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:
emil28092005
2026-06-17 21:28:53 +03:00
parent 270806a189
commit f0af0a6b5e
2 changed files with 241 additions and 187 deletions
+236 -182
View File
@@ -8,31 +8,29 @@ using Flecs.NET.Core;
using OpenTK.Graphics.OpenGL4; using OpenTK.Graphics.OpenGL4;
using OTKMatrix = OpenTK.Mathematics.Matrix4; using OTKMatrix = OpenTK.Mathematics.Matrix4;
using OTKVector3 = OpenTK.Mathematics.Vector3; using OTKVector3 = OpenTK.Mathematics.Vector3;
using OTKVector4 = OpenTK.Mathematics.Vector4;
using EngineMaterial = Engine.Core.Components.Material; using EngineMaterial = Engine.Core.Components.Material;
using EngineMesh = Engine.Core.Components.Mesh; using EngineMesh = Engine.Core.Components.Mesh;
using EngineTransform = Engine.Core.Components.Transform; using EngineTransform = Engine.Core.Components.Transform;
namespace Engine.Graphics.OpenTK; namespace Engine.Graphics.OpenTK;
/// <summary>
/// OpenTK OpenGL renderer — full control over OpenGL state for shadow mapping.
/// </summary>
public sealed class OpenTKRenderer : IRenderer public sealed class OpenTKRenderer : IRenderer
{ {
private const int ShadowMapSize = 2048; private const int ShadowMapSize = 2048;
private readonly int _program; private int _program;
private readonly int _shadowProgram; private int _shadowProgram;
private readonly int _shadowFbo; private int _shadowFbo;
private readonly int _shadowTexture; private int _shadowTexture;
private readonly Dictionary<Entity, GLMesh> _meshCache = new(); private readonly Dictionary<Entity, GLMesh> _meshCache = new();
private readonly float[] _matrixBuf = new float[16];
// Uniform locations // Uniform locations
private readonly int _uMVP, _uModel, _uViewPos, _uMaterialColor, _uRoughness, _uMetallic; private int _uMVP, _uModel, _uViewPos, _uMaterialColor, _uRoughness, _uMetallic;
private readonly int _uAmbient, _uLightCount, _uLightDirs, _uLightIntensities, _uLightColors; private int _uAmbient, _uLightCount, _uLightDirs, _uLightIntensities, _uLightColors;
private readonly int _uLightPositions, _uLightTypes, _uLightRanges; private int _uLightPositions, _uLightTypes, _uLightRanges;
private readonly int _uLightViewProj, _uShadowMap, _uUseTexture; private int _uLightViewProj, _uShadowMap, _uUseTexture;
// Light data // Light data
private readonly float[] _lightDirs = new float[12]; private readonly float[] _lightDirs = new float[12];
@@ -43,17 +41,16 @@ public sealed class OpenTKRenderer : IRenderer
private readonly float[] _lightRanges = new float[4]; private readonly float[] _lightRanges = new float[4];
private int _lightCount; private int _lightCount;
private int _screenWidth = 1280; private int _screenW = 1280, _screenH = 720;
private int _screenHeight = 720;
private bool _disposed; private bool _disposed;
public OpenTKRenderer() public OpenTKRenderer()
{ {
GL.Enable(EnableCap.DepthTest); // Compile shaders
_program = CreateProgram(VertexSrc, FragmentSrc);
_program = CreateProgram(VertexShaderSource, FragmentShaderSource); _shadowProgram = CreateProgram(ShadowVertSrc, ShadowFragSrc);
_shadowProgram = CreateProgram(ShadowVertexSource, ShadowFragmentSource);
// Get uniform locations
_uMVP = GL.GetUniformLocation(_program, "mvp"); _uMVP = GL.GetUniformLocation(_program, "mvp");
_uModel = GL.GetUniformLocation(_program, "model"); _uModel = GL.GetUniformLocation(_program, "model");
_uViewPos = GL.GetUniformLocation(_program, "viewPos"); _uViewPos = GL.GetUniformLocation(_program, "viewPos");
@@ -72,9 +69,10 @@ public sealed class OpenTKRenderer : IRenderer
_uShadowMap = GL.GetUniformLocation(_program, "shadowMap"); _uShadowMap = GL.GetUniformLocation(_program, "shadowMap");
_uUseTexture = GL.GetUniformLocation(_program, "useTexture"); _uUseTexture = GL.GetUniformLocation(_program, "useTexture");
// Shadow FBO with depth texture // Shadow FBO
_shadowFbo = GL.GenFramebuffer(); _shadowFbo = GL.GenFramebuffer();
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo); GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo);
_shadowTexture = GL.GenTexture(); _shadowTexture = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _shadowTexture); GL.BindTexture(TextureTarget.Texture2D, _shadowTexture);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.DepthComponent, GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.DepthComponent,
@@ -88,13 +86,17 @@ public sealed class OpenTKRenderer : IRenderer
GL.DrawBuffer(DrawBufferMode.None); GL.DrawBuffer(DrawBufferMode.None);
GL.ReadBuffer(ReadBufferMode.None); GL.ReadBuffer(ReadBufferMode.None);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
// GL state
GL.Enable(EnableCap.DepthTest);
GL.Disable(EnableCap.CullFace);
} }
public void SetScreenSize(int w, int h) { _screenWidth = w; _screenHeight = h; } public void SetScreenSize(int w, int h) { _screenW = w; _screenH = h; }
public void RequestScreenshot(string outputPath) { } public void RequestScreenshot(string path) { }
public bool IsScreenshotRequested => false; public bool IsScreenshotRequested => false;
public IScreenshotProvider ScreenshotProvider => new OpenTKScreenshotProvider(); public IScreenshotProvider ScreenshotProvider => new DummyScreenshotProvider();
public void RenderWorld(World world) public void RenderWorld(World world)
{ {
@@ -102,19 +104,18 @@ public sealed class OpenTKRenderer : IRenderer
CollectLights(world); CollectLights(world);
var hasDirLight = _lightCount > 0 && _lightTypes[0] == (int)LightType.Directional; var hasDirLight = _lightCount > 0 && _lightTypes[0] == (int)LightType.Directional;
OTKMatrix lightViewProj = OTKMatrix.Identity; OTKMatrix lightVP = OTKMatrix.Identity;
// === PASS 1: Shadow map === // === PASS 1: Shadow ===
if (hasDirLight) if (hasDirLight)
{ {
var lightDir = new System.Numerics.Vector3(_lightDirs[0], _lightDirs[1], _lightDirs[2]); var lightDir = new Vector3(_lightDirs[0], _lightDirs[1], _lightDirs[2]);
var sceneCenter = new System.Numerics.Vector3(0, 0.5f, 0); var center = new Vector3(0, 0.5f, 0);
var lightPos = sceneCenter - lightDir * 30f; var lightPos = center - lightDir * 30f;
var up = MathF.Abs(System.Numerics.Vector3.Dot(lightDir, System.Numerics.Vector3.UnitY)) > 0.99f var up = MathF.Abs(Vector3.Dot(lightDir, Vector3.UnitY)) > 0.99f ? Vector3.UnitZ : Vector3.UnitY;
? System.Numerics.Vector3.UnitZ : System.Numerics.Vector3.UnitY;
lightViewProj = OTKMatrix.CreateOrthographicOffCenter(-15, 15, -15, 15, 1, 80) lightVP = OTKMatrix.CreateOrthographicOffCenter(-15, 15, -15, 15, 1, 80)
* OTKMatrix.LookAt(ToOTK(lightPos), ToOTK(sceneCenter), ToOTK(up)); * OTKMatrix.LookAt(ToV3(lightPos), ToV3(center), ToV3(up));
GL.Viewport(0, 0, ShadowMapSize, ShadowMapSize); GL.Viewport(0, 0, ShadowMapSize, ShadowMapSize);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo); GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo);
@@ -122,34 +123,31 @@ public sealed class OpenTKRenderer : IRenderer
GL.UseProgram(_shadowProgram); GL.UseProgram(_shadowProgram);
GL.CullFace(CullFaceMode.Front); GL.CullFace(CullFaceMode.Front);
var shadowMvpLoc = GL.GetUniformLocation(_shadowProgram, "mvp"); int sMvp = GL.GetUniformLocation(_shadowProgram, "mvp");
world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) => world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform t) =>
{ {
if (e.Name() == "Grid" || e.Name() == "Floor") return; if (e.Name() == "Grid" || e.Name() == "Floor") return;
var glMesh = GetOrUploadMesh(e, mesh); var gm = GetOrUploadMesh(e, mesh);
var model = ToOTK(transform.GetMatrix()); var model = ToM4(t.GetMatrix());
var mvp = lightViewProj * model; var mvp = lightVP * model;
GL.UniformMatrix4(shadowMvpLoc, false, ref mvp); SetUniformMat4(sMvp, mvp);
DrawMeshImmediate(glMesh); DrawMesh(gm);
}); });
GL.CullFace(CullFaceMode.Back); GL.CullFace(CullFaceMode.Back);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
} }
// === PASS 2: Main render === // === PASS 2: Main ===
GL.Viewport(0, 0, _screenWidth, _screenHeight); GL.Viewport(0, 0, _screenW, _screenH);
GL.Enable(EnableCap.DepthTest); GL.ClearColor(0.098f, 0.118f, 0.157f, 1f);
GL.Disable(EnableCap.CullFace);
GL.ClearColor(0.098f, 0.118f, 0.157f, 1);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.UseProgram(_program); GL.UseProgram(_program);
var view = OTKMatrix.LookAt(ToOTK(camera.Position), ToOTK(camera.Target), ToOTK(camera.Up)); var view = OTKMatrix.LookAt(ToV3(camera.Position), ToV3(camera.Target), ToV3(camera.Up));
var proj = OTKMatrix.CreatePerspectiveFieldOfView(camera.FieldOfView, camera.AspectRatio, camera.NearPlane, camera.FarPlane); var proj = OTKMatrix.CreatePerspectiveFieldOfView(camera.FieldOfView, camera.AspectRatio, camera.NearPlane, camera.FarPlane);
// Frame uniforms
GL.Uniform3(_uViewPos, camera.Position.X, camera.Position.Y, camera.Position.Z); GL.Uniform3(_uViewPos, camera.Position.X, camera.Position.Y, camera.Position.Z);
GL.Uniform3(_uAmbient, 0.35f, 0.35f, 0.4f); GL.Uniform3(_uAmbient, 0.35f, 0.35f, 0.4f);
GL.Uniform1(_uLightCount, _lightCount); GL.Uniform1(_uLightCount, _lightCount);
@@ -162,123 +160,133 @@ public sealed class OpenTKRenderer : IRenderer
if (hasDirLight) if (hasDirLight)
{ {
GL.UniformMatrix4(_uLightViewProj, false, ref lightViewProj); SetUniformMat4(_uLightViewProj, lightVP);
GL.ActiveTexture(TextureUnit.Texture1); GL.ActiveTexture(TextureUnit.Texture1);
GL.BindTexture(TextureTarget.Texture2D, _shadowTexture); GL.BindTexture(TextureTarget.Texture2D, _shadowTexture);
GL.Uniform1(_uShadowMap, 1); GL.Uniform1(_uShadowMap, 1);
GL.ActiveTexture(TextureUnit.Texture0); GL.ActiveTexture(TextureUnit.Texture0);
} }
world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) => world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform t) =>
{ {
if (e.Name() == "Grid") return; if (e.Name() == "Grid") return;
var material = e.Has<EngineMaterial>() ? e.Get<EngineMaterial>() : EngineMaterial.Default; var mat = e.Has<EngineMaterial>() ? e.Get<EngineMaterial>() : EngineMaterial.Default;
var glMesh = GetOrUploadMesh(e, mesh); var gm = GetOrUploadMesh(e, mesh);
var model = ToOTK(transform.GetMatrix()); var model = ToM4(t.GetMatrix());
var mvp = proj * view * model; var mvp = proj * view * model;
GL.UniformMatrix4(_uMVP, false, ref mvp); SetUniformMat4(_uMVP, mvp);
GL.UniformMatrix4(_uModel, false, ref model); SetUniformMat4(_uModel, model);
GL.Uniform4(_uMaterialColor, material.Albedo.X, material.Albedo.Y, material.Albedo.Z, 1.0f); GL.Uniform4(_uMaterialColor, mat.Albedo.X, mat.Albedo.Y, mat.Albedo.Z, 1f);
GL.Uniform1(_uRoughness, material.Roughness); GL.Uniform1(_uRoughness, mat.Roughness);
GL.Uniform1(_uMetallic, material.Metallic); GL.Uniform1(_uMetallic, mat.Metallic);
GL.Uniform1(_uUseTexture, 0); GL.Uniform1(_uUseTexture, 0);
DrawMeshImmediate(glMesh); DrawMesh(gm);
}); });
} }
private void DrawMeshImmediate(GLMesh mesh) private void DrawMesh(GLMesh m)
{ {
GL.BindVertexArray(mesh.Vao); GL.BindVertexArray(m.Vao);
GL.DrawElements(PrimitiveType.Triangles, mesh.IndexCount, DrawElementsType.UnsignedInt, 0); GL.DrawElements(PrimitiveType.Triangles, m.Count, DrawElementsType.UnsignedInt, 0);
GL.BindVertexArray(0); GL.BindVertexArray(0);
} }
private void SetUniformMat4(int loc, OTKMatrix mat)
{
// OpenTK Matrix4 is row-major in memory; OpenGL expects column-major with transpose=false.
// Use transpose=true so OpenGL transposes our row-major data into column-major.
_matrixBuf[0] = mat.M11; _matrixBuf[1] = mat.M12; _matrixBuf[2] = mat.M13; _matrixBuf[3] = mat.M14;
_matrixBuf[4] = mat.M21; _matrixBuf[5] = mat.M22; _matrixBuf[6] = mat.M23; _matrixBuf[7] = mat.M24;
_matrixBuf[8] = mat.M31; _matrixBuf[9] = mat.M32; _matrixBuf[10] = mat.M33; _matrixBuf[11] = mat.M34;
_matrixBuf[12] = mat.M41; _matrixBuf[13] = mat.M42; _matrixBuf[14] = mat.M43; _matrixBuf[15] = mat.M44;
GL.UniformMatrix4(loc, 1, true, _matrixBuf);
}
private GLMesh GetOrUploadMesh(Entity e, EngineMesh mesh) private GLMesh GetOrUploadMesh(Entity e, EngineMesh mesh)
{ {
if (_meshCache.TryGetValue(e, out var existing)) if (_meshCache.TryGetValue(e, out var existing))
return existing; return existing;
var vao = GL.GenVertexArray(); int vao = GL.GenVertexArray();
GL.BindVertexArray(vao); GL.BindVertexArray(vao);
// Position (location 0) // Position
var positions = new float[mesh.Vertices.Length * 3]; float[] pos = new float[mesh.Vertices.Length * 3];
for (var i = 0; i < mesh.Vertices.Length; i++) for (int i = 0; i < mesh.Vertices.Length; i++)
{ {
positions[i * 3] = mesh.Vertices[i].Position.X; pos[i*3] = mesh.Vertices[i].Position.X;
positions[i * 3 + 1] = mesh.Vertices[i].Position.Y; pos[i*3+1] = mesh.Vertices[i].Position.Y;
positions[i * 3 + 2] = mesh.Vertices[i].Position.Z; pos[i*3+2] = mesh.Vertices[i].Position.Z;
} }
var posVbo = GL.GenBuffer(); int vboPos = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, posVbo); GL.BindBuffer(BufferTarget.ArrayBuffer, vboPos);
GL.BufferData(BufferTarget.ArrayBuffer, positions.Length * sizeof(float), positions, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ArrayBuffer, pos.Length * sizeof(float), pos, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
// Normal (location 1) // Normal
var normals = new float[mesh.Vertices.Length * 3]; float[] nrm = new float[mesh.Vertices.Length * 3];
for (var i = 0; i < mesh.Vertices.Length; i++) for (int i = 0; i < mesh.Vertices.Length; i++)
{ {
normals[i * 3] = mesh.Vertices[i].Normal.X; nrm[i*3] = mesh.Vertices[i].Normal.X;
normals[i * 3 + 1] = mesh.Vertices[i].Normal.Y; nrm[i*3+1] = mesh.Vertices[i].Normal.Y;
normals[i * 3 + 2] = mesh.Vertices[i].Normal.Z; nrm[i*3+2] = mesh.Vertices[i].Normal.Z;
} }
var nrmVbo = GL.GenBuffer(); int vboNrm = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, nrmVbo); GL.BindBuffer(BufferTarget.ArrayBuffer, vboNrm);
GL.BufferData(BufferTarget.ArrayBuffer, normals.Length * sizeof(float), normals, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ArrayBuffer, nrm.Length * sizeof(float), nrm, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(1); GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0); GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 0, 0);
// Color (location 2) // Color
var colors = new float[mesh.Vertices.Length * 4]; float[] col = new float[mesh.Vertices.Length * 4];
for (var i = 0; i < mesh.Vertices.Length; i++) for (int i = 0; i < mesh.Vertices.Length; i++)
{ {
colors[i * 4] = mesh.Vertices[i].Color.X; col[i*4] = mesh.Vertices[i].Color.X;
colors[i * 4 + 1] = mesh.Vertices[i].Color.Y; col[i*4+1] = mesh.Vertices[i].Color.Y;
colors[i * 4 + 2] = mesh.Vertices[i].Color.Z; col[i*4+2] = mesh.Vertices[i].Color.Z;
colors[i * 4 + 3] = 1.0f; col[i*4+3] = 1f;
} }
var colVbo = GL.GenBuffer(); int vboCol = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, colVbo); GL.BindBuffer(BufferTarget.ArrayBuffer, vboCol);
GL.BufferData(BufferTarget.ArrayBuffer, colors.Length * sizeof(float), colors, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ArrayBuffer, col.Length * sizeof(float), col, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(2); GL.EnableVertexAttribArray(2);
GL.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 4 * sizeof(float), 0); GL.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 0, 0);
// Indices // Indices
var ebo = GL.GenBuffer(); int ebo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ebo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ebo);
GL.BufferData(BufferTarget.ElementArrayBuffer, mesh.Indices.Length * sizeof(uint), mesh.Indices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, mesh.Indices.Length * sizeof(uint), mesh.Indices, BufferUsageHint.StaticDraw);
GL.BindVertexArray(0); GL.BindVertexArray(0);
var glMesh = new GLMesh(vao, mesh.Indices.Length); var gm = new GLMesh(vao, mesh.Indices.Length);
_meshCache[e] = glMesh; _meshCache[e] = gm;
return glMesh; return gm;
} }
private void CollectLights(World world) private void CollectLights(World world)
{ {
var count = 0; int count = 0;
world.Each((Entity e, ref Light light) => world.Each((Entity e, ref Light light) =>
{ {
if (count >= 4) return; if (count >= 4) return;
_lightDirs[count * 3] = light.Direction.X; _lightDirs[count*3] = light.Direction.X;
_lightDirs[count * 3 + 1] = light.Direction.Y; _lightDirs[count*3+1] = light.Direction.Y;
_lightDirs[count * 3 + 2] = light.Direction.Z; _lightDirs[count*3+2] = light.Direction.Z;
_lightPositions[count * 3] = light.Position.X; _lightPositions[count*3] = light.Position.X;
_lightPositions[count * 3 + 1] = light.Position.Y; _lightPositions[count*3+1] = light.Position.Y;
_lightPositions[count * 3 + 2] = light.Position.Z; _lightPositions[count*3+2] = light.Position.Z;
_lightIntensities[count] = light.Intensity; _lightIntensities[count] = light.Intensity;
_lightColors[count * 3] = light.Color.X; _lightColors[count*3] = light.Color.X;
_lightColors[count * 3 + 1] = light.Color.Y; _lightColors[count*3+1] = light.Color.Y;
_lightColors[count * 3 + 2] = light.Color.Z; _lightColors[count*3+2] = light.Color.Z;
_lightTypes[count] = (int)light.Type; _lightTypes[count] = (int)light.Type;
_lightRanges[count] = light.Range; _lightRanges[count] = light.Range;
count++; count++;
}); });
if (count == 0) if (count == 0)
{ {
_lightDirs[0] = 0.5f; _lightDirs[1] = -1; _lightDirs[2] = -0.5f; _lightDirs[0] = 0.5f; _lightDirs[1] = -1; _lightDirs[2] = -0.5f;
@@ -286,51 +294,49 @@ public sealed class OpenTKRenderer : IRenderer
_lightTypes[0] = (int)LightType.Directional; _lightRanges[0] = 20; _lightTypes[0] = (int)LightType.Directional; _lightRanges[0] = 20;
count = 1; count = 1;
} }
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; _lightCount = count;
} }
private Camera GetCamera(World world) private Camera GetCamera(World world)
{ {
var cam = new Camera(new System.Numerics.Vector3(0, 0.75f, -30), 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);
new System.Numerics.Vector3(0, 0.5f, 0), System.Numerics.Vector3.UnitY,
MathF.PI / 12, 16f / 9f, 0.1f, 100f);
world.Each((Entity e, ref Camera c) => cam = c); world.Each((Entity e, ref Camera c) => cam = c);
return cam; 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.M11, m.M12, m.M13, m.M14,
m.M21, m.M22, m.M23, m.M24, m.M21, m.M22, m.M23, m.M24,
m.M31, m.M32, m.M33, m.M34, m.M31, m.M32, m.M33, m.M34,
m.M41, m.M42, m.M43, m.M44); 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); int vs = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertex, vs); GL.ShaderSource(vs, vsSrc);
GL.CompileShader(vertex); GL.CompileShader(vs);
GL.GetShader(vertex, ShaderParameter.CompileStatus, out int vStatus); GL.GetShader(vs, ShaderParameter.CompileStatus, out int vsOk);
if (vStatus == 0) throw new Exception($"VS: {GL.GetShaderInfoLog(vertex)}"); if (vsOk == 0) throw new Exception($"VS compile: {GL.GetShaderInfoLog(vs)}");
var fragment = GL.CreateShader(ShaderType.FragmentShader); int fs = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragment, fs); GL.ShaderSource(fs, fsSrc);
GL.CompileShader(fragment); GL.CompileShader(fs);
GL.GetShader(fragment, ShaderParameter.CompileStatus, out int fStatus); GL.GetShader(fs, ShaderParameter.CompileStatus, out int fsOk);
if (fStatus == 0) throw new Exception($"FS: {GL.GetShaderInfoLog(fragment)}"); if (fsOk == 0) throw new Exception($"FS compile: {GL.GetShaderInfoLog(fs)}");
var program = GL.CreateProgram(); int prog = GL.CreateProgram();
GL.AttachShader(program, vertex); GL.AttachShader(prog, vs);
GL.AttachShader(program, fragment); GL.AttachShader(prog, fs);
GL.LinkProgram(program); GL.LinkProgram(prog);
GL.GetProgram(program, GetProgramParameterName.LinkStatus, out int lStatus); GL.GetProgram(prog, GetProgramParameterName.LinkStatus, out int linkOk);
if (lStatus == 0) throw new Exception($"Link: {GL.GetProgramInfoLog(program)}"); if (linkOk == 0) throw new Exception($"Link: {GL.GetProgramInfoLog(prog)}");
GL.DeleteShader(vertex); GL.DeleteShader(vs);
GL.DeleteShader(fragment); GL.DeleteShader(fs);
return program; return prog;
} }
public void Dispose() public void Dispose()
@@ -345,15 +351,16 @@ public sealed class OpenTKRenderer : IRenderer
GL.DeleteTexture(_shadowTexture); GL.DeleteTexture(_shadowTexture);
} }
// Shaders (copied from Silk.NET OpenGL backend — backend-agnostic GLSL 330 core) // === Shaders ===
private const string ShadowVertexSource = @"#version 330 core private const string ShadowVertSrc = @"#version 330 core
layout(location=0) in vec3 aPos; layout(location=0) in vec3 aPos;
uniform mat4 mvp; uniform mat4 mvp;
void main(){gl_Position=mvp*vec4(aPos,1.0);}"; void main(){ gl_Position = mvp * vec4(aPos, 1.0); }";
private const string ShadowFragmentSource = @"#version 330 core
private const string ShadowFragSrc = @"#version 330 core
void main(){}"; void main(){}";
private const string VertexShaderSource = @"#version 330 core private const string VertexSrc = @"#version 330 core
layout(location=0) in vec3 aPos; layout(location=0) in vec3 aPos;
layout(location=1) in vec3 aNormal; layout(location=1) in vec3 aNormal;
layout(location=2) in vec4 aColor; layout(location=2) in vec4 aColor;
@@ -362,15 +369,16 @@ uniform mat4 model;
out vec3 vNormal; out vec3 vNormal;
out vec3 vWorldPos; out vec3 vWorldPos;
out vec4 vColor; out vec4 vColor;
void main(){ void main()
vec4 wp=model*vec4(aPos,1.0); {
vWorldPos=wp.xyz; vec4 wp = model * vec4(aPos, 1.0);
vNormal=mat3(transpose(inverse(model)))*aNormal; vWorldPos = wp.xyz;
vColor=aColor; vNormal = mat3(transpose(inverse(model))) * aNormal;
gl_Position=mvp*vec4(aPos,1.0); 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 vNormal;
in vec3 vWorldPos; in vec3 vWorldPos;
in vec4 vColor; in vec4 vColor;
@@ -390,48 +398,94 @@ uniform float lightRanges[4];
uniform mat4 lightViewProj; uniform mat4 lightViewProj;
uniform sampler2D shadowMap; uniform sampler2D shadowMap;
uniform int useTexture; 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);} vec3 ACESFilm(vec3 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(){ const float a=2.51, b=0.03, c=2.43, d=0.59, e=0.14;
vec3 normal=normalize(vNormal); return clamp((x*(a*x+b))/(x*(c*x+d)+e), 0.0, 1.0);
vec3 albedo=pow(vColor.rgb*materialColor.rgb,vec3(2.2)); }
vec3 viewDir=normalize(viewPos-vWorldPos);
float rough=clamp(roughness,0.05,1.0); float Attenuation(float dist, float range)
float metal=clamp(metallic,0.0,1.0); {
vec3 skyColor=ambientColor; float r = max(range, 0.001);
vec3 groundColor=ambientColor*0.2; float d = max(dist, 0.001);
float hemisphere=0.5+0.5*normal.y; float x = d/r, x2 = x*x, x4 = x2*x2;
vec3 result=albedo*mix(groundColor,skyColor,hemisphere)*0.4; return clamp(1.0/(1.0+25.0*x4), 0.0, 1.0) * smoothstep(1.0, 0.0, x);
float shadow=1.0; }
if(lightCount>0&&lightTypes[0]==0)shadow=CalculateShadow(vWorldPos);
vec3 F0=mix(vec3(0.04),albedo,metal); float CalculateShadow(vec3 worldPos)
float shininess=mix(8.0,256.0,1.0-rough); {
for(int i=0;i<lightCount;i++){ vec4 lp = lightViewProj * vec4(worldPos, 1.0);
vec3 L;float atten=1.0; vec3 ndc = lp.xyz / lp.w;
if(lightTypes[i]==1){vec3 toLight=lightPositions[i]-vWorldPos;float dist=length(toLight);L=toLight/max(dist,0.001);atten=Attenuation(dist,lightRanges[i]);} vec3 uvw = ndc * 0.5 + 0.5;
else{L=normalize(-lightDirs[i]);} if (uvw.x < 0.0 || uvw.x > 1.0 || uvw.y < 0.0 || uvw.y > 1.0 || uvw.z > 1.0)
float lightShadow=(i==0&&lightTypes[0]==0)?shadow:1.0; return 1.0;
vec3 H=normalize(L+viewDir); float bias = 0.005;
float NdotL=max(dot(normal,L),0.0); vec2 ts = vec2(1.0 / 2048.0);
float NdotH=max(dot(normal,H),0.0); float s = 0.0;
float HdotV=max(dot(H,viewDir),0.0); for (int x = -1; x <= 1; x++) {
float spec=pow(NdotH,shininess); for (int y = -1; y <= 1; y++) {
vec3 fresnel=F0+(1.0-F0)*pow(1.0-HdotV,5.0); float dpt = texture(shadowMap, uvw.xy + vec2(x, y) * ts).r;
vec3 specColor=mix(fresnel,albedo*fresnel,metal); s += (uvw.z - bias > dpt) ? 0.3 : 1.0;
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)); return s / 9.0;
finalColor=vec4(result,1.0); }
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>()); public Task<byte[]> CaptureAsync(string outputPath) => Task.FromResult(Array.Empty<byte>());
} }
+5 -5
View File
@@ -2,14 +2,9 @@ using System;
using Engine.Core; using Engine.Core;
using OpenTK.Windowing.Common; using OpenTK.Windowing.Common;
using OpenTK.Windowing.Desktop; using OpenTK.Windowing.Desktop;
using OpenTK.Windowing.GraphicsLibraryFramework;
namespace Engine.Graphics.OpenTK; 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 public sealed class OpenTKWindow : GameWindow, IWindow, IDisposable
{ {
private readonly OpenTKInputState _input = new(); private readonly OpenTKInputState _input = new();
@@ -30,8 +25,13 @@ public sealed class OpenTKWindow : GameWindow, IWindow, IDisposable
Profile = ContextProfile.Core, Profile = ContextProfile.Core,
Flags = ContextFlags.ForwardCompatible, Flags = ContextFlags.ForwardCompatible,
Vsync = VSyncMode.Off, 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() public void PumpEvents()