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RobustToolbox/Robust.Client/Graphics/Clyde/Clyde.Layout.cs
Pieter-Jan Briers cdd3afaa4c Remove redundant custom math types (#6078)
Vector3, Vector4, Matrix4, and Quaternion are now gone. Use System.Numerics instead.

This commit is just replacing usages, cleaning up using declarations, and moving over the (couple) helpers that are actually important.
2025-07-23 01:15:27 +02:00

153 lines
6.5 KiB
C#

using System.Numerics;
using OpenToolkit.Graphics.OpenGL4;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using JetBrains.Annotations;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics.Clyde
{
// Contains various layout/rendering structs used inside Clyde.
internal partial class Clyde
{
/// <summary>
/// Sets up VAO layout for Vertex2D for base and raw shader types.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static unsafe void SetupVAOLayout()
{
// Vertex Coords
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, sizeof(Vertex2D), 0);
GL.EnableVertexAttribArray(0);
// Texture Coords.
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, sizeof(Vertex2D), 2 * sizeof(float));
GL.EnableVertexAttribArray(1);
// Texture Coords (2).
GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, sizeof(Vertex2D), 4 * sizeof(float));
GL.EnableVertexAttribArray(2);
// Colour Modulation.
GL.VertexAttribPointer(3, 4, VertexAttribPointerType.Float, false, sizeof(Vertex2D), 6 * sizeof(float));
GL.EnableVertexAttribArray(3);
}
// NOTE: This is:
// + Directly cast from DrawVertexUV2DColor!!!
// + GLContextWindow does it's own thing with this for winblit, be careful!
[StructLayout(LayoutKind.Sequential)]
[PublicAPI]
private readonly struct Vertex2D
{
public readonly Vector2 Position;
public readonly Vector2 TextureCoordinates;
public readonly Vector2 TextureCoordinates2;
// Note that this color is in linear space.
public readonly Color Modulate;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vertex2D(Vector2 position, Vector2 textureCoordinates, Color modulate)
{
Position = position;
TextureCoordinates = textureCoordinates;
Modulate = modulate;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vertex2D(Vector2 position, Vector2 textureCoordinates, Vector2 textureCoordinates2, Color modulate)
{
Position = position;
TextureCoordinates = textureCoordinates;
TextureCoordinates2 = textureCoordinates2;
Modulate = modulate;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vertex2D(float x, float y, float u, float v, float r, float g, float b, float a)
: this(new Vector2(x, y), new Vector2(u, v), new Color(r, g, b, a))
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vertex2D(float x, float y, float u, float v, Color modulate)
: this(new Vector2(x, y), new Vector2(u, v), modulate)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vertex2D(Vector2 position, float u, float v, Color modulate)
: this(position, new Vector2(u, v), modulate)
{
}
public override string ToString()
{
return $"Vertex2D: {Position}, {TextureCoordinates}, {Modulate}";
}
}
[StructLayout(LayoutKind.Explicit, Size = 28 * sizeof(float))]
[PublicAPI]
private struct ProjViewMatrices : IAppliableUniformSet
{
[FieldOffset(0 * sizeof(float))] public Vector3 ProjMatrixC0;
[FieldOffset(4 * sizeof(float))] public Vector3 ProjMatrixC1;
[FieldOffset(8 * sizeof(float))] public Vector3 ProjMatrixC2;
[FieldOffset(12 * sizeof(float))] public Vector3 ViewMatrixC0;
[FieldOffset(16 * sizeof(float))] public Vector3 ViewMatrixC1;
[FieldOffset(20 * sizeof(float))] public Vector3 ViewMatrixC2;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ProjViewMatrices(in Matrix3x2 projMatrix, in Matrix3x2 viewMatrix)
{
// We put the rows of the input matrix into the columns of our GPU matrices
// this transpose is required, as in C#, we premultiply vectors with matrices
// (vM) while GL postmultiplies vectors with matrices (Mv); however, since
// the Matrix3x2 data is stored row-major, and GL uses column-major, the
// memory layout is the same (or would be, if Matrix3x2 didn't have an
// implicit column)
ProjMatrixC0 = new Vector3(projMatrix.M11, projMatrix.M12, 0);
ProjMatrixC1 = new Vector3(projMatrix.M21, projMatrix.M22, 0);
ProjMatrixC2 = new Vector3(projMatrix.M31, projMatrix.M32, 1);
ViewMatrixC0 = new Vector3(viewMatrix.M11, viewMatrix.M12, 0);
ViewMatrixC1 = new Vector3(viewMatrix.M21, viewMatrix.M22, 0);
ViewMatrixC2 = new Vector3(viewMatrix.M31, viewMatrix.M32, 1);
}
public void Apply(Clyde clyde, GLShaderProgram program)
{
program.SetUniformMaybe("projectionMatrix", new Matrix3x2(
ProjMatrixC0.X, ProjMatrixC0.Y, // Implicit 0
ProjMatrixC1.X, ProjMatrixC1.Y, // Implicit 0
ProjMatrixC2.X, ProjMatrixC2.Y // Implicit 1
));
program.SetUniformMaybe("viewMatrix", new Matrix3x2(
ViewMatrixC0.X, ViewMatrixC0.Y, // Implicit 0
ViewMatrixC1.X, ViewMatrixC1.Y, // Implicit 0
ViewMatrixC2.X, ViewMatrixC2.Y // Implicit 1
));
}
}
[StructLayout(LayoutKind.Explicit, Size = sizeof(float) * 4)]
[PublicAPI]
private struct UniformConstants : IAppliableUniformSet
{
[FieldOffset(0)] public Vector2 ScreenPixelSize;
[FieldOffset(2 * sizeof(float))] public float Time;
public UniformConstants(Vector2 screenPixelSize, float time)
{
ScreenPixelSize = screenPixelSize;
Time = time;
}
public void Apply(Clyde clyde, GLShaderProgram program)
{
program.SetUniformMaybe("SCREEN_PIXEL_SIZE", ScreenPixelSize);
program.SetUniformMaybe("TIME", Time);
}
}
}
}