Updated structure and took first steps for a better architecture
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Gitea Actions Demo / Scan the project (push) Failing after 5s

This commit is contained in:
2023-12-22 20:18:47 +01:00
parent 4b681e8a94
commit 3c598d57f3
9 changed files with 118 additions and 40 deletions

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@ -32,6 +32,7 @@
<ItemGroup>
<Folder Include="images\" />
<Folder Include="Shaders\" />
</ItemGroup>
<ItemGroup>

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@ -2,6 +2,7 @@
using Engine_silk.NET.Textures;
using Nebulix.InputSystem;
using Nebulix.Rendering;
using Silk.NET.Input;
using Silk.NET.Maths;
using Silk.NET.OpenGL;
@ -23,7 +24,7 @@ public static class Program
private static IWindow _window;
private static GL _gl;
private static Shaders.Shader _shader;
private static Nebulix.Rendering.Shader _shader;
private static Texture2D _texture;
private static Camera _cam;
private static Vector2 _lastMousePosition;
@ -147,7 +148,7 @@ public static class Program
//fixed (uint* buffer = indices)
// _gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), buffer, BufferUsageARB.StaticDraw);
_shader = new Shaders.Shader(_gl, "shader.vert", "shader.frag");
_shader = new Nebulix.Rendering.Shader(_gl, "shader.vert", "shader.frag");
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)0);

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@ -1,94 +0,0 @@
using Silk.NET.Maths;
using Silk.NET.OpenGL;
using System.Numerics;
namespace Engine_silk.NET.Shaders;
public class Shader
{
private readonly GL _glContext;
private readonly uint _shaderProgramId;
public Shader(GL openGLContext, string pathToVertexShader, string pathToFragmentShader)
{
_glContext = openGLContext;
var vertexCode = File.ReadAllText(pathToVertexShader);
var fragmentCode = File.ReadAllText(pathToFragmentShader);
var vertexShader = CompileShader(vertexCode, ShaderType.VertexShader);
var fragmentShader = CompileShader(fragmentCode, ShaderType.FragmentShader);
_shaderProgramId = CreateProgram(vertexShader, fragmentShader);
}
public void Use() { _glContext.UseProgram(_shaderProgramId); }
#region Set uniforms
public void SetInt(string name, int value)
{
_glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value);
}
public void SetFloat(string name, float value)
{
_glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value);
}
public unsafe void SetMatrix(string name, Matrix4x4 matrix)
{
_glContext.UniformMatrix4(_glContext.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
}
public unsafe void SetMatrix(string name, Matrix4X4<float> matrix)
{
_glContext.UniformMatrix4(_glContext.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
}
#endregion
/// <summary>
/// Compiles the given shadercode.
/// </summary>
/// <param name="shaderCode">The shadercode</param>
/// <param name="shaderType">The type of shader to compile</param>
/// <returns>Returns the id of the compiled shader.</returns>
/// <exception cref="ShaderCompileException"></exception>
protected uint CompileShader(string shaderCode, ShaderType shaderType)
{
uint shader = _glContext.CreateShader(shaderType);
_glContext.ShaderSource(shader, shaderCode);
_glContext.CompileShader(shader);
_glContext.GetShader(shader, ShaderParameterName.CompileStatus, out int status);
if (status != (int)GLEnum.True)
throw new ShaderCompileException(shaderType, $"Failed to compile shader with message: \n {_glContext.GetShaderInfoLog(shader)}");
return shader;
}
/// <summary>
/// Creates a shader program and links the vertex and fragment shader together.
/// </summary>
/// <returns>Returns the id of the created shader program</returns>
/// <exception cref="ShaderLinkException"></exception>
protected uint CreateProgram(uint vertexShader, uint fragmentShader)
{
uint program = _glContext.CreateProgram();
_glContext.AttachShader(program, vertexShader);
_glContext.AttachShader(program, fragmentShader);
_glContext.LinkProgram(program);
_glContext.GetProgram(program, ProgramPropertyARB.LinkStatus, out int lStatus);
if (lStatus != (int)GLEnum.True)
throw new ShaderLinkException("Error occured while trying to link a shader with message: \n" + _glContext.GetProgramInfoLog(program));
// should be done right after compiling and linking
_glContext.DetachShader(program, vertexShader);
_glContext.DetachShader(program, fragmentShader);
_glContext.DeleteShader(vertexShader);
_glContext.DeleteShader(fragmentShader);
return program;
}
}

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@ -1,27 +0,0 @@
using Silk.NET.OpenGL;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Engine_silk.NET.Shaders;
[Serializable]
public class ShaderCompileException : Exception
{
protected ShaderType _shaderType;
public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { _shaderType = shaderType; }
public ShaderCompileException(ShaderType shaderType, string message) : base(message) { _shaderType = shaderType; }
public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { _shaderType = shaderType; }
protected ShaderCompileException(
System.Runtime.Serialization.SerializationInfo info,
System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
public override string ToString()
{
return $"Type of Shader: '{_shaderType}'" + "\n" + Message;
}
}

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@ -1,19 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Engine_silk.NET.Shaders;
[Serializable]
public class ShaderLinkException : Exception
{
public ShaderLinkException() : base("Error occured while trying to link a shader.") { }
public ShaderLinkException(string message) : base(message) { }
public ShaderLinkException(string message, Exception inner) : base(message, inner) { }
protected ShaderLinkException(
System.Runtime.Serialization.SerializationInfo info,
System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
}

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@ -1,4 +1,5 @@
using Silk.NET.Maths;
using Nebulix.Rendering;
using Silk.NET.Maths;
using Silk.NET.OpenGL;
namespace Engine_silk.NET
@ -43,35 +44,40 @@ namespace Engine_silk.NET
return new ReadOnlySpan<float>(finalArray);
}
/// <param name="normal">The unit vector in which the side should point. E.g. Vector.Up</param>
private (float[], float[]) GetSide(Vector3D<float> normal)
[Obsolete("Use Sphere.GetFace(Vector3D<float>) instead")]
private (float[], float[]) GetSide(Vector3D<float> localUp)
{
//float upperBound = radius, lowerBound = -radius;
float stepSize = 2f / resolution;
List<float> vertices = new((int)(3 * resolution * resolution * 2)); // resolution * resolution == number of rows/columns; 3 * ... == each vertex has 3 positions; 2 * ... == vertex also needs normal
Vector3D<float> position = normal;
for (int row = 0; row <= resolution; row++)
Vector3D<float> position = localUp;
for (uint y = 0; y <= resolution; y++)
{
for (int col = 0; col <= resolution; col++)
for (uint x = 0; x <= resolution; x++)
{
if (normal.X != 0)
uint i = x + y * resolution;
Vector2D<float> percent = new Vector2D<float>(x, y) / (resolution - 1);
//Vector3D<float> pointOnUnitCube = localUp + (percent.X - 0.5f) * stepSize *
if (localUp.X != 0)
{
position.Y = row * stepSize - 1;
position.Z = col * stepSize - 1;
position.Y = x * stepSize - 1;
position.Z = y * stepSize - 1;
}
else if (normal.Y != 0)
else if (localUp.Y != 0)
{
position.X = row * stepSize - 1;
position.Z = col * stepSize - 1;
position.X = x * stepSize - 1;
position.Z = y * stepSize - 1;
}
else if (normal.Z != 0)
else if (localUp.Z != 0)
{
position.X = row * stepSize - 1;
position.Y = col * stepSize - 1;
position.X = x * stepSize - 1;
position.Y = y * stepSize - 1;
}
vertices.AddRange([position.X, position.Y, position.Z, normal.X, normal.Y, normal.Z]);
vertices.AddRange([position.X, position.Y, position.Z, localUp.X, localUp.Y, localUp.Z]);
}
}
@ -97,26 +103,21 @@ namespace Engine_silk.NET
return (vertices.ToArray(), []);
}
// top left origin, stepsizeX, stepsizeY (maybe index of first vertex?)
// https://youtu.be/QN39W020LqU?si=a66D1Lnic1vNaC6l&t=89
private Face Quad(uint resolution, uint row, uint column)
// https://github.com/SebLague/Procedural-Planets/blob/master/Procedural%20Planet%20E01/Assets/TerrainFace.cs
/// <param name="localUp">The unit vector in which the side should point. E.g. Vector.UnitX</param>
public Mesh GetFace(Vector3D<float> localUp)
{
// TODO: change coordinates according to the direction the quad should be looking
// https://catlikecoding.com/unity/tutorials/procedural-meshes/cube-sphere/
float[] vertices = [
1.0f, 1.0f, 0.0f, // top right
1.0f, -1.0f, 0.0f, // bottom right
-1.0f, -1.0f, 0.0f, // bottom left
-1.0f, 1.0f, 0.0f // top left
];
uint[] indices = [
0, 1, 3, // first triangle
1, 2, 3 // second triangle
];
return new Face(vertices, indices);
// this all probably needs to be rewritten to use the "Face" record below and split the stuff better
return new Mesh();
}
}
internal record struct Face(float[] Vertices, uint[] Indices);
internal record struct Face
{
public Face()
{
}
}
}