added code to generate a mesh to render; rendering not yet fully implemented

This commit is contained in:
2025-11-21 22:09:18 +01:00
parent f2af90bcb0
commit 70769336b5
9 changed files with 282 additions and 7 deletions

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@ -4,6 +4,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EngineSharp.Core", "EngineS
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EngineSharp", "..\EngineSharp\EngineSharp.csproj", "{1D984FEE-1A61-4E35-9D00-0264D92A31F4}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EngineSharp.Extensions", "..\EngineSharp.Extensions\EngineSharp.Extensions.csproj", "{61306157-AA01-4899-8F80-50D6E76FEBB0}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -18,5 +20,9 @@ Global
{1D984FEE-1A61-4E35-9D00-0264D92A31F4}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1D984FEE-1A61-4E35-9D00-0264D92A31F4}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1D984FEE-1A61-4E35-9D00-0264D92A31F4}.Release|Any CPU.Build.0 = Release|Any CPU
{61306157-AA01-4899-8F80-50D6E76FEBB0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{61306157-AA01-4899-8F80-50D6E76FEBB0}.Debug|Any CPU.Build.0 = Debug|Any CPU
{61306157-AA01-4899-8F80-50D6E76FEBB0}.Release|Any CPU.ActiveCfg = Release|Any CPU
{61306157-AA01-4899-8F80-50D6E76FEBB0}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>

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@ -4,9 +4,9 @@ namespace EngineSharp.Core.Rendering;
public class Mesh
{
public Vector3D<float>[] Vertices { get; set; }
public Vector3D<float>[] Normals { get; set; }
public uint[] Indices { get; set; }
public Vector3D<float>[] Vertices { get; set; } = [];
public Vector3D<float>[] Normals { get; set; } = [];
public uint[] Indices { get; set; } = [];
// TODO: Add uv textures but make them nullable; MeshRenderer should then only send uv data to shader if specified

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@ -5,7 +5,7 @@ namespace EngineSharp.Core.Rendering;
public class MeshRenderer : RenderComponent
{
public Mesh Mesh { get; set; }
public required Mesh Mesh { get; set; }
private uint vao, vbo, ebo;

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@ -0,0 +1,13 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Silk.NET.Maths" Version="2.22.0" />
</ItemGroup>
</Project>

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@ -0,0 +1,55 @@
using Silk.NET.Maths;
namespace EngineSharp.Extensions;
public static class VectorExtensions
{
extension<T>(Vector3D<T>)
where T : unmanaged, IFormattable, IEquatable<T>, IComparable<T>
{
public static Vector3D<float> Slerp(Vector3D<float> start, Vector3D<float> end, float percent)
{
// the cosine of the angle between 2 vectors.
var dot = Vector3D.Dot(start, end);
// Clamp it to be in the range of Acos()
// This may be unnecessary, but floating point precision can be a fickle mistress.
Math.Clamp(dot, -1.0f, 1.0f);
// Acos(dot) returns the angle between start and end,
// And multiplying that by percent returns the angle between start and the final result.
var theta = (float)Math.Acos(dot) * percent;
var relativeVec = end - start * dot;
relativeVec = Vector3D.Normalize(relativeVec);
// Orthonormal basis
// The final result.
return ((start * (float)Math.Cos(theta)) + (relativeVec * (float)Math.Sin(theta)));
}
}
extension(Vector3D<float> vector)
// where T : unmanaged, IFormattable, IEquatable<T>, IComparable<T>
{
public Vector3D<float> Slerp(Vector3D<float> end, float percent)
{
// the cosine of the angle between 2 vectors.
var dot = Vector3D.Dot(vector, end);
// Clamp it to be in the range of Acos()
// This may be unnecessary, but floating point precision can be a fickle mistress.
// Math.Clamp(dot, -1.0f, 1.0f);
// Acos(dot) returns the angle between start and end,
// And multiplying that by percent returns the angle between start and the final result.
var theta = Math.Acos(dot) * percent;
var relativeVec = end - vector * dot;
relativeVec = Vector3D.Normalize(relativeVec);
// Orthonormal basis
// The final result.
return ((vector * (float)Math.Cos(theta)) + (relativeVec * (float)Math.Sin(theta)));
}
}
}

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@ -2,16 +2,18 @@
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\EngineSharp.Core\EngineSharp.Core\EngineSharp.Core.csproj" />
<ProjectReference Include="..\EngineSharp.Extensions\EngineSharp.Extensions.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Silk.NET.Maths" Version="2.22.0" />
<PackageReference Include="Silk.NET.Windowing" Version="2.22.0" />
</ItemGroup>

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@ -0,0 +1,182 @@
using EngineSharp.Core.Rendering;
using EngineSharp.Extensions;
using Silk.NET.Maths;
namespace Engine_silk.NET;
public class IcoSphere
{
private readonly IcoSphereGenerator _generator = new();
public required int Resolution
{
get;
set
{
if (value < 2)
{
throw new ArgumentOutOfRangeException(nameof(value), value,
"Resolution must be greater than 1");
}
field = value;
}
}
public Mesh CreateSphere()
{
var mesh = new Mesh();
_generator.Generate(Resolution);
mesh.Vertices = _generator.Vertices;
mesh.Indices = Array.ConvertAll(_generator.Triangles, x => (uint)x);
mesh.CalculateNormals();
return mesh;
}
}
// Thank you Sebastian Lague
public class IcoSphereGenerator
{
// Output:
public Vector3D<float>[] Vertices => vertices?.Items ?? [];
public int[] Triangles => triangles?.Items ?? [];
// Internal:
FixedSizeList<Vector3D<float>>? vertices;
FixedSizeList<int>? triangles;
int numDivisions;
int numVertsPerFace;
// Indices of the vertex pairs that make up each of the initial 12 edges
static readonly int[] VertexPairs = [0, 1, 0, 2, 0, 3, 0, 4, 1, 2, 2, 3, 3, 4, 4, 1, 5, 1, 5, 2, 5, 3, 5, 4];
// Indices of the edge triplets that make up the initial 8 faces
static readonly int[] EdgeTriplets = [0, 1, 4, 1, 2, 5, 2, 3, 6, 3, 0, 7, 8, 9, 4, 9, 10, 5, 10, 11, 6, 11, 8, 7];
// The six initial vertices up left back right forward down
static readonly Vector3D<float>[] BaseVertices = [Vector3D<float>.UnitY, -Vector3D<float>.UnitX, -Vector3D<float>.UnitZ, Vector3D<float>.UnitX, Vector3D<float>.UnitZ, -Vector3D<float>.UnitY];
public void Generate (int resolution) {
numDivisions = Math.Max (0, resolution);
numVertsPerFace = ((numDivisions + 3) * (numDivisions + 3) - (numDivisions + 3)) / 2;
int numVerts = numVertsPerFace * 8 - (numDivisions + 2) * 12 + 6;
int numTrisPerFace = (numDivisions + 1) * (numDivisions + 1);
vertices = new FixedSizeList<Vector3D<float>> (numVerts);
triangles = new FixedSizeList<int> (numTrisPerFace * 8 * 3);
vertices.AddRange (BaseVertices);
// Create 12 edges, with n vertices added along them (n = numDivisions)
var edges = new Edge[12];
for (var i = 0; i < VertexPairs.Length; i += 2) {
var startVertex = vertices.Items[VertexPairs[i]];
var endVertex = vertices.Items[VertexPairs[i + 1]];
var edgeVertexIndices = new int[numDivisions + 2];
edgeVertexIndices[0] = VertexPairs[i];
// Add vertices along edge
for (var divisionIndex = 0; divisionIndex < numDivisions; divisionIndex++) {
var t = (divisionIndex + 1f) / (numDivisions + 1f);
edgeVertexIndices[divisionIndex + 1] = vertices.NextIndex;
vertices.Add (startVertex.Slerp(endVertex, t));
}
edgeVertexIndices[numDivisions + 1] = VertexPairs[i + 1];
var edgeIndex = i / 2;
edges[edgeIndex] = new Edge (edgeVertexIndices);
}
// Create faces
for (var i = 0; i < EdgeTriplets.Length; i += 3) {
var faceIndex = i / 3;
var reverse = faceIndex >= 4;
CreateFace (edges[EdgeTriplets[i]], edges[EdgeTriplets[i + 1]], edges[EdgeTriplets[i + 2]], reverse);
}
}
private void CreateFace (Edge sideA, Edge sideB, Edge bottom, bool reverse)
{
if (vertices is null) throw new ArgumentException("Vertices cannot be null", nameof(vertices));
if (triangles is null) throw new ArgumentException("triangles cannot be null", nameof(triangles));
var numPointsInEdge = sideA.VertexIndices.Length;
var vertexMap = new FixedSizeList<int> (numVertsPerFace);
vertexMap.Add (sideA.VertexIndices[0]); // top of triangle
for (var i = 1; i < numPointsInEdge - 1; i++) {
// Side A vertex
vertexMap.Add (sideA.VertexIndices[i]);
// Add vertices between sideA and sideB
var sideAVertex = vertices.Items[sideA.VertexIndices[i]];
var sideBVertex = vertices.Items[sideB.VertexIndices[i]];
var numInnerPoints = i - 1;
for (var j = 0; j < numInnerPoints; j++) {
var t = (j + 1f) / (numInnerPoints + 1f);
vertexMap.Add (vertices.NextIndex);
vertices.Add (sideAVertex.Slerp(sideBVertex, t));
}
// Side B vertex
vertexMap.Add (sideB.VertexIndices[i]);
}
// Add bottom edge vertices
for (var i = 0; i < numPointsInEdge; i++) {
vertexMap.Add (bottom.VertexIndices[i]);
}
// Triangulate
var numRows = numDivisions + 1;
for (var row = 0; row < numRows; row++) {
// vertices down left edge follow quadratic sequence: 0, 1, 3, 6, 10, 15...
// the nth term can be calculated with: (n^2 - n)/2
var topVertex = ((row + 1) * (row + 1) - row - 1) / 2;
var bottomVertex = ((row + 2) * (row + 2) - row - 2) / 2;
var numTrianglesInRow = 1 + 2 * row;
for (var column = 0; column < numTrianglesInRow; column++) {
int v0, v1, v2;
v0 = topVertex;
if (column % 2 == 0) {
v1 = bottomVertex + 1;
v2 = bottomVertex;
topVertex++;
bottomVertex++;
} else {
v1 = bottomVertex;
v2 = topVertex - 1;
}
triangles.Add (vertexMap.Items[v0]);
triangles.Add (vertexMap.Items[(reverse) ? v2 : v1]);
triangles.Add (vertexMap.Items[(reverse) ? v1 : v2]);
}
}
}
// Convenience classes:
private record Edge(int[] VertexIndices);
private class FixedSizeList<T>(int size)
{
public readonly T[] Items = new T[size];
public int NextIndex;
public void Add (T item) {
Items[NextIndex] = item;
NextIndex++;
}
public void AddRange (IEnumerable<T> items) {
foreach (var item in items) {
Add (item);
}
}
}
}

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@ -1,4 +1,6 @@
using EngineSharp.Core;
using Engine_silk.NET;
using EngineSharp.Core;
using EngineSharp.Core.Rendering;
using Silk.NET.Maths;
using Silk.NET.Windowing;
using GraphicsAPI = EngineSharp.Core.GraphicsAPI;
@ -16,6 +18,21 @@ static class Program
};
var engine = EngineFactory.Create(GraphicsAPI.OpenGL, options);
var mainScene = engine.CreateScene();
var cube = mainScene.CreateEntity("cube");
var sphereGenerator = new IcoSphere
{
Resolution = 10
};
var cubeMeshRenderer = new MeshRenderer
{
Mesh = sphereGenerator.CreateSphere(),
};
cube.AddComponent(cubeMeshRenderer);
// TODO: ensure that model matrix etc. will be set correctly on rendering, so that the icosphere can actually be rendered
engine.Start();
}
}