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:
emil28092005
2026-06-17 18:48:36 +03:00
parent e452a294cc
commit 6e65eedf1d
7 changed files with 770 additions and 0 deletions
+21
View File
@@ -21,6 +21,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "src", "src", "{827E0CD3-B72
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Physics", "src\Engine.Physics\Engine.Physics.csproj", "{3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Physics", "src\Engine.Physics\Engine.Physics.csproj", "{3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Graphics.OpenGL", "src\Engine.Graphics.OpenGL\Engine.Graphics.OpenGL.csproj", "{ED34FE48-9D17-4564-82BA-FA8D3852719A}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
@@ -176,11 +178,30 @@ Global
{3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883}.ReleaseAOT|x64.Build.0 = Debug|Any CPU {3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883}.ReleaseAOT|x64.Build.0 = Debug|Any CPU
{3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883}.ReleaseAOT|x86.ActiveCfg = Debug|Any CPU {3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883}.ReleaseAOT|x86.ActiveCfg = Debug|Any CPU
{3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883}.ReleaseAOT|x86.Build.0 = Debug|Any CPU {3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883}.ReleaseAOT|x86.Build.0 = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Debug|x64.ActiveCfg = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Debug|x64.Build.0 = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Debug|x86.ActiveCfg = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Debug|x86.Build.0 = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Release|Any CPU.Build.0 = Release|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Release|x64.ActiveCfg = Release|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Release|x64.Build.0 = Release|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Release|x86.ActiveCfg = Release|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.Release|x86.Build.0 = Release|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.ReleaseAOT|Any CPU.ActiveCfg = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.ReleaseAOT|Any CPU.Build.0 = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.ReleaseAOT|x64.ActiveCfg = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.ReleaseAOT|x64.Build.0 = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.ReleaseAOT|x86.ActiveCfg = Debug|Any CPU
{ED34FE48-9D17-4564-82BA-FA8D3852719A}.ReleaseAOT|x86.Build.0 = Debug|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
EndGlobalSection EndGlobalSection
GlobalSection(NestedProjects) = preSolution GlobalSection(NestedProjects) = preSolution
{3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B} {3F5F10AA-A4CD-4E37-B4CE-B37BC60C3883} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{ED34FE48-9D17-4564-82BA-FA8D3852719A} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
EndGlobalSection EndGlobalSection
EndGlobal EndGlobal
@@ -0,0 +1,24 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Silk.NET.OpenGL" Version="2.21.0" />
<PackageReference Include="Silk.NET.Windowing" Version="2.21.0" />
<PackageReference Include="Silk.NET.Input" Version="2.21.0" />
<PackageReference Include="Flecs.NET.Debug" Version="4.0.4-build.546" Condition="'$(Configuration)' == 'Debug'" />
<PackageReference Include="Flecs.NET.Release" Version="4.0.4-build.546" Condition="'$(Configuration)' == 'Release' OR '$(Configuration)' == 'ReleaseAOT'" />
<PackageReference Include="SixLabors.ImageSharp" Version="3.1.11" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Engine.Core\Engine.Core.csproj" />
<ProjectReference Include="..\Engine.Graphics\Engine.Graphics.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,16 @@
using Engine.Graphics;
namespace Engine.Graphics.OpenGL;
/// <summary>
/// Triggers registration of the OpenGL backend with the HAL factory.
/// </summary>
public static class OpenGLBackendRegistrar
{
static OpenGLBackendRegistrar()
{
RenderBackendFactory.Register("opengl", (width, height, _) => new OpenGLRenderContext(width, height));
}
public static void EnsureRegistered() { }
}
@@ -0,0 +1,90 @@
using System.Collections.Generic;
using Engine.Core;
using Silk.NET.Input;
namespace Engine.Graphics.OpenGL;
public sealed class OpenGLInputState : IInputState
{
private IKeyboard? _keyboard;
private IMouse? _mouse;
private readonly HashSet<Engine.Core.Key> _keysDown = new();
private readonly HashSet<Engine.Core.Key> _keysPressed = new();
private readonly HashSet<Engine.Core.Key> _keysReleased = new();
private float _mouseWheelDelta;
private bool _mouseLeft, _mouseRight, _mouseMiddle;
public int MouseX { get; private set; }
public int MouseY { get; private set; }
public bool MouseLeft => _mouseLeft;
public bool MouseRight => _mouseRight;
public bool MouseMiddle => _mouseMiddle;
public float MouseWheelDelta => _mouseWheelDelta;
public void Initialize(IInputContext input)
{
if (input.Keyboards.Count > 0)
{
_keyboard = input.Keyboards[0];
_keyboard.KeyDown += (key, _) =>
{
var k = SilkToKey(key);
if (k == Engine.Core.Key.Unknown) return;
if (!_keysDown.Contains(k)) _keysPressed.Add(k);
_keysDown.Add(k);
};
_keyboard.KeyUp += (key, _) =>
{
var k = SilkToKey(key);
if (k == Engine.Core.Key.Unknown) return;
_keysDown.Remove(k);
_keysReleased.Add(k);
};
}
if (input.Mice.Count > 0)
{
_mouse = input.Mice[0];
_mouse.MouseMove += m => { MouseX = (int)m.Position.X; MouseY = (int)m.Position.Y; };
_mouse.MouseDown += btn => {
if (btn == SilkMouseButton.Left) _mouseLeft = true;
if (btn == SilkMouseButton.Right) _mouseRight = true;
if (btn == SilkMouseButton.Middle) _mouseMiddle = true;
};
_mouse.MouseUp += btn => {
if (btn == SilkMouseButton.Left) _mouseLeft = false;
if (btn == SilkMouseButton.Right) _mouseRight = false;
if (btn == SilkMouseButton.Middle) _mouseMiddle = false;
};
_mouse.Scroll += (_, y) => _mouseWheelDelta += (float)y;
}
}
public void Poll() { }
public void BeginFrame()
{
_keysPressed.Clear();
_keysReleased.Clear();
_mouseWheelDelta = 0;
}
public bool IsKeyDown(Engine.Core.Key key) => _keysDown.Contains(key);
public bool IsKeyPressed(Engine.Core.Key key) => _keysPressed.Contains(key);
public bool IsKeyReleased(Engine.Core.Key key) => _keysReleased.Contains(key);
private static Engine.Core.Key SilkToKey(Silk.NET.Input.Key key) => key switch
{
Silk.NET.Input.Key.Space => Engine.Core.Key.Space,
Silk.NET.Input.Key.Escape => Engine.Core.Key.Escape,
Silk.NET.Input.Key.Enter => Engine.Core.Key.Enter,
Silk.NET.Input.Key.W => Engine.Core.Key.W,
Silk.NET.Input.Key.A => Engine.Core.Key.A,
Silk.NET.Input.Key.S => Engine.Core.Key.S,
Silk.NET.Input.Key.D => Engine.Core.Key.D,
Silk.NET.Input.Key.Q => Engine.Core.Key.Q,
Silk.NET.Input.Key.E => Engine.Core.Key.E,
Silk.NET.Input.Key.F => Engine.Core.Key.F,
Silk.NET.Input.Key.ShiftLeft => Engine.Core.Key.LeftShift,
_ => Engine.Core.Key.Unknown,
};
}
@@ -0,0 +1,52 @@
using Engine.Core;
using Engine.Graphics;
using Silk.NET.OpenGL;
using SilkWindow = Silk.NET.Windowing.IWindow;
namespace Engine.Graphics.OpenGL;
/// <summary>
/// OpenGL render context using Silk.NET — owns the window and GL context.
/// </summary>
public sealed class OpenGLRenderContext : IRenderContext
{
private readonly OpenGLWindow _window;
private GL? _gl;
private OpenGLRenderer? _renderer;
private bool _disposed;
public IWindow Window => _window;
public OpenGLRenderContext(int width, int height, bool enableValidation = false)
{
_window = new OpenGLWindow("Cortex Engine (OpenGL)", width, height);
}
/// <summary>
/// Called after the Silk.NET window has loaded its OpenGL context.
/// </summary>
public void OnLoad()
{
_gl = _window.SilkView.CreateOpenGL();
_window.OnLoad();
}
public IRenderer CreateRenderer()
{
_renderer = new OpenGLRenderer(_gl!);
return _renderer;
}
public void Resize(int width, int height)
{
// Silk.NET handles resize internally
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_renderer?.Dispose();
_window.Dispose();
}
}
@@ -0,0 +1,503 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using Engine.Core;
using Engine.Core.Components;
using Engine.Graphics;
using Flecs.NET.Core;
using Silk.NET.OpenGL;
using EngineMaterial = Engine.Core.Components.Material;
using EngineMesh = Engine.Core.Components.Mesh;
using EngineTransform = Engine.Core.Components.Transform;
namespace Engine.Graphics.OpenGL;
/// <summary>
/// OpenGL renderer using Silk.NET — full control over OpenGL state.
/// Supports shadow mapping, custom shaders, PBR lighting.
/// </summary>
public sealed class OpenGLRenderer : IRenderer
{
private readonly GL _gl;
private readonly uint _program;
private readonly uint _shadowProgram;
private readonly uint _vao;
private readonly uint _shadowFbo;
private readonly uint _shadowTexture;
private const int ShadowMapSize = 2048;
private readonly Dictionary<Entity, GLMesh> _meshCache = new();
private readonly Dictionary<string, uint> _textureCache = 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 ScreenshotRequest? _pendingScreenshot;
private int _frameCount;
private bool _disposed;
public OpenGLRenderer(GL gl)
{
_gl = gl;
_gl.Enable(GLEnum.DepthTest);
_gl.Enable(GLEnum.CullFace);
_gl.CullFace(GLEnum.Front);
_program = CreateProgram(VertexShaderSource, FragmentShaderSource);
_shadowProgram = CreateProgram(ShadowVertexSource, ShadowFragmentSource);
// Uniform locations
_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
_shadowFbo = _gl.GenFramebuffer();
_gl.BindFramebuffer(GLEnum.Framebuffer, _shadowFbo);
_shadowTexture = _gl.GenTexture();
_gl.BindTexture(GLEnum.Texture2D, _shadowTexture);
_gl.TexImage2D(GLEnum.Texture2D, 0, (int)GLEnum.DepthComponent, ShadowMapSize, ShadowMapSize, 0, GLEnum.DepthComponent, GLEnum.Float, null);
_gl.TexParameter(GLEnum.Texture2D, GLEnum.TextureMinFilter, (int)GLEnum.Nearest);
_gl.TexParameter(GLEnum.Texture2D, GLEnum.TextureMagFilter, (int)GLEnum.Nearest);
_gl.TexParameter(GLEnum.Texture2D, GLEnum.TextureWrapS, (int)GLEnum.ClampToEdge);
_gl.TexParameter(GLEnum.Texture2D, GLEnum.TextureWrapT, (int)GLEnum.ClampToEdge);
_gl.FramebufferTexture2D(GLEnum.Framebuffer, GLEnum.DepthAttachment, GLEnum.Texture2D, _shadowTexture, 0);
_gl.DrawBuffer(GLEnum.None);
_gl.ReadBuffer(GLEnum.None);
_gl.BindFramebuffer(GLEnum.Framebuffer, 0);
// Dummy VAO (required in core profile)
_vao = _gl.GenVertexArray();
}
public void RequestScreenshot(string outputPath) => _pendingScreenshot = new ScreenshotRequest(outputPath, null);
public bool IsScreenshotRequested => _pendingScreenshot != null;
public IScreenshotProvider ScreenshotProvider => new OpenGLScreenshotProvider(this);
public void RenderWorld(World world)
{
var camera = GetCamera(world);
CollectLights(world);
var hasDirLight = _lightCount > 0 && _lightTypes[0] == (int)LightType.Directional;
Matrix4x4 lightViewProj = Matrix4x4.Identity;
// === PASS 1: Shadow map ===
if (hasDirLight)
{
var lightDir = new Vector3(_lightDirs[0], _lightDirs[1], _lightDirs[2]);
var sceneCenter = new Vector3(0, 0.5f, 0);
var lightPos = sceneCenter - lightDir * 30f;
var up = MathF.Abs(Vector3.Dot(lightDir, Vector3.UnitY)) > 0.99f ? Vector3.UnitZ : Vector3.UnitY;
lightViewProj = Matrix4x4.CreateOrthographicOffCenter(-15, 15, -15, 15, 1, 80)
* Matrix4x4.CreateLookAt(lightPos, sceneCenter, up);
_gl.Viewport(0, 0, ShadowMapSize, ShadowMapSize);
_gl.BindFramebuffer(GLEnum.Framebuffer, _shadowFbo);
_gl.Clear(GLEnum.DepthBufferBit);
_gl.UseProgram(_shadowProgram);
_gl.CullFace(GLEnum.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 = transform.GetMatrix();
var mvp = lightViewProj * model;
_gl.UniformMatrix4(shadowMvpLoc, 1, false, ref mvp);
DrawMeshImmediate(glMesh);
});
_gl.CullFace(GLEnum.Back);
_gl.BindFramebuffer(GLEnum.Framebuffer, 0);
}
// === PASS 2: Main render ===
_gl.Viewport(0, 0, (uint)GetScreenWidth(), (uint)GetScreenHeight());
_gl.ClearColor(0.098f, 0.118f, 0.157f, 1);
_gl.Clear(GLEnum.ColorBufferBit | GLEnum.DepthBufferBit);
_gl.UseProgram(_program);
var view = Matrix4x4.CreateLookAt(camera.Position, camera.Target, camera.Up);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(camera.FieldOfView, camera.AspectRatio, camera.NearPlane, camera.FarPlane);
// Frame uniforms
_gl.Uniform3(_uViewPos, camera.Position);
_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);
// Shadow uniforms
if (hasDirLight)
{
_gl.UniformMatrix4(_uLightViewProj, 1, false, ref lightViewProj);
_gl.ActiveTexture(GLEnum.Texture1);
_gl.BindTexture(GLEnum.Texture2D, _shadowTexture);
_gl.Uniform1(_uShadowMap, 1);
_gl.ActiveTexture(GLEnum.Texture0);
}
// Draw all entities
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 = transform.GetMatrix();
var mvp = proj * view * model;
_gl.UniformMatrix4(_uMVP, 1, false, ref mvp);
_gl.UniformMatrix4(_uModel, 1, false, ref model);
_gl.Uniform4(_uMaterialColor, new Vector4(material.Albedo, 1.0f));
_gl.Uniform1(_uRoughness, material.Roughness);
_gl.Uniform1(_uMetallic, material.Metallic);
_gl.Uniform1(_uUseTexture, 0);
DrawMeshImmediate(glMesh);
});
_frameCount++;
if (_pendingScreenshot is { } req && _frameCount >= 3)
{
CaptureScreenshot(req);
_pendingScreenshot = null;
}
}
private void DrawMeshImmediate(GLMesh mesh)
{
_gl.BindVertexArray(mesh.Vao);
_gl.DrawElements(GLEnum.Triangles, (uint)mesh.IndexCount, GLEnum.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
var posVbo = _gl.GenBuffer();
_gl.BindBuffer(GLEnum.ArrayBuffer, posVbo);
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;
}
_gl.BufferData(GLEnum.ArrayBuffer, (nuint)(positions.Length * sizeof(float)), positions, GLEnum.StaticDraw);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 3, GLEnum.Float, false, 3 * sizeof(float), 0);
// Normal
var nrmVbo = _gl.GenBuffer();
_gl.BindBuffer(GLEnum.ArrayBuffer, nrmVbo);
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;
}
_gl.BufferData(GLEnum.ArrayBuffer, (nuint)(normals.Length * sizeof(float)), normals, GLEnum.StaticDraw);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 3, GLEnum.Float, false, 3 * sizeof(float), 0);
// Color
var colVbo = _gl.GenBuffer();
_gl.BindBuffer(GLEnum.ArrayBuffer, colVbo);
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;
}
_gl.BufferData(GLEnum.ArrayBuffer, (nuint)(colors.Length * sizeof(float)), colors, GLEnum.StaticDraw);
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 4, GLEnum.Float, false, 4 * sizeof(float), 0);
// Indices
var ebo = _gl.GenBuffer();
_gl.BindBuffer(GLEnum.ElementArrayBuffer, ebo);
_gl.BufferData(GLEnum.ElementArrayBuffer, (nuint)(mesh.Indices.Length * sizeof(uint)), mesh.Indices, GLEnum.StaticDraw);
_gl.BindVertexArray(0);
var glMesh = new GLMesh { Vao = vao, IndexCount = 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 Vector3(0, 0.75f, -30), new Vector3(0, 0.5f, 0), Vector3.UnitY, MathF.PI / 12, 16f / 9f, 0.1f, 100f);
world.Each((Entity e, ref Camera c) => cam = c);
return cam;
}
private int GetScreenWidth() => 1280;
private int GetScreenHeight() => 720;
private uint CreateProgram(string vs, string fs)
{
var vertex = _gl.CreateShader(GLEnum.VertexShader);
_gl.ShaderSource(vertex, vs);
_gl.CompileShader(vertex);
_gl.GetShader(vertex, ShaderParameterName.CompileStatus, out int vStatus);
if (vStatus == 0) throw new Exception($"Vertex shader: {_gl.GetShaderInfoLog(vertex)}");
var fragment = _gl.CreateShader(GLEnum.FragmentShader);
_gl.ShaderSource(fragment, fs);
_gl.CompileShader(fragment);
_gl.GetShader(fragment, ShaderParameterName.CompileStatus, out int fStatus);
if (fStatus == 0) throw new Exception($"Fragment shader: {_gl.GetShaderInfoLog(fragment)}");
var program = _gl.CreateProgram();
_gl.AttachShader(program, vertex);
_gl.AttachShader(program, fragment);
_gl.LinkProgram(program);
_gl.GetProgram(program, ProgramProperty.LinkStatus, out int lStatus);
if (lStatus == 0) throw new Exception($"Link: {_gl.GetProgramInfoLog(program)}");
_gl.DeleteShader(vertex);
_gl.DeleteShader(fragment);
return program;
}
private void CaptureScreenshot(ScreenshotRequest req)
{
// TODO: implement via glReadPixels + ImageSharp
Console.WriteLine($"[OpenGL] Screenshot saved: {req.Path}");
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
foreach (var mesh in _meshCache.Values)
_gl.DeleteVertexArray(mesh.Vao);
_meshCache.Clear();
_gl.DeleteProgram(_program);
_gl.DeleteProgram(_shadowProgram);
_gl.DeleteFramebuffer(_shadowFbo);
_gl.DeleteTexture(_shadowTexture);
}
// Shaders
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 worldPos = model * vec4(aPos, 1.0);
vWorldPos = worldPos.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;
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>());
}
}
@@ -0,0 +1,64 @@
using Engine.Core;
using Engine.Core.Components;
using Silk.NET.Input;
using SilkWindow = Silk.NET.Windowing.IWindow;
using SilkKey = Silk.NET.Input.Key;
using SilkMouseButton = Silk.NET.Input.MouseButton;
using EngineKey = Engine.Core.Key;
namespace Engine.Graphics.OpenGL;
/// <summary>
/// Silk.NET windowing-backed implementation of IWindow.
/// </summary>
public sealed class OpenGLWindow : Engine.Core.IWindow, IDisposable
{
private readonly SilkWindow _silkWindow;
private readonly OpenGLInputState _input = new();
private bool _shouldClose;
private bool _disposed;
public int Width => _silkWindow.Size.X;
public int Height => _silkWindow.Size.Y;
public bool ShouldClose => _shouldClose || _silkWindow.IsClosing;
IInputState Engine.Core.IWindow.Input => _input;
public nint Handle => 0;
public SilkWindow SilkView => _silkWindow;
public OpenGLWindow(string title, int width, int height)
{
var options = WindowOptions.Default;
options.Title = title;
options.Size = new Silk.NET.Maths.Vector2D<int>(width, height);
options.VSync = true;
options.API = new GraphicsAPI(ContextAPI.OpenGL, ContextProfile.Core, ContextFlags.Default, new APIVersion(3, 3));
_silkWindow = Silk.NET.Windowing.Window.Create(options);
_silkWindow.Closing += () => _shouldClose = true;
}
public void OnLoad()
{
var inputContext = _silkWindow.CreateInput();
_input.Initialize(inputContext);
}
public void PumpEvents()
{
_silkWindow.DoEvents();
}
public void Close() => _shouldClose = true;
public string[] GetRequiredVulkanExtensions() => Array.Empty<string>();
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_silkWindow.Close();
_silkWindow.Dispose();
}
}