using LearnOpenTK.Common; using OpenTK.Graphics.OpenGL4; using OpenTK.Mathematics; namespace TheLabs.Shapes; public class Circle { // Vertex Array Object, Vertex Buffer Object, Element Buffer Object private int _vao; private int _vbo; private int _ebo; private int _vertexCount; private readonly float[] _vertices = { }; private int _maxVert = 100; public Circle() { for (int i = 0; i <= _maxVert; i++) { float angle = i * 2.0f * MathF.PI / _maxVert; float x = 0.5f * MathF.Cos(angle); float y = 0.5f * MathF.Sin(angle); Array.Resize(ref _vertices, _vertices.Length + 7); _vertices[^7] = x; _vertices[^6] = y; _vertices[^5] = 0.0f; _vertices[^4] = 1f; _vertices[^3] = 0f; _vertices[^2] = 0f; _vertices[^1] = 1f; } // The Vertex Array Object // This stores the confifuration of vertex atributes _vao = GL.GenVertexArray(); // The Vertex Buffer Object // This stores the actual vertex data e.g. positions, colors, normals, texture coordinates _vbo = GL.GenBuffer(); // We bind the VAO GL.BindVertexArray(_vao); GL.BindBuffer(BufferTarget.ArrayBuffer, _vbo); // Specifying the type of buffer // Uploading the vertex data to the GPU GL.BufferData(BufferTarget.ArrayBuffer, _vertices.Length * sizeof(float), _vertices, BufferUsageHint.StaticDraw); // We tell opengl how to interpret the vertex data. // The Location 0 corresponds to the layout(location = 0) in the vertex shader // How many components (x, y, z) -> 3 // Data type -> float // Not normalized // The Stride -> The total size of a vertex (in bytes) // The offset -> The position data starts at the beginning of the vertex data so 0 var stride = 7 * sizeof(float); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, 0); GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, stride, 3 * sizeof(float)); GL.EnableVertexAttribArray(1); GL.BindVertexArray(0); } public void Draw(Shader shader, Matrix4 matrix4) { shader.SetMatrix4("model", matrix4); GL.BindVertexArray(_vao); GL.DrawArrays(PrimitiveType.TriangleFan, 0, _vertices.Length / 7); } public void Dispose() { GL.DeleteBuffer(_vbo); GL.DeleteBuffer(_ebo); GL.DeleteVertexArray(_vao); } }