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; /// /// M2's render pipeline: a textured quad, drawn every Render stage. See M2 /// in docs/kernel-contract.md §8. /// /// This is the actual "done when": swap TexturePath's file on disk and the /// quad's texture changes with no app restart — engine.assets watches the /// file and publishes TextureReloaded; this plugin subscribes and /// re-uploads to the same GL texture handle. Verified by hand against a /// real window and a live GL context, via IScreenCapture — no external /// image library; see the note on PngWriter for why. /// /// 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, M3+ 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 vec2 aPosition; layout (location = 1) in vec2 aUv; out vec2 vUv; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); vUv = aUv; } """; private const string FragmentShaderSource = """ #version 330 core in vec2 vUv; out vec4 FragColor; uniform sampler2D uTexture; void main() { FragColor = texture(uTexture, vUv); } """; private static readonly float[] Vertices = [ // position uv -0.6f, 0.6f, 0f, 1f, -0.6f, -0.6f, 0f, 0f, 0.6f, -0.6f, 1f, 0f, -0.6f, 0.6f, 0f, 1f, 0.6f, -0.6f, 1f, 0f, 0.6f, 0.6f, 1f, 1f, ]; private GL? _gl; private IEngineWindow? _window; private uint _vao; private uint _vbo; private uint _program; private uint _texture; 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); _program = LinkProgram(_gl, VertexShaderSource, FragmentShaderSource); _vao = _gl.GenVertexArray(); _gl.BindVertexArray(_vao); _vbo = _gl.GenBuffer(); _gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo); _gl.BufferData(BufferTargetARB.ArrayBuffer, Vertices, BufferUsageARB.StaticDraw); const uint stride = 4 * sizeof(float); _gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, stride, (void*)0); _gl.EnableVertexAttribArray(0); _gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(2 * sizeof(float))); _gl.EnableVertexAttribArray(1); _gl.BindVertexArray(0); 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); ctx.Log.Info("GL context created, textured quad ready"); } public void Shutdown(IPluginContext ctx) { ctx.Schedule.RemoveAllFrom("engine.render"); ctx.Events.RemoveAllFrom("engine.render"); 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; _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($"GL error after texture upload: {error}"); } private void Draw(IWorld world) { _gl!.ClearColor(0.05f, 0.05f, 0.08f, 1f); _gl.Clear(ClearBufferMask.ColorBufferBit); _gl.UseProgram(_program); _gl.ActiveTexture(TextureUnit.Texture0); _gl.BindTexture(TextureTarget.Texture2D, _texture); _gl.BindVertexArray(_vao); _gl.DrawArrays(PrimitiveType.Triangles, 0, 6); _window!.Native.GLContext!.SwapBuffers(); } private static uint LinkProgram(GL gl, string vertexSource, string fragmentSource) { var vertex = CompileShader(gl, ShaderType.VertexShader, vertexSource); var fragment = CompileShader(gl, ShaderType.FragmentShader, fragmentSource); var program = gl.CreateProgram(); gl.AttachShader(program, vertex); gl.AttachShader(program, fragment); gl.LinkProgram(program); gl.GetProgram(program, GLEnum.LinkStatus, out var linked); if (linked == 0) throw new InvalidOperationException($"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; } }