using Silk.NET.OpenGL; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Nebulix.Rendering { public sealed class Mesh { public float[] Vertices { get => vertices; set { vertices = value; regenerate = true; } } public float[] Indices { get => indices; set { indices = value; regenerate = true; } } public float[] Normals { get => normals; } private uint vao = 0, vbo = 0, ebo = 0; private bool regenerate = true; private float[] vertices = []; private float[] indices = []; private float[] normals = []; // getting called by "Engine" which currently is in other assembly, meaning I probably need to make this public internal void Use(GL gl) { if (regenerate) Generate(gl); gl.BindVertexArray(vao); } private unsafe void Generate(GL gl) { if(vao == 0) vao = gl.CreateVertexArray(); if(vbo == 0) vbo = gl.GenBuffer(); if(ebo == 0) ebo = gl.GenBuffer(); gl.BindVertexArray(vao); // TODO: verticesData needs to also contain "normals" not just vertices (and uv coords if I decide to add some) ReadOnlySpan verticesData = new(vertices); gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo); gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(verticesData.Length * sizeof(float)), verticesData, BufferUsageARB.StaticDraw); ReadOnlySpan indicesData = new(indices); gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo); gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indicesData.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw); // vertices gl.EnableVertexAttribArray(0); gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)0); gl.EnableVertexAttribArray(1); gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)(3 * sizeof(float))); } } }