using System.Numerics; using Silk.NET.OpenGL; using NResUI.Rendering.Viewport; namespace NResUI.Rendering.Viewport.Meshes; public static unsafe class PrimitiveMeshes { public const int FloatsPerVertex = 11; public static GpuMesh CreateCube(GL gl) { var vertices = new List(); var indices = new List(); AddCubeFace(vertices, indices, new(-1, -1, 1), new( 1, -1, 1), new( 1, 1, 1), new(-1, 1, 1), new(0, 0, 1), new(1, 0, 0)); AddCubeFace(vertices, indices, new( 1, -1, -1), new(-1, -1, -1), new(-1, 1, -1), new( 1, 1, -1), new(0, 0, -1), new(0, 1, 0)); AddCubeFace(vertices, indices, new(-1, -1, -1), new(-1, -1, 1), new(-1, 1, 1), new(-1, 1, -1), new(-1, 0, 0), new(0, 0, 1)); AddCubeFace(vertices, indices, new( 1, -1, 1), new( 1, -1, -1), new( 1, 1, -1), new( 1, 1, 1), new(1, 0, 0), new(1, 1, 0)); AddCubeFace(vertices, indices, new(-1, 1, 1), new( 1, 1, 1), new( 1, 1, -1), new(-1, 1, -1), new(0, 1, 0), new(1, 0, 1)); AddCubeFace(vertices, indices, new(-1, -1, -1), new( 1, -1, -1), new( 1, -1, 1), new(-1, -1, 1), new(0, -1, 0), new(0, 1, 1)); return CreateColoredIndexedMesh(gl, vertices, indices, PrimitiveType.Triangles); } public static GpuMesh CreateWorldGrid(GL gl, int halfExtent = 20, int minorStep = 1, int majorStep = 5) { if (halfExtent <= 0) throw new ArgumentOutOfRangeException(nameof(halfExtent)); if (minorStep <= 0) throw new ArgumentOutOfRangeException(nameof(minorStep)); if (majorStep <= 0) throw new ArgumentOutOfRangeException(nameof(majorStep)); var vertices = new List(); var indices = new List(); void AddLine(float x0, float y0, float z0, float x1, float y1, float z1, float r, float g, float b) { var startIndex = (uint)(vertices.Count / FloatsPerVertex); AddVertex(vertices, x0, y0, z0, r, g, b); AddVertex(vertices, x1, y1, z1, r, g, b); indices.Add(startIndex); indices.Add(startIndex + 1); } const float y = 0.0f; for (var i = -halfExtent; i <= halfExtent; i += minorStep) { var isAxis = i == 0; var isMajor = i % majorStep == 0; var brightness = isMajor ? 0.38f : 0.24f; var r = brightness; var g = brightness; var b = brightness; AddLine(-halfExtent, y, i, halfExtent, y, i, isAxis ? 0.25f : r, isAxis ? 0.45f : g, isAxis ? 1.0f : b); AddLine(i, y, -halfExtent, i, y, halfExtent, isAxis ? 1.0f : r, isAxis ? 0.25f : g, isAxis ? 0.25f : b); } return CreateIndexedMesh(gl, vertices.ToArray(), indices.ToArray(), PrimitiveType.Lines); } public static GpuMesh CreateUnitWireBox(GL gl) { var vertices = new List(); var color = new Vector3(1.0f, 0.82f, 0.15f); Vector3[] corners = { new(-1, -1, -1), new( 1, -1, -1), new( 1, 1, -1), new(-1, 1, -1), new(-1, -1, 1), new( 1, -1, 1), new( 1, 1, 1), new(-1, 1, 1), }; foreach (var corner in corners) AddVertex(vertices, corner.X, corner.Y, corner.Z, color.X, color.Y, color.Z); uint[] indices = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7, }; return CreateIndexedMesh(gl, vertices.ToArray(), indices, PrimitiveType.Lines); } public static GpuMesh CreateAxes(GL gl, float length = 1.0f) { if (length <= 0.0f) throw new ArgumentOutOfRangeException(nameof(length)); var vertices = new List(); var indices = new List(); void AddLine(Vector3 a, Vector3 b, Vector3 color) { var start = (uint)(vertices.Count / FloatsPerVertex); AddVertex(vertices, a.X, a.Y, a.Z, color.X, color.Y, color.Z); AddVertex(vertices, b.X, b.Y, b.Z, color.X, color.Y, color.Z); indices.Add(start); indices.Add(start + 1); } AddLine(Vector3.Zero, new Vector3(length, 0, 0), new Vector3(1.0f, 0.25f, 0.25f)); AddLine(Vector3.Zero, new Vector3(0, length, 0), new Vector3(0.25f, 1.0f, 0.25f)); AddLine(Vector3.Zero, new Vector3(0, 0, length), new Vector3(0.25f, 0.45f, 1.0f)); return CreateIndexedMesh(gl, vertices.ToArray(), indices.ToArray(), PrimitiveType.Lines); } public static GpuMesh CreateColoredIndexedMesh(GL gl, IReadOnlyList vertices, IReadOnlyList indices, PrimitiveType primitiveType = PrimitiveType.Triangles, ViewportMaterial? material = null) { return CreateIndexedMesh(gl, vertices.ToArray(), indices.ToArray(), primitiveType, material); } private static void AddCubeFace(List vertices, List indices, Vector3 a, Vector3 b, Vector3 c, Vector3 d, Vector3 normal, Vector3 color) { var start = (uint)(vertices.Count / FloatsPerVertex); AddVertex(vertices, a.X, a.Y, a.Z, color.X, color.Y, color.Z, normal.X, normal.Y, normal.Z); AddVertex(vertices, b.X, b.Y, b.Z, color.X, color.Y, color.Z, normal.X, normal.Y, normal.Z); AddVertex(vertices, c.X, c.Y, c.Z, color.X, color.Y, color.Z, normal.X, normal.Y, normal.Z); AddVertex(vertices, d.X, d.Y, d.Z, color.X, color.Y, color.Z, normal.X, normal.Y, normal.Z); indices.Add(start + 0); indices.Add(start + 1); indices.Add(start + 2); indices.Add(start + 2); indices.Add(start + 3); indices.Add(start + 0); } private static void AddVertex(List vertices, float x, float y, float z, float r, float g, float b, float nx = 0.0f, float ny = 1.0f, float nz = 0.0f, float u = 0.0f, float v = 0.0f) { vertices.Add(x); vertices.Add(y); vertices.Add(z); vertices.Add(r); vertices.Add(g); vertices.Add(b); vertices.Add(nx); vertices.Add(ny); vertices.Add(nz); vertices.Add(u); vertices.Add(v); } private static GpuMesh CreateIndexedMesh(GL gl, float[] vertices, uint[] indices, PrimitiveType primitiveType, ViewportMaterial? material = null) { var vao = gl.GenVertexArray(); var vbo = gl.GenBuffer(); var ebo = gl.GenBuffer(); gl.BindVertexArray(vao); gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo); fixed (float* vertexPtr = vertices) { gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(vertices.Length * sizeof(float)), vertexPtr, BufferUsageARB.StaticDraw); } gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo); fixed (uint* indexPtr = indices) { gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), indexPtr, BufferUsageARB.StaticDraw); } const uint stride = FloatsPerVertex * sizeof(float); gl.EnableVertexAttribArray(0); gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, null); gl.EnableVertexAttribArray(1); gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float))); gl.EnableVertexAttribArray(2); gl.VertexAttribPointer(2, 3, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float))); gl.EnableVertexAttribArray(3); gl.VertexAttribPointer(3, 2, VertexAttribPointerType.Float, false, stride, (void*)(9 * sizeof(float))); gl.BindVertexArray(0); return new GpuMesh(gl, vao, vbo, ebo, (uint)indices.Length, primitiveType, material); } }