fix #4 Sphere can be rendered with normals now. Calculation fo normals is however not working
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This commit is contained in:
Daniel 2024-01-04 21:19:55 +01:00
parent d5f3a34a59
commit 551ae51b45
7 changed files with 76 additions and 19 deletions

View File

@ -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)));
}
}
}

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@ -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);

View File

@ -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;

View File

@ -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>

View File

@ -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);
}

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@ -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);
}

View File

@ -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;
}