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
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{
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public sealed class Mesh
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{
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public Vector3D<float>[] Vertices { get => vertices; set { vertices = value; regenerate = true; } }
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public Vector3D<float>[] Vertices { get => vertices;
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set { vertices = value; regenerate = true; normals = new Vector3D<float>[vertices.Length];} }
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public uint[] Indices { get => indices; set { indices = value; regenerate = true; } }
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private uint vao = 0, vbo = 0, ebo = 0;
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@ -23,11 +24,11 @@ namespace Nebulix.Rendering
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public void CalculateNormals()
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{
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normals = new Vector3D<float>[vertices.Length];
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for (int j = 0; j < vertices.Length; j++)
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{
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normals[j] = Vector3D<float>.Zero;
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}
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// normals = new Vector3D<float>[vertices.Length];
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// for (int j = 0; j < vertices.Length; j++)
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// {
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// normals[j] = Vector3D<float>.Zero;
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// }
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return;
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for (int i = 0; i < indices.Length; i += 3)
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@ -72,12 +73,23 @@ namespace Nebulix.Rendering
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ebo = gl.GenBuffer();
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float[] meshData = new float[vertices.Length * 3 + normals.Length * 3];
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vertices.ExtractComponents().CopyTo(meshData, 0);
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//meshData.AddRange(normals.ExtractComponents());
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for (int i = 0, insert = 0; i < vertices.Length; i++)
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{
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meshData[insert] = vertices[i].X;
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meshData[insert + 1] = vertices[i].Y;
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meshData[insert + 2] = vertices[i].Z;
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meshData[insert + 3] = normals[i].X;
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meshData[insert + 4] = normals[i].Y;
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meshData[insert + 5] = normals[i].Z;
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insert += 6;
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}
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// extractedVertices.CopyTo(meshData, 0);
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// extractedNormals.CopyTo(meshData, extractedVertices.Length);
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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fixed(void* data = &meshData[0])
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{
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gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(meshData.Length * 3 * sizeof(float)), data, BufferUsageARB.StaticDraw);
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gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(meshData.Length * sizeof(float)), data, BufferUsageARB.StaticDraw);
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}
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gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
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@ -88,10 +100,10 @@ namespace Nebulix.Rendering
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// vertices
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gl.EnableVertexAttribArray(0);
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gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), null);
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gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), null);
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// normals
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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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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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@ -35,6 +35,11 @@ public class Shader
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_glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value);
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}
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public void SetVector(string name, Vector3D<float> value)
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{
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_glContext.Uniform3(_glContext.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
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}
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public unsafe void SetMatrix(string name, Matrix4x4 matrix)
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{
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_glContext.UniformMatrix4(_glContext.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
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