using Silk.NET.Maths; using Silk.NET.OpenGL; namespace Nebulix.Rendering { public sealed class Mesh { public Vector3D[] Vertices { get => vertices; set { vertices = value; regenerate = true; normals = new Vector3D[vertices.Length];} } public uint[] Indices { get => indices; set { indices = value; regenerate = true; } } private uint vao = 0, vbo = 0, ebo = 0; private bool regenerate = true; private Vector3D[] vertices = []; private uint[] indices = []; private Vector3D[] normals = []; public void Clear() { vertices = []; indices = []; } public void CalculateNormals() { for (int i = 0; i < indices.Length; i += 3) { uint i0 = indices[i]; uint i1 = indices[i+1]; uint i2 = indices[i+2]; Vector3D v0 = vertices[i0]; Vector3D v1 = vertices[i1]; Vector3D v2 = vertices[i2]; Vector3D normal = Vector3D.Cross(v1-v0, v2-v0); // Commenting this out, will result in the normals being weighted based on the triangle area normal = Vector3D.Normalize(normal); normals[i0] += normal; normals[i1] += normal; normals[i2] += normal; } for (int i = 0; i < normals.Length; i++) { normals[i] = Vector3D.Normalize(normals[i]); // smoothing for shared vertices } } // getting called by "Engine" which currently is in another assembly, meaning I probably need to make this public // needs to be change for the real engine /// /// Binds the necessary buffers and draws the mesh. Does not use any Shaders /// /// public unsafe void Render(GL gl) { if (regenerate) Generate(gl); gl.BindVertexArray(vao); gl.DrawElements(PrimitiveType.Triangles, (uint)indices.Length, DrawElementsType.UnsignedInt, null); } private unsafe void Generate(GL gl) { regenerate = false; if(vao == 0) vao = gl.CreateVertexArray(); gl.BindVertexArray(vao); if(vbo == 0) vbo = gl.GenBuffer(); if(ebo == 0) ebo = gl.GenBuffer(); float[] meshData = new float[vertices.Length * 3 + normals.Length * 3]; 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; } gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo); fixed(void* data = &meshData[0]) { gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(meshData.Length * sizeof(float)), data, BufferUsageARB.StaticDraw); } gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo); fixed(void* indicesData = &indices[0]) { gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw); } // vertices gl.EnableVertexAttribArray(0); 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))); } } }