Introduce ICamera (View, Projection, Aspect) and make OrbitCamera implement it. TerrainRenderer.Draw and StaticMeshRenderer.Draw now accept ICamera, widening the call-site contract while leaving all runtime behavior unchanged. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
136 lines
4.5 KiB
C#
136 lines
4.5 KiB
C#
// src/AcDream.App/Rendering/StaticMeshRenderer.cs
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using System.Numerics;
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using AcDream.Core.Meshing;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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public sealed unsafe class StaticMeshRenderer : IDisposable
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{
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private readonly GL _gl;
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private readonly Shader _shader;
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private readonly TextureCache _textures;
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// One GPU bundle per unique GfxObj id. Each GfxObj can have multiple sub-meshes.
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private readonly Dictionary<uint, List<SubMeshGpu>> _gpuByGfxObj = new();
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public StaticMeshRenderer(GL gl, Shader shader, TextureCache textures)
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{
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_gl = gl;
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_shader = shader;
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_textures = textures;
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}
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public void EnsureUploaded(uint gfxObjId, IReadOnlyList<GfxObjSubMesh> subMeshes)
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{
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if (_gpuByGfxObj.ContainsKey(gfxObjId))
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return;
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var list = new List<SubMeshGpu>(subMeshes.Count);
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foreach (var sm in subMeshes)
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list.Add(UploadSubMesh(sm));
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_gpuByGfxObj[gfxObjId] = list;
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}
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private SubMeshGpu UploadSubMesh(GfxObjSubMesh sm)
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{
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uint vao = _gl.GenVertexArray();
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_gl.BindVertexArray(vao);
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uint vbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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fixed (void* p = sm.Vertices)
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_gl.BufferData(BufferTargetARB.ArrayBuffer,
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(nuint)(sm.Vertices.Length * sizeof(Vertex)), p, BufferUsageARB.StaticDraw);
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uint ebo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
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fixed (void* p = sm.Indices)
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_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
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(nuint)(sm.Indices.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
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uint stride = (uint)sizeof(Vertex);
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_gl.EnableVertexAttribArray(0);
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_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
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_gl.EnableVertexAttribArray(1);
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_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
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_gl.EnableVertexAttribArray(2);
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_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
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_gl.EnableVertexAttribArray(3);
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_gl.VertexAttribIPointer(3, 1, VertexAttribIType.UnsignedInt, stride, (void*)(8 * sizeof(float)));
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_gl.BindVertexArray(0);
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return new SubMeshGpu
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{
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Vao = vao,
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Vbo = vbo,
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Ebo = ebo,
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IndexCount = sm.Indices.Length,
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SurfaceId = sm.SurfaceId,
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};
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}
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public void Draw(ICamera camera, IEnumerable<WorldEntity> entities)
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{
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_shader.Use();
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_shader.SetMatrix4("uView", camera.View);
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_shader.SetMatrix4("uProjection", camera.Projection);
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foreach (var entity in entities)
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{
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if (entity.MeshRefs.Count == 0)
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continue;
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foreach (var meshRef in entity.MeshRefs)
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{
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if (!_gpuByGfxObj.TryGetValue(meshRef.GfxObjId, out var subMeshes))
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continue;
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// model = entity root transform * per-part transform
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var entityRoot =
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Matrix4x4.CreateFromQuaternion(entity.Rotation) *
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Matrix4x4.CreateTranslation(entity.Position);
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var model = meshRef.PartTransform * entityRoot;
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_shader.SetMatrix4("uModel", model);
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foreach (var sub in subMeshes)
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{
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uint tex = _textures.GetOrUpload(sub.SurfaceId);
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_gl.ActiveTexture(TextureUnit.Texture0);
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_gl.BindTexture(TextureTarget.Texture2D, tex);
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_gl.BindVertexArray(sub.Vao);
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_gl.DrawElements(PrimitiveType.Triangles, (uint)sub.IndexCount, DrawElementsType.UnsignedInt, (void*)0);
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}
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}
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}
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_gl.BindVertexArray(0);
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}
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public void Dispose()
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{
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foreach (var subs in _gpuByGfxObj.Values)
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{
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foreach (var sub in subs)
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{
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_gl.DeleteBuffer(sub.Vbo);
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_gl.DeleteBuffer(sub.Ebo);
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_gl.DeleteVertexArray(sub.Vao);
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}
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}
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_gpuByGfxObj.Clear();
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}
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private sealed class SubMeshGpu
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{
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public uint Vao;
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public uint Vbo;
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public uint Ebo;
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public int IndexCount;
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public uint SurfaceId;
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}
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}
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