Mesh can now be rendered and therefore also the sphere
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Gitea Actions Demo / Scan the project (push) Successful in 17s
All checks were successful
Gitea Actions Demo / Scan the project (push) Successful in 17s
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@ -6,13 +6,13 @@ namespace Nebulix.Rendering
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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 nuint[] Indices { get => indices; set { indices = value; regenerate = true; } }
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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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private bool regenerate = true;
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private Vector3D<float>[] vertices = [];
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private nuint[] indices = [];
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private uint[] indices = [];
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private Vector3D<float>[] normals = [];
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public void Clear()
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@ -50,12 +50,12 @@ namespace Nebulix.Rendering
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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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public unsafe 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)indices.Length, DrawElementsType.UnsignedInt, 0);
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gl.DrawElements(PrimitiveType.Triangles, (uint)indices.Length, DrawElementsType.UnsignedInt, null);
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}
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private unsafe void Generate(GL gl)
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@ -71,16 +71,20 @@ namespace Nebulix.Rendering
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if(ebo == 0)
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ebo = gl.GenBuffer();
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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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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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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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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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}
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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(nuint)), indicesData, BufferUsageARB.StaticDraw);
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fixed(void* indicesData = &indices[0])
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{
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gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw);
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}
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// vertices
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gl.EnableVertexAttribArray(0);
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