Files
parkan-playground/NResUI/Rendering/Viewport/ViewportRenderer.cs
T
2026-06-10 02:01:41 +03:00

513 lines
17 KiB
C#

using System.Numerics;
using NResUI.Rendering.Viewport.Meshes;
using NResUI.Rendering.Viewport.OpenGL;
using Silk.NET.OpenGL;
using Silk.NET.Windowing;
namespace NResUI.Rendering.Viewport;
public sealed class ViewportRenderer
{
private readonly GL _gl;
private readonly IWindow _window;
private readonly MsaaFramebuffer _framebuffer;
public GL Gl => _gl;
private ShaderProgram? _meshShader;
private ShaderProgram? _pickingShader;
private GpuMesh? _unitWireBoxMesh;
private GpuMesh? _axesMesh;
private uint _pickingFramebuffer;
private uint _pickingColorTexture;
private uint _pickingDepthRenderbuffer;
private int _pickingWidth;
private int _pickingHeight;
private int _modelLocation;
private int _mvpLocation;
private int _lightDirectionLocation;
private int _useTextureLocation;
private int _texture0Location;
private int _colorAddLocation;
private int _pickingMvpLocation;
private int _pickingColorLocation;
private bool _initialized;
public ViewportRenderer(GL gl, IWindow window)
{
_gl = gl;
_window = window;
_framebuffer = new MsaaFramebuffer(gl, samples: 4);
}
public uint Render(int width, int height, ViewportScene scene, ViewportCamera camera)
{
EnsureInitialized();
width = Math.Max(1, width);
height = Math.Max(1, height);
_framebuffer.EnsureSize(width, height);
_framebuffer.BindForRender();
_gl.Enable(EnableCap.DepthTest);
_gl.Disable(EnableCap.CullFace);
_gl.ClearColor(0.12f, 0.13f, 0.15f, 1.0f);
_gl.ClearStencil(0);
_gl.Clear((uint)(
ClearBufferMask.ColorBufferBit |
ClearBufferMask.DepthBufferBit |
ClearBufferMask.StencilBufferBit));
var aspect = width / (float)Math.Max(1, height);
var sceneRotation = camera.GetSceneRotationMatrix();
var view = camera.GetViewMatrix();
var projection = camera.GetProjectionMatrix(aspect);
DrawGrid(scene, sceneRotation, view, projection);
DrawScene(scene, sceneRotation, view, projection);
DrawDebugOverlays(scene, sceneRotation, view, projection);
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
_framebuffer.Resolve();
_gl.Disable(EnableCap.DepthTest);
_gl.Disable(EnableCap.StencilTest);
_gl.UseProgram(0);
_gl.BindVertexArray(0);
_gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
var framebufferSize = _window.FramebufferSize;
_gl.Viewport(0, 0, (uint)framebufferSize.X, (uint)framebufferSize.Y);
return _framebuffer.ColorTexture;
}
/// <summary>
/// Делает GPU picking: рендерит pieces в служебный framebuffer уникальными цветами и читает один пиксель.
/// Так выбор совпадает с видимой геометрией и не требует CPU-копии вершин.
/// </summary>
public unsafe int PickPiece(int width, int height, ViewportScene scene, ViewportCamera camera, Vector2 localMouse)
{
EnsureInitialized();
if (_pickingShader == null || width <= 1 || height <= 1)
return -1;
var x = Math.Clamp((int)localMouse.X, 0, width - 1);
var y = Math.Clamp(height - 1 - (int)localMouse.Y, 0, height - 1);
EnsurePickingFramebuffer(width, height);
try
{
_gl.BindFramebuffer(FramebufferTarget.Framebuffer, _pickingFramebuffer);
_gl.Viewport(0, 0, (uint)width, (uint)height);
_gl.Enable(EnableCap.DepthTest);
_gl.Disable(EnableCap.CullFace);
_gl.Disable(EnableCap.Blend);
_gl.Disable(EnableCap.StencilTest);
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
_gl.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
_gl.Clear((uint)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));
var aspect = width / (float)Math.Max(1, height);
var sceneRotation = camera.GetSceneRotationMatrix();
var view = camera.GetViewMatrix();
var projection = camera.GetProjectionMatrix(aspect);
_pickingShader.Use();
foreach (var piece in scene.Pieces)
DrawPieceForPicking(piece, sceneRotation, view, projection);
Span<byte> pixel = stackalloc byte[4];
fixed (byte* pixelPtr = pixel)
{
_gl.ReadPixels(x, y, 1, 1, PixelFormat.Rgba, PixelType.UnsignedByte, pixelPtr);
}
var encoded = pixel[0] | (pixel[1] << 8) | (pixel[2] << 16);
return encoded == 0 ? -1 : encoded - 1;
}
finally
{
RestoreDefaultRenderTargetState();
}
}
private void DrawGrid(
ViewportScene scene,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection)
{
if (_meshShader == null)
throw new InvalidOperationException("Viewport mesh shader is not initialized.");
var grid = scene.Grid;
if (grid == null || !grid.IsVisible)
return;
var model = grid.LocalTransform * sceneRotation;
_gl.Disable(EnableCap.StencilTest);
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
DrawMesh(grid.Mesh, model, view, projection);
}
private void DrawScene(
ViewportScene scene,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection)
{
if (_meshShader == null)
throw new InvalidOperationException("Viewport renderer is not initialized.");
_gl.Disable(EnableCap.StencilTest);
_meshShader.Use();
_gl.PolygonMode(
TriangleFace.FrontAndBack,
scene.Debug.Wireframe ? PolygonMode.Line : PolygonMode.Fill);
foreach (var piece in scene.Pieces)
{
var colorAdd = piece.Id == scene.SelectedPieceId
? new Vector3(0.22f, 0.16f, 0.02f)
: Vector3.Zero;
DrawPiece(piece, sceneRotation, view, projection, colorAdd);
}
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
}
private void DrawDebugOverlays(
ViewportScene scene,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection)
{
if (_meshShader == null || _unitWireBoxMesh == null || _axesMesh == null)
throw new InvalidOperationException("Viewport debug resources are not initialized.");
_gl.Disable(EnableCap.StencilTest);
_gl.Disable(EnableCap.DepthTest);
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
_gl.LineWidth(2.0f);
_meshShader.Use();
if (scene.Debug.ShowOriginAxes)
DrawMesh(_axesMesh, Matrix4x4.CreateScale(1.25f) * sceneRotation, view, projection);
if (scene.Debug.ShowPieceOrigins)
{
foreach (var piece in scene.Pieces)
{
var axesModel = Matrix4x4.CreateScale(0.45f) * piece.LocalTransform * sceneRotation;
DrawMesh(_axesMesh, axesModel, view, projection);
}
}
if (scene.Debug.ShowSelectedBounds && scene.SelectedPiece != null)
{
var selectedPiece = scene.SelectedPiece;
var boundsModel = BuildLocalBoundsModel(selectedPiece.BoundsMin, selectedPiece.BoundsMax) *
selectedPiece.LocalTransform *
sceneRotation;
DrawMesh(_unitWireBoxMesh, boundsModel, view, projection);
}
if (scene.Debug.ShowSceneBounds && scene.TryGetSceneWorldBounds(out var sceneBounds))
{
var sceneBoundsModel = BuildLocalBoundsModel(sceneBounds.Min, sceneBounds.Max) * sceneRotation;
DrawMesh(_unitWireBoxMesh, sceneBoundsModel, view, projection);
}
_gl.LineWidth(1.0f);
_gl.Enable(EnableCap.DepthTest);
}
private void DrawPiece(
ViewportPiece piece,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection,
Vector3 colorAdd)
{
var model = piece.LocalTransform * sceneRotation;
foreach (var mesh in piece.Meshes)
DrawMesh(mesh, model, view, projection, colorAdd);
}
private void DrawPieceForPicking(
ViewportPiece piece,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection)
{
if (_pickingShader == null)
throw new InvalidOperationException("Viewport picking shader is not initialized.");
var encodedColor = EncodePickingColor(piece.Id);
var model = piece.LocalTransform * sceneRotation;
var mvp = model * view * projection;
_pickingShader.SetMatrix4(_pickingMvpLocation, mvp);
_pickingShader.SetVector4(_pickingColorLocation, encodedColor);
// Рисуем теми же VAO, что и обычный viewport. Depth buffer сам выберет ближайшую piece под курсором.
foreach (var mesh in piece.Meshes)
mesh.Draw();
}
private void DrawMesh(
GpuMesh mesh,
Matrix4x4 model,
Matrix4x4 view,
Matrix4x4 projection,
Vector3? colorAdd = null)
{
if (_meshShader == null)
throw new InvalidOperationException("Viewport mesh shader is not initialized.");
var mvp = model * view * projection;
var lightDirection = Vector3.Normalize(new Vector3(-0.35f, -0.75f, -0.55f));
_meshShader.Use();
_meshShader.SetMatrix4(_mvpLocation, mvp);
_meshShader.SetMatrix4(_modelLocation, model);
_meshShader.SetVector3(_lightDirectionLocation, lightDirection);
_meshShader.SetVector3(_colorAddLocation, colorAdd ?? Vector3.Zero);
if (mesh.Material.HasTexture)
{
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, mesh.Material.TextureHandle);
_meshShader.SetInt(_texture0Location, 0);
_meshShader.SetInt(_useTextureLocation, 1);
}
else
{
_gl.BindTexture(TextureTarget.Texture2D, 0);
_meshShader.SetInt(_useTextureLocation, 0);
}
mesh.Draw();
}
private static Matrix4x4 BuildLocalBoundsModel(Vector3 boundsMin, Vector3 boundsMax)
{
var center = (boundsMin + boundsMax) * 0.5f;
var size = boundsMax - boundsMin;
return Matrix4x4.CreateScale(size * 0.5f) * Matrix4x4.CreateTranslation(center);
}
private unsafe void EnsurePickingFramebuffer(int width, int height)
{
width = Math.Max(1, width);
height = Math.Max(1, height);
if (_pickingFramebuffer != 0 && _pickingWidth == width && _pickingHeight == height)
return;
_pickingWidth = width;
_pickingHeight = height;
if (_pickingFramebuffer == 0)
{
_pickingFramebuffer = _gl.GenFramebuffer();
_pickingColorTexture = _gl.GenTexture();
_pickingDepthRenderbuffer = _gl.GenRenderbuffer();
}
_gl.BindTexture(TextureTarget.Texture2D, _pickingColorTexture);
_gl.TexImage2D(
TextureTarget.Texture2D,
0,
InternalFormat.Rgba8,
(uint)width,
(uint)height,
0,
PixelFormat.Rgba,
PixelType.UnsignedByte,
null);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
_gl.BindRenderbuffer(RenderbufferTarget.Renderbuffer, _pickingDepthRenderbuffer);
_gl.RenderbufferStorage(RenderbufferTarget.Renderbuffer, InternalFormat.DepthComponent24, (uint)width, (uint)height);
_gl.BindFramebuffer(FramebufferTarget.Framebuffer, _pickingFramebuffer);
_gl.FramebufferTexture2D(
FramebufferTarget.Framebuffer,
FramebufferAttachment.ColorAttachment0,
TextureTarget.Texture2D,
_pickingColorTexture,
0);
_gl.FramebufferRenderbuffer(
FramebufferTarget.Framebuffer,
FramebufferAttachment.DepthAttachment,
RenderbufferTarget.Renderbuffer,
_pickingDepthRenderbuffer);
var status = _gl.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
if (status != GLEnum.FramebufferComplete)
throw new InvalidOperationException($"Viewport picking framebuffer is incomplete: {status}");
_gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
_gl.BindTexture(TextureTarget.Texture2D, 0);
_gl.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0);
}
private void RestoreDefaultRenderTargetState()
{
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
_gl.Disable(EnableCap.DepthTest);
_gl.Disable(EnableCap.StencilTest);
_gl.UseProgram(0);
_gl.BindVertexArray(0);
_gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
var framebufferSize = _window.FramebufferSize;
_gl.Viewport(0, 0, (uint)framebufferSize.X, (uint)framebufferSize.Y);
}
private static Vector4 EncodePickingColor(int pieceId)
{
var encoded = pieceId + 1;
if (encoded <= 0 || encoded > 0x00FFFFFF)
return Vector4.Zero;
var r = (encoded & 0x0000FF) / 255.0f;
var g = ((encoded >> 8) & 0x0000FF) / 255.0f;
var b = ((encoded >> 16) & 0x0000FF) / 255.0f;
return new Vector4(r, g, b, 1.0f);
}
private void EnsureInitialized()
{
if (_initialized)
return;
CreateShaders();
_unitWireBoxMesh = PrimitiveMeshes.CreateUnitWireBox(_gl);
_axesMesh = PrimitiveMeshes.CreateAxes(_gl);
_initialized = true;
}
private void CreateShaders()
{
const string meshVertexShaderSource = """
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec2 aTexCoord;
uniform mat4 uModel;
uniform mat4 uMvp;
out vec3 vColor;
out vec3 vNormalWorld;
out vec2 vTexCoord;
void main()
{
vColor = aColor;
vNormalWorld = mat3(transpose(inverse(uModel))) * aNormal;
vTexCoord = aTexCoord;
gl_Position = uMvp * vec4(aPosition, 1.0);
}
""";
const string meshFragmentShaderSource = """
#version 330 core
in vec3 vColor;
in vec3 vNormalWorld;
in vec2 vTexCoord;
uniform vec3 uLightDirectionWorld;
uniform vec3 uColorAdd;
uniform bool uUseTexture;
uniform sampler2D uTexture0;
out vec4 FragColor;
void main()
{
vec3 normal = normalize(vNormalWorld);
// Useful when backface display is enabled.
if (!gl_FrontFacing)
normal = -normal;
vec3 lightDir = normalize(-uLightDirectionWorld);
float diffuse = max(dot(normal, lightDir), 0.0);
float lighting = 0.35 + diffuse * 0.65;
vec4 texel = uUseTexture ? texture(uTexture0, vTexCoord) : vec4(1.0);
if (texel.a < 0.05)
discard;
vec3 litColor = vColor * texel.rgb * lighting;
FragColor = vec4(clamp(litColor + uColorAdd, 0.0, 1.0), texel.a);
}
""";
const string pickingVertexShaderSource = """
#version 330 core
layout (location = 0) in vec3 aPosition;
uniform mat4 uMvp;
void main()
{
gl_Position = uMvp * vec4(aPosition, 1.0);
}
""";
const string pickingFragmentShaderSource = """
#version 330 core
uniform vec4 uPickColor;
out vec4 FragColor;
void main()
{
FragColor = uPickColor;
}
""";
_meshShader = new ShaderProgram(_gl, meshVertexShaderSource, meshFragmentShaderSource, "Viewport mesh");
_pickingShader = new ShaderProgram(_gl, pickingVertexShaderSource, pickingFragmentShaderSource,
"Viewport picking");
_modelLocation = _meshShader.GetUniformLocation("uModel");
_mvpLocation = _meshShader.GetUniformLocation("uMvp");
_lightDirectionLocation = _meshShader.GetUniformLocation("uLightDirectionWorld");
_useTextureLocation = _meshShader.GetUniformLocation("uUseTexture");
_texture0Location = _meshShader.GetUniformLocation("uTexture0");
_colorAddLocation = _meshShader.GetUniformLocation("uColorAdd");
_pickingMvpLocation = _pickingShader.GetUniformLocation("uMvp");
_pickingColorLocation = _pickingShader.GetUniformLocation("uPickColor");
}
}