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XCEngine/tests/RHI/OpenGL/integration/sphere/main.cpp

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#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <vector>
#include <stdint.h>
#include <windows.h>
#include "XCEngine/RHI/OpenGL/OpenGLDevice.h"
#include "XCEngine/RHI/OpenGL/OpenGLSwapChain.h"
#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
#include "XCEngine/RHI/OpenGL/OpenGLShader.h"
#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
#include "XCEngine/RHI/OpenGL/OpenGLSampler.h"
#include "XCEngine/RHI/OpenGL/OpenGLScreenshot.h"
#include "XCEngine/Debug/Logger.h"
#include "XCEngine/Debug/ConsoleLogSink.h"
#include "XCEngine/Debug/RenderDocCapture.h"
#include "XCEngine/Core/Containers/String.h"
#pragma comment(lib, "opengl32.lib")
#include <GL/gl.h>
using namespace XCEngine::RHI;
using namespace XCEngine::Debug;
using namespace XCEngine::Containers;
static const int gWidth = 1280;
static const int gHeight = 720;
void Log(const char* format, ...) {
char buffer[1024];
va_list args;
va_start(args, format);
vsnprintf(buffer, sizeof(buffer), format, args);
va_end(args);
Logger::Get().Debug(LogCategory::Rendering, String(buffer));
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
void IdentityMatrix(float* m) {
memset(m, 0, 16 * sizeof(float));
m[0] = m[5] = m[10] = m[15] = 1.0f;
}
void TranslationMatrix(float* m, float x, float y, float z) {
memset(m, 0, 16 * sizeof(float));
m[0] = 1.0f; m[12] = x;
m[5] = 1.0f; m[13] = y;
m[10] = 1.0f; m[14] = z;
m[15] = 1.0f;
}
void PerspectiveMatrix(float* m, float fov, float aspect, float nearZ, float farZ) {
memset(m, 0, 16 * sizeof(float));
float tanHalfFov = tanf(fov / 2.0f);
m[0] = 1.0f / (aspect * tanHalfFov); // m[0][0]
m[5] = 1.0f / tanHalfFov; // m[1][1]
m[10] = -(farZ + nearZ) / (farZ - nearZ); // m[2][2]
m[14] = -(2.0f * farZ * nearZ) / (farZ - nearZ); // m[2][3]
m[15] = 0.0f;
m[11] = -1.0f; // m[3][2] = -1 for OpenGL clip space
}
struct Vertex {
float pos[4];
float texcoord[2];
};
void GenerateSphere(std::vector<Vertex>& vertices, std::vector<uint32_t>& indices, float radius, int segments) {
vertices.clear();
indices.clear();
segments = (segments < 3) ? 3 : segments;
for (int lat = 0; lat <= segments; ++lat) {
float phi = static_cast<float>(3.14159265f) * lat / segments;
float sinPhi = sinf(phi);
float cosPhi = cosf(phi);
for (int lon = 0; lon <= segments; ++lon) {
float theta = static_cast<float>(2 * 3.14159265f) * lon / segments;
float sinTheta = sinf(theta);
float cosTheta = cosf(theta);
Vertex v;
v.pos[0] = radius * sinPhi * cosTheta;
v.pos[1] = radius * cosPhi;
v.pos[2] = radius * sinPhi * sinTheta;
v.pos[3] = 1.0f;
v.texcoord[0] = static_cast<float>(lon) / segments;
v.texcoord[1] = static_cast<float>(lat) / segments;
vertices.push_back(v);
}
}
for (int lat = 0; lat < segments; ++lat) {
for (int lon = 0; lon < segments; ++lon) {
uint32_t topLeft = lat * (segments + 1) + lon;
uint32_t topRight = topLeft + 1;
uint32_t bottomLeft = (lat + 1) * (segments + 1) + lon;
uint32_t bottomRight = bottomLeft + 1;
indices.push_back(topLeft);
indices.push_back(bottomLeft);
indices.push_back(topRight);
indices.push_back(topRight);
indices.push_back(bottomLeft);
indices.push_back(bottomRight);
}
}
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
Logger::Get().Initialize();
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
Logger::Get().SetMinimumLevel(LogLevel::Debug);
Log("[INFO] OpenGL Sphere Test Starting");
WNDCLASSEXW wc = {};
wc.cbSize = sizeof(WNDCLASSEXW);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"XCEngine_OpenGL_Sphere";
if (!RegisterClassExW(&wc)) {
Log("[ERROR] Failed to register window class");
return -1;
}
RECT rect = { 0, 0, gWidth, gHeight };
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
HWND hwnd = CreateWindowExW(
0,
L"XCEngine_OpenGL_Sphere",
L"OpenGL Sphere Test",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
rect.right - rect.left, rect.bottom - rect.top,
NULL, NULL, hInstance, NULL
);
if (!hwnd) {
Log("[ERROR] Failed to create window");
return -1;
}
RenderDocCapture::Get().Initialize(nullptr, hwnd);
RenderDocCapture::Get().SetCaptureFilePath(".\\sphere_frame30");
OpenGLDevice device;
if (!device.InitializeWithExistingWindow(hwnd)) {
Log("[ERROR] Failed to initialize OpenGL device");
return -1;
}
RenderDocCapture::Get().SetDevice(device.GetGLContext());
ShowWindow(hwnd, nShowCmd);
UpdateWindow(hwnd);
Log("[INFO] OpenGL Device: %S", device.GetDeviceInfo().renderer.c_str());
Log("[INFO] OpenGL Version: %S", device.GetDeviceInfo().version.c_str());
OpenGLSwapChain swapChain;
swapChain.Initialize(&device, hwnd, gWidth, gHeight);
OpenGLCommandList commandList;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
GenerateSphere(vertices, indices, 1.0f, 32);
Log("[INFO] Generated %d vertices, %d indices", (int)vertices.size(), (int)indices.size());
OpenGLBuffer vertexBuffer;
if (!vertexBuffer.InitializeVertexBuffer(vertices.data(), (uint32_t)(sizeof(Vertex) * vertices.size()))) {
Log("[ERROR] Failed to initialize vertex buffer");
return -1;
}
vertexBuffer.SetStride(sizeof(Vertex));
OpenGLBuffer indexBuffer;
if (!indexBuffer.InitializeIndexBuffer(indices.data(), (uint32_t)(sizeof(uint32_t) * indices.size()))) {
Log("[ERROR] Failed to initialize index buffer");
return -1;
}
OpenGLVertexArray vertexArray;
vertexArray.Initialize();
VertexAttribute posAttr = {};
posAttr.index = 0;
posAttr.count = 4;
posAttr.type = VertexAttributeType::Float;
posAttr.normalized = VertexAttributeNormalized::False;
posAttr.stride = sizeof(Vertex);
posAttr.offset = 0;
vertexArray.AddVertexBuffer(vertexBuffer.GetID(), posAttr);
VertexAttribute texAttr = {};
texAttr.index = 1;
texAttr.count = 2;
texAttr.type = VertexAttributeType::Float;
texAttr.normalized = VertexAttributeNormalized::False;
texAttr.stride = sizeof(Vertex);
texAttr.offset = sizeof(float) * 4;
vertexArray.AddVertexBuffer(vertexBuffer.GetID(), texAttr);
vertexArray.SetIndexBuffer(indexBuffer.GetID(), 0);
OpenGLShader shader;
if (!shader.CompileFromFile("Res/Shader/sphere.vert", "Res/Shader/sphere.frag")) {
Log("[ERROR] Failed to compile shaders");
return -1;
}
Log("[INFO] Shaders compiled successfully");
float modelMatrix[16];
float viewMatrix[16];
float projectionMatrix[16];
IdentityMatrix(viewMatrix);
TranslationMatrix(modelMatrix, 0.0f, 0.0f, -5.0f);
float aspect = 1280.0f / 720.0f;
PerspectiveMatrix(projectionMatrix, 45.0f * 3.14159265f / 180.0f, aspect, 0.1f, 1000.0f);
Log("[DEBUG] ProjectionMatrix:");
for (int i = 0; i < 4; i++) {
Log("[DEBUG] row%d: %.4f %.4f %.4f %.4f", i,
projectionMatrix[i*4], projectionMatrix[i*4+1], projectionMatrix[i*4+2], projectionMatrix[i*4+3]);
}
Log("[DEBUG] ModelMatrix:");
for (int i = 0; i < 4; i++) {
Log("[DEBUG] row%d: %.4f %.4f %.4f %.4f", i,
modelMatrix[i*4], modelMatrix[i*4+1], modelMatrix[i*4+2], modelMatrix[i*4+3]);
}
OpenGLPipelineState pipelineState;
OpenGLRasterizerState rasterizerState;
rasterizerState.cullFaceEnable = false;
pipelineState.SetRasterizerState(rasterizerState);
OpenGLDepthStencilState depthStencilState;
depthStencilState.depthTestEnable = true;
depthStencilState.depthWriteEnable = true;
depthStencilState.depthFunc = ComparisonFunc::Less;
pipelineState.SetDepthStencilState(depthStencilState);
ViewportState viewportState = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
pipelineState.SetViewport(viewportState);
pipelineState.AttachShader(shader.GetID());
pipelineState.Apply();
Log("[DEBUG] Shader program ID: %u", shader.GetID());
int modelLoc = shader.GetUniformLocation("gModelMatrix");
int viewLoc = shader.GetUniformLocation("gViewMatrix");
int projLoc = shader.GetUniformLocation("gProjectionMatrix");
Log("[DEBUG] Uniform locations - gModelMatrix: %d, gViewMatrix: %d, gProjectionMatrix: %d", modelLoc, viewLoc, projLoc);
commandList.SetShader(&shader);
commandList.SetUniformMat4("gModelMatrix", modelMatrix);
commandList.SetUniformMat4("gViewMatrix", viewMatrix);
commandList.SetUniformMat4("gProjectionMatrix", projectionMatrix);
commandList.SetUniformInt("uTexture", 0);
OpenGLTexture texture;
if (!texture.LoadFromFile("Res/Image/earth.png", true)) {
Log("[ERROR] Failed to load texture");
return -1;
}
Log("[INFO] Texture loaded successfully");
OpenGLSampler sampler;
OpenGLSamplerDesc samplerDesc = {};
samplerDesc.minFilter = SamplerFilter::Linear;
samplerDesc.magFilter = SamplerFilter::Linear;
samplerDesc.wrapS = SamplerWrapMode::ClampToEdge;
samplerDesc.wrapT = SamplerWrapMode::ClampToEdge;
sampler.Initialize(samplerDesc);
MSG msg = {};
int frameCount = 0;
const int captureStartFrame = 29;
const int captureEndFrame = 30;
int renderCount = 0;
while (true) {
if (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
break;
}
TranslateMessage(&msg);
DispatchMessageW(&msg);
} else {
wglMakeCurrent(device.GetPresentationDC(), device.GetGLContext());
renderCount++;
GLenum err = glGetError();
if (err != GL_NO_ERROR) Log("[DEBUG] GL error before clear: 0x%x", err);
commandList.SetViewport(0, 0, gWidth, gHeight);
commandList.Clear(0.0f, 0.0f, 1.0f, 1.0f, 1 | 2); // COLOR_BUFFER | DEPTH_BUFFER
err = glGetError();
if (err != GL_NO_ERROR) Log("[DEBUG] GL error after clear: 0x%x", err);
pipelineState.Bind();
err = glGetError();
if (err != GL_NO_ERROR) Log("[DEBUG] GL error after pipeline bind: 0x%x", err);
indexBuffer.Bind();
vertexArray.Bind();
texture.Bind(0);
sampler.Bind(0);
err = glGetError();
if (err != GL_NO_ERROR) Log("[DEBUG] GL error before draw: 0x%x", err);
commandList.DrawIndexed(PrimitiveType::Triangles, (uint32_t)indices.size(), 0, 0);
swapChain.Present(0, 0);
frameCount++;
if (frameCount >= captureEndFrame) {
RenderDocCapture::Get().EndCapture();
Log("[INFO] RenderDoc capture ended at frame %d", frameCount);
break;
}
if (frameCount == captureStartFrame) {
RenderDocCapture::Get().BeginCapture("OpenGL_Sphere_Test");
Log("[INFO] RenderDoc capture started at frame %d", frameCount);
}
}
}
Log("[INFO] Rendered %d frames (capture was %d-%d)", renderCount, captureStartFrame, captureEndFrame);
Log("[INFO] Capture complete - taking screenshot!");
char exePath[MAX_PATH];
GetModuleFileNameA(NULL, exePath, MAX_PATH);
char* lastSlash = strrchr(exePath, '\\');
if (lastSlash) *lastSlash = '\0';
strcat_s(exePath, "\\sphere.ppm");
OpenGLScreenshot::Capture(device, swapChain, exePath);
sampler.Shutdown();
texture.Shutdown();
indexBuffer.Shutdown();
vertexArray.Shutdown();
vertexBuffer.Shutdown();
shader.Shutdown();
pipelineState.Shutdown();
swapChain.Shutdown();
device.Shutdown();
RenderDocCapture::Get().Shutdown();
Logger::Get().Shutdown();
Log("[INFO] OpenGL Sphere Test Finished");
return 0;
}