Tried rendering the sphere without success
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Gitea Actions Demo / Scan the project (push) Successful in 29s
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Gitea Actions Demo / Scan the project (push) Successful in 29s
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@ -1,18 +1,19 @@
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using Silk.NET.OpenGL;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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namespace Nebulix.Rendering
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{
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public sealed class Mesh
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{
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public float[] Vertices { get => vertices; set { vertices = value; regenerate = true; } }
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public Vector3D<float>[] Vertices { get => vertices; set { vertices = value; regenerate = true; } }
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public nuint[] Indices { get => indices; set { indices = value; regenerate = true; } }
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private uint vao = 0, vbo = 0, ebo = 0;
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private bool regenerate = true;
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private float[] vertices = [];
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private Vector3D<float>[] vertices = [];
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private nuint[] indices = [];
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private float[] normals = [];
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private Vector3D<float>[] normals = [];
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public void Clear()
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{
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@ -22,21 +23,41 @@ namespace Nebulix.Rendering
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public void CalculateNormals()
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{
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throw new NotImplementedException();
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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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{
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Vector3D<float> a = vertices[indices[i] - 1];
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Vector3D<float> b = vertices[indices[i + 1] - 1];
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Vector3D<float> c = vertices[indices[i + 2] - 1];
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Vector3D<float> normal = Vector3D.Cross(b-a, c-a);
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normal = Vector3D.Normalize(normal);
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normals[indices[i] - 1] = normal;
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normals[indices[i + 1] - 1] = normal;
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normals[indices[i + 2] - 1] = normal;
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}
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}
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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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public void Use(GL gl)
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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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}
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private unsafe void Generate(GL gl)
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{
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regenerate = false;
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if(vao == 0)
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vao = gl.CreateVertexArray();
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if(vbo == 0)
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@ -46,23 +67,23 @@ namespace Nebulix.Rendering
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gl.BindVertexArray(vao);
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// TODO: meshData needs to also contain uv coords if I decide to add some
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List<float> meshData = new(vertices.Length + normals.Length);
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meshData.AddRange(vertices);
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meshData.AddRange(normals);
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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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ReadOnlySpan<float> data = new(meshData.ToArray());
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(data.Length * sizeof(float)), data, BufferUsageARB.StaticDraw);
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ReadOnlySpan<nuint> indicesData = new(indices);
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gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
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gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indicesData.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw);
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gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indicesData.Length * sizeof(nuint)), indicesData, BufferUsageARB.StaticDraw);
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// vertices
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gl.EnableVertexAttribArray(0);
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gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)0);
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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.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * 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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}
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}
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}
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@ -4,6 +4,7 @@ using System.Numerics;
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namespace Nebulix.Rendering;
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// TODO: make IDisposable
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public class Shader
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{
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private readonly GL _glContext;
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@ -21,7 +22,7 @@ public class Shader
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_shaderProgramId = CreateProgram(vertexShader, fragmentShader);
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}
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public void Use() { _glContext.UseProgram(_shaderProgramId); }
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public void Use() => _glContext.UseProgram(_shaderProgramId);
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#region Set uniforms
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public void SetInt(string name, int value)
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@ -11,17 +11,14 @@ namespace Nebulix.Rendering;
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[Serializable]
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public class ShaderCompileException : Exception
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{
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protected ShaderType _shaderType;
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protected ShaderType ShaderType;
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public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { _shaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message) : base(message) { _shaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { _shaderType = shaderType; }
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protected ShaderCompileException(
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System.Runtime.Serialization.SerializationInfo info,
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System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
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public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { ShaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message) : base(message) { ShaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { ShaderType = shaderType; }
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public override string ToString()
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{
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return $"Type of Shader: '{_shaderType}'" + "\n" + Message;
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return $"Type of Shader: '{ShaderType}'" + "\n" + Message;
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}
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}
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@ -13,7 +13,4 @@ public class ShaderLinkException : Exception
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public ShaderLinkException() : base("Error occured while trying to link a shader.") { }
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public ShaderLinkException(string message) : base(message) { }
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public ShaderLinkException(string message, Exception inner) : base(message, inner) { }
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protected ShaderLinkException(
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System.Runtime.Serialization.SerializationInfo info,
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System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
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}
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