using System.Numerics;
using Engine.Assets.Contracts;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.Plugins;
using Engine.Kernel.Scheduling;
using Engine.Kernel.World;
using Engine.Render.Contracts;
using Engine.Windowing.Contracts;
using Silk.NET.OpenGL;
namespace Engine.Render;
///
/// M3's render pipeline: a real perspective camera, drawing every
/// GameObject with a QuadRenderer at its own WorldMatrix — upgraded from
/// M2's single hardcoded NDC-space quad specifically because gizmos need
/// real 3D geometry and a real camera to mean anything (a handle dragged
/// in screen space has to map onto an actual 3D axis). See M3 in
/// docs/kernel-contract.md §8.
///
/// GameObject.WorldMatrix and this plugin's own matrices are both
/// System.Numerics.Matrix4x4, which is row-vector (v' = v * M, and
/// composition reads left to right — see WorldMatrix's own doc comment).
/// The shaders below use the same convention deliberately
/// (`vec4(aPosition, 1.0) * uModel * uView * uProjection`), not GLSL's
/// more common column-vector order. That's also why SetMatrix uploads
/// with `transpose: true` — System.Numerics stores a matrix's first row
/// as its first four floats, but glUniformMatrix4fv with transpose=false
/// reads that same layout as the first *column* instead; asking GL to
/// transpose is what makes the bytes mean what C# already computed them
/// to mean. Confirmed empirically, not just reasoned through: with
/// transpose=false the quad rendered as a blank screen — no error, no
/// crash, just wrong — and flipping the one flag was the entire fix.
///
/// engine.windowing alone produces a window that never becomes visible on
/// Wayland — unlike X11, a Wayland surface with no committed buffer simply
/// isn't shown by the compositor, so an "empty" window isn't even a black
/// rectangle, it's nothing at all. This plugin's first Clear+SwapBuffers is
/// what actually makes the window appear.
///
/// Also found the hard way: with VSync on (the default), a session where
/// the compositor stops handing out frame callbacks — locking the screen
/// reproduced it directly — makes the *second* frame's SwapBuffers block
/// forever (the first has nothing to wait on yet, so it returns fine,
/// which is what makes this easy to miss). See VSync=false in
/// WindowingPlugin and the SwapInterval(0) call below.
///
public sealed class RenderPlugin : IPlugin
{
// There's no material/asset-reference component yet (that's real
// content-authoring work, M4+ territory) — hardcoded the same way
// TriangleColor was hardcoded before textures existed at all.
private const string TexturePath = "assets/texture.png";
private const string VertexShaderSource = """
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec2 aUv;
out vec2 vUv;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
void main()
{
gl_Position = vec4(aPosition, 1.0) * uModel * uView * uProjection;
vUv = aUv;
}
""";
private const string FragmentShaderSource = """
#version 330 core
in vec2 vUv;
out vec4 FragColor;
uniform sampler2D uTexture;
void main()
{
FragColor = texture(uTexture, vUv);
}
""";
// Unit quad (1x1 world units before Transform.LocalScale), centered
// at its own origin, in the XY plane facing +Z.
private static readonly float[] Vertices =
[
// position uv
-0.5f, 0.5f, 0f, 0f, 1f,
-0.5f, -0.5f, 0f, 0f, 0f,
0.5f, -0.5f, 0f, 1f, 0f,
-0.5f, 0.5f, 0f, 0f, 1f,
0.5f, -0.5f, 0f, 1f, 0f,
0.5f, 0.5f, 0f, 1f, 1f,
];
private GL? _gl;
private IEngineWindow? _window;
private CameraService? _camera;
private uint _vao;
private uint _vbo;
private uint _program;
private uint _texture;
private int _modelLocation;
private int _viewLocation;
private int _projectionLocation;
private Action? _onTextureReloaded;
private ILogger? _log;
public unsafe void Configure(IPluginContext ctx)
{
_log = ctx.Log;
_window = ctx.Services.Require();
_window.Native.GLContext!.MakeCurrent();
_gl = _window.Native.CreateOpenGL();
// Belt-and-suspenders alongside VSync=false in WindowingPlugin's
// WindowOptions — SwapInterval(0) is the lower-level, harder-to-
// ignore way to say the same thing directly to the GL context. See
// the note there on why a blocked SwapBuffers is a real, already-hit
// failure mode here, not a hypothetical one.
_window.Native.GLContext.SwapInterval(0);
_camera = new CameraService(_window);
ctx.Services.Provide(_camera);
_program = LinkProgram(_gl, VertexShaderSource, FragmentShaderSource);
_modelLocation = _gl.GetUniformLocation(_program, "uModel");
_viewLocation = _gl.GetUniformLocation(_program, "uView");
_projectionLocation = _gl.GetUniformLocation(_program, "uProjection");
_vao = _gl.GenVertexArray();
_gl.BindVertexArray(_vao);
_vbo = _gl.GenBuffer();
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
_gl.BufferData(BufferTargetARB.ArrayBuffer, Vertices, BufferUsageARB.StaticDraw);
const uint stride = 5 * sizeof(float);
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
_gl.EnableVertexAttribArray(1);
_gl.BindVertexArray(0);
_gl.Enable(EnableCap.DepthTest);
var assets = ctx.Services.Require();
var initial = assets.LoadTexture(TexturePath);
_texture = _gl.GenTexture();
UploadPixels(initial);
_onTextureReloaded = evt =>
{
if (Path.GetFullPath(evt.Path) == Path.GetFullPath(TexturePath))
UploadPixels(evt.Data);
};
ctx.Events.Subscribe(_onTextureReloaded);
ctx.Services.Provide(new GlScreenCapture(_gl, _window));
ctx.Schedule.Add(Stage.Render, Draw).Reads();
ctx.Schedule.Add(Stage.Present, Present);
ctx.Log.Info("GL context created, 3D quad pipeline ready");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("engine.render");
ctx.Events.RemoveAllFrom("engine.render");
ctx.Services.Revoke();
ctx.Services.Revoke();
if (_gl is not null)
{
_gl.DeleteTexture(_texture);
_gl.DeleteVertexArray(_vao);
_gl.DeleteBuffer(_vbo);
_gl.DeleteProgram(_program);
_gl.Dispose();
}
_gl = null;
_window = null;
_camera = null;
_onTextureReloaded = null;
_log = null;
}
private unsafe void UploadPixels(TextureData data)
{
_gl!.BindTexture(TextureTarget.Texture2D, _texture);
fixed (byte* pixels = data.Rgba)
{
_gl.TexImage2D(
TextureTarget.Texture2D, level: 0, internalformat: InternalFormat.Rgba,
(uint)data.Width, (uint)data.Height, border: 0,
format: PixelFormat.Rgba, type: PixelType.UnsignedByte, pixels);
}
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)GLEnum.Nearest);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)GLEnum.Nearest);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)GLEnum.ClampToEdge);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)GLEnum.ClampToEdge);
// Only checked here, not every frame in Draw() — a hot-path
// GetError() call would tax the one thing that runs constantly
// for a check that only ever fires from a handful of infrequent
// upload calls. Worth it here specifically: an upload that fails
// silently doesn't throw, it just leaves stale or undefined data
// bound to the texture — exactly what a blank-screen bug looks
// like from the outside, with nothing in the way of a stack trace
// to point at it.
var error = _gl.GetError();
if (error != GLEnum.NoError)
_log?.Warn($"GL error after texture upload: {error}");
}
private unsafe void Draw(IWorld world)
{
_gl!.ClearColor(0.05f, 0.05f, 0.08f, 1f);
_gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
_gl.UseProgram(_program);
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, _texture);
_gl.BindVertexArray(_vao);
var view = _camera!.View;
var projection = _camera.Projection;
SetMatrix(_viewLocation, view);
SetMatrix(_projectionLocation, projection);
foreach (var go in world.Query())
{
SetMatrix(_modelLocation, go.WorldMatrix);
_gl.DrawArrays(PrimitiveType.Triangles, 0, 6);
}
}
// Split from Draw() into its own Stage.Present system so engine.editor
// can draw ImGui on top of the scene from a Stage.Render system of its
// own (registered after this plugin's, per project.json order) without
// racing the swap — see Stage.Present's doc comment.
private void Present(IWorld world) => _window!.Native.GLContext!.SwapBuffers();
private unsafe void SetMatrix(int location, Matrix4x4 matrix) =>
_gl!.UniformMatrix4(location, 1, true, (float*)&matrix);
private static uint LinkProgram(GL gl, string vertexSource, string fragmentSource)
{
var vertex = CompileShader(gl, ShaderType.VertexShader, vertexSource);
var fragment = CompileShader(gl, ShaderType.FragmentShader, fragmentSource);
var program = gl.CreateProgram();
gl.AttachShader(program, vertex);
gl.AttachShader(program, fragment);
gl.LinkProgram(program);
gl.GetProgram(program, GLEnum.LinkStatus, out var linked);
if (linked == 0)
throw new InvalidOperationException($"Shader program failed to link: {gl.GetProgramInfoLog(program)}");
gl.DetachShader(program, vertex);
gl.DetachShader(program, fragment);
gl.DeleteShader(vertex);
gl.DeleteShader(fragment);
return program;
}
private static uint CompileShader(GL gl, ShaderType type, string source)
{
var shader = gl.CreateShader(type);
gl.ShaderSource(shader, source);
gl.CompileShader(shader);
gl.GetShader(shader, GLEnum.CompileStatus, out var compiled);
if (compiled == 0)
throw new InvalidOperationException($"{type} failed to compile: {gl.GetShaderInfoLog(shader)}");
return shader;
}
}