added code to generate a mesh to render; rendering not yet fully implemented
This commit is contained in:
@ -4,6 +4,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EngineSharp.Core", "EngineS
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EngineSharp", "..\EngineSharp\EngineSharp.csproj", "{1D984FEE-1A61-4E35-9D00-0264D92A31F4}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EngineSharp.Extensions", "..\EngineSharp.Extensions\EngineSharp.Extensions.csproj", "{61306157-AA01-4899-8F80-50D6E76FEBB0}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -18,5 +20,9 @@ Global
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{1D984FEE-1A61-4E35-9D00-0264D92A31F4}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{1D984FEE-1A61-4E35-9D00-0264D92A31F4}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{1D984FEE-1A61-4E35-9D00-0264D92A31F4}.Release|Any CPU.Build.0 = Release|Any CPU
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{61306157-AA01-4899-8F80-50D6E76FEBB0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{61306157-AA01-4899-8F80-50D6E76FEBB0}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{61306157-AA01-4899-8F80-50D6E76FEBB0}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{61306157-AA01-4899-8F80-50D6E76FEBB0}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal
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@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net9.0</TargetFramework>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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@ -4,9 +4,9 @@ namespace EngineSharp.Core.Rendering;
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public class Mesh
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{
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public Vector3D<float>[] Vertices { get; set; }
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public Vector3D<float>[] Normals { get; set; }
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public uint[] Indices { get; set; }
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public Vector3D<float>[] Vertices { get; set; } = [];
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public Vector3D<float>[] Normals { get; set; } = [];
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public uint[] Indices { get; set; } = [];
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// 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;
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public class MeshRenderer : RenderComponent
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{
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public Mesh Mesh { get; set; }
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public required Mesh Mesh { get; set; }
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private uint vao, vbo, ebo;
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13
src/EngineSharp.Extensions/EngineSharp.Extensions.csproj
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13
src/EngineSharp.Extensions/EngineSharp.Extensions.csproj
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@ -0,0 +1,13 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Silk.NET.Maths" Version="2.22.0" />
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</ItemGroup>
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</Project>
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55
src/EngineSharp.Extensions/VectorExtensions.cs
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55
src/EngineSharp.Extensions/VectorExtensions.cs
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@ -0,0 +1,55 @@
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using Silk.NET.Maths;
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namespace EngineSharp.Extensions;
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public static class VectorExtensions
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{
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extension<T>(Vector3D<T>)
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where T : unmanaged, IFormattable, IEquatable<T>, IComparable<T>
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{
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public static Vector3D<float> Slerp(Vector3D<float> start, Vector3D<float> end, float percent)
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{
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// the cosine of the angle between 2 vectors.
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var dot = Vector3D.Dot(start, end);
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// Clamp it to be in the range of Acos()
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// This may be unnecessary, but floating point precision can be a fickle mistress.
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Math.Clamp(dot, -1.0f, 1.0f);
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// Acos(dot) returns the angle between start and end,
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// And multiplying that by percent returns the angle between start and the final result.
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var theta = (float)Math.Acos(dot) * percent;
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var relativeVec = end - start * dot;
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relativeVec = Vector3D.Normalize(relativeVec);
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// Orthonormal basis
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// The final result.
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return ((start * (float)Math.Cos(theta)) + (relativeVec * (float)Math.Sin(theta)));
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}
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}
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extension(Vector3D<float> vector)
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// where T : unmanaged, IFormattable, IEquatable<T>, IComparable<T>
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{
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public Vector3D<float> Slerp(Vector3D<float> end, float percent)
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{
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// the cosine of the angle between 2 vectors.
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var dot = Vector3D.Dot(vector, end);
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// Clamp it to be in the range of Acos()
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// This may be unnecessary, but floating point precision can be a fickle mistress.
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// Math.Clamp(dot, -1.0f, 1.0f);
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// Acos(dot) returns the angle between start and end,
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// And multiplying that by percent returns the angle between start and the final result.
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var theta = Math.Acos(dot) * percent;
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var relativeVec = end - vector * dot;
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relativeVec = Vector3D.Normalize(relativeVec);
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// Orthonormal basis
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// The final result.
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return ((vector * (float)Math.Cos(theta)) + (relativeVec * (float)Math.Sin(theta)));
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}
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}
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}
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@ -2,16 +2,18 @@
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net9.0</TargetFramework>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\EngineSharp.Core\EngineSharp.Core\EngineSharp.Core.csproj" />
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<ProjectReference Include="..\EngineSharp.Extensions\EngineSharp.Extensions.csproj" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="Silk.NET.Maths" Version="2.22.0" />
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<PackageReference Include="Silk.NET.Windowing" Version="2.22.0" />
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</ItemGroup>
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182
src/EngineSharp/IcoSphere.cs
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182
src/EngineSharp/IcoSphere.cs
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@ -0,0 +1,182 @@
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using EngineSharp.Core.Rendering;
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using EngineSharp.Extensions;
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using Silk.NET.Maths;
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namespace Engine_silk.NET;
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public class IcoSphere
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{
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private readonly IcoSphereGenerator _generator = new();
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public required int Resolution
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{
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get;
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set
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{
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if (value < 2)
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{
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throw new ArgumentOutOfRangeException(nameof(value), value,
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"Resolution must be greater than 1");
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}
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field = value;
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}
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}
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public Mesh CreateSphere()
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{
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var mesh = new Mesh();
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_generator.Generate(Resolution);
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mesh.Vertices = _generator.Vertices;
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mesh.Indices = Array.ConvertAll(_generator.Triangles, x => (uint)x);
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mesh.CalculateNormals();
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return mesh;
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}
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}
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// Thank you Sebastian Lague
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public class IcoSphereGenerator
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{
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// Output:
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public Vector3D<float>[] Vertices => vertices?.Items ?? [];
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public int[] Triangles => triangles?.Items ?? [];
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// Internal:
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FixedSizeList<Vector3D<float>>? vertices;
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FixedSizeList<int>? triangles;
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int numDivisions;
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int numVertsPerFace;
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// Indices of the vertex pairs that make up each of the initial 12 edges
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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];
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// Indices of the edge triplets that make up the initial 8 faces
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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];
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// The six initial vertices up left back right forward down
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static readonly Vector3D<float>[] BaseVertices = [Vector3D<float>.UnitY, -Vector3D<float>.UnitX, -Vector3D<float>.UnitZ, Vector3D<float>.UnitX, Vector3D<float>.UnitZ, -Vector3D<float>.UnitY];
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public void Generate (int resolution) {
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numDivisions = Math.Max (0, resolution);
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numVertsPerFace = ((numDivisions + 3) * (numDivisions + 3) - (numDivisions + 3)) / 2;
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int numVerts = numVertsPerFace * 8 - (numDivisions + 2) * 12 + 6;
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int numTrisPerFace = (numDivisions + 1) * (numDivisions + 1);
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vertices = new FixedSizeList<Vector3D<float>> (numVerts);
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triangles = new FixedSizeList<int> (numTrisPerFace * 8 * 3);
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vertices.AddRange (BaseVertices);
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// Create 12 edges, with n vertices added along them (n = numDivisions)
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var edges = new Edge[12];
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for (var i = 0; i < VertexPairs.Length; i += 2) {
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var startVertex = vertices.Items[VertexPairs[i]];
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var endVertex = vertices.Items[VertexPairs[i + 1]];
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var edgeVertexIndices = new int[numDivisions + 2];
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edgeVertexIndices[0] = VertexPairs[i];
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// Add vertices along edge
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for (var divisionIndex = 0; divisionIndex < numDivisions; divisionIndex++) {
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var t = (divisionIndex + 1f) / (numDivisions + 1f);
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edgeVertexIndices[divisionIndex + 1] = vertices.NextIndex;
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vertices.Add (startVertex.Slerp(endVertex, t));
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}
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edgeVertexIndices[numDivisions + 1] = VertexPairs[i + 1];
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var edgeIndex = i / 2;
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edges[edgeIndex] = new Edge (edgeVertexIndices);
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}
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// Create faces
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for (var i = 0; i < EdgeTriplets.Length; i += 3) {
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var faceIndex = i / 3;
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var reverse = faceIndex >= 4;
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CreateFace (edges[EdgeTriplets[i]], edges[EdgeTriplets[i + 1]], edges[EdgeTriplets[i + 2]], reverse);
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}
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}
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private void CreateFace (Edge sideA, Edge sideB, Edge bottom, bool reverse)
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{
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if (vertices is null) throw new ArgumentException("Vertices cannot be null", nameof(vertices));
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if (triangles is null) throw new ArgumentException("triangles cannot be null", nameof(triangles));
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var numPointsInEdge = sideA.VertexIndices.Length;
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var vertexMap = new FixedSizeList<int> (numVertsPerFace);
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vertexMap.Add (sideA.VertexIndices[0]); // top of triangle
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for (var i = 1; i < numPointsInEdge - 1; i++) {
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// Side A vertex
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vertexMap.Add (sideA.VertexIndices[i]);
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// Add vertices between sideA and sideB
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var sideAVertex = vertices.Items[sideA.VertexIndices[i]];
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var sideBVertex = vertices.Items[sideB.VertexIndices[i]];
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var numInnerPoints = i - 1;
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for (var j = 0; j < numInnerPoints; j++) {
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var t = (j + 1f) / (numInnerPoints + 1f);
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vertexMap.Add (vertices.NextIndex);
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vertices.Add (sideAVertex.Slerp(sideBVertex, t));
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}
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// Side B vertex
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vertexMap.Add (sideB.VertexIndices[i]);
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}
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// Add bottom edge vertices
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for (var i = 0; i < numPointsInEdge; i++) {
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vertexMap.Add (bottom.VertexIndices[i]);
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}
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// Triangulate
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var numRows = numDivisions + 1;
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for (var row = 0; row < numRows; row++) {
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// vertices down left edge follow quadratic sequence: 0, 1, 3, 6, 10, 15...
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// the nth term can be calculated with: (n^2 - n)/2
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var topVertex = ((row + 1) * (row + 1) - row - 1) / 2;
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var bottomVertex = ((row + 2) * (row + 2) - row - 2) / 2;
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var numTrianglesInRow = 1 + 2 * row;
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for (var column = 0; column < numTrianglesInRow; column++) {
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int v0, v1, v2;
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v0 = topVertex;
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if (column % 2 == 0) {
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v1 = bottomVertex + 1;
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v2 = bottomVertex;
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topVertex++;
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bottomVertex++;
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} else {
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v1 = bottomVertex;
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v2 = topVertex - 1;
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}
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triangles.Add (vertexMap.Items[v0]);
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triangles.Add (vertexMap.Items[(reverse) ? v2 : v1]);
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triangles.Add (vertexMap.Items[(reverse) ? v1 : v2]);
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}
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}
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}
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// Convenience classes:
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private record Edge(int[] VertexIndices);
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private class FixedSizeList<T>(int size)
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{
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public readonly T[] Items = new T[size];
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public int NextIndex;
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public void Add (T item) {
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Items[NextIndex] = item;
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NextIndex++;
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}
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public void AddRange (IEnumerable<T> items) {
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foreach (var item in items) {
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Add (item);
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}
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}
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}
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}
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@ -1,4 +1,6 @@
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using EngineSharp.Core;
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using Engine_silk.NET;
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using EngineSharp.Core;
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using EngineSharp.Core.Rendering;
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using Silk.NET.Maths;
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using Silk.NET.Windowing;
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using GraphicsAPI = EngineSharp.Core.GraphicsAPI;
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@ -16,6 +18,21 @@ static class Program
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};
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var engine = EngineFactory.Create(GraphicsAPI.OpenGL, options);
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var mainScene = engine.CreateScene();
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var cube = mainScene.CreateEntity("cube");
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var sphereGenerator = new IcoSphere
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{
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Resolution = 10
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};
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var cubeMeshRenderer = new MeshRenderer
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{
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Mesh = sphereGenerator.CreateSphere(),
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};
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cube.AddComponent(cubeMeshRenderer);
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// TODO: ensure that model matrix etc. will be set correctly on rendering, so that the icosphere can actually be rendered
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engine.Start();
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}
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}
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Reference in New Issue
Block a user