added shader, finished perspective camera and enabled keyboard support in the input class
This commit is contained in:
@ -4,6 +4,7 @@
|
|||||||
<TargetFramework>net9.0</TargetFramework>
|
<TargetFramework>net9.0</TargetFramework>
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
<Nullable>enable</Nullable>
|
<Nullable>enable</Nullable>
|
||||||
|
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
@ -11,6 +11,12 @@ public class Input
|
|||||||
internal Input(IInputContext inputContext)
|
internal Input(IInputContext inputContext)
|
||||||
{
|
{
|
||||||
_context = inputContext;
|
_context = inputContext;
|
||||||
|
foreach (var keyboard in _context.Keyboards)
|
||||||
|
{
|
||||||
|
keyboard.KeyDown += OnKeyDown;
|
||||||
|
keyboard.KeyUp += OnKeyUp;
|
||||||
|
}
|
||||||
|
_context.ConnectionChanged += OnDeviceConnectionChanges;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -49,4 +55,9 @@ public class Input
|
|||||||
existingSet.Remove(key);
|
existingSet.Remove(key);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDeviceConnectionChanges(IInputDevice device, bool connected)
|
||||||
|
{
|
||||||
|
// TODO: See how to best utilise this. probably type pattern matching for IKeyboard etc.
|
||||||
|
}
|
||||||
}
|
}
|
@ -9,8 +9,9 @@ namespace EngineSharp.Core;
|
|||||||
internal class OpenGLEngine : IEngine
|
internal class OpenGLEngine : IEngine
|
||||||
{
|
{
|
||||||
private readonly IWindow _window;
|
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 Input _input = null!;
|
||||||
|
private PerspectiveCamera _camera = null!;
|
||||||
|
|
||||||
public OpenGLEngine(WindowOptions windowOptions)
|
public OpenGLEngine(WindowOptions windowOptions)
|
||||||
{
|
{
|
||||||
@ -38,20 +39,32 @@ internal class OpenGLEngine : IEngine
|
|||||||
|
|
||||||
_gl.ClearColor(Color.Black);
|
_gl.ClearColor(Color.Black);
|
||||||
_gl.Enable(EnableCap.DepthTest);
|
_gl.Enable(EnableCap.DepthTest);
|
||||||
|
|
||||||
|
_camera = new PerspectiveCamera(Vector3D<float>.Zero, _window.FramebufferSize);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnUpdate(double deltaTime)
|
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)
|
private void OnRender(double deltaTime)
|
||||||
{
|
{
|
||||||
|
var projectionMatrix = _camera.ProjectionMatrix;
|
||||||
|
var viewMatrix = _camera.ViewMatrix;
|
||||||
|
|
||||||
// TODO: Here render all meshes etc.
|
// 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<int> obj)
|
private void OnResize(Vector2D<int> 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);
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,38 +1,86 @@
|
|||||||
// using System.Numerics;
|
using Silk.NET.Maths;
|
||||||
using Silk.NET.Maths;
|
|
||||||
|
|
||||||
namespace EngineSharp.Core;
|
namespace EngineSharp.Core;
|
||||||
|
|
||||||
public class PerspectiveCamera
|
public class PerspectiveCamera
|
||||||
{
|
{
|
||||||
private readonly Vector3D<float> _position;
|
|
||||||
private readonly Vector3D<float> _worldUp;
|
private readonly Vector3D<float> _worldUp;
|
||||||
|
private Vector3D<float> _position;
|
||||||
private Matrix3X3<float> _intrinsicCoordinates; // right | up | front
|
private Matrix3X3<float> _intrinsicCoordinates; // right | up | front
|
||||||
private float _yaw;
|
private float _yaw;
|
||||||
private float _pitch;
|
private float _pitch;
|
||||||
private float _fov;
|
private float _aspectRatio;
|
||||||
private float _nearClippingPlane;
|
private bool _updateVectors;
|
||||||
private float _farClippingPlane;
|
|
||||||
|
|
||||||
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
|
public float Fov { get; set; }
|
||||||
public Matrix4X4<float> ProjectionMatrix => Matrix4X4.CreatePerspectiveFieldOfView(_fov, , _nearClippingPlane, _farClippingPlane);
|
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<float> position, float yaw = -90.0f, float pitch = 0, float fov = 45.0f, float nearClippingPlane = 0.1f, float farClippingPlane = 100.0f)
|
public Matrix4X4<float> 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<float> ProjectionMatrix => Matrix4X4.CreatePerspectiveFieldOfView(Fov, _aspectRatio, NearClippingPlane, FarClippingPlane);
|
||||||
|
|
||||||
|
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)
|
||||||
{
|
{
|
||||||
_position = position;
|
_position = position;
|
||||||
_yaw = yaw;
|
_yaw = yaw;
|
||||||
_pitch = pitch;
|
_pitch = pitch;
|
||||||
_fov = fov;
|
Fov = fov;
|
||||||
_nearClippingPlane = nearClippingPlane;
|
NearClippingPlane = nearClippingPlane;
|
||||||
_farClippingPlane = farClippingPlane;
|
FarClippingPlane = farClippingPlane;
|
||||||
_worldUp = Vector3D<float>.UnitY;
|
_worldUp = Vector3D<float>.UnitY;
|
||||||
|
|
||||||
|
UpdateCameraVectors();
|
||||||
|
UpdateAspect(viewportDimensions);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ProcessMovement(float deltaTime, Vector3D<float> movementDirection) {
|
||||||
|
var velocity = MovementSpeed * deltaTime; // velocity not really the right term, but oh well
|
||||||
|
_position += (movementDirection * velocity) * _intrinsicCoordinates;
|
||||||
|
}
|
||||||
|
public void ProcessMouse(Vector2D<float> offset) {
|
||||||
|
_yaw += offset.X;
|
||||||
|
_pitch += offset.Y;
|
||||||
|
|
||||||
|
if (_pitch > 89.0) {_pitch = 89.0f;}
|
||||||
|
if (_pitch < -89.0) {_pitch = -89.0f;}
|
||||||
|
|
||||||
UpdateCameraVectors();
|
UpdateCameraVectors();
|
||||||
}
|
}
|
||||||
|
|
||||||
internal void UpdateAspect()
|
internal void UpdateAspect(Vector2D<int> newDimensions)
|
||||||
{
|
{
|
||||||
|
_aspectRatio = (float)newDimensions.X / newDimensions.Y;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateCameraVectors()
|
private void UpdateCameraVectors()
|
||||||
@ -50,5 +98,7 @@ public class PerspectiveCamera
|
|||||||
right.Y, up.Y, front.Y,
|
right.Y, up.Y, front.Y,
|
||||||
right.Z, up.Z, front.Z
|
right.Z, up.Z, front.Z
|
||||||
);
|
);
|
||||||
|
|
||||||
|
_updateVectors = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
@ -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) { }
|
||||||
|
}
|
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 @@
|
|||||||
|
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<double> value)
|
||||||
|
{
|
||||||
|
_gl.Uniform3(_gl.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
|
||||||
|
}
|
||||||
|
public void SetVector(string name, Vector3D<float> value)
|
||||||
|
{
|
||||||
|
_gl.Uniform3(_gl.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetMatrix(string name, Matrix4X4<double> matrix)
|
||||||
|
{
|
||||||
|
unsafe
|
||||||
|
{
|
||||||
|
_gl.UniformMatrix4(_gl.GetUniformLocation(_shaderProgramId, name), 1, false, (double*) &matrix);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void SetMatrix(string name, Matrix4X4<float> matrix)
|
||||||
|
{
|
||||||
|
unsafe
|
||||||
|
{
|
||||||
|
_gl.UniformMatrix4(_gl.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compiles the given shadercode.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="shaderCode">The shadercode</param>
|
||||||
|
/// <param name="shaderType">The type of shader to compile</param>
|
||||||
|
/// <returns>Returns the id of the compiled shader.</returns>
|
||||||
|
/// <exception cref="ShaderCompileException"></exception>
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a shader program and links the vertex and fragment shader together.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>Returns the id of the created shader program</returns>
|
||||||
|
/// <exception cref="ShaderLinkException"></exception>
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
Reference in New Issue
Block a user