feat: materials, floor grid, specular lighting, orbit camera

- Add Material component with Albedo, Roughness, Metallic.
- MeshRenderer reads Material and tints vertex color; falls back to default.
- Add Blinn-Phong specular using camera position pushed via push constants.
- Add floor plane and grid mesh in Program.cs.
- Add OrbitCameraController with right-mouse orbit and mouse-wheel zoom.
- Forward SDL events to InputMapping from Sdl3Window.PumpEvents.
- Update main loop to update camera and aspect ratio on resize.
- Recompile SPIR-V shaders.
- Update CORTEX_ENGINE_ARCHITECTURE.md with Material, lighting, and orbit camera.
This commit is contained in:
emil28092005
2026-06-16 20:28:32 +03:00
parent 98a429710a
commit 751e403c0c
12 changed files with 252 additions and 35 deletions
+24 -5
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@@ -261,6 +261,13 @@ public struct Camera : IComponent
public float Far;
}
public struct Material : IComponent
{
public Vector3 Albedo;
public float Roughness;
public float Metallic;
}
public struct SemanticClass : IComponent
{
public byte ClassId; // 0=environment, 1=enemy, 2=player, 3=interactive, 4=trigger
@@ -283,7 +290,17 @@ When the AI generates a C# script, the engine:
**Important caveat:** Flecs stores component type metadata in its native C memory. If old C# types are still referenced by Flecs, the old `AssemblyLoadContext` cannot be fully unloaded. The migration step must remove old components and re-add them as the new types.
### 4.5 SystemSlotRegistry
### 4.5 Rendering & Shading
The renderer uses a simple forward-lit pipeline:
- **Vertex format**: position, color, normal.
- **Per-entity**: Mesh + Transform + optional Material.
- **Per-frame constants** via push constants: MVP matrix, light direction/color, ambient color, camera position.
- **Lighting model**: directional light with ambient + diffuse + Blinn-Phong specular.
- **Material**: CPU-side tint; `Material.Albedo` multiplies vertex color, `Roughness` and `Metallic` reserved for future PBR extension.
### 4.6 SystemSlotRegistry
```csharp
public class SystemSlotRegistry
@@ -490,7 +507,9 @@ In Release (NativeAOT), the MCP server and ASP.NET Core are excluded. The AI can
│ │ ├── EngineApp.cs # Entry point, main loop
│ │ ├── Sdl3Window.cs # SDL3 window wrapper
│ │ ├── Timing.cs # DeltaTime, fixed timestep
│ │ ── InputMapping.cs # Keyboard, mouse, gamepad input
│ │ ── InputMapping.cs # Keyboard, mouse, gamepad input
│ │ ├── OrbitCameraController.cs # Mouse orbit camera
│ │ └── Components/ # Transform, Camera, Material, Mesh
│ │
│ ├── Engine.Data/
│ │ ├── GameObject.cs # Thin struct facade
@@ -657,13 +676,13 @@ Stack:
- ModelContextProtocol for AI tool integration
Rules:
1. All state lives in ECS components. GameObject is a struct facade.
2. All AI mutations go through AiGateway.
1. All state lives in ECS components (Transform, Camera, Mesh, Material).
2. All AI mutations go through Engine.AI (AiCommandProcessor / MCP tools).
3. All Dev-Mode AI scripts must be AOT-compatible and avoid unsafe, Reflection.Emit, Assembly.Load, File I/O.
4. All systems are registered in SystemSlotRegistry and tagged with [Slot("name")].
5. Use Roslyn syntax trees for validation before compilation.
6. Prefer Flecs native reflection (ecs_world_to_json) over C# reflection.
7. Keep modules isolated; do not create circular dependencies between Engine.Core, Engine.Data, Engine.Graphics, Engine.Diagnostics, Engine.AiGateway, Engine.Editor.
7. Keep modules isolated; do not create circular dependencies between Engine.Core, Engine.Graphics, Engine.AI.
Current file context: [insert path here]
```
+88 -13
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@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using Engine.AI;
@@ -17,12 +18,12 @@ class Program
{
static async Task Main(string[] args)
{
Console.WriteLine("Cortex Engine Step 6 — MCP integration...");
Console.WriteLine("Cortex Engine — Materials, Grid, Lighting, Orbit Camera...");
try
{
using var world = World.Create();
using var window = new Sdl3Window("Cortex Engine — Step 6", 1280, 720);
using var window = new Sdl3Window("Cortex Engine", 1280, 720);
var timing = new Timing();
var input = new InputMapping();
using var vulkan = new VulkanContext(window, enableValidation: false);
@@ -35,13 +36,9 @@ class Program
var processor = new AiCommandProcessor(world, LoadModel, path => renderer.RequestScreenshot(path));
var queue = new AiCommandQueue(processor);
var model = world.Entity("Model")
.Set(new Transform(new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Identity, new Vector3(0.5f)))
.Set(mesh);
var camera = world.Entity("Camera")
var cameraEntity = world.Entity("Camera")
.Set(new Camera(
new Vector3(0.0f, 0.0f, -2.0f),
new Vector3(0.0f, 1.5f, -3.0f),
Vector3.Zero,
Vector3.UnitY,
MathF.PI / 4.0f,
@@ -49,12 +46,34 @@ class Program
0.1f,
100.0f));
var orbit = new OrbitCameraController(cameraEntity, Vector3.Zero);
var model = world.Entity("Model")
.Set(new Transform(new Vector3(0.0f, 0.5f, 0.0f), Quaternion.Identity, new Vector3(0.5f)))
.Set(mesh)
.Set(new Material(new Vector3(0.9f, 0.6f, 0.3f), roughness: 0.4f, metallic: 0.1f));
var floor = world.Entity("Floor")
.Set(new Transform(new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Identity, Vector3.One))
.Set(CreateFloorMesh(20.0f, new Vector3(0.08f, 0.08f, 0.1f)))
.Set(new Material(new Vector3(0.08f, 0.08f, 0.1f), roughness: 0.9f, metallic: 0.0f));
var grid = world.Entity("Grid")
.Set(new Transform(new Vector3(0.0f, 0.01f, 0.0f), Quaternion.Identity, Vector3.One))
.Set(CreateGridMesh(20, 0.5f, new Vector3(0.5f, 0.5f, 0.55f)))
.Set(new Material(new Vector3(0.5f, 0.5f, 0.55f), roughness: 0.9f, metallic: 0.0f));
// Demo: local AI commands processed on the main thread.
Console.WriteLine("AI demo commands:");
Console.WriteLine(processor.Process("""{ "type": "list_entities" }""").Message);
Console.WriteLine(processor.Process("""{ "type": "spawn_model", "name": "SecondCube", "modelPath": "Content/cube.obj", "position": [0.8, 0, 0], "scale": [0.3, 0.3, 0.3] }""").Message);
Console.WriteLine(processor.Process("""{ "type": "list_entities" }""").Message);
Console.WriteLine(processor.Process("""{ "type": "set_transform", "name": "SecondCube", "position": [0.8, 0.5, 0], "rotation": [0, 0, 0, 1], "scale": [0.3, 0.3, 0.3] }""").Message);
var secondCube = world.Lookup("SecondCube");
if ((ulong)secondCube.Id != 0)
secondCube.Set(new Material(new Vector3(0.3f, 0.7f, 0.9f), roughness: 0.3f, metallic: 0.2f));
Console.WriteLine(processor.Process("""{ "type": "list_entities" }""").Message);
Console.WriteLine(processor.Process("""{ "type": "capture_screenshot", "outputPath": "Screenshots/demo.png" }""").Message);
#if !RELEASE_AOT
@@ -81,7 +100,7 @@ class Program
while (!window.ShouldClose)
{
timing.Tick();
window.PumpEvents();
window.PumpEvents(input);
input.BeginFrame();
// Drain any commands that arrived from the MCP server.
@@ -94,12 +113,17 @@ class Program
lastWidth = window.Width;
lastHeight = window.Height;
swapchain.Recreate(lastWidth, lastHeight);
ref var camera = ref cameraEntity.Ensure<Camera>();
camera.AspectRatio = (float)lastWidth / lastHeight;
}
// Update orbit camera from mouse input.
orbit.Update(input, (float)timing.DeltaTime);
// Slowly rotate the model so we can see it in 3D.
ref var transform = ref model.Ensure<Transform>();
transform.Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, (float)timing.TotalTime * 0.5f)
* Quaternion.CreateFromAxisAngle(Vector3.UnitX, (float)timing.TotalTime * 0.25f);
ref var modelTransform = ref model.Ensure<Transform>();
modelTransform.Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, (float)timing.TotalTime * 0.5f)
* Quaternion.CreateFromAxisAngle(Vector3.UnitX, (float)timing.TotalTime * 0.25f);
renderer.RenderWorld(world);
@@ -135,6 +159,57 @@ class Program
: ObjLoader.Load(path, new Vector3(0.7f, 0.6f, 0.5f));
}
private static Mesh CreateGridMesh(int lines, float spacing, Vector3 color)
{
var vertices = new List<Vertex>();
var indices = new List<uint>();
var extent = lines * spacing;
var normal = Vector3.UnitY;
var halfWidth = 0.02f;
for (var i = -lines; i <= lines; i++)
{
var offset = i * spacing;
// Line parallel to X axis as a thin quad.
var baseIndex = (uint)vertices.Count;
vertices.Add(new Vertex(new Vector3(-extent, 0, offset - halfWidth), color, normal));
vertices.Add(new Vertex(new Vector3(extent, 0, offset - halfWidth), color, normal));
vertices.Add(new Vertex(new Vector3(extent, 0, offset + halfWidth), color, normal));
vertices.Add(new Vertex(new Vector3(-extent, 0, offset + halfWidth), color, normal));
indices.Add(baseIndex); indices.Add(baseIndex + 1); indices.Add(baseIndex + 2);
indices.Add(baseIndex); indices.Add(baseIndex + 2); indices.Add(baseIndex + 3);
// Line parallel to Z axis as a thin quad.
baseIndex = (uint)vertices.Count;
vertices.Add(new Vertex(new Vector3(offset - halfWidth, 0, -extent), color, normal));
vertices.Add(new Vertex(new Vector3(offset + halfWidth, 0, -extent), color, normal));
vertices.Add(new Vertex(new Vector3(offset + halfWidth, 0, extent), color, normal));
vertices.Add(new Vertex(new Vector3(offset - halfWidth, 0, extent), color, normal));
indices.Add(baseIndex); indices.Add(baseIndex + 1); indices.Add(baseIndex + 2);
indices.Add(baseIndex); indices.Add(baseIndex + 2); indices.Add(baseIndex + 3);
}
return new Mesh(vertices.ToArray(), indices.ToArray());
}
private static Mesh CreateFloorMesh(float size, Vector3 color)
{
var half = size / 2.0f;
var normal = Vector3.UnitY;
var vertices = new Vertex[]
{
new(new Vector3(-half, 0, -half), color, normal),
new(new Vector3(half, 0, -half), color, normal),
new(new Vector3(half, 0, half), color, normal),
new(new Vector3(-half, 0, half), color, normal)
};
var indices = new uint[] { 0, 1, 2, 0, 2, 3 };
return new Mesh(vertices, indices);
}
private static (string modelPath, int mcpPort) ParseArgs(string[] args)
{
var modelPath = FindModelPath(args);
+23
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@@ -0,0 +1,23 @@
using System.Numerics;
namespace Engine.Core.Components;
/// <summary>
/// Material component for simple PBR-like rendering.
/// Used by the renderer to tint the vertex color and control shading.
/// </summary>
public record struct Material
{
public Vector3 Albedo;
public float Roughness;
public float Metallic;
public Material(Vector3? albedo = null, float roughness = 0.5f, float metallic = 0.0f)
{
Albedo = albedo ?? new Vector3(0.7f, 0.6f, 0.5f);
Roughness = roughness;
Metallic = metallic;
}
public static Material Default => new(new Vector3(0.7f, 0.6f, 0.5f), 0.5f, 0.0f);
}
+6
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@@ -18,11 +18,13 @@ public sealed class InputMapping
public bool MouseLeft { get; private set; }
public bool MouseRight { get; private set; }
public bool MouseMiddle { get; private set; }
public float MouseWheelDelta { get; private set; }
public void BeginFrame()
{
_keysPressed.Clear();
_keysReleased.Clear();
MouseWheelDelta = 0;
}
public void ProcessEvent(SDL_Event evt)
@@ -52,6 +54,10 @@ public sealed class InputMapping
case SDL_EventType.SDL_EVENT_MOUSE_BUTTON_UP:
SetMouseButton(evt.button.button, false);
break;
case SDL_EventType.SDL_EVENT_MOUSE_WHEEL:
MouseWheelDelta += evt.wheel.y;
break;
}
}
+80
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@@ -0,0 +1,80 @@
using System;
using System.Numerics;
using Flecs.NET.Core;
namespace Engine.Core;
/// <summary>
/// Orbit camera controller. Right mouse drag rotates around the target,
/// mouse wheel zooms in/out.
/// </summary>
public sealed class OrbitCameraController
{
private readonly Entity _cameraEntity;
private float _distance;
private float _yaw;
private float _pitch;
private readonly Vector3 _target;
private int _lastMouseX;
private int _lastMouseY;
private bool _isDragging;
public OrbitCameraController(Entity cameraEntity, Vector3? target = null)
{
_cameraEntity = cameraEntity;
var camera = cameraEntity.Get<Components.Camera>();
_target = target ?? Vector3.Zero;
_distance = Vector3.Distance(camera.Position, _target);
var direction = Vector3.Normalize(camera.Position - _target);
_pitch = MathF.Asin(-direction.Y);
_yaw = MathF.Atan2(direction.X, direction.Z);
}
public void Update(InputMapping input, float deltaTime)
{
if (input.MouseRight)
{
if (!_isDragging)
{
_isDragging = true;
_lastMouseX = input.MouseX;
_lastMouseY = input.MouseY;
}
else
{
var dx = input.MouseX - _lastMouseX;
var dy = input.MouseY - _lastMouseY;
_yaw -= dx * 0.005f;
_pitch -= dy * 0.005f;
_pitch = Math.Clamp(_pitch, -MathF.PI / 2.0f + 0.1f, MathF.PI / 2.0f - 0.1f);
_lastMouseX = input.MouseX;
_lastMouseY = input.MouseY;
}
}
else
{
_isDragging = false;
}
if (input.MouseWheelDelta != 0)
{
_distance *= 1.0f - input.MouseWheelDelta * 0.1f;
_distance = Math.Clamp(_distance, 0.5f, 50.0f);
}
UpdateCamera();
}
private void UpdateCamera()
{
var x = _distance * MathF.Cos(_pitch) * MathF.Sin(_yaw);
var y = _distance * MathF.Sin(_pitch);
var z = _distance * MathF.Cos(_pitch) * MathF.Cos(_yaw);
var camera = _cameraEntity.Get<Components.Camera>();
camera.Position = _target + new Vector3(x, y, z);
camera.Target = _target;
_cameraEntity.Set(camera);
}
}
+3 -1
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@@ -45,11 +45,13 @@ public sealed unsafe class Sdl3Window : IDisposable
}
}
public void PumpEvents()
public void PumpEvents(InputMapping? input = null)
{
SDL_Event evt;
while (SDL3.SDL_PollEvent(&evt))
{
input?.ProcessEvent(evt);
switch ((SDL_EventType)evt.type)
{
case SDL_EventType.SDL_EVENT_QUIT:
+17 -14
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@@ -38,6 +38,8 @@ public sealed unsafe class MeshRenderer : IDisposable
public float Pad2;
public Vector3 AmbientColor;
public float Pad3;
public Vector3 CameraPosition;
public float Pad4;
}
private sealed class MeshBuffers : IDisposable
@@ -201,19 +203,19 @@ public sealed unsafe class MeshRenderer : IDisposable
_buffers[e] = buffers;
}
var bytes = BuildMeshVertices(mesh, transform);
var material = e.Has<Material>() ? e.Get<Material>() : Material.Default;
var bytes = BuildMeshVertices(mesh, transform, material);
buffers.VertexBuffer.Update(bytes);
var model = transform.GetMatrix();
var mvp = Matrix4x4.Multiply(Matrix4x4.Multiply(model, view), proj);
var mvpT = Matrix4x4.Transpose(mvp);
var mvp = Matrix4x4.Transpose(Matrix4x4.Multiply(view, proj));
var push = new PushConstants
{
Mvp = mvpT,
Mvp = mvp,
LightDirection = new Vector3(0.5f, -1.0f, -0.5f),
LightColor = new Vector3(1.0f, 0.95f, 0.8f),
AmbientColor = new Vector3(0.15f, 0.15f, 0.2f)
AmbientColor = new Vector3(0.15f, 0.15f, 0.2f),
CameraPosition = camera.Position
};
var pushSize = (uint)sizeof(PushConstants);
@@ -306,7 +308,7 @@ public sealed unsafe class MeshRenderer : IDisposable
new IndexBuffer(_context, indexBytes, (uint)mesh.Indices.Length));
}
private byte[] BuildMeshVertices(Mesh mesh, Transform transform)
private byte[] BuildMeshVertices(Mesh mesh, Transform transform, Material material)
{
var matrix = transform.GetMatrix();
var bytes = new byte[mesh.Vertices.Length * 9 * sizeof(float)];
@@ -316,14 +318,15 @@ public sealed unsafe class MeshRenderer : IDisposable
for (var i = 0; i < mesh.Vertices.Length; i++)
{
var v = mesh.Vertices[i];
var transformed = Vector3.Transform(v.Position, matrix);
var worldPos = Vector3.Transform(v.Position, matrix);
var normal = transform.TransformNormal(v.Normal);
dst[i * 9 + 0] = transformed.X;
dst[i * 9 + 1] = transformed.Y;
dst[i * 9 + 2] = transformed.Z;
dst[i * 9 + 3] = v.Color.X;
dst[i * 9 + 4] = v.Color.Y;
dst[i * 9 + 5] = v.Color.Z;
var color = v.Color * material.Albedo;
dst[i * 9 + 0] = worldPos.X;
dst[i * 9 + 1] = worldPos.Y;
dst[i * 9 + 2] = worldPos.Z;
dst[i * 9 + 3] = color.X;
dst[i * 9 + 4] = color.Y;
dst[i * 9 + 5] = color.Z;
dst[i * 9 + 6] = normal.X;
dst[i * 9 + 7] = normal.Y;
dst[i * 9 + 8] = normal.Z;
+8 -1
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@@ -15,17 +15,24 @@ layout(push_constant) uniform PushConstants
float pad2;
vec3 ambientColor;
float pad3;
vec3 cameraPosition;
float pad4;
} push;
void main()
{
vec3 normal = normalize(fragNormal);
vec3 lightDir = normalize(-push.lightDirection);
vec3 viewDir = normalize(push.cameraPosition - fragWorldPos);
vec3 halfDir = normalize(lightDir + viewDir);
float diff = max(dot(normal, lightDir), 0.0);
float spec = pow(max(dot(normal, halfDir), 0.0), 64.0) * 0.5;
vec3 diffuse = push.lightColor * diff;
vec3 specular = push.lightColor * spec;
vec3 ambient = push.ambientColor;
vec3 result = (ambient + diffuse) * fragColor;
vec3 result = (ambient + diffuse + specular) * fragColor;
outColor = vec4(result, 1.0);
}
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+2
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@@ -17,6 +17,8 @@ layout(push_constant) uniform PushConstants
float pad2;
vec3 ambientColor;
float pad3;
vec3 cameraPosition;
float pad4;
} push;
void main()
+1 -1
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@@ -59,7 +59,7 @@ public sealed unsafe class VulkanPipeline : IDisposable
{
StageFlags = ShaderStageFlags.VertexBit | ShaderStageFlags.FragmentBit,
Offset = 0,
Size = (uint)(28 * sizeof(float))
Size = (uint)(32 * sizeof(float))
};
var createInfo = new PipelineLayoutCreateInfo