slightly improved sphere generation
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This commit is contained in:
2024-02-01 20:06:53 +01:00
parent 5de28c7d7c
commit 0b0d2360d6
3 changed files with 38 additions and 26 deletions

View File

@ -24,24 +24,26 @@ namespace Nebulix.Rendering
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]];
uint i0 = indices[i];
uint i1 = indices[i+1];
uint i2 = indices[i+2];
Vector3D<float> v0 = vertices[i0];
Vector3D<float> v1 = vertices[i1];
Vector3D<float> v2 = vertices[i2];
Vector3D<float> normal = Vector3D.Cross(b-a, c-a);
Vector3D<float> 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[indices[i]] = normal;
normals[indices[i + 1]] = normal;
normals[indices[i + 2]] = normal;
normals[i0] += normal;
normals[i1] += normal;
normals[i2] += normal;
}
for (int i = 0; i < normals.Length; i++)
{
normals[i] = Vector3D.Normalize(normals[i]); // smoothing for shared vertices
}
}
@ -84,8 +86,7 @@ namespace Nebulix.Rendering
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])
{