Files
parkan-playground/NResUI/Rendering/Viewport/ViewportRenderer.cs
T

359 lines
11 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? _outlineShader;
private GpuMesh? _unitWireBoxMesh;
private GpuMesh? _axesMesh;
private int _modelLocation;
private int _mvpLocation;
private int _lightDirectionLocation;
private int _outlineMvpLocation;
private int _outlineColorLocation;
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;
}
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;
_gl.Disable(EnableCap.StencilTest);
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
var model = grid.LocalTransform * sceneRotation;
DrawMesh(grid.Mesh, model, view, projection);
}
private void DrawScene(
ViewportScene scene,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection)
{
if (_meshShader == null || _outlineShader == 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)
{
if (piece.Id == scene.SelectedPieceId)
continue;
DrawPiece(piece, sceneRotation, view, projection);
}
var selectedPiece = scene.SelectedPiece;
if (selectedPiece == null)
{
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
return;
}
_gl.Enable(EnableCap.StencilTest);
_gl.StencilMask(0xFF);
_gl.StencilFunc(StencilFunction.Always, 1, 0xFF);
_gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
_meshShader.Use();
DrawPiece(selectedPiece, sceneRotation, view, projection);
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
_gl.StencilFunc(StencilFunction.Notequal, 1, 0xFF);
_gl.StencilMask(0x00);
_gl.Disable(EnableCap.DepthTest);
DrawPieceOutline(selectedPiece, sceneRotation, view, projection);
_gl.Enable(EnableCap.DepthTest);
_gl.StencilMask(0xFF);
_gl.Disable(EnableCap.StencilTest);
}
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)
{
var model = piece.LocalTransform * sceneRotation;
DrawMesh(piece.Mesh, model, view, projection);
}
private void DrawPieceOutline(
ViewportPiece piece,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection)
{
if (_outlineShader == null)
throw new InvalidOperationException("Viewport outline shader is not initialized.");
const float outlineScale = 1.06f;
var model = Matrix4x4.CreateScale(outlineScale) * piece.LocalTransform * sceneRotation;
var mvp = model * view * projection;
_outlineShader.Use();
_outlineShader.SetMatrix4(_outlineMvpLocation, mvp);
_outlineShader.SetVector4(_outlineColorLocation, new Vector4(1.0f, 0.82f, 0.15f, 1.0f));
piece.Mesh.Draw();
}
private void DrawMesh(
GpuMesh mesh,
Matrix4x4 model,
Matrix4x4 view,
Matrix4x4 projection)
{
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);
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 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;
uniform mat4 uModel;
uniform mat4 uMvp;
out vec3 vColor;
out vec3 vNormalWorld;
void main()
{
vColor = aColor;
vNormalWorld = mat3(transpose(inverse(uModel))) * aNormal;
gl_Position = uMvp * vec4(aPosition, 1.0);
}
""";
const string meshFragmentShaderSource = """
#version 330 core
in vec3 vColor;
in vec3 vNormalWorld;
uniform vec3 uLightDirectionWorld;
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;
FragColor = vec4(vColor * lighting, 1.0);
}
""";
const string outlineVertexShaderSource = """
#version 330 core
layout (location = 0) in vec3 aPosition;
uniform mat4 uMvp;
void main()
{
gl_Position = uMvp * vec4(aPosition, 1.0);
}
""";
const string outlineFragmentShaderSource = """
#version 330 core
uniform vec4 uColor;
out vec4 FragColor;
void main()
{
FragColor = uColor;
}
""";
_meshShader = new ShaderProgram(_gl, meshVertexShaderSource, meshFragmentShaderSource, "Viewport mesh");
_outlineShader = new ShaderProgram(_gl, outlineVertexShaderSource, outlineFragmentShaderSource,
"Viewport outline");
_modelLocation = _meshShader.GetUniformLocation("uModel");
_mvpLocation = _meshShader.GetUniformLocation("uMvp");
_lightDirectionLocation = _meshShader.GetUniformLocation("uLightDirectionWorld");
_outlineMvpLocation = _outlineShader.GetUniformLocation("uMvp");
_outlineColorLocation = _outlineShader.GetUniformLocation("uColor");
}
}