Engine_silk.NET/Nebulix/Rendering/Mesh.cs
Daniel 3912f2bd9a
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Added IcoSphere for testing. Replaced Vector3D<T> with Vector3 since it is more performant
2024-02-04 22:53:58 +01:00

111 lines
3.2 KiB
C#

using System.Numerics;
using Silk.NET.OpenGL;
namespace Nebulix.Rendering
{
public sealed class Mesh
{
public Vector3[] Vertices { get => vertices;
set { vertices = value; regenerate = true; normals = new Vector3[vertices.Length];} }
public uint[] Indices { get => indices; set { indices = value; regenerate = true; } }
private uint vao, vbo, ebo;
private bool regenerate = true;
private Vector3[] vertices = [];
private uint[] indices = [];
private Vector3[] 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];
Vector3 v0 = vertices[i0];
Vector3 v1 = vertices[i1];
Vector3 v2 = vertices[i2];
Vector3 normal = Vector3.Cross(v1-v0, v2-v0);
// Commenting this out, will result in the normals being weighted based on the triangle area
normal = Vector3.Normalize(normal);
normals[i0] += normal;
normals[i1] += normal;
normals[i2] += normal;
}
for (int i = 0; i < normals.Length; i++)
{
normals[i] = Vector3.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
/// <summary>
/// Binds the necessary buffers and draws the mesh. Does not use any Shaders
/// </summary>
/// <param name="gl"></param>
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)));
}
}
}