Adds a 2-stage GLSL shader (vertex + fragment), a Shader helper that compiles/links and exposes SetMatrix4 for uniforms, and an OrbitCamera with yaw/pitch/distance and a 192-unit-centered target for a single landblock. TerrainRenderer now takes a Shader and issues an actual DrawElements call with uView + uProjection uniforms. GameWindow owns the Shader and Camera, routes mouse drag to camera yaw/pitch, and scroll wheel to camera distance. The fragment shader maps world Z to a green-brown-white ramp so lowlands read green, midlands brown, and peaks white — no textures yet, but enough to visually confirm the terrain shape. Shaders are copied to the output dir via a <None Update> item group. Smoke verified against real dats: process stays alive with no GL errors, no shader compile/link failures, and no exception trail. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
50 lines
1.6 KiB
C#
50 lines
1.6 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 Dispose() => _gl.DeleteProgram(Program);
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}
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