another try at fixing the mesh class (maybe mesh class is not the problem after all?)
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Gitea Actions Demo / Scan the project (push) Successful in 20s
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Gitea Actions Demo / Scan the project (push) Successful in 20s
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@ -28,6 +28,7 @@ namespace Nebulix
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result[resultIdx] = array[i].X;
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result[resultIdx + 1] = array[i].Y;
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result[resultIdx + 2] = array[i].Z;
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resultIdx += 3;
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}
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return result;
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@ -46,12 +46,16 @@ namespace Nebulix.Rendering
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// getting called by "Engine" which currently is in another assembly, meaning I probably need to make this public
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// needs to be change for the real engine
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/// <summary>
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/// Binds the necessary buffers and draws the mesh. Does not use any Shaders
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/// </summary>
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/// <param name="gl"></param>
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public void Render(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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gl.DrawElements(PrimitiveType.Triangles, (uint)vertices.Length * 3, DrawElementsType.UnsignedInt, 0);
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gl.DrawElements(PrimitiveType.Triangles, (uint)indices.Length, DrawElementsType.UnsignedInt, 0);
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}
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private unsafe void Generate(GL gl)
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@ -60,13 +64,13 @@ namespace Nebulix.Rendering
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if(vao == 0)
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vao = gl.CreateVertexArray();
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gl.BindVertexArray(vao);
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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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List<float> meshData = new(vertices.Length * 3 + normals.Length * 3);
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meshData.AddRange(vertices.ExtractComponents());
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//meshData.AddRange(normals.ExtractComponents());
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@ -1,4 +1,6 @@
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namespace Engine_silk.NET;
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using Nebulix;
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namespace Engine_silk.NET;
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using Engine_silk.NET.Textures;
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using Nebulix.InputSystem;
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@ -28,9 +30,9 @@ public static class Program
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private static Texture2D _texture;
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private static Camera _cam;
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private static Vector2 _lastMousePosition;
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private static uint _vao, _vbo, _ebo;
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private static uint _vao, _vbo;
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private static Sphere sphere;
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private static Mesh testMesh;
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public static void Main(string[] args)
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{
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@ -54,7 +56,7 @@ public static class Program
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_gl = _window.CreateOpenGL();
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_gl.ClearColor(Color.CornflowerBlue);
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_gl.Enable(EnableCap.DepthTest);
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//_gl.PolygonMode(GLEnum.FrontAndBack, GLEnum.Fill);
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// _gl.PolygonMode(GLEnum.FrontAndBack, GLEnum.Fill);
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_cam = new Camera(new(0.0f, 0.0f, 3.0f));
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IInputContext input = _window.CreateInput();
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@ -118,37 +120,13 @@ public static class Program
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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ReadOnlySpan<float> verticesData = new(vertices);
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//uint[] indices =
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//{
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// 0u, 1u, 3u,
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// 1u, 2u, 3u,
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// 4u, 5u, 7u,
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// 5u, 6u, 7u,
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// 3u, 2u, 7u,
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// 7u, 2u, 6u,
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// 0u, 4u, 5u,
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// 0u, 5u, 1u,
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// 0u, 3u, 7u,
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// 0u, 7u, 4u,
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// 1u, 6u, 5u,
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// 1u, 2u, 6u
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//};
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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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//_ebo = _gl.GenBuffer();
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//_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _ebo);
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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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_shader = new Nebulix.Rendering.Shader(_gl, "shader.vert", "shader.frag");
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_gl.EnableVertexAttribArray(0);
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@ -166,6 +144,24 @@ public static class Program
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sphere.CreateSphere();
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_sphereShader =
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new Nebulix.Rendering.Shader(_gl, "./Shaders/Sphere/sphere.vert", "./Shaders/Sphere/sphere.frag");
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testMesh = new Mesh
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{
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Vertices =
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[
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new Vector3D<float>(0.5f, 0.5f, 0.0f),
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new Vector3D<float>(0.5f, -0.5f, 0.0f),
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new Vector3D<float>(-0.5f, -0.5f, 0.0f),
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new Vector3D<float>(-0.5f, 0.5f, 0.5f)
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],
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Indices =
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[
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0u, 1u, 3u,
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1u, 2u, 3u
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]
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};
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testMesh.CalculateNormals();
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}
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private static void OnUpdate(double deltaTime)
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@ -203,24 +199,26 @@ public static class Program
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var viewMatrix = _cam.ViewMatrix;
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var projectionMatrix = Matrix4X4.CreatePerspectiveFieldOfView(Maths.Convert.ToRadians(_cam.Fov), Width / (float)Height, 0.1f, 100.0f);
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// _shader.Use();
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// _shader.SetMatrix("modelMatrix", modelMatrix);
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// _shader.SetMatrix("projectionMatrix", projectionMatrix);
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// _shader.SetMatrix("viewMatrix", viewMatrix);
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//
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// _shader.SetInt("tex", 0);
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// _texture.Bind();
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//
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_shader.Use();
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_shader.SetMatrix("modelMatrix", modelMatrix);
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_shader.SetMatrix("projectionMatrix", projectionMatrix);
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_shader.SetMatrix("viewMatrix", viewMatrix);
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_shader.SetInt("tex", 0);
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_texture.Bind();
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// _gl.BindVertexArray(_vao);
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// _gl.DrawArrays(PrimitiveType.Triangles, 0, 36);
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// Sphere
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// modelMatrix = Matrix4x4.CreateTranslation(1, 0, 1);
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modelMatrix = Matrix4x4.CreateTranslation(0, 0, 0);
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_sphereShader.Use();
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_sphereShader.SetMatrix("modelMatrix", modelMatrix);
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_sphereShader.SetMatrix("projectionMatrix", projectionMatrix);
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_sphereShader.SetMatrix("viewMatrix", viewMatrix);
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sphere.RenderSphere(_gl);
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// sphere.RenderSphere(_gl);
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testMesh.Render(_gl);
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// var f = new Face(-Vector3D<float>.UnitX, 10);
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// f.GetMesh().Render(_gl);
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@ -1,7 +1,8 @@
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 normalVector;
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//layout (location = 1) in vec3 normalVector;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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@ -13,7 +14,6 @@ out vec3 FragPos;
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void main()
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{
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vec4 pos = vec4(aPosition, 1.0);
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// TODO: calculate the inverse of the model matrix beforehand since "inverse()" is very costly to calculate for every vertex
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// Normal = mat3(transpose(inverse(modelMatrix))) * normalVector;
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FragPos = vec3(modelMatrix * pos);
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