using Silk.NET.OpenGL; namespace Nebulix.Rendering { public sealed class Mesh { public float[] Vertices { get => vertices; set { vertices = value; regenerate = true; } } public nuint[] Indices { get => indices; set { indices = value; regenerate = true; } } private uint vao = 0, vbo = 0, ebo = 0; private bool regenerate = true; private float[] vertices = []; private nuint[] indices = []; private float[] normals = []; public void Clear() { vertices = []; indices = []; } public void CalculateNormals() { throw new NotImplementedException(); } // 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 public 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: meshData needs to also contain uv coords if I decide to add some List meshData = new(vertices.Length + normals.Length); meshData.AddRange(vertices); meshData.AddRange(normals); ReadOnlySpan data = new(meshData.ToArray()); gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo); gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(data.Length * sizeof(float)), data, 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))); } } }