diff --git a/src/EngineSharp.Core/EngineSharp.Core/EngineSharp.Core.csproj b/src/EngineSharp.Core/EngineSharp.Core/EngineSharp.Core.csproj
index c81548c..e3c652e 100644
--- a/src/EngineSharp.Core/EngineSharp.Core/EngineSharp.Core.csproj
+++ b/src/EngineSharp.Core/EngineSharp.Core/EngineSharp.Core.csproj
@@ -4,6 +4,7 @@
net9.0
enable
enable
+ true
diff --git a/src/EngineSharp.Core/EngineSharp.Core/Input.cs b/src/EngineSharp.Core/EngineSharp.Core/Input.cs
index f27433c..db315f1 100644
--- a/src/EngineSharp.Core/EngineSharp.Core/Input.cs
+++ b/src/EngineSharp.Core/EngineSharp.Core/Input.cs
@@ -11,6 +11,12 @@ public class Input
internal Input(IInputContext inputContext)
{
_context = inputContext;
+ foreach (var keyboard in _context.Keyboards)
+ {
+ keyboard.KeyDown += OnKeyDown;
+ keyboard.KeyUp += OnKeyUp;
+ }
+ _context.ConnectionChanged += OnDeviceConnectionChanges;
}
///
@@ -49,4 +55,9 @@ public class Input
existingSet.Remove(key);
}
}
+
+ private void OnDeviceConnectionChanges(IInputDevice device, bool connected)
+ {
+ // TODO: See how to best utilise this. probably type pattern matching for IKeyboard etc.
+ }
}
\ No newline at end of file
diff --git a/src/EngineSharp.Core/EngineSharp.Core/OpenGLEngine.cs b/src/EngineSharp.Core/EngineSharp.Core/OpenGLEngine.cs
index 16ddc2f..58ae652 100644
--- a/src/EngineSharp.Core/EngineSharp.Core/OpenGLEngine.cs
+++ b/src/EngineSharp.Core/EngineSharp.Core/OpenGLEngine.cs
@@ -9,8 +9,9 @@ namespace EngineSharp.Core;
internal class OpenGLEngine : IEngine
{
private readonly IWindow _window;
- 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
+ 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
private Input _input = null!;
+ private PerspectiveCamera _camera = null!;
public OpenGLEngine(WindowOptions windowOptions)
{
@@ -38,20 +39,32 @@ internal class OpenGLEngine : IEngine
_gl.ClearColor(Color.Black);
_gl.Enable(EnableCap.DepthTest);
+
+ _camera = new PerspectiveCamera(Vector3D.Zero, _window.FramebufferSize);
}
private void OnUpdate(double deltaTime)
{
- // TODO: from here call custom code / game logic
+ if (_input.IsKeyPressed(Key.Escape))
+ {
+ _window.Close();
+ }
+ // TODO: here call custom code / game logic
}
private void OnRender(double deltaTime)
{
+ var projectionMatrix = _camera.ProjectionMatrix;
+ var viewMatrix = _camera.ViewMatrix;
+
// TODO: Here render all meshes etc.
+ // 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)
+ // 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)
}
- private void OnResize(Vector2D obj)
+ private void OnResize(Vector2D newDimensions)
{
- // 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
+ // 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
+ _camera.UpdateAspect(newDimensions);
}
}
\ No newline at end of file
diff --git a/src/EngineSharp.Core/EngineSharp.Core/PerspectiveCamera.cs b/src/EngineSharp.Core/EngineSharp.Core/PerspectiveCamera.cs
index 2463d2d..601c57b 100644
--- a/src/EngineSharp.Core/EngineSharp.Core/PerspectiveCamera.cs
+++ b/src/EngineSharp.Core/EngineSharp.Core/PerspectiveCamera.cs
@@ -1,38 +1,86 @@
-// using System.Numerics;
-using Silk.NET.Maths;
+using Silk.NET.Maths;
namespace EngineSharp.Core;
public class PerspectiveCamera
{
- private readonly Vector3D _position;
private readonly Vector3D _worldUp;
+ private Vector3D _position;
private Matrix3X3 _intrinsicCoordinates; // right | up | front
private float _yaw;
private float _pitch;
- private float _fov;
- private float _nearClippingPlane;
- private float _farClippingPlane;
+ private float _aspectRatio;
+ private bool _updateVectors;
- public Matrix4X4 ViewMatrix => Matrix4X4.CreateLookAt(_position, _position + _intrinsicCoordinates.Column3, _worldUp); // TODO: I hope this is Left-Handed. If not I need to update the readme
- public Matrix4X4 ProjectionMatrix => Matrix4X4.CreatePerspectiveFieldOfView(_fov, , _nearClippingPlane, _farClippingPlane);
+ public float Fov { get; set; }
+ public float NearClippingPlane { get; set; }
+ public float FarClippingPlane { get; set; }
+
+ public float MovementSpeed { get; set; } = 2.5f;
+
+ public float Yaw
+ {
+ get => _yaw;
+ set
+ {
+ _yaw = value;
+ _updateVectors = true;
+ }
+ }
+ public float Pitch
+ {
+ get => _pitch;
+ set
+ {
+ _pitch = value;
+ _updateVectors = true;
+ }
+ }
- public PerspectiveCamera(Vector3D position, float yaw = -90.0f, float pitch = 0, float fov = 45.0f, float nearClippingPlane = 0.1f, float farClippingPlane = 100.0f)
+ public Matrix4X4 ViewMatrix
+ {
+ get
+ {
+ if (_updateVectors)
+ {
+ UpdateCameraVectors();
+ }
+ return Matrix4X4.CreateLookAt(_position, _position + _intrinsicCoordinates.Column3, _worldUp); // TODO: I hope this is Left-Handed. If not I need to update the readme
+ }
+ }
+ public Matrix4X4 ProjectionMatrix => Matrix4X4.CreatePerspectiveFieldOfView(Fov, _aspectRatio, NearClippingPlane, FarClippingPlane);
+
+ public PerspectiveCamera(Vector3D position, Vector2D viewportDimensions, float yaw = -90.0f, float pitch = 0, float fov = 45.0f, float nearClippingPlane = 0.1f, float farClippingPlane = 100.0f)
{
_position = position;
_yaw = yaw;
_pitch = pitch;
- _fov = fov;
- _nearClippingPlane = nearClippingPlane;
- _farClippingPlane = farClippingPlane;
+ Fov = fov;
+ NearClippingPlane = nearClippingPlane;
+ FarClippingPlane = farClippingPlane;
_worldUp = Vector3D.UnitY;
+ UpdateCameraVectors();
+ UpdateAspect(viewportDimensions);
+ }
+
+ public void ProcessMovement(float deltaTime, Vector3D movementDirection) {
+ var velocity = MovementSpeed * deltaTime; // velocity not really the right term, but oh well
+ _position += (movementDirection * velocity) * _intrinsicCoordinates;
+ }
+ public void ProcessMouse(Vector2D offset) {
+ _yaw += offset.X;
+ _pitch += offset.Y;
+
+ if (_pitch > 89.0) {_pitch = 89.0f;}
+ if (_pitch < -89.0) {_pitch = -89.0f;}
+
UpdateCameraVectors();
}
- internal void UpdateAspect()
+ internal void UpdateAspect(Vector2D newDimensions)
{
-
+ _aspectRatio = (float)newDimensions.X / newDimensions.Y;
}
private void UpdateCameraVectors()
@@ -50,5 +98,7 @@ public class PerspectiveCamera
right.Y, up.Y, front.Y,
right.Z, up.Z, front.Z
);
+
+ _updateVectors = false;
}
}
\ No newline at end of file
diff --git a/src/EngineSharp.Core/EngineSharp.Core/Rendering/Exceptions/ShaderCompileException.cs b/src/EngineSharp.Core/EngineSharp.Core/Rendering/Exceptions/ShaderCompileException.cs
new file mode 100644
index 0000000..d80047f
--- /dev/null
+++ b/src/EngineSharp.Core/EngineSharp.Core/Rendering/Exceptions/ShaderCompileException.cs
@@ -0,0 +1,17 @@
+using Silk.NET.OpenGL;
+
+namespace EngineSharp.Core.Rendering.Exceptions;
+
+public class ShaderCompileException : Exception
+{
+ protected readonly ShaderType ShaderType;
+
+ public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { ShaderType = shaderType; }
+ public ShaderCompileException(ShaderType shaderType, string message) : base(message) { ShaderType = shaderType; }
+ public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { ShaderType = shaderType; }
+
+ public override string ToString()
+ {
+ return $"Type of Shader: '{ShaderType}'" + "\n" + Message;
+ }
+}
diff --git a/src/EngineSharp.Core/EngineSharp.Core/Rendering/Exceptions/ShaderLinkException.cs b/src/EngineSharp.Core/EngineSharp.Core/Rendering/Exceptions/ShaderLinkException.cs
new file mode 100644
index 0000000..18b7e6f
--- /dev/null
+++ b/src/EngineSharp.Core/EngineSharp.Core/Rendering/Exceptions/ShaderLinkException.cs
@@ -0,0 +1,8 @@
+namespace EngineSharp.Core.Rendering.Exceptions;
+
+public class ShaderLinkException : Exception
+{
+ public ShaderLinkException() : base("Error occured while trying to link a shader.") { }
+ public ShaderLinkException(string message) : base(message) { }
+ public ShaderLinkException(string message, Exception inner) : base(message, inner) { }
+}
\ No newline at end of file
diff --git a/src/EngineSharp.Core/EngineSharp.Core/Rendering/Shader.cs b/src/EngineSharp.Core/EngineSharp.Core/Rendering/Shader.cs
new file mode 100644
index 0000000..ded7465
--- /dev/null
+++ b/src/EngineSharp.Core/EngineSharp.Core/Rendering/Shader.cs
@@ -0,0 +1,109 @@
+using EngineSharp.Core.Rendering.Exceptions;
+using Silk.NET.Maths;
+using Silk.NET.OpenGL;
+
+namespace EngineSharp.Core.Rendering;
+
+public class Shader
+{
+ private readonly GL _gl;
+ private readonly uint _shaderProgramId;
+
+ public Shader(GL openGLContext, string pathToVertexShader, string pathToFragmentShader)
+ {
+ _gl = openGLContext;
+ var vertexCode = File.ReadAllText(pathToVertexShader);
+ var fragmentCode = File.ReadAllText(pathToFragmentShader);
+
+ var vertexShader = CompileShader(vertexCode, ShaderType.VertexShader);
+ var fragmentShader = CompileShader(fragmentCode, ShaderType.FragmentShader);
+
+ _shaderProgramId = CreateProgram(vertexShader, fragmentShader);
+ }
+
+ public void Use() => _gl.UseProgram(_shaderProgramId);
+
+ #region Set uniforms
+ public void SetInt(string name, int value)
+ {
+ _gl.Uniform1(_gl.GetUniformLocation(_shaderProgramId, name), value);
+ }
+
+ public void SetFloat(string name, float value)
+ {
+ _gl.Uniform1(_gl.GetUniformLocation(_shaderProgramId, name), value);
+ }
+
+ public void SetVector(string name, Vector3D value)
+ {
+ _gl.Uniform3(_gl.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
+ }
+ public void SetVector(string name, Vector3D value)
+ {
+ _gl.Uniform3(_gl.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
+ }
+
+ public void SetMatrix(string name, Matrix4X4 matrix)
+ {
+ unsafe
+ {
+ _gl.UniformMatrix4(_gl.GetUniformLocation(_shaderProgramId, name), 1, false, (double*) &matrix);
+ }
+ }
+ public void SetMatrix(string name, Matrix4X4 matrix)
+ {
+ unsafe
+ {
+ _gl.UniformMatrix4(_gl.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
+ }
+ }
+ #endregion
+
+
+ ///
+ /// Compiles the given shadercode.
+ ///
+ /// The shadercode
+ /// The type of shader to compile
+ /// Returns the id of the compiled shader.
+ ///
+ private uint CompileShader(string shaderCode, ShaderType shaderType)
+ {
+ var shader = _gl.CreateShader(shaderType);
+ _gl.ShaderSource(shader, shaderCode);
+ _gl.CompileShader(shader);
+
+ _gl.GetShader(shader, ShaderParameterName.CompileStatus, out var status);
+
+ if (status != (int)GLEnum.True)
+ {
+ throw new ShaderCompileException(shaderType, $"Failed to compile shader with message: \n {_gl.GetShaderInfoLog(shader)}");
+ }
+
+ return shader;
+ }
+
+ ///
+ /// Creates a shader program and links the vertex and fragment shader together.
+ ///
+ /// Returns the id of the created shader program
+ ///
+ private uint CreateProgram(uint vertexShader, uint fragmentShader)
+ {
+ var program = _gl.CreateProgram();
+ _gl.AttachShader(program, vertexShader);
+ _gl.AttachShader(program, fragmentShader);
+ _gl.LinkProgram(program);
+
+ _gl.GetProgram(program, ProgramPropertyARB.LinkStatus, out var status);
+ if (status != (int)GLEnum.True)
+ throw new ShaderLinkException("Error occured while trying to link a shader with message: \n" + _gl.GetProgramInfoLog(program));
+
+ _gl.DetachShader(program, vertexShader);
+ _gl.DetachShader(program, fragmentShader);
+ _gl.DeleteShader(vertexShader);
+ _gl.DeleteShader(fragmentShader);
+
+ return program;
+ }
+}
\ No newline at end of file