added ability to render a mesh

This commit is contained in:
2025-09-01 20:26:10 +02:00
parent 71430c7793
commit c8d588aeff
2 changed files with 98 additions and 0 deletions

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using Silk.NET.Maths;
namespace EngineSharp.Core.Rendering;
public class Mesh
{
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
/// <summary>
/// Overwrites the values of <see cref="Normals"/>
/// </summary>
public void CalculateNormals()
{
if (Normals.Length != Vertices.Length)
{
Normals = new Vector3D<float>[Vertices.Length];
}
for (var i = 0; i < Indices.Length; i += 3)
{
var i0 = Indices[i];
var i1 = Indices[i+1];
var i2 = Indices[i+2];
var v0 = Vertices[i0];
var v1 = Vertices[i1];
var v2 = Vertices[i2];
var normal = Vector3D.Cross(v1-v0, v2-v0);
// Commenting this out, will result in the normals being weighted based on the triangle area
normal = Vector3D.Normalize(normal);
Normals[i0] += normal;
Normals[i1] += normal;
Normals[i2] += normal;
}
for (var i = 0; i < Normals.Length; i++)
{
Normals[i] = Vector3D.Normalize(Normals[i]); // smoothing for shared vertices
}
}
}

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using Silk.NET.OpenGL;
namespace EngineSharp.Core.Rendering;
public class MeshRenderer
{
public Mesh Mesh { get; set; }
private uint vao, vbo, ebo;
internal void Render(GL gl)
{
GenerateRenderableMesh(gl);
gl.BindVertexArray(vao);
gl.DrawElements(PrimitiveType.Triangles, (uint)Mesh.Indices.Length, DrawElementsType.UnsignedInt, 0);
}
private void GenerateRenderableMesh(GL gl)
{
if(vao == 0) { vao = gl.CreateVertexArray(); }
gl.BindVertexArray(vao);
if(vbo == 0) { vbo = gl.GenBuffer(); }
if(ebo == 0) { ebo = gl.GenBuffer(); }
var meshData = new float[Mesh.Vertices.Length * 3 + Mesh.Indices.Length * 3];
for (int i = 0, insert = 0; i < Mesh.Vertices.Length; i++, insert += 6)
{
meshData[insert] = Mesh.Vertices[i].X;
meshData[insert + 1] = Mesh.Vertices[i].Y;
meshData[insert + 2] = Mesh.Vertices[i].Z;
meshData[insert + 3] = Mesh.Normals[i].X;
meshData[insert + 4] = Mesh.Normals[i].Y;
meshData[insert + 5] = Mesh.Normals[i].Z;
}
gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
var meshDataSpan = new ReadOnlySpan<float>(meshData);
gl.BufferData(BufferTargetARB.ArrayBuffer, meshDataSpan, BufferUsageARB.StaticDraw);
gl.BindBuffer(BufferTargetARB.ArrayBuffer, ebo);
var indicesSpan = new ReadOnlySpan<uint>(Mesh.Indices);
gl.BufferData(BufferTargetARB.ArrayBuffer, indicesSpan, BufferUsageARB.StaticDraw);
// vertices
gl.EnableVertexAttribArray(0);
gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 0);
// normals
gl.EnableVertexAttribArray(1);
gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 3*sizeof(float));
}
}