Mesh can now be rendered and therefore also the sphere
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Gitea Actions Demo / Scan the project (push) Successful in 17s
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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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@ -32,7 +32,6 @@ public static class Program
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private static Vector2 _lastMousePosition;
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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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@ -144,24 +143,6 @@ 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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@ -190,7 +171,7 @@ public static class Program
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}
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}
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private static void OnRender(double deltaTime)
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private static unsafe void OnRender(double deltaTime)
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{
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_gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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@ -207,21 +188,18 @@ public static class Program
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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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_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(0, 0, 0);
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modelMatrix = Matrix4x4.CreateTranslation(1, 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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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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sphere.RenderSphere(_gl);
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}
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private static void OnKeyDown(IKeyboard keyboard, Key key, int keyCode)
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@ -1,6 +1,6 @@
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#version 330 core
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out vec4 colour;
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out vec4 FragColour;
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in vec3 FragPos;
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//in vec3 Normal;
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@ -8,8 +8,5 @@ in vec3 FragPos;
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void main()
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{
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vec3 col = vec3(1.0, 0.5, 0.2) * FragPos;
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//vec3 col = texture(tex, TexCoords);
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//colour = vec4(texture(tex, TexCoords).rgb, 1.0);
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// colour = vec4(col, 1);
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colour = vec4(1);
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FragColour = vec4(col, 1);
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}
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@ -6,9 +6,19 @@ using Silk.NET.OpenGL;
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namespace Engine_silk.NET
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{
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// also maybe make an ISphere and call this class "CubeSphere"?
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public class Sphere(uint resolution)
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public class Sphere
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{
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private readonly Face[] sphereFaces = new Face[6];
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private readonly uint resolution;
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public Sphere(uint resolution)
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{
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if (resolution < 2)
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throw new ArgumentOutOfRangeException(nameof(resolution), resolution,
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"Resolution must be greater than 1");
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this.resolution = resolution;
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}
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public void CreateSphere()
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{
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Vector3D<float>[] directions =
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@ -63,7 +73,7 @@ namespace Engine_silk.NET
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var vertices = new Vector3D<float>[_resolution * _resolution];
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// _resolution - 1 because the vertices index starts at 0
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// * 6 because each triangle needs 3 points and each small quad has 2 triangles 3*2 = 6
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var indices = new nuint[(_resolution - 1) * (_resolution - 1) * 6];
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var indices = new uint[(_resolution - 1) * (_resolution - 1) * 6];
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int triangleIndex = 0;
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uint i;
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