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;
///
/// M1's render pipeline: one hardcoded triangle, drawn every Render stage.
/// See M1 in docs/kernel-contract.md ยง8.
///
/// This is the whole point of M1's "done when": change TriangleColor,
/// rebuild just this plugin, and reload it while the window from
/// engine.windowing stays open โ the color changes with no app restart.
/// Verified by hand against a real window and a live GL context, and via
/// IScreenCapture โ no external image library; see the note on PngWriter
/// for why.
///
/// engine.windowing alone produces a window that never becomes visible on
/// Wayland โ 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.
///
public sealed class RenderPlugin : IPlugin
{
private const string VertexShaderSource = """
#version 330 core
layout (location = 0) in vec2 aPosition;
void main()
{
gl_Position = vec4(aPosition, 0.0, 1.0);
}
""";
private const string FragmentShaderSource = """
#version 330 core
out vec4 FragColor;
uniform vec4 uColor;
void main()
{
FragColor = uColor;
}
""";
private static readonly float[] TriangleColor = [0.2f, 0.8f, 0.4f, 1f];
private static readonly float[] Vertices =
[
0.0f, 0.6f,
-0.6f, -0.6f,
0.6f, -0.6f,
];
private GL? _gl;
private IEngineWindow? _window;
private uint _vao;
private uint _vbo;
private uint _program;
private int _colorLocation;
public unsafe void Configure(IPluginContext ctx)
{
_window = ctx.Services.Require();
_window.Native.GLContext!.MakeCurrent();
_gl = _window.Native.CreateOpenGL();
_program = LinkProgram(_gl, VertexShaderSource, FragmentShaderSource);
_colorLocation = _gl.GetUniformLocation(_program, "uColor");
_vao = _gl.GenVertexArray();
_gl.BindVertexArray(_vao);
_vbo = _gl.GenBuffer();
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
_gl.BufferData(BufferTargetARB.ArrayBuffer, Vertices, BufferUsageARB.StaticDraw);
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 2 * sizeof(float), (void*)0);
_gl.EnableVertexAttribArray(0);
_gl.BindVertexArray(0);
ctx.Services.Provide(new GlScreenCapture(_gl, _window));
ctx.Schedule.Add(Stage.Render, Draw);
ctx.Log.Info("GL context created, triangle ready");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("engine.render");
ctx.Services.Revoke();
if (_gl is not null)
{
_gl.DeleteVertexArray(_vao);
_gl.DeleteBuffer(_vbo);
_gl.DeleteProgram(_program);
_gl.Dispose();
}
_gl = null;
_window = null;
}
private void Draw(IWorld world)
{
_gl!.ClearColor(0.05f, 0.05f, 0.08f, 1f);
_gl.Clear(ClearBufferMask.ColorBufferBit);
_gl.UseProgram(_program);
_gl.Uniform4(_colorLocation, TriangleColor[0], TriangleColor[1], TriangleColor[2], TriangleColor[3]);
_gl.BindVertexArray(_vao);
_gl.DrawArrays(PrimitiveType.Triangles, 0, 3);
_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;
}
}