fix: rewrite OpenTK renderer from scratch — correct matrix transpose
- SetUniformMat4: copies Matrix4 to float[16] row-major, passes with transpose=true (OpenGL transposes row-major → column-major) - Previous version used transpose=false with manual column-major copy which caused double-transpose → garbage rendering (strobe) - VertexAttribPointer with stride=0 (tightly packed per-attribute buffers) - MakeCurrent() explicitly in constructor to ensure GL context is ready - 66/66 tests, 1400+ FPS
This commit is contained in:
@@ -8,31 +8,29 @@ using Flecs.NET.Core;
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using OpenTK.Graphics.OpenGL4;
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using OTKMatrix = OpenTK.Mathematics.Matrix4;
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using OTKVector3 = OpenTK.Mathematics.Vector3;
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using OTKVector4 = OpenTK.Mathematics.Vector4;
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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.OpenTK;
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/// <summary>
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/// OpenTK OpenGL renderer — full control over OpenGL state for shadow mapping.
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/// </summary>
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public sealed class OpenTKRenderer : IRenderer
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{
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private const int ShadowMapSize = 2048;
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private readonly int _program;
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private readonly int _shadowProgram;
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private readonly int _shadowFbo;
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private readonly int _shadowTexture;
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private int _program;
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private int _shadowProgram;
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private int _shadowFbo;
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private int _shadowTexture;
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private readonly Dictionary<Entity, GLMesh> _meshCache = new();
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private readonly float[] _matrixBuf = new float[16];
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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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private int _uMVP, _uModel, _uViewPos, _uMaterialColor, _uRoughness, _uMetallic;
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private int _uAmbient, _uLightCount, _uLightDirs, _uLightIntensities, _uLightColors;
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private int _uLightPositions, _uLightTypes, _uLightRanges;
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private 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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@@ -43,17 +41,16 @@ public sealed class OpenTKRenderer : IRenderer
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private readonly float[] _lightRanges = new float[4];
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private int _lightCount;
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private int _screenWidth = 1280;
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private int _screenHeight = 720;
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private int _screenW = 1280, _screenH = 720;
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private bool _disposed;
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public OpenTKRenderer()
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{
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GL.Enable(EnableCap.DepthTest);
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_program = CreateProgram(VertexShaderSource, FragmentShaderSource);
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_shadowProgram = CreateProgram(ShadowVertexSource, ShadowFragmentSource);
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// Compile shaders
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_program = CreateProgram(VertexSrc, FragmentSrc);
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_shadowProgram = CreateProgram(ShadowVertSrc, ShadowFragSrc);
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// Get 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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@@ -72,9 +69,10 @@ public sealed class OpenTKRenderer : IRenderer
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_uShadowMap = GL.GetUniformLocation(_program, "shadowMap");
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_uUseTexture = GL.GetUniformLocation(_program, "useTexture");
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// Shadow FBO with depth texture
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// Shadow FBO
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_shadowFbo = GL.GenFramebuffer();
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo);
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_shadowTexture = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, _shadowTexture);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.DepthComponent,
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@@ -88,13 +86,17 @@ public sealed class OpenTKRenderer : IRenderer
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GL.DrawBuffer(DrawBufferMode.None);
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GL.ReadBuffer(ReadBufferMode.None);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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// GL state
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GL.Enable(EnableCap.DepthTest);
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GL.Disable(EnableCap.CullFace);
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}
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public void SetScreenSize(int w, int h) { _screenWidth = w; _screenHeight = h; }
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public void SetScreenSize(int w, int h) { _screenW = w; _screenH = h; }
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public void RequestScreenshot(string outputPath) { }
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public void RequestScreenshot(string path) { }
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public bool IsScreenshotRequested => false;
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public IScreenshotProvider ScreenshotProvider => new OpenTKScreenshotProvider();
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public IScreenshotProvider ScreenshotProvider => new DummyScreenshotProvider();
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public void RenderWorld(World world)
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{
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@@ -102,19 +104,18 @@ public sealed class OpenTKRenderer : IRenderer
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CollectLights(world);
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var hasDirLight = _lightCount > 0 && _lightTypes[0] == (int)LightType.Directional;
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OTKMatrix lightViewProj = OTKMatrix.Identity;
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OTKMatrix lightVP = OTKMatrix.Identity;
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// === PASS 1: Shadow map ===
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// === PASS 1: Shadow ===
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if (hasDirLight)
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{
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var lightDir = new System.Numerics.Vector3(_lightDirs[0], _lightDirs[1], _lightDirs[2]);
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var sceneCenter = new System.Numerics.Vector3(0, 0.5f, 0);
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var lightPos = sceneCenter - lightDir * 30f;
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var up = MathF.Abs(System.Numerics.Vector3.Dot(lightDir, System.Numerics.Vector3.UnitY)) > 0.99f
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? System.Numerics.Vector3.UnitZ : System.Numerics.Vector3.UnitY;
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var lightDir = new Vector3(_lightDirs[0], _lightDirs[1], _lightDirs[2]);
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var center = new Vector3(0, 0.5f, 0);
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var lightPos = center - 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 = OTKMatrix.CreateOrthographicOffCenter(-15, 15, -15, 15, 1, 80)
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* OTKMatrix.LookAt(ToOTK(lightPos), ToOTK(sceneCenter), ToOTK(up));
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lightVP = OTKMatrix.CreateOrthographicOffCenter(-15, 15, -15, 15, 1, 80)
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* OTKMatrix.LookAt(ToV3(lightPos), ToV3(center), ToV3(up));
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GL.Viewport(0, 0, ShadowMapSize, ShadowMapSize);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo);
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@@ -122,34 +123,31 @@ public sealed class OpenTKRenderer : IRenderer
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GL.UseProgram(_shadowProgram);
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GL.CullFace(CullFaceMode.Front);
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var shadowMvpLoc = GL.GetUniformLocation(_shadowProgram, "mvp");
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int sMvp = GL.GetUniformLocation(_shadowProgram, "mvp");
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world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
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world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform t) =>
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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 = ToOTK(transform.GetMatrix());
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var mvp = lightViewProj * model;
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GL.UniformMatrix4(shadowMvpLoc, false, ref mvp);
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DrawMeshImmediate(glMesh);
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var gm = GetOrUploadMesh(e, mesh);
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var model = ToM4(t.GetMatrix());
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var mvp = lightVP * model;
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SetUniformMat4(sMvp, mvp);
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DrawMesh(gm);
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});
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GL.CullFace(CullFaceMode.Back);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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}
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// === PASS 2: Main render ===
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GL.Viewport(0, 0, _screenWidth, _screenHeight);
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GL.Enable(EnableCap.DepthTest);
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GL.Disable(EnableCap.CullFace);
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GL.ClearColor(0.098f, 0.118f, 0.157f, 1);
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// === PASS 2: Main ===
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GL.Viewport(0, 0, _screenW, _screenH);
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GL.ClearColor(0.098f, 0.118f, 0.157f, 1f);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.UseProgram(_program);
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var view = OTKMatrix.LookAt(ToOTK(camera.Position), ToOTK(camera.Target), ToOTK(camera.Up));
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var view = OTKMatrix.LookAt(ToV3(camera.Position), ToV3(camera.Target), ToV3(camera.Up));
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var proj = OTKMatrix.CreatePerspectiveFieldOfView(camera.FieldOfView, camera.AspectRatio, camera.NearPlane, camera.FarPlane);
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// Frame uniforms
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GL.Uniform3(_uViewPos, camera.Position.X, camera.Position.Y, camera.Position.Z);
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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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@@ -162,123 +160,133 @@ public sealed class OpenTKRenderer : IRenderer
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if (hasDirLight)
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{
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GL.UniformMatrix4(_uLightViewProj, false, ref lightViewProj);
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SetUniformMat4(_uLightViewProj, lightVP);
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GL.ActiveTexture(TextureUnit.Texture1);
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GL.BindTexture(TextureTarget.Texture2D, _shadowTexture);
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GL.Uniform1(_uShadowMap, 1);
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GL.ActiveTexture(TextureUnit.Texture0);
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}
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world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
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world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform t) =>
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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 = ToOTK(transform.GetMatrix());
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var mat = e.Has<EngineMaterial>() ? e.Get<EngineMaterial>() : EngineMaterial.Default;
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var gm = GetOrUploadMesh(e, mesh);
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var model = ToM4(t.GetMatrix());
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var mvp = proj * view * model;
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GL.UniformMatrix4(_uMVP, false, ref mvp);
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GL.UniformMatrix4(_uModel, false, ref model);
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GL.Uniform4(_uMaterialColor, material.Albedo.X, material.Albedo.Y, material.Albedo.Z, 1.0f);
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GL.Uniform1(_uRoughness, material.Roughness);
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GL.Uniform1(_uMetallic, material.Metallic);
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SetUniformMat4(_uMVP, mvp);
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SetUniformMat4(_uModel, model);
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GL.Uniform4(_uMaterialColor, mat.Albedo.X, mat.Albedo.Y, mat.Albedo.Z, 1f);
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GL.Uniform1(_uRoughness, mat.Roughness);
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GL.Uniform1(_uMetallic, mat.Metallic);
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GL.Uniform1(_uUseTexture, 0);
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DrawMeshImmediate(glMesh);
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DrawMesh(gm);
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});
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}
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private void DrawMeshImmediate(GLMesh mesh)
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private void DrawMesh(GLMesh m)
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{
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GL.BindVertexArray(mesh.Vao);
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GL.DrawElements(PrimitiveType.Triangles, mesh.IndexCount, DrawElementsType.UnsignedInt, 0);
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GL.BindVertexArray(m.Vao);
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GL.DrawElements(PrimitiveType.Triangles, m.Count, DrawElementsType.UnsignedInt, 0);
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GL.BindVertexArray(0);
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}
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private void SetUniformMat4(int loc, OTKMatrix mat)
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{
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// OpenTK Matrix4 is row-major in memory; OpenGL expects column-major with transpose=false.
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// Use transpose=true so OpenGL transposes our row-major data into column-major.
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_matrixBuf[0] = mat.M11; _matrixBuf[1] = mat.M12; _matrixBuf[2] = mat.M13; _matrixBuf[3] = mat.M14;
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_matrixBuf[4] = mat.M21; _matrixBuf[5] = mat.M22; _matrixBuf[6] = mat.M23; _matrixBuf[7] = mat.M24;
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_matrixBuf[8] = mat.M31; _matrixBuf[9] = mat.M32; _matrixBuf[10] = mat.M33; _matrixBuf[11] = mat.M34;
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_matrixBuf[12] = mat.M41; _matrixBuf[13] = mat.M42; _matrixBuf[14] = mat.M43; _matrixBuf[15] = mat.M44;
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GL.UniformMatrix4(loc, 1, true, _matrixBuf);
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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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int vao = GL.GenVertexArray();
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GL.BindVertexArray(vao);
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// Position (location 0)
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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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// Position
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float[] pos = new float[mesh.Vertices.Length * 3];
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for (int 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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pos[i*3] = mesh.Vertices[i].Position.X;
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pos[i*3+1] = mesh.Vertices[i].Position.Y;
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pos[i*3+2] = mesh.Vertices[i].Position.Z;
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}
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var posVbo = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, posVbo);
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GL.BufferData(BufferTarget.ArrayBuffer, positions.Length * sizeof(float), positions, BufferUsageHint.StaticDraw);
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int vboPos = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, vboPos);
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GL.BufferData(BufferTarget.ArrayBuffer, pos.Length * sizeof(float), pos, BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(0);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
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// Normal (location 1)
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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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// Normal
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float[] nrm = new float[mesh.Vertices.Length * 3];
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for (int 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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nrm[i*3] = mesh.Vertices[i].Normal.X;
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nrm[i*3+1] = mesh.Vertices[i].Normal.Y;
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nrm[i*3+2] = mesh.Vertices[i].Normal.Z;
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}
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var nrmVbo = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, nrmVbo);
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GL.BufferData(BufferTarget.ArrayBuffer, normals.Length * sizeof(float), normals, BufferUsageHint.StaticDraw);
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int vboNrm = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, vboNrm);
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GL.BufferData(BufferTarget.ArrayBuffer, nrm.Length * sizeof(float), nrm, BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(1);
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GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
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GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 0, 0);
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// Color (location 2)
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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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// Color
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float[] col = new float[mesh.Vertices.Length * 4];
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for (int 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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col[i*4] = mesh.Vertices[i].Color.X;
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col[i*4+1] = mesh.Vertices[i].Color.Y;
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col[i*4+2] = mesh.Vertices[i].Color.Z;
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col[i*4+3] = 1f;
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}
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var colVbo = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, colVbo);
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GL.BufferData(BufferTarget.ArrayBuffer, colors.Length * sizeof(float), colors, BufferUsageHint.StaticDraw);
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int vboCol = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, vboCol);
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GL.BufferData(BufferTarget.ArrayBuffer, col.Length * sizeof(float), col, BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(2);
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GL.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 4 * sizeof(float), 0);
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GL.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 0, 0);
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// Indices
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var ebo = GL.GenBuffer();
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int ebo = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ebo);
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GL.BufferData(BufferTarget.ElementArrayBuffer, mesh.Indices.Length * sizeof(uint), mesh.Indices, BufferUsageHint.StaticDraw);
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GL.BindVertexArray(0);
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var glMesh = new GLMesh(vao, mesh.Indices.Length);
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_meshCache[e] = glMesh;
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return glMesh;
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var gm = new GLMesh(vao, mesh.Indices.Length);
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_meshCache[e] = gm;
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return gm;
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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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int 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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_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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_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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@@ -286,51 +294,49 @@ public sealed class OpenTKRenderer : IRenderer
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_lightTypes[0] = (int)LightType.Directional; _lightRanges[0] = 20;
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count = 1;
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}
|
||||
for (var i = count; i < 4; i++) { _lightIntensities[i] = 0; _lightTypes[i] = 0; }
|
||||
for (int 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);
|
||||
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 static OTKMatrix ToOTK(System.Numerics.Matrix4x4 m) => new(
|
||||
private static OTKMatrix ToM4(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 OTKVector3 ToV3(Vector3 v) => new(v.X, v.Y, v.Z);
|
||||
|
||||
private static int CreateProgram(string vs, string fs)
|
||||
private static int CreateProgram(string vsSrc, string fsSrc)
|
||||
{
|
||||
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($"VS: {GL.GetShaderInfoLog(vertex)}");
|
||||
int vs = GL.CreateShader(ShaderType.VertexShader);
|
||||
GL.ShaderSource(vs, vsSrc);
|
||||
GL.CompileShader(vs);
|
||||
GL.GetShader(vs, ShaderParameter.CompileStatus, out int vsOk);
|
||||
if (vsOk == 0) throw new Exception($"VS compile: {GL.GetShaderInfoLog(vs)}");
|
||||
|
||||
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($"FS: {GL.GetShaderInfoLog(fragment)}");
|
||||
int fs = GL.CreateShader(ShaderType.FragmentShader);
|
||||
GL.ShaderSource(fs, fsSrc);
|
||||
GL.CompileShader(fs);
|
||||
GL.GetShader(fs, ShaderParameter.CompileStatus, out int fsOk);
|
||||
if (fsOk == 0) throw new Exception($"FS compile: {GL.GetShaderInfoLog(fs)}");
|
||||
|
||||
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($"Link: {GL.GetProgramInfoLog(program)}");
|
||||
int prog = GL.CreateProgram();
|
||||
GL.AttachShader(prog, vs);
|
||||
GL.AttachShader(prog, fs);
|
||||
GL.LinkProgram(prog);
|
||||
GL.GetProgram(prog, GetProgramParameterName.LinkStatus, out int linkOk);
|
||||
if (linkOk == 0) throw new Exception($"Link: {GL.GetProgramInfoLog(prog)}");
|
||||
|
||||
GL.DeleteShader(vertex);
|
||||
GL.DeleteShader(fragment);
|
||||
return program;
|
||||
GL.DeleteShader(vs);
|
||||
GL.DeleteShader(fs);
|
||||
return prog;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
@@ -345,15 +351,16 @@ public sealed class OpenTKRenderer : IRenderer
|
||||
GL.DeleteTexture(_shadowTexture);
|
||||
}
|
||||
|
||||
// Shaders (copied from Silk.NET OpenGL backend — backend-agnostic GLSL 330 core)
|
||||
private const string ShadowVertexSource = @"#version 330 core
|
||||
// === Shaders ===
|
||||
private const string ShadowVertSrc = @"#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(){ gl_Position = mvp * vec4(aPos, 1.0); }";
|
||||
|
||||
private const string ShadowFragSrc = @"#version 330 core
|
||||
void main(){}";
|
||||
|
||||
private const string VertexShaderSource = @"#version 330 core
|
||||
private const string VertexSrc = @"#version 330 core
|
||||
layout(location=0) in vec3 aPos;
|
||||
layout(location=1) in vec3 aNormal;
|
||||
layout(location=2) in vec4 aColor;
|
||||
@@ -362,15 +369,16 @@ 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);
|
||||
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
|
||||
private const string FragmentSrc = @"#version 330 core
|
||||
in vec3 vNormal;
|
||||
in vec3 vWorldPos;
|
||||
in vec4 vColor;
|
||||
@@ -390,48 +398,94 @@ 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;
|
||||
|
||||
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);
|
||||
float 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 dpt = texture(shadowMap, uvw.xy + vec2(x, y) * ts).r;
|
||||
s += (uvw.z - bias > dpt) ? 0.3 : 1.0;
|
||||
}
|
||||
}
|
||||
result=ACESFilm(result*1.2);
|
||||
result=pow(result,vec3(1.0/2.2));
|
||||
finalColor=vec4(result,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 readonly record struct GLMesh(int Vao, int Count);
|
||||
|
||||
private sealed class OpenTKScreenshotProvider : IScreenshotProvider
|
||||
private sealed class DummyScreenshotProvider : IScreenshotProvider
|
||||
{
|
||||
public Task<byte[]> CaptureAsync(string outputPath) => Task.FromResult(Array.Empty<byte>());
|
||||
}
|
||||
|
||||
@@ -2,14 +2,9 @@ using System;
|
||||
using Engine.Core;
|
||||
using OpenTK.Windowing.Common;
|
||||
using OpenTK.Windowing.Desktop;
|
||||
using OpenTK.Windowing.GraphicsLibraryFramework;
|
||||
|
||||
namespace Engine.Graphics.OpenTK;
|
||||
|
||||
/// <summary>
|
||||
/// OpenTK GameWindow-backed implementation of IWindow.
|
||||
/// Uses ProcessEvents() (non-blocking) instead of Run() to integrate with our main loop.
|
||||
/// </summary>
|
||||
public sealed class OpenTKWindow : GameWindow, IWindow, IDisposable
|
||||
{
|
||||
private readonly OpenTKInputState _input = new();
|
||||
@@ -30,8 +25,13 @@ public sealed class OpenTKWindow : GameWindow, IWindow, IDisposable
|
||||
Profile = ContextProfile.Core,
|
||||
Flags = ContextFlags.ForwardCompatible,
|
||||
Vsync = VSyncMode.Off,
|
||||
NumberOfSamples = 0,
|
||||
})
|
||||
{
|
||||
// GameWindow creates the GL context in the base constructor.
|
||||
// MakeCurrent is called automatically by OpenTK on first ProcessEvents.
|
||||
// We call it explicitly here to ensure it's ready before renderer creation.
|
||||
MakeCurrent();
|
||||
}
|
||||
|
||||
public void PumpEvents()
|
||||
|
||||
Reference in New Issue
Block a user