#include #include #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/Debug/RenderDocCapture.h" #include "XCEngine/Core/Containers/String.h" #pragma comment(lib, "opengl32.lib") #include 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& vertices, std::vector& 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(3.14159265f) * lat / segments; float sinPhi = sinf(phi); float cosPhi = cosf(phi); for (int lon = 0; lon <= segments; ++lon) { float theta = static_cast(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(lon) / segments; v.texcoord[1] = static_cast(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()); 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.GetNativeContext()); 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 vertices; std::vector 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 { device.MakeContextCurrent(); 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; }