2024-01-02 16:02:24 +01:00
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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2023-12-22 20:18:47 +01:00
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namespace Nebulix.Rendering
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{
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public sealed class Mesh
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{
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2024-01-02 16:02:24 +01:00
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public Vector3D<float>[] Vertices { get => vertices; set { vertices = value; regenerate = true; } }
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2024-01-03 21:47:37 +01:00
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public uint[] Indices { get => indices; set { indices = value; regenerate = true; } }
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2023-12-22 20:18:47 +01:00
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private uint vao = 0, vbo = 0, ebo = 0;
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private bool regenerate = true;
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2024-01-02 16:02:24 +01:00
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private Vector3D<float>[] vertices = [];
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2024-01-03 21:47:37 +01:00
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private uint[] indices = [];
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2024-01-02 16:02:24 +01:00
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private Vector3D<float>[] normals = [];
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2023-12-22 20:18:47 +01:00
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2024-01-02 14:17:50 +01:00
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public void Clear()
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{
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vertices = [];
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indices = [];
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}
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2023-12-22 20:18:47 +01:00
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2024-01-02 14:17:50 +01:00
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public void CalculateNormals()
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{
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2024-01-02 16:02:24 +01:00
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normals = new Vector3D<float>[vertices.Length];
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for (int j = 0; j < vertices.Length; j++)
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{
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normals[j] = Vector3D<float>.Zero;
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}
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return;
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for (int i = 0; i < indices.Length; i += 3)
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{
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Vector3D<float> a = vertices[indices[i] - 1];
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Vector3D<float> b = vertices[indices[i + 1] - 1];
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Vector3D<float> c = vertices[indices[i + 2] - 1];
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Vector3D<float> normal = Vector3D.Cross(b-a, c-a);
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normal = Vector3D.Normalize(normal);
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normals[indices[i] - 1] = normal;
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normals[indices[i + 1] - 1] = normal;
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normals[indices[i + 2] - 1] = normal;
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}
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2024-01-02 14:17:50 +01:00
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}
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// getting called by "Engine" which currently is in another assembly, meaning I probably need to make this public
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// needs to be change for the real engine
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2024-01-03 00:22:58 +01:00
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/// <summary>
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/// Binds the necessary buffers and draws the mesh. Does not use any Shaders
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/// </summary>
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/// <param name="gl"></param>
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public unsafe void Render(GL gl)
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{
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if (regenerate) Generate(gl);
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gl.BindVertexArray(vao);
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2024-01-03 21:47:37 +01:00
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gl.DrawElements(PrimitiveType.Triangles, (uint)indices.Length, DrawElementsType.UnsignedInt, null);
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2023-12-22 20:18:47 +01:00
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}
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private unsafe void Generate(GL gl)
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{
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2024-01-02 16:02:24 +01:00
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regenerate = false;
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2023-12-22 20:18:47 +01:00
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if(vao == 0)
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vao = gl.CreateVertexArray();
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2024-01-03 00:22:58 +01:00
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gl.BindVertexArray(vao);
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2023-12-22 20:18:47 +01:00
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if(vbo == 0)
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vbo = gl.GenBuffer();
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if(ebo == 0)
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ebo = gl.GenBuffer();
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2024-01-03 21:47:37 +01:00
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float[] meshData = new float[vertices.Length * 3 + normals.Length * 3];
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vertices.ExtractComponents().CopyTo(meshData, 0);
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//meshData.AddRange(normals.ExtractComponents());
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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fixed(void* data = &meshData[0])
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{
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gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(meshData.Length * 3 * sizeof(float)), data, BufferUsageARB.StaticDraw);
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}
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2023-12-22 20:18:47 +01:00
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gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
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2024-01-03 21:47:37 +01:00
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fixed(void* indicesData = &indices[0])
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{
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gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw);
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}
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2024-01-03 00:22:58 +01:00
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2023-12-22 20:18:47 +01:00
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// vertices
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gl.EnableVertexAttribArray(0);
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2024-01-02 16:02:24 +01:00
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gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), null);
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// normals
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//gl.EnableVertexAttribArray(1);
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//gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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2023-12-22 20:18:47 +01:00
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}
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}
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}
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