#include #include #include #include #include #include #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/Containers/String.h" #pragma comment(lib, "opengl32.lib") 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); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { Logger::Get().Initialize(); Logger::Get().AddSink(std::make_unique()); Logger::Get().SetMinimumLevel(LogLevel::Debug); Log("[INFO] OpenGL Quad 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_Quad"; 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_Quad", L"OpenGL Quad 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; } OpenGLDevice device; if (!device.InitializeWithExistingWindow(hwnd)) { Log("[ERROR] Failed to initialize OpenGL device"); return -1; } 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(hwnd, gWidth, gHeight); OpenGLCommandList commandList; struct Vertex { float pos[4]; float texcoord[2]; }; Vertex vertices[] = { { { -0.5f, -0.5f, 0.0f, 1.0f }, { 0.0f, 1.0f } }, { { -0.5f, 0.5f, 0.0f, 1.0f }, { 0.0f, 0.0f } }, { { 0.5f, -0.5f, 0.0f, 1.0f }, { 1.0f, 1.0f } }, { { 0.5f, 0.5f, 0.0f, 1.0f }, { 1.0f, 0.0f } }, }; OpenGLBuffer vertexBuffer; if (!vertexBuffer.InitializeVertexBuffer(vertices, sizeof(vertices))) { Log("[ERROR] Failed to initialize vertex buffer"); return -1; } vertexBuffer.SetStride(sizeof(Vertex)); 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); OpenGLShader shader; if (!shader.CompileFromFile("Res/Shader/quad.vert", "Res/Shader/quad.frag")) { Log("[ERROR] Failed to compile shaders"); return -1; } Log("[INFO] Shaders compiled successfully"); shader.SetInt("uTexture", 0); OpenGLPipelineState pipelineState; OpenGLRasterizerState rasterizerState; rasterizerState.cullFaceEnable = false; pipelineState.SetRasterizerState(rasterizerState); OpenGLDepthStencilState depthStencilState; depthStencilState.depthTestEnable = false; depthStencilState.depthWriteEnable = false; 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(); 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 targetFrameCount = 30; while (frameCount < targetFrameCount) { if (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) { break; } TranslateMessage(&msg); DispatchMessageW(&msg); } else { commandList.SetViewport(0, 0, gWidth, gHeight); commandList.Clear(0.0f, 0.0f, 1.0f, 1.0f, 1); pipelineState.Bind(); vertexArray.Bind(); texture.Bind(0); sampler.Bind(0); commandList.Draw(PrimitiveType::TriangleStrip, 4, 0); swapChain.Present(0, 0); frameCount++; } } Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount); OpenGLScreenshot::Capture(device, swapChain, "quad.ppm"); sampler.Shutdown(); texture.Shutdown(); vertexArray.Shutdown(); vertexBuffer.Shutdown(); shader.Shutdown(); pipelineState.Shutdown(); swapChain.Shutdown(); device.Shutdown(); Logger::Get().Shutdown(); Log("[INFO] OpenGL Quad Test Finished"); return 0; }