added shader, finished perspective camera and enabled keyboard support in the input class
This commit is contained in:
@ -4,6 +4,7 @@
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<TargetFramework>net9.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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@ -11,6 +11,12 @@ public class Input
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internal Input(IInputContext inputContext)
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{
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_context = inputContext;
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foreach (var keyboard in _context.Keyboards)
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{
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keyboard.KeyDown += OnKeyDown;
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keyboard.KeyUp += OnKeyUp;
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}
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_context.ConnectionChanged += OnDeviceConnectionChanges;
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}
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/// <summary>
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@ -49,4 +55,9 @@ public class Input
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existingSet.Remove(key);
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}
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}
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private void OnDeviceConnectionChanges(IInputDevice device, bool connected)
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{
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// TODO: See how to best utilise this. probably type pattern matching for IKeyboard etc.
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}
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}
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@ -9,8 +9,9 @@ namespace EngineSharp.Core;
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internal class OpenGLEngine : IEngine
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{
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private readonly IWindow _window;
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private GL _gl = null!; // because between constructing the engine and OnLoad being called nothing should be able to happen, we do this to get rid of warnings
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private GL _gl = null!; // because between constructing the engine and OnLoad being called nothing should be able to call these fields. Therefore, we do this to get rid of warnings
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private Input _input = null!;
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private PerspectiveCamera _camera = null!;
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public OpenGLEngine(WindowOptions windowOptions)
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{
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@ -38,20 +39,32 @@ internal class OpenGLEngine : IEngine
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_gl.ClearColor(Color.Black);
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_gl.Enable(EnableCap.DepthTest);
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_camera = new PerspectiveCamera(Vector3D<float>.Zero, _window.FramebufferSize);
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}
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private void OnUpdate(double deltaTime)
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{
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// TODO: from here call custom code / game logic
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if (_input.IsKeyPressed(Key.Escape))
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{
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_window.Close();
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}
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// TODO: here call custom code / game logic
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}
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private void OnRender(double deltaTime)
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{
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var projectionMatrix = _camera.ProjectionMatrix;
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var viewMatrix = _camera.ViewMatrix;
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// TODO: Here render all meshes etc.
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// On constructing a MeshRenderer, register it somewhere so it can be rendered here (MeshRenderer would then be a component while Mesh would be a normal C# object in the context of a ECS)
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// MeshRenderer contains a mesh; Mesh contains a material; Material contains a shader and the values for all uniforms of the shader (apart from the matrices; I am not sure how to best handle the model matrix with this approach)
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}
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private void OnResize(Vector2D<int> obj)
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private void OnResize(Vector2D<int> newDimensions)
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{
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// TODO: update aspect of camera; on entity component system the camera should probably read the aspect ratio from some location rather than the engine updating the aspect on the camera
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// when using an entity component system the camera should probably read the aspect ratio from a central location or should listen to the "Resize" event rather than the engine updating the aspect on the camera
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_camera.UpdateAspect(newDimensions);
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}
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}
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@ -1,38 +1,86 @@
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// using System.Numerics;
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using Silk.NET.Maths;
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using Silk.NET.Maths;
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namespace EngineSharp.Core;
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public class PerspectiveCamera
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{
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private readonly Vector3D<float> _position;
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private readonly Vector3D<float> _worldUp;
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private Vector3D<float> _position;
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private Matrix3X3<float> _intrinsicCoordinates; // right | up | front
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private float _yaw;
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private float _pitch;
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private float _fov;
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private float _nearClippingPlane;
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private float _farClippingPlane;
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private float _aspectRatio;
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private bool _updateVectors;
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public Matrix4X4<float> ViewMatrix => Matrix4X4.CreateLookAt(_position, _position + _intrinsicCoordinates.Column3, _worldUp); // TODO: I hope this is Left-Handed. If not I need to update the readme
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public Matrix4X4<float> ProjectionMatrix => Matrix4X4.CreatePerspectiveFieldOfView(_fov, , _nearClippingPlane, _farClippingPlane);
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public float Fov { get; set; }
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public float NearClippingPlane { get; set; }
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public float FarClippingPlane { get; set; }
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public float MovementSpeed { get; set; } = 2.5f;
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public float Yaw
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{
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get => _yaw;
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set
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{
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_yaw = value;
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_updateVectors = true;
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}
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}
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public float Pitch
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{
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get => _pitch;
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set
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{
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_pitch = value;
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_updateVectors = true;
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}
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}
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public PerspectiveCamera(Vector3D<float> position, float yaw = -90.0f, float pitch = 0, float fov = 45.0f, float nearClippingPlane = 0.1f, float farClippingPlane = 100.0f)
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public Matrix4X4<float> ViewMatrix
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{
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get
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{
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if (_updateVectors)
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{
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UpdateCameraVectors();
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}
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return Matrix4X4.CreateLookAt(_position, _position + _intrinsicCoordinates.Column3, _worldUp); // TODO: I hope this is Left-Handed. If not I need to update the readme
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}
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}
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public Matrix4X4<float> ProjectionMatrix => Matrix4X4.CreatePerspectiveFieldOfView(Fov, _aspectRatio, NearClippingPlane, FarClippingPlane);
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public PerspectiveCamera(Vector3D<float> position, Vector2D<int> viewportDimensions, float yaw = -90.0f, float pitch = 0, float fov = 45.0f, float nearClippingPlane = 0.1f, float farClippingPlane = 100.0f)
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{
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_position = position;
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_yaw = yaw;
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_pitch = pitch;
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_fov = fov;
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_nearClippingPlane = nearClippingPlane;
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_farClippingPlane = farClippingPlane;
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Fov = fov;
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NearClippingPlane = nearClippingPlane;
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FarClippingPlane = farClippingPlane;
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_worldUp = Vector3D<float>.UnitY;
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UpdateCameraVectors();
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UpdateAspect(viewportDimensions);
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}
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public void ProcessMovement(float deltaTime, Vector3D<float> movementDirection) {
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var velocity = MovementSpeed * deltaTime; // velocity not really the right term, but oh well
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_position += (movementDirection * velocity) * _intrinsicCoordinates;
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}
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public void ProcessMouse(Vector2D<float> offset) {
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_yaw += offset.X;
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_pitch += offset.Y;
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if (_pitch > 89.0) {_pitch = 89.0f;}
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if (_pitch < -89.0) {_pitch = -89.0f;}
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UpdateCameraVectors();
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}
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internal void UpdateAspect()
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internal void UpdateAspect(Vector2D<int> newDimensions)
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{
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_aspectRatio = (float)newDimensions.X / newDimensions.Y;
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}
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private void UpdateCameraVectors()
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@ -50,5 +98,7 @@ public class PerspectiveCamera
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right.Y, up.Y, front.Y,
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right.Z, up.Z, front.Z
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);
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_updateVectors = false;
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}
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}
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@ -0,0 +1,17 @@
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using Silk.NET.OpenGL;
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namespace EngineSharp.Core.Rendering.Exceptions;
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public class ShaderCompileException : Exception
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{
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protected readonly ShaderType ShaderType;
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public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { ShaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message) : base(message) { ShaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { ShaderType = shaderType; }
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public override string ToString()
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{
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return $"Type of Shader: '{ShaderType}'" + "\n" + Message;
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}
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}
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@ -0,0 +1,8 @@
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namespace EngineSharp.Core.Rendering.Exceptions;
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public class ShaderLinkException : Exception
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{
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public ShaderLinkException() : base("Error occured while trying to link a shader.") { }
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public ShaderLinkException(string message) : base(message) { }
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public ShaderLinkException(string message, Exception inner) : base(message, inner) { }
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}
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109
src/EngineSharp.Core/EngineSharp.Core/Rendering/Shader.cs
Normal file
109
src/EngineSharp.Core/EngineSharp.Core/Rendering/Shader.cs
Normal file
@ -0,0 +1,109 @@
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using EngineSharp.Core.Rendering.Exceptions;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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namespace EngineSharp.Core.Rendering;
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public class Shader
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{
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private readonly GL _gl;
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private readonly uint _shaderProgramId;
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public Shader(GL openGLContext, string pathToVertexShader, string pathToFragmentShader)
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{
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_gl = openGLContext;
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var vertexCode = File.ReadAllText(pathToVertexShader);
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var fragmentCode = File.ReadAllText(pathToFragmentShader);
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var vertexShader = CompileShader(vertexCode, ShaderType.VertexShader);
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var fragmentShader = CompileShader(fragmentCode, ShaderType.FragmentShader);
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_shaderProgramId = CreateProgram(vertexShader, fragmentShader);
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}
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public void Use() => _gl.UseProgram(_shaderProgramId);
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#region Set uniforms
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public void SetInt(string name, int value)
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{
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_gl.Uniform1(_gl.GetUniformLocation(_shaderProgramId, name), value);
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}
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public void SetFloat(string name, float value)
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{
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_gl.Uniform1(_gl.GetUniformLocation(_shaderProgramId, name), value);
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}
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public void SetVector(string name, Vector3D<double> value)
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{
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_gl.Uniform3(_gl.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
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}
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public void SetVector(string name, Vector3D<float> value)
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{
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_gl.Uniform3(_gl.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
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}
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public void SetMatrix(string name, Matrix4X4<double> matrix)
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{
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unsafe
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{
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_gl.UniformMatrix4(_gl.GetUniformLocation(_shaderProgramId, name), 1, false, (double*) &matrix);
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}
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}
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public void SetMatrix(string name, Matrix4X4<float> matrix)
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{
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unsafe
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{
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_gl.UniformMatrix4(_gl.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
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}
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}
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#endregion
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/// <summary>
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/// Compiles the given shadercode.
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/// </summary>
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/// <param name="shaderCode">The shadercode</param>
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/// <param name="shaderType">The type of shader to compile</param>
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/// <returns>Returns the id of the compiled shader.</returns>
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/// <exception cref="ShaderCompileException"></exception>
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private uint CompileShader(string shaderCode, ShaderType shaderType)
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{
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var shader = _gl.CreateShader(shaderType);
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_gl.ShaderSource(shader, shaderCode);
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_gl.CompileShader(shader);
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_gl.GetShader(shader, ShaderParameterName.CompileStatus, out var status);
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if (status != (int)GLEnum.True)
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{
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throw new ShaderCompileException(shaderType, $"Failed to compile shader with message: \n {_gl.GetShaderInfoLog(shader)}");
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}
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return shader;
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}
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/// <summary>
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/// Creates a shader program and links the vertex and fragment shader together.
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/// </summary>
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/// <returns>Returns the id of the created shader program</returns>
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/// <exception cref="ShaderLinkException"></exception>
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private uint CreateProgram(uint vertexShader, uint fragmentShader)
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{
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var program = _gl.CreateProgram();
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_gl.AttachShader(program, vertexShader);
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_gl.AttachShader(program, fragmentShader);
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_gl.LinkProgram(program);
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_gl.GetProgram(program, ProgramPropertyARB.LinkStatus, out var status);
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if (status != (int)GLEnum.True)
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throw new ShaderLinkException("Error occured while trying to link a shader with message: \n" + _gl.GetProgramInfoLog(program));
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_gl.DetachShader(program, vertexShader);
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_gl.DetachShader(program, fragmentShader);
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_gl.DeleteShader(vertexShader);
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_gl.DeleteShader(fragmentShader);
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return program;
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}
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}
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