Updated structure and took first steps for a better architecture
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This commit is contained in:
parent
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@ -1,13 +1,15 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<PackageReference Include="Silk.NET.Input" Version="2.20.0" />
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<PackageReference Include="Silk.NET.Input" Version="2.20.0" />
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<PackageReference Include="Silk.NET.OpenGL" Version="2.20.0" />
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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13
Nebulix/Rendering/Material.cs
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13
Nebulix/Rendering/Material.cs
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using Silk.NET.Core.Native;
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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 record class Material(Shader Shader)
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{
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}
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}
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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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using Silk.NET.OpenGL;
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using Silk.NET.OpenGL;
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using System.Numerics;
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using System.Numerics;
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namespace Engine_silk.NET.Shaders;
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namespace Nebulix.Rendering;
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public class Shader
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public class Shader
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{
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{
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@ -5,7 +5,7 @@ using System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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namespace Engine_silk.NET.Shaders;
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namespace Nebulix.Rendering;
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[Serializable]
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[Serializable]
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@ -4,7 +4,7 @@ using System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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namespace Engine_silk.NET.Shaders;
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namespace Nebulix.Rendering;
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[Serializable]
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[Serializable]
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<ItemGroup>
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<ItemGroup>
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<Folder Include="images\" />
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<Folder Include="images\" />
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<Folder Include="Shaders\" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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@ -2,6 +2,7 @@
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using Engine_silk.NET.Textures;
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using Engine_silk.NET.Textures;
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using Nebulix.InputSystem;
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using Nebulix.InputSystem;
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using Nebulix.Rendering;
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using Silk.NET.Input;
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using Silk.NET.Input;
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using Silk.NET.Maths;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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using Silk.NET.OpenGL;
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private static IWindow _window;
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private static IWindow _window;
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private static GL _gl;
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private static GL _gl;
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private static Shaders.Shader _shader;
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private static Nebulix.Rendering.Shader _shader;
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private static Texture2D _texture;
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private static Texture2D _texture;
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private static Camera _cam;
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private static Camera _cam;
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private static Vector2 _lastMousePosition;
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private static Vector2 _lastMousePosition;
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//fixed (uint* buffer = indices)
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//fixed (uint* buffer = indices)
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// _gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), buffer, BufferUsageARB.StaticDraw);
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// _gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), buffer, BufferUsageARB.StaticDraw);
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_shader = new Shaders.Shader(_gl, "shader.vert", "shader.frag");
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_shader = new Nebulix.Rendering.Shader(_gl, "shader.vert", "shader.frag");
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_gl.EnableVertexAttribArray(0);
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_gl.EnableVertexAttribArray(0);
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_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)0);
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_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)0);
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using Silk.NET.Maths;
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using Nebulix.Rendering;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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using Silk.NET.OpenGL;
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namespace Engine_silk.NET
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namespace Engine_silk.NET
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return new ReadOnlySpan<float>(finalArray);
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return new ReadOnlySpan<float>(finalArray);
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}
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}
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/// <param name="normal">The unit vector in which the side should point. E.g. Vector.Up</param>
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private (float[], float[]) GetSide(Vector3D<float> normal)
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[Obsolete("Use Sphere.GetFace(Vector3D<float>) instead")]
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private (float[], float[]) GetSide(Vector3D<float> localUp)
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{
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{
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//float upperBound = radius, lowerBound = -radius;
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float stepSize = 2f / resolution;
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float stepSize = 2f / resolution;
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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
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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
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Vector3D<float> position = normal;
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Vector3D<float> position = localUp;
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for (int row = 0; row <= resolution; row++)
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for (uint y = 0; y <= resolution; y++)
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{
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{
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for (int col = 0; col <= resolution; col++)
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for (uint x = 0; x <= resolution; x++)
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{
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{
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if (normal.X != 0)
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uint i = x + y * resolution;
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Vector2D<float> percent = new Vector2D<float>(x, y) / (resolution - 1);
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//Vector3D<float> pointOnUnitCube = localUp + (percent.X - 0.5f) * stepSize *
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if (localUp.X != 0)
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{
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{
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position.Y = row * stepSize - 1;
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position.Y = x * stepSize - 1;
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position.Z = col * stepSize - 1;
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position.Z = y * stepSize - 1;
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}
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}
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else if (normal.Y != 0)
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else if (localUp.Y != 0)
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{
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{
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position.X = row * stepSize - 1;
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position.X = x * stepSize - 1;
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position.Z = col * stepSize - 1;
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position.Z = y * stepSize - 1;
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}
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}
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else if (normal.Z != 0)
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else if (localUp.Z != 0)
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{
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{
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position.X = row * stepSize - 1;
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position.X = x * stepSize - 1;
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position.Y = col * stepSize - 1;
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position.Y = y * stepSize - 1;
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}
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}
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vertices.AddRange([position.X, position.Y, position.Z, normal.X, normal.Y, normal.Z]);
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vertices.AddRange([position.X, position.Y, position.Z, localUp.X, localUp.Y, localUp.Z]);
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}
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}
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}
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}
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return (vertices.ToArray(), []);
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return (vertices.ToArray(), []);
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}
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}
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// top left origin, stepsizeX, stepsizeY (maybe index of first vertex?)
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// https://youtu.be/QN39W020LqU?si=a66D1Lnic1vNaC6l&t=89
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// https://youtu.be/QN39W020LqU?si=a66D1Lnic1vNaC6l&t=89
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private Face Quad(uint resolution, uint row, uint column)
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// https://github.com/SebLague/Procedural-Planets/blob/master/Procedural%20Planet%20E01/Assets/TerrainFace.cs
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/// <param name="localUp">The unit vector in which the side should point. E.g. Vector.UnitX</param>
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public Mesh GetFace(Vector3D<float> localUp)
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{
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{
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// TODO: change coordinates according to the direction the quad should be looking
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// this all probably needs to be rewritten to use the "Face" record below and split the stuff better
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// https://catlikecoding.com/unity/tutorials/procedural-meshes/cube-sphere/
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return new Mesh();
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float[] vertices = [
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1.0f, 1.0f, 0.0f, // top right
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1.0f, -1.0f, 0.0f, // bottom right
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-1.0f, -1.0f, 0.0f, // bottom left
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-1.0f, 1.0f, 0.0f // top left
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];
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uint[] indices = [
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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];
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return new Face(vertices, indices);
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}
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}
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}
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}
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internal record struct Face(float[] Vertices, uint[] Indices);
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internal record struct Face
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{
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public Face()
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{
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}
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}
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}
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}
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