fix #4 Sphere can be rendered with normals now. Calculation fo normals is however not working
	
		
			
	
		
	
	
		
	
		
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		| @ -5,7 +5,8 @@ namespace Nebulix.Rendering | ||||
| { | ||||
| 	public sealed class Mesh | ||||
| 	{ | ||||
| 		public Vector3D<float>[] Vertices { get => vertices; set { vertices = value; regenerate = true; } } | ||||
| 		public Vector3D<float>[] Vertices { get => vertices;  | ||||
| 			set { vertices = value; regenerate = true; normals = new Vector3D<float>[vertices.Length];} } | ||||
| 		public uint[] Indices { get => indices; set { indices = value; regenerate = true; } } | ||||
| 		 | ||||
| 		private uint vao = 0, vbo = 0, ebo = 0; | ||||
| @ -23,11 +24,11 @@ namespace Nebulix.Rendering | ||||
|  | ||||
| 		public void CalculateNormals() | ||||
| 		{ | ||||
| 			normals = new Vector3D<float>[vertices.Length]; | ||||
| 			for (int j = 0; j < vertices.Length; j++) | ||||
| 			{ | ||||
| 				normals[j] = Vector3D<float>.Zero; | ||||
| 			} | ||||
| 			// normals = new Vector3D<float>[vertices.Length]; | ||||
| 			// for (int j = 0; j < vertices.Length; j++) | ||||
| 			// { | ||||
| 			// 	normals[j] = Vector3D<float>.Zero; | ||||
| 			// } | ||||
|  | ||||
| 			return; | ||||
| 			for (int i = 0; i < indices.Length; i += 3) | ||||
| @ -72,12 +73,23 @@ namespace Nebulix.Rendering | ||||
| 				ebo = gl.GenBuffer(); | ||||
|  | ||||
| 			float[] meshData = new float[vertices.Length * 3 + normals.Length * 3]; | ||||
| 			vertices.ExtractComponents().CopyTo(meshData, 0); | ||||
| 			//meshData.AddRange(normals.ExtractComponents()); | ||||
| 			for (int i = 0, insert = 0; i < vertices.Length; i++) | ||||
| 			{ | ||||
| 				meshData[insert] = vertices[i].X; | ||||
| 				meshData[insert + 1] = vertices[i].Y; | ||||
| 				meshData[insert + 2] = vertices[i].Z; | ||||
| 				 | ||||
| 				meshData[insert + 3] = normals[i].X; | ||||
| 				meshData[insert + 4] = normals[i].Y; | ||||
| 				meshData[insert + 5] = normals[i].Z; | ||||
| 				insert += 6; | ||||
| 			} | ||||
| 			// extractedVertices.CopyTo(meshData, 0); | ||||
| 			// extractedNormals.CopyTo(meshData, extractedVertices.Length); | ||||
| 			gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo); | ||||
| 			fixed(void* data = &meshData[0]) | ||||
| 			{ | ||||
| 				gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(meshData.Length * 3 * sizeof(float)), data, BufferUsageARB.StaticDraw); | ||||
| 				gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(meshData.Length * sizeof(float)), data, BufferUsageARB.StaticDraw); | ||||
| 			} | ||||
|  | ||||
| 			gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo); | ||||
| @ -88,10 +100,10 @@ namespace Nebulix.Rendering | ||||
| 			 | ||||
| 			// vertices | ||||
| 			gl.EnableVertexAttribArray(0); | ||||
| 			gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), null); | ||||
| 			gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), null); | ||||
| 			// normals | ||||
| 			//gl.EnableVertexAttribArray(1); | ||||
| 			//gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)(3 * sizeof(float))); | ||||
| 			gl.EnableVertexAttribArray(1); | ||||
| 			gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)(3 * sizeof(float))); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| @ -35,6 +35,11 @@ public class Shader | ||||
|         _glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value); | ||||
|     } | ||||
|  | ||||
|     public void SetVector(string name, Vector3D<float> value) | ||||
|     { | ||||
| 	    _glContext.Uniform3(_glContext.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z); | ||||
|     } | ||||
|      | ||||
|     public unsafe void SetMatrix(string name, Matrix4x4 matrix) | ||||
|     { | ||||
|         _glContext.UniformMatrix4(_glContext.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix); | ||||
|  | ||||
| @ -14,6 +14,7 @@ public enum MovementDirection | ||||
|  | ||||
| public class Camera | ||||
| { | ||||
| 	public Vector3D<float> Position => _position; | ||||
| 	private readonly Vector3D<float> _worldUp; | ||||
| 	private Vector3D<float> _position; | ||||
| 	private Vector3D<float> _front; | ||||
|  | ||||
| @ -29,7 +29,7 @@ | ||||
|       <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> | ||||
|     </None> | ||||
|     <None Update="Shaders\Sphere\sphere.frag"> | ||||
|       <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> | ||||
|       <CopyToOutputDirectory>Always</CopyToOutputDirectory> | ||||
|     </None> | ||||
|     <None Update="Shaders\Sphere\sphere.vert"> | ||||
|       <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> | ||||
|  | ||||
| @ -171,7 +171,7 @@ public static class Program | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	private static unsafe void OnRender(double deltaTime) | ||||
| 	private static void OnRender(double deltaTime) | ||||
| 	{ | ||||
| 		_gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); | ||||
|  | ||||
| @ -198,6 +198,13 @@ public static class Program | ||||
| 		_sphereShader.SetMatrix("modelMatrix", modelMatrix); | ||||
| 		_sphereShader.SetMatrix("projectionMatrix", projectionMatrix); | ||||
| 		_sphereShader.SetMatrix("viewMatrix", viewMatrix); | ||||
| 		 | ||||
| 		_sphereShader.SetVector("viewPosition", _cam.Position); | ||||
| 		 | ||||
| 		_sphereShader.SetVector("dirLight.direction", new Vector3D<float>(-0.2f, -1.0f, -0.3f)); | ||||
| 		_sphereShader.SetVector("dirLight.ambient", new Vector3D<float>(0.1f)); | ||||
| 		_sphereShader.SetVector("dirLight.diffuse", new Vector3D<float>(1f)); | ||||
| 		_sphereShader.SetVector("dirLight.specular", new Vector3D<float>(0.5f)); | ||||
|  | ||||
| 		sphere.RenderSphere(_gl); | ||||
| 	} | ||||
|  | ||||
| @ -3,10 +3,41 @@ | ||||
| out vec4 FragColour; | ||||
|  | ||||
| in vec3 FragPos; | ||||
| //in vec3 Normal; | ||||
| in vec3 Normal; | ||||
|  | ||||
| struct DirectionalLight { | ||||
|     vec3 direction; | ||||
|  | ||||
|     vec3 ambient; | ||||
|     vec3 diffuse; | ||||
|     vec3 specular; | ||||
| }; | ||||
|  | ||||
| uniform vec3 viewPosition; | ||||
| uniform DirectionalLight dirLight; | ||||
|  | ||||
| vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir) | ||||
| { | ||||
|     vec3 lightDir = normalize(-light.direction); | ||||
|  | ||||
|     float diff = max(dot(normal, lightDir), 0.0); | ||||
|  | ||||
|     vec3 reflectionDir = reflect(-lightDir, normal); | ||||
|     float spec = pow(max(dot(viewDir, reflectionDir), 0.0), 32); | ||||
|  | ||||
|     vec3 ambient = light.ambient;// * vec3(texture(material.diffuseMap, TexCoords)); | ||||
|     vec3 diffuse = light.diffuse * diff;// * vec3(texture(material.diffuseMap, TexCoords)); | ||||
|     vec3 specular = light.specular * spec;// * vec3(texture(material.specularMap, TexCoords)); | ||||
|  | ||||
|     return ambient + diffuse + specular; | ||||
| } | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     vec3 col = vec3(1.0, 0.5, 0.2) * FragPos; | ||||
|     vec3 normal = normalize(Normal); | ||||
|     vec3 viewDir = normalize(viewPosition - FragPos); | ||||
|  | ||||
| //    vec3 col = vec3(1.0, 0.5, 0.2) * FragPos; | ||||
|     vec3 col = CalculateDirectionalLight(dirLight, normal, viewDir); | ||||
|     FragColour = vec4(col, 1); | ||||
| } | ||||
| @ -1,7 +1,7 @@ | ||||
| #version 330 core | ||||
|  | ||||
| layout (location = 0) in vec3 aPosition; | ||||
| //layout (location = 1) in vec3 normalVector; | ||||
| layout (location = 1) in vec3 normalVector; | ||||
|  | ||||
|  | ||||
| uniform mat4 modelMatrix; | ||||
| @ -9,13 +9,14 @@ uniform mat4 viewMatrix; | ||||
| uniform mat4 projectionMatrix; | ||||
|  | ||||
| out vec3 FragPos; | ||||
| //out vec3 Normal; | ||||
| out vec3 Normal; | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     vec4 pos = vec4(aPosition, 1.0); | ||||
|     // TODO: calculate the inverse of the model matrix beforehand since "inverse()" is very costly to calculate for every vertex | ||||
| //    Normal = mat3(transpose(inverse(modelMatrix))) * normalVector; | ||||
|     Normal = mat3(transpose(inverse(modelMatrix))) * normalVector; | ||||
| //    Normal = vec3(0); | ||||
|     FragPos = vec3(modelMatrix * pos); | ||||
|     gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos; | ||||
| } | ||||
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