failed trying to procedurally generate a cube sphere
	
		
			
	
		
	
	
		
	
		
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				Gitea Actions Demo / Scan the project (push) Failing after 8s
				
			
		
		
	
	
				
					
				
			
		
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	Gitea Actions Demo / Scan the project (push) Failing after 8s
				
			This commit is contained in:
		@ -7,7 +7,7 @@
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  </PropertyGroup>
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  <ItemGroup>
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    <PackageReference Include="Silk.NET.Input" Version="2.17.1" />
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    <PackageReference Include="Silk.NET.Input" Version="2.20.0" />
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  </ItemGroup>
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</Project>
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										19
									
								
								src/ArrayExtensions.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								src/ArrayExtensions.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,19 @@
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namespace Engine_silk.NET
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{
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	public static class ArrayExtensions
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	{
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		/// <summary>
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		/// Copies the given arrays to the start of this array. The order of <paramref name="arrays"/> is preserved
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		/// </summary>
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		/// <param name="arrays">The arrays copied into this array</param>
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		public static void CopyFrom(this Array array, params Array[] arrays)
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		{
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			int lastIndex = 0;
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			for (int i = 0; i < arrays.Length; i++)
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			{
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				arrays[i].CopyTo(array, lastIndex);
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				lastIndex += arrays[i].Length;
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			}
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		}
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	}
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}
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@ -2,16 +2,16 @@
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  <PropertyGroup>
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    <OutputType>Exe</OutputType>
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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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    <Nullable>enable</Nullable>
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    <AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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  </PropertyGroup>
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  <ItemGroup>
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    <PackageReference Include="Silk.NET.Input" Version="2.17.1" />
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    <PackageReference Include="Silk.NET.OpenGL" Version="2.17.1" />
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    <PackageReference Include="Silk.NET.Windowing" Version="2.17.1" />
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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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    <PackageReference Include="Silk.NET.Windowing" Version="2.20.0" />
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    <PackageReference Include="StbImageSharp" Version="2.27.13" />
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  </ItemGroup>
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@ -140,7 +140,7 @@ public static class Program
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		_vbo = _gl.GenBuffer();
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		_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
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		_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(vertices.Length * sizeof(float)), verticesData, BufferUsageARB.StaticDraw);
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		_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(verticesData.Length * sizeof(float)), verticesData, BufferUsageARB.StaticDraw);
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		//_ebo = _gl.GenBuffer();
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		//_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _ebo);
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@ -157,6 +157,9 @@ public static class Program
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		_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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		_texture = new Texture2D(_gl, "images/container.png", ImageFormat.RGBA);
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		Sphere s = new(_gl, 1, 10);
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		s.GetVertices();
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	}
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	private static void OnUpdate(double deltaTime)
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										122
									
								
								src/Sphere.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										122
									
								
								src/Sphere.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,122 @@
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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namespace Engine_silk.NET
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{
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	// TODO: Think about just creating a cube with a certain resolution and then use this cube to generate the Sphere.
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	// also maybe make an ISphere and call this class "CubeSphere"?
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	public class Sphere(GL gl, float radius, uint resolution)
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	{
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		public void CreateSphere()
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		{
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			uint _vao, _vbo, _ebo;
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			_vao = gl.CreateVertexArray();
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			gl.BindVertexArray(_vao);
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			ReadOnlySpan<float> verticesData = GetVertices();
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			_vbo = gl.GenBuffer();
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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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		}
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		public void RenderSphere()
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		{
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		}
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		// TODO: make this private after testing
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		public ReadOnlySpan<float> GetVertices()
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		{
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			var front = GetSide(Vector3D<float>.UnitZ).Item1;
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			var back = GetSide(-Vector3D<float>.UnitZ).Item1;
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			var up = GetSide(Vector3D<float>.UnitY).Item1;
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			var down = GetSide(-Vector3D<float>.UnitY).Item1;
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			var left = GetSide(Vector3D<float>.UnitX).Item1;
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			var right = GetSide(-Vector3D<float>.UnitX).Item1;
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			var finalArray = new float[front.Length + back.Length + up.Length + down.Length + left.Length + right.Length];
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			finalArray.CopyFrom(front, back, up, down, left, right);
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			return new ReadOnlySpan<float>(finalArray);
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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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		{
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			//float upperBound = radius, lowerBound = -radius;
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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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			Vector3D<float> position = normal;
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			for (int row = 0; row <= resolution; row++)
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			{
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				for (int col = 0; col <= resolution; col++)
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				{
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					if (normal.X != 0)
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					{
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						position.Y = row * stepSize - 1;
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						position.Z = col * stepSize - 1;
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					}
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					else if (normal.Y != 0)
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					{
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						position.X = row * stepSize - 1;
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						position.Z = col * stepSize - 1;
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					}
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					else if (normal.Z != 0)
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					{
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						position.X = row * stepSize - 1;
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						position.Y = col * stepSize - 1;
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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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				}
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			}
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			List<uint> indices = new((int)(resolution * resolution * 6)); // ... * 6 == one quad has 6 indices and we have resolution * resolution quads
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            Console.WriteLine($"Indices size before Loop: {indices.Capacity}");
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			uint vi = 0; // vertexIndex
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            for (uint i = 0; i < vertices.Count; i += 6)
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            {
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				if ((vi + 1) % resolution == 0)
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				{
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					vi++;
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					continue;
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				}
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				indices.AddRange([vi, vi+1, vi+1+resolution, 
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								  vi, vi+1+resolution, vi+resolution]);
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				vi++;
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            }
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            Console.WriteLine($"Indices size after Loop: {indices.Count}");
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            return (vertices.ToArray(), []);
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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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		private Face Quad(uint resolution, uint row, uint column)
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		{
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			// TODO: change coordinates according to the direction the quad should be looking
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			// https://catlikecoding.com/unity/tutorials/procedural-meshes/cube-sphere/
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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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	internal record struct Face(float[] Vertices, uint[] Indices);
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}
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