetUniformLocation(_program, "useTexture");
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// Shadow FBO
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_shadowFbo = _gl.GenFramebuffer();
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_gl.BindFramebuffer(GLEnum.Framebuffer, _shadowFbo);
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_shadowTexture = _gl.GenTexture();
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_gl.BindTexture(GLEnum.Texture2D, _shadowTexture);
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_gl.TexImage2D(GLEnum.Texture2D, 0, (int)GLEnum.DepthComponent, ShadowMapSize, ShadowMapSize, 0, GLEnum.DepthComponent, GLEnum.Float, null);
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_gl.TexParameter(GLEnum.Texture2D, GLEnum.TextureMinFilter, (int)GLEnum.Nearest);
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_gl.TexParameter(GLEnum.Texture2D, GLEnum.TextureMagFilter, (int)GLEnum.Nearest);
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_gl.TexParameter(GLEnum.Texture2D, GLEnum.TextureWrapS, (int)GLEnum.ClampToEdge);
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_gl.TexParameter(GLEnum.Texture2D, GLEnum.TextureWrapT, (int)GLEnum.ClampToEdge);
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_gl.FramebufferTexture2D(GLEnum.Framebuffer, GLEnum.DepthAttachment, GLEnum.Texture2D, _shadowTexture, 0);
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_gl.DrawBuffer(GLEnum.None);
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_gl.ReadBuffer(GLEnum.None);
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_gl.BindFramebuffer(GLEnum.Framebuffer, 0);
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// Dummy VAO (required in core profile)
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_vao = _gl.GenVertexArray();
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}
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public void RequestScreenshot(string outputPath) => _pendingScreenshot = new ScreenshotRequest(outputPath, null);
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public bool IsScreenshotRequested => _pendingScreenshot != null;
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public IScreenshotProvider ScreenshotProvider => new OpenGLScreenshotProvider(this);
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public void RenderWorld(World world)
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{
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var camera = GetCamera(world);
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CollectLights(world);
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var hasDirLight = _lightCount > 0 && _lightTypes[0] == (int)LightType.Directional;
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Matrix4x4 lightViewProj = Matrix4x4.Identity;
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// === PASS 1: Shadow map ===
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if (hasDirLight)
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{
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var lightDir = new Vector3(_lightDirs[0], _lightDirs[1], _lightDirs[2]);
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var sceneCenter = new Vector3(0, 0.5f, 0);
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var lightPos = sceneCenter - lightDir * 30f;
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var up = MathF.Abs(Vector3.Dot(lightDir, Vector3.UnitY)) > 0.99f ? Vector3.UnitZ : Vector3.UnitY;
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lightViewProj = Matrix4x4.CreateOrthographicOffCenter(-15, 15, -15, 15, 1, 80)
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* Matrix4x4.CreateLookAt(lightPos, sceneCenter, up);
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_gl.Viewport(0, 0, ShadowMapSize, ShadowMapSize);
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_gl.BindFramebuffer(GLEnum.Framebuffer, _shadowFbo);
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_gl.Clear(GLEnum.DepthBufferBit);
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_gl.UseProgram(_shadowProgram);
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_gl.CullFace(GLEnum.Front);
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var shadowMvpLoc = _gl.GetUniformLocation(_shadowProgram, "mvp");
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world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
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{
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if (e.Name() == "Grid" || e.Name() == "Floor") return;
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var glMesh = GetOrUploadMesh(e, mesh);
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var model = transform.GetMatrix();
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var mvp = lightViewProj * model;
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_gl.UniformMatrix4(shadowMvpLoc, 1, false, ref mvp);
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DrawMeshImmediate(glMesh);
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});
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_gl.CullFace(GLEnum.Back);
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_gl.BindFramebuffer(GLEnum.Framebuffer, 0);
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}
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// === PASS 2: Main render ===
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_gl.Viewport(0, 0, (uint)GetScreenWidth(), (uint)GetScreenHeight());
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_gl.ClearColor(0.098f, 0.118f, 0.157f, 1);
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_gl.Clear(GLEnum.ColorBufferBit | GLEnum.DepthBufferBit);
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_gl.UseProgram(_program);
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var view = Matrix4x4.CreateLookAt(camera.Position, camera.Target, camera.Up);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(camera.FieldOfView, camera.AspectRatio, camera.NearPlane, camera.FarPlane);
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// Frame uniforms
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_gl.Uniform3(_uViewPos, camera.Position);
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_gl.Uniform3(_uAmbient, 0.35f, 0.35f, 0.4f);
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_gl.Uniform1(_uLightCount, _lightCount);
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_gl.Uniform3(_uLightDirs, 4, _lightDirs);
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_gl.Uniform1(_uLightIntensities, 4, _lightIntensities);
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_gl.Uniform3(_uLightColors, 4, _lightColors);
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_gl.Uniform3(_uLightPositions, 4, _lightPositions);
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_gl.Uniform1(_uLightTypes, 4, _lightTypes);
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_gl.Uniform1(_uLightRanges, 4, _lightRanges);
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// Shadow uniforms
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if (hasDirLight)
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{
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_gl.UniformMatrix4(_uLightViewProj, 1, false, ref lightViewProj);
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_gl.ActiveTexture(GLEnum.Texture1);
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_gl.BindTexture(GLEnum.Texture2D, _shadowTexture);
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_gl.Uniform1(_uShadowMap, 1);
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_gl.ActiveTexture(GLEnum.Texture0);
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}
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// Draw all entities
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world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
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{
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if (e.Name() == "Grid") return;
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var material = e.Has<EngineMaterial>() ? e.Get<EngineMaterial>() : EngineMaterial.Default;
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var glMesh = GetOrUploadMesh(e, mesh);
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var model = transform.GetMatrix();
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var mvp = proj * view * model;
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_gl.UniformMatrix4(_uMVP, 1, false, ref mvp);
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_gl.UniformMatrix4(_uModel, 1, false, ref model);
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_gl.Uniform4(_uMaterialColor, new Vector4(material.Albedo, 1.0f));
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_gl.Uniform1(_uRoughness, material.Roughness);
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_gl.Uniform1(_uMetallic, material.Metallic);
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_gl.Uniform1(_uUseTexture, 0);
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DrawMeshImmediate(glMesh);
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});
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_frameCount++;
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if (_pendingScreenshot is { } req && _frameCount >= 3)
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{
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CaptureScreenshot(req);
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_pendingScreenshot = null;
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}
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}
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private void DrawMeshImmediate(GLMesh mesh)
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{
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_gl.BindVertexArray(mesh.Vao);
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_gl.DrawElements(GLEnum.Triangles, (uint)mesh.IndexCount, GLEnum.UnsignedInt, 0);
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_gl.BindVertexArray(0);
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}
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private GLMesh GetOrUploadMesh(Entity e, EngineMesh mesh)
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{
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if (_meshCache.TryGetValue(e, out var existing))
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return existing;
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var vao = _gl.GenVertexArray();
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_gl.BindVertexArray(vao);
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// Position
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var posVbo = _gl.GenBuffer();
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_gl.BindBuffer(GLEnum.ArrayBuffer, posVbo);
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var positions = new float[mesh.Vertices.Length * 3];
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for (var i = 0; i < mesh.Vertices.Length; i++)
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{
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positions[i * 3] = mesh.Vertices[i].Position.X;
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positions[i * 3 + 1] = mesh.Vertices[i].Position.Y;
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positions[i * 3 + 2] = mesh.Vertices[i].Position.Z;
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}
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_gl.BufferData(GLEnum.ArrayBuffer, (nuint)(positions.Length * sizeof(float)), positions, GLEnum.StaticDraw);
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_gl.EnableVertexAttribArray(0);
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_gl.VertexAttribPointer(0, 3, GLEnum.Float, false, 3 * sizeof(float), 0);
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// Normal
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var nrmVbo = _gl.GenBuffer();
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_gl.BindBuffer(GLEnum.ArrayBuffer, nrmVbo);
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var normals = new float[mesh.Vertices.Length * 3];
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for (var i = 0; i < mesh.Vertices.Length; i++)
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{
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normals[i * 3] = mesh.Vertices[i].Normal.X;
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normals[i * 3 + 1] = mesh.Vertices[i].Normal.Y;
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normals[i * 3 + 2] = mesh.Vertices[i].Normal.Z;
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}
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_gl.BufferData(GLEnum.ArrayBuffer, (nuint)(normals.Length * sizeof(float)), normals, GLEnum.StaticDraw);
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_gl.EnableVertexAttribArray(1);
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_gl.VertexAttribPointer(1, 3, GLEnum.Float, false, 3 * sizeof(float), 0);
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// Color
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var colVbo = _gl.GenBuffer();
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_gl.BindBuffer(GLEnum.ArrayBuffer, colVbo);
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var colors = new float[mesh.Vertices.Length * 4];
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for (var i = 0; i < mesh.Vertices.Length; i++)
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{
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colors[i * 4] = mesh.Vertices[i].Color.X;
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colors[i * 4 + 1] = mesh.Vertices[i].Color.Y;
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colors[i * 4 + 2] = mesh.Vertices[i].Color.Z;
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colors[i * 4 + 3] = 1.0f;
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}
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_gl.BufferData(GLEnum.ArrayBuffer, (nuint)(colors.Length * sizeof(float)), colors, GLEnum.StaticDraw);
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_gl.EnableVertexAttribArray(2);
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_gl.VertexAttribPointer(2, 4, GLEnum.Float, false, 4 * sizeof(float), 0);
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// Indices
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var ebo = _gl.GenBuffer();
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_gl.BindBuffer(GLEnum.ElementArrayBuffer, ebo);
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_gl.BufferData(GLEnum.ElementArrayBuffer, (nuint)(mesh.Indices.Length * sizeof(uint)), mesh.Indices, GLEnum.StaticDraw);
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_gl.BindVertexArray(0);
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var glMesh = new GLMesh { Vao = vao, IndexCount = mesh.Indices.Length };
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_meshCache[e] = glMesh;
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return glMesh;
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}
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private void CollectLights(World world)
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{
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var count = 0;
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world.Each((Entity e, ref Light light) =>
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{
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if (count >= 4) return;
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_lightDirs[count * 3] = light.Direction.X;
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_lightDirs[count * 3 + 1] = light.Direction.Y;
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_lightDirs[count * 3 + 2] = light.Direction.Z;
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_lightPositions[count * 3] = light.Position.X;
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_lightPositions[count * 3 + 1] = light.Position.Y;
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_lightPositions[count * 3 + 2] = light.Position.Z;
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_lightIntensities[count] = light.Intensity;
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_lightColors[count * 3] = light.Color.X;
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_lightColors[count * 3 + 1] = light.Color.Y;
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_lightColors[count * 3 + 2] = light.Color.Z;
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_lightTypes[count] = (int)light.Type;
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_lightRanges[count] = light.Range;
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count++;
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});
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if (count == 0)
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{
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_lightDirs[0] = 0.5f; _lightDirs[1] = -1; _lightDirs[2] = -0.5f;
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_lightIntensities[0] = 1; _lightColors[0] = 1; _lightColors[1] = 0.95f; _lightColors[2] = 0.8f;
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_lightTypes[0] = (int)LightType.Directional; _lightRanges[0] = 20;
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count = 1;
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}
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for (var i = count; i < 4; i++)
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{
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_lightIntensities[i] = 0; _lightTypes[i] = 0;
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}
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_lightCount = count;
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}
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private Camera GetCamera(World world)
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{
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var cam = new Camera(new Vector3(0, 0.75f, -30), new Vector3(0, 0.5f, 0), Vector3.UnitY, MathF.PI / 12, 16f / 9f, 0.1f, 100f);
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world.Each((Entity e, ref Camera c) => cam = c);
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return cam;
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}
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private int GetScreenWidth() => 1280;
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private int GetScreenHeight() => 720;
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private uint CreateProgram(string vs, string fs)
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{
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var vertex = _gl.CreateShader(GLEnum.VertexShader);
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_gl.ShaderSource(vertex, vs);
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_gl.CompileShader(vertex);
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_gl.GetShader(vertex, ShaderParameterName.CompileStatus, out int vStatus);
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if (vStatus == 0) throw new Exception($"Vertex shader: {_gl.GetShaderInfoLog(vertex)}");
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var fragment = _gl.CreateShader(GLEnum.FragmentShader);
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_gl.ShaderSource(fragment, fs);
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_gl.CompileShader(fragment);
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_gl.GetShader(fragment, ShaderParameterName.CompileStatus, out int fStatus);
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if (fStatus == 0) throw new Exception($"Fragment shader: {_gl.GetShaderInfoLog(fragment)}");
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var program = _gl.CreateProgram();
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_gl.AttachShader(program, vertex);
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_gl.AttachShader(program, fragment);
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_gl.LinkProgram(program);
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_gl.GetProgram(program, ProgramProperty.LinkStatus, out int lStatus);
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if (lStatus == 0) throw new Exception($"Link: {_gl.GetProgramInfoLog(program)}");
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_gl.DeleteShader(vertex);
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_gl.DeleteShader(fragment);
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return program;
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}
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private void CaptureScreenshot(ScreenshotRequest req)
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{
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// TODO: implement via glReadPixels + ImageSharp
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Console.WriteLine($"[OpenGL] Screenshot saved: {req.Path}");
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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foreach (var mesh in _meshCache.Values)
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_gl.DeleteVertexArray(mesh.Vao);
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_meshCache.Clear();
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_gl.DeleteProgram(_program);
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_gl.DeleteProgram(_shadowProgram);
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_gl.DeleteFramebuffer(_shadowFbo);
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_gl.DeleteTexture(_shadowTexture);
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}
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// Shaders
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private const string ShadowVertexSource = @"#version 330 core
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layout(location = 0) in vec3 aPos;
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uniform mat4 mvp;
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void main() { gl_Position = mvp * vec4(aPos, 1.0); }";
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private const string ShadowFragmentSource = @"#version 330 core
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void main() {}";
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private const string VertexShaderSource = @"#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec4 aColor;
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uniform mat4 mvp;
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uniform mat4 model;
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out vec3 vNormal;
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out vec3 vWorldPos;
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out vec4 vColor;
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void main()
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{
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vec4 worldPos = model * vec4(aPos, 1.0);
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vWorldPos = worldPos.xyz;
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vNormal = mat3(transpose(inverse(model))) * aNormal;
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vColor = aColor;
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gl_Position = mvp * vec4(aPos, 1.0);
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}";
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private const string FragmentShaderSource = @"#version 330 core
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in vec3 vNormal;
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in vec3 vWorldPos;
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in vec4 vColor;
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out vec4 finalColor;
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uniform vec4 materialColor;
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uniform float roughness;
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uniform float metallic;
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uniform vec3 viewPos;
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uniform vec3 ambientColor;
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uniform int lightCount;
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uniform vec3 lightDirs[4];
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uniform vec3 lightPositions[4];
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uniform float lightIntensities[4];
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uniform vec3 lightColors[4];
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uniform int lightTypes[4];
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uniform float lightRanges[4];
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uniform mat4 lightViewProj;
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||||
uniform sampler2D shadowMap;
|
||||
|
||||
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 specularColor = mix(fresnel, albedo * fresnel, metal);
|
||||
vec3 diffuse = albedo * lightColors[i] * NdotL * lightIntensities[i] * atten * 1.5 * lightShadow;
|
||||
vec3 specular = specularColor * 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(uint Vao, int IndexCount);
|
||||
private readonly record struct ScreenshotRequest(string Path, TaskCompletionSource<byte[]>? Tcs);
|
||||
|
||||
private sealed class OpenGLScreenshotProvider : IScreenshotProvider
|
||||
{
|
||||
private readonly OpenGLRenderer _r;
|
||||
public OpenGLScreenshotProvider(OpenGLRenderer r) => _r = r;
|
||||
public Task<byte[]> CaptureAsync(string outputPath) => Task.FromResult(Array.Empty<byte>());
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user