Updated structure and took first steps for a better architecture
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60
Nebulix/Rendering/Mesh.cs
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60
Nebulix/Rendering/Mesh.cs
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using Silk.NET.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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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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public float[] Vertices { get => vertices; set { vertices = value; regenerate = true; } }
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public float[] Indices { get => indices; set { indices = value; regenerate = true; } }
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public float[] Normals { get => normals; }
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private uint vao = 0, vbo = 0, ebo = 0;
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private bool regenerate = true;
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private float[] vertices = [];
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private float[] indices = [];
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private float[] normals = [];
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// getting called by "Engine" which currently is in other assembly, meaning I probably need to make this public
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internal void Use(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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}
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private unsafe void Generate(GL gl)
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{
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if(vao == 0)
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vao = gl.CreateVertexArray();
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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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gl.BindVertexArray(vao);
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// TODO: verticesData needs to also contain "normals" not just vertices (and uv coords if I decide to add some)
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ReadOnlySpan<float> verticesData = new(vertices);
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(verticesData.Length * sizeof(float)), verticesData, BufferUsageARB.StaticDraw);
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ReadOnlySpan<float> indicesData = new(indices);
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gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
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gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indicesData.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw);
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// vertices
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gl.EnableVertexAttribArray(0);
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gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)0);
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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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}
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}
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}
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