Files
Cortex_Engine/src/Engine.Graphics.OpenTK/OpenTKRenderer.cs
T
emil28092005 f0af0a6b5e 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
2026-06-17 21:28:53 +03:00

493 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using Engine.Core;
using Engine.Core.Components;
using Engine.Graphics;
using Flecs.NET.Core;
using OpenTK.Graphics.OpenGL4;
using OTKMatrix = OpenTK.Mathematics.Matrix4;
using OTKVector3 = OpenTK.Mathematics.Vector3;
using EngineMaterial = Engine.Core.Components.Material;
using EngineMesh = Engine.Core.Components.Mesh;
using EngineTransform = Engine.Core.Components.Transform;
namespace Engine.Graphics.OpenTK;
public sealed class OpenTKRenderer : IRenderer
{
private const int ShadowMapSize = 2048;
private int _program;
private int _shadowProgram;
private int _shadowFbo;
private int _shadowTexture;
private readonly Dictionary<Entity, GLMesh> _meshCache = new();
private readonly float[] _matrixBuf = new float[16];
// Uniform locations
private int _uMVP, _uModel, _uViewPos, _uMaterialColor, _uRoughness, _uMetallic;
private int _uAmbient, _uLightCount, _uLightDirs, _uLightIntensities, _uLightColors;
private int _uLightPositions, _uLightTypes, _uLightRanges;
private 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 int _screenW = 1280, _screenH = 720;
private bool _disposed;
public OpenTKRenderer()
{
// Compile shaders
_program = CreateProgram(VertexSrc, FragmentSrc);
_shadowProgram = CreateProgram(ShadowVertSrc, ShadowFragSrc);
// Get 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(FramebufferTarget.Framebuffer, _shadowFbo);
_shadowTexture = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _shadowTexture);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.DepthComponent,
ShadowMapSize, ShadowMapSize, 0, PixelFormat.DepthComponent, PixelType.Float, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment,
TextureTarget.Texture2D, _shadowTexture, 0);
GL.DrawBuffer(DrawBufferMode.None);
GL.ReadBuffer(ReadBufferMode.None);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
// GL state
GL.Enable(EnableCap.DepthTest);
GL.Disable(EnableCap.CullFace);
}
public void SetScreenSize(int w, int h) { _screenW = w; _screenH = h; }
public void RequestScreenshot(string path) { }
public bool IsScreenshotRequested => false;
public IScreenshotProvider ScreenshotProvider => new DummyScreenshotProvider();
public void RenderWorld(World world)
{
var camera = GetCamera(world);
CollectLights(world);
var hasDirLight = _lightCount > 0 && _lightTypes[0] == (int)LightType.Directional;
OTKMatrix lightVP = OTKMatrix.Identity;
// === PASS 1: Shadow ===
if (hasDirLight)
{
var lightDir = new Vector3(_lightDirs[0], _lightDirs[1], _lightDirs[2]);
var center = new Vector3(0, 0.5f, 0);
var lightPos = center - lightDir * 30f;
var up = MathF.Abs(Vector3.Dot(lightDir, Vector3.UnitY)) > 0.99f ? Vector3.UnitZ : Vector3.UnitY;
lightVP = OTKMatrix.CreateOrthographicOffCenter(-15, 15, -15, 15, 1, 80)
* OTKMatrix.LookAt(ToV3(lightPos), ToV3(center), ToV3(up));
GL.Viewport(0, 0, ShadowMapSize, ShadowMapSize);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _shadowFbo);
GL.Clear(ClearBufferMask.DepthBufferBit);
GL.UseProgram(_shadowProgram);
GL.CullFace(CullFaceMode.Front);
int sMvp = GL.GetUniformLocation(_shadowProgram, "mvp");
world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform t) =>
{
if (e.Name() == "Grid" || e.Name() == "Floor") return;
var gm = GetOrUploadMesh(e, mesh);
var model = ToM4(t.GetMatrix());
var mvp = lightVP * model;
SetUniformMat4(sMvp, mvp);
DrawMesh(gm);
});
GL.CullFace(CullFaceMode.Back);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
// === PASS 2: Main ===
GL.Viewport(0, 0, _screenW, _screenH);
GL.ClearColor(0.098f, 0.118f, 0.157f, 1f);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.UseProgram(_program);
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);
GL.Uniform3(_uViewPos, camera.Position.X, camera.Position.Y, camera.Position.Z);
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);
if (hasDirLight)
{
SetUniformMat4(_uLightViewProj, lightVP);
GL.ActiveTexture(TextureUnit.Texture1);
GL.BindTexture(TextureTarget.Texture2D, _shadowTexture);
GL.Uniform1(_uShadowMap, 1);
GL.ActiveTexture(TextureUnit.Texture0);
}
world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform t) =>
{
if (e.Name() == "Grid") return;
var mat = e.Has<EngineMaterial>() ? e.Get<EngineMaterial>() : EngineMaterial.Default;
var gm = GetOrUploadMesh(e, mesh);
var model = ToM4(t.GetMatrix());
var mvp = proj * view * model;
SetUniformMat4(_uMVP, mvp);
SetUniformMat4(_uModel, model);
GL.Uniform4(_uMaterialColor, mat.Albedo.X, mat.Albedo.Y, mat.Albedo.Z, 1f);
GL.Uniform1(_uRoughness, mat.Roughness);
GL.Uniform1(_uMetallic, mat.Metallic);
GL.Uniform1(_uUseTexture, 0);
DrawMesh(gm);
});
}
private void DrawMesh(GLMesh m)
{
GL.BindVertexArray(m.Vao);
GL.DrawElements(PrimitiveType.Triangles, m.Count, DrawElementsType.UnsignedInt, 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)
{
if (_meshCache.TryGetValue(e, out var existing))
return existing;
int vao = GL.GenVertexArray();
GL.BindVertexArray(vao);
// Position
float[] pos = new float[mesh.Vertices.Length * 3];
for (int i = 0; i < mesh.Vertices.Length; i++)
{
pos[i*3] = mesh.Vertices[i].Position.X;
pos[i*3+1] = mesh.Vertices[i].Position.Y;
pos[i*3+2] = mesh.Vertices[i].Position.Z;
}
int vboPos = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vboPos);
GL.BufferData(BufferTarget.ArrayBuffer, pos.Length * sizeof(float), pos, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
// Normal
float[] nrm = new float[mesh.Vertices.Length * 3];
for (int i = 0; i < mesh.Vertices.Length; i++)
{
nrm[i*3] = mesh.Vertices[i].Normal.X;
nrm[i*3+1] = mesh.Vertices[i].Normal.Y;
nrm[i*3+2] = mesh.Vertices[i].Normal.Z;
}
int vboNrm = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vboNrm);
GL.BufferData(BufferTarget.ArrayBuffer, nrm.Length * sizeof(float), nrm, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 0, 0);
// Color
float[] col = new float[mesh.Vertices.Length * 4];
for (int i = 0; i < mesh.Vertices.Length; i++)
{
col[i*4] = mesh.Vertices[i].Color.X;
col[i*4+1] = mesh.Vertices[i].Color.Y;
col[i*4+2] = mesh.Vertices[i].Color.Z;
col[i*4+3] = 1f;
}
int vboCol = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vboCol);
GL.BufferData(BufferTarget.ArrayBuffer, col.Length * sizeof(float), col, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(2);
GL.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 0, 0);
// Indices
int ebo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ebo);
GL.BufferData(BufferTarget.ElementArrayBuffer, mesh.Indices.Length * sizeof(uint), mesh.Indices, BufferUsageHint.StaticDraw);
GL.BindVertexArray(0);
var gm = new GLMesh(vao, mesh.Indices.Length);
_meshCache[e] = gm;
return gm;
}
private void CollectLights(World world)
{
int 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 (int 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 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 ToV3(Vector3 v) => new(v.X, v.Y, v.Z);
private static int CreateProgram(string vsSrc, string fsSrc)
{
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($"VS compile: {GL.GetShaderInfoLog(vs)}");
int fs = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fs, fsSrc);
GL.CompileShader(fs);
GL.GetShader(fs, ShaderParameter.CompileStatus, out int fsOk);
if (fsOk == 0) throw new Exception($"FS compile: {GL.GetShaderInfoLog(fs)}");
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(vs);
GL.DeleteShader(fs);
return prog;
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
foreach (var m in _meshCache.Values) GL.DeleteVertexArray(m.Vao);
_meshCache.Clear();
GL.DeleteProgram(_program);
GL.DeleteProgram(_shadowProgram);
GL.DeleteFramebuffer(_shadowFbo);
GL.DeleteTexture(_shadowTexture);
}
// === 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 ShadowFragSrc = @"#version 330 core
void main(){}";
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;
uniform mat4 mvp;
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);
}";
private const string FragmentSrc = @"#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;
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);
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;
}
}
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 Count);
private sealed class DummyScreenshotProvider : IScreenshotProvider
{
public Task<byte[]> CaptureAsync(string outputPath) => Task.FromResult(Array.Empty<byte>());
}
}