Adds the first on-screen HUD for the dev client plus today's mouse-control refinements. Also lands yesterday's scenery-alignment changes that were left uncommitted in the working tree. Overlay: - BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512 R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks) - TextRenderer batches 2D quads in screen-space with ortho projection; one shader + two draw calls (rect then text) for panel backgrounds under glyphs - DebugOverlay composes info / stats / compass / help panels on top of the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events - DebugLineRenderer and its shaders (carried over from the scenery work) are properly committed in this commit Controls: - Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to adjust the active mode multiplicatively (x1.2) - Hold RMB to free-orbit the chase camera around the player; release stays at the new angle (no snap-back) - Mouse-wheel zooms chase distance between 2m and 40m - Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from the default neutral angle Scenery alignment (carried from yesterday's session): - ShadowObjectRegistry AllEntriesForDebug + Scale field - SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc + set_heading rotation - BSPQuery dispatchers accept localToWorld so normals/offsets transform correctly per part - TransitionTypes.CylinderCollision rewritten with wall-slide + push-out - PhysicsDataCache caches visual-mesh AABB for scenery that lacks physics Setup bounds
80 lines
2.4 KiB
C#
80 lines
2.4 KiB
C#
using System.Numerics;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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public sealed class Shader : IDisposable
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{
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private readonly GL _gl;
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public uint Program { get; }
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public Shader(GL gl, string vertexPath, string fragmentPath)
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{
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_gl = gl;
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uint vert = Compile(File.ReadAllText(vertexPath), ShaderType.VertexShader);
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uint frag = Compile(File.ReadAllText(fragmentPath), ShaderType.FragmentShader);
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Program = _gl.CreateProgram();
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_gl.AttachShader(Program, vert);
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_gl.AttachShader(Program, frag);
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_gl.LinkProgram(Program);
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_gl.GetProgram(Program, ProgramPropertyARB.LinkStatus, out int linked);
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if (linked == 0)
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throw new Exception("program link failed: " + _gl.GetProgramInfoLog(Program));
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_gl.DetachShader(Program, vert);
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_gl.DetachShader(Program, frag);
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_gl.DeleteShader(vert);
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_gl.DeleteShader(frag);
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}
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private uint Compile(string source, ShaderType type)
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{
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uint id = _gl.CreateShader(type);
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_gl.ShaderSource(id, source);
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_gl.CompileShader(id);
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_gl.GetShader(id, ShaderParameterName.CompileStatus, out int ok);
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if (ok == 0)
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throw new Exception($"{type} compile failed: " + _gl.GetShaderInfoLog(id));
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return id;
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}
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public void Use() => _gl.UseProgram(Program);
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public unsafe void SetMatrix4(string name, Matrix4x4 m)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.UniformMatrix4(loc, 1, false, (float*)&m);
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}
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public void SetInt(string name, int value)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.Uniform1(loc, value);
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}
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public void SetFloat(string name, float value)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.Uniform1(loc, value);
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}
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public void SetVec3(string name, Vector3 v)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.Uniform3(loc, v.X, v.Y, v.Z);
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}
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public void SetVec2(string name, Vector2 v)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.Uniform2(loc, v.X, v.Y);
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}
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public void SetVec4(string name, Vector4 v)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.Uniform4(loc, v.X, v.Y, v.Z, v.W);
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}
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public void Dispose() => _gl.DeleteProgram(Program);
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}
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