slightly improved sphere generation
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@ -24,24 +24,26 @@ namespace Nebulix.Rendering
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public void CalculateNormals()
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public void CalculateNormals()
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{
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{
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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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for (int i = 0; i < indices.Length; i += 3)
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{
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{
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Vector3D<float> a = vertices[indices[i]];
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uint i0 = indices[i];
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Vector3D<float> b = vertices[indices[i + 1]];
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uint i1 = indices[i+1];
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Vector3D<float> c = vertices[indices[i + 2]];
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uint i2 = indices[i+2];
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Vector3D<float> v0 = vertices[i0];
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Vector3D<float> v1 = vertices[i1];
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Vector3D<float> v2 = vertices[i2];
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Vector3D<float> normal = Vector3D.Cross(b-a, c-a);
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Vector3D<float> normal = Vector3D.Cross(v1-v0, v2-v0);
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// Commenting this out, will result in the normals being weighted based on the triangle area
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normal = Vector3D.Normalize(normal);
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normal = Vector3D.Normalize(normal);
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normals[indices[i]] = normal;
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normals[i0] += normal;
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normals[indices[i + 1]] = normal;
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normals[i1] += normal;
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normals[indices[i + 2]] = normal;
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normals[i2] += normal;
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}
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for (int i = 0; i < normals.Length; i++)
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{
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normals[i] = Vector3D.Normalize(normals[i]); // smoothing for shared vertices
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}
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}
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}
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}
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@ -84,8 +86,7 @@ namespace Nebulix.Rendering
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meshData[insert + 5] = normals[i].Z;
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meshData[insert + 5] = normals[i].Z;
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insert += 6;
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insert += 6;
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}
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}
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// extractedVertices.CopyTo(meshData, 0);
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// extractedNormals.CopyTo(meshData, extractedVertices.Length);
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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fixed(void* data = &meshData[0])
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fixed(void* data = &meshData[0])
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{
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{
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@ -57,7 +57,7 @@ vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewD
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vec3 ambientLight = light.ambient * attenuation;// * texture(material.diffuseMap, TexCoords).rgb;
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vec3 ambientLight = light.ambient * attenuation;// * texture(material.diffuseMap, TexCoords).rgb;
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vec3 diffuseLight = light.diffuse * diff * attenuation;// * texture(material.diffuseMap, TexCoords).rgb;
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vec3 diffuseLight = light.diffuse * diff * attenuation;// * texture(material.diffuseMap, TexCoords).rgb;
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vec3 specularLight = light.specular * spec * attenuation;// * texture(material.specularMap, TexCoords).rgb;
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vec3 specularLight = vec3(0);//light.specular * spec * attenuation;// * texture(material.specularMap, TexCoords).rgb;
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return ambientLight + diffuseLight + specularLight;
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return ambientLight + diffuseLight + specularLight;
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}
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}
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@ -8,7 +8,7 @@ namespace Engine_silk.NET
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// also maybe make an ISphere and call this class "CubeSphere"?
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// also maybe make an ISphere and call this class "CubeSphere"?
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public class Sphere
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public class Sphere
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{
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{
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private readonly Face[] sphereFaces = new Face[6];
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private readonly Mesh mesh = new();
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private readonly uint resolution;
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private readonly uint resolution;
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public Sphere(uint resolution)
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public Sphere(uint resolution)
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@ -21,6 +21,7 @@ namespace Engine_silk.NET
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public void CreateSphere()
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public void CreateSphere()
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{
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{
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// TODO: merge the individual meshes to one mesh
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Vector3D<float>[] directions =
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Vector3D<float>[] directions =
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[
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[
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Vector3D<float>.UnitZ, -Vector3D<float>.UnitZ,
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Vector3D<float>.UnitZ, -Vector3D<float>.UnitZ,
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@ -28,23 +29,33 @@ namespace Engine_silk.NET
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Vector3D<float>.UnitX, -Vector3D<float>.UnitX
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Vector3D<float>.UnitX, -Vector3D<float>.UnitX
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];
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];
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for (int i = 0; i < sphereFaces.Length; i++)
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List<Vector3D<float>> vertices = new();
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List<uint> indices = new();
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for (int i = 0; i < directions.Length; i++)
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{
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{
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sphereFaces[i] = new Face(directions[i], new Mesh(), resolution);
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Mesh m = new();
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sphereFaces[i].GenerateMesh();
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Face f = new(directions[i], m, resolution);
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f.GenerateMesh();
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vertices.AddRange(m.Vertices);
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for (int j = 0; j < m.Indices.Length; j++)
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{
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indices.Add(m.Indices[j] + (uint)(m.Vertices.Length * i));
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}
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}
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}
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}
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// TODO get rid of overlapping vertices maybe
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mesh.Clear();
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mesh.Vertices = vertices.ToArray();
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mesh.Indices = indices.ToArray();
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mesh.CalculateNormals();
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}
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/// <summary>
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/// <summary>
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/// Renders the mesh. No Shader is specified and <see cref="CreateSphere"/> needs to be called beforehand
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/// Renders the mesh. No Shader is specified and <see cref="CreateSphere"/> needs to be called beforehand
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/// </summary>
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/// </summary>
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public void RenderSphere(GL gl) // Will not be needed
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public void RenderSphere(GL gl) // Will not be needed
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{
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{
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// Use default shader etc. to render the sphere
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mesh.Render(gl);
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for (int i = 0; i < 6; i++)
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{
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sphereFaces[i].Mesh.Render(gl);
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}
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}
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}
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}
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}
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