Engine_silk.NET/Nebulix/Rendering/Mesh.cs

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using Silk.NET.Maths;
using Silk.NET.OpenGL;
namespace Nebulix.Rendering
{
public sealed class Mesh
{
public Vector3D<float>[] Vertices { get => vertices;
set { vertices = value; regenerate = true; normals = new Vector3D<float>[vertices.Length];} }
public uint[] Indices { get => indices; set { indices = value; regenerate = true; } }
private uint vao = 0, vbo = 0, ebo = 0;
private bool regenerate = true;
private Vector3D<float>[] vertices = [];
private uint[] indices = [];
private Vector3D<float>[] normals = [];
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public void Clear()
{
vertices = [];
indices = [];
}
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public void CalculateNormals()
{
// normals = new Vector3D<float>[vertices.Length];
// for (int j = 0; j < vertices.Length; j++)
// {
// normals[j] = Vector3D<float>.Zero;
// }
// return;
for (int i = 0; i < indices.Length; i += 3)
{
Vector3D<float> a = vertices[indices[i]];
Vector3D<float> b = vertices[indices[i + 1]];
Vector3D<float> c = vertices[indices[i + 2]];
Vector3D<float> normal = Vector3D.Cross(b-a, c-a);
normal = Vector3D.Normalize(normal);
normals[indices[i]] = normal;
normals[indices[i + 1]] = normal;
normals[indices[i + 2]] = normal;
}
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}
// getting called by "Engine" which currently is in another assembly, meaning I probably need to make this public
// needs to be change for the real engine
/// <summary>
/// Binds the necessary buffers and draws the mesh. Does not use any Shaders
/// </summary>
/// <param name="gl"></param>
public unsafe void Render(GL gl)
{
if (regenerate) Generate(gl);
gl.BindVertexArray(vao);
gl.DrawElements(PrimitiveType.Triangles, (uint)indices.Length, DrawElementsType.UnsignedInt, null);
}
private unsafe void Generate(GL gl)
{
regenerate = false;
if(vao == 0)
vao = gl.CreateVertexArray();
gl.BindVertexArray(vao);
if(vbo == 0)
vbo = gl.GenBuffer();
if(ebo == 0)
ebo = gl.GenBuffer();
float[] meshData = new float[vertices.Length * 3 + normals.Length * 3];
for (int i = 0, insert = 0; i < vertices.Length; i++)
{
meshData[insert] = vertices[i].X;
meshData[insert + 1] = vertices[i].Y;
meshData[insert + 2] = vertices[i].Z;
meshData[insert + 3] = normals[i].X;
meshData[insert + 4] = normals[i].Y;
meshData[insert + 5] = normals[i].Z;
insert += 6;
}
// extractedVertices.CopyTo(meshData, 0);
// extractedNormals.CopyTo(meshData, extractedVertices.Length);
gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
fixed(void* data = &meshData[0])
{
gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(meshData.Length * sizeof(float)), data, BufferUsageARB.StaticDraw);
}
gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
fixed(void* indicesData = &indices[0])
{
gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw);
}
// vertices
gl.EnableVertexAttribArray(0);
gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), null);
// normals
gl.EnableVertexAttribArray(1);
gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)(3 * sizeof(float)));
}
}
}