+ Mesh updating

This commit is contained in:
Michel Fedde 2021-03-24 14:54:49 +01:00
parent 9fa1ac6ad9
commit 58c5bafa1b
4 changed files with 70 additions and 18 deletions

View file

@ -103,6 +103,29 @@ namespace SM.OGL.Mesh
GL.BindVertexArray(0);
}
/// <summary>
/// This updates the parts of the mesh, that needs updating.
/// </summary>
public void Update()
{
if (!WasCompiled)
{
Compile();
return;
}
GL.BindVertexArray(_id);
UpdateBoundingBox();
foreach(var attrib in Attributes)
{
if (attrib.ConnectedVBO == null || !attrib.ConnectedVBO.Active || !attrib.ConnectedVBO.CanBeUpdated) continue;
attrib.ConnectedVBO.Update();
}
}
/// <inheritdoc />
public override void Dispose()
{

View file

@ -1,5 +1,6 @@
#region usings
using System;
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics;
@ -14,6 +15,11 @@ namespace SM.OGL.Mesh
/// </summary>
public class VBO : List<float>
{
/// <summary>
/// The ID for the buffer.
/// </summary>
public int BufferID { get; private set; }
/// <summary>
/// Specifies the expected usage pattern of the data store.
/// </summary>
@ -51,6 +57,11 @@ namespace SM.OGL.Mesh
/// </summary>
public VertexAttribPointerType PointerType;
/// <summary>
/// If true it can be updated, otherwise it will get ignored, when the mesh gets updated.
/// </summary>
public bool CanBeUpdated = false;
/// <summary>
/// Generates a VBO for inserting mesh data.
/// </summary>
@ -91,12 +102,18 @@ namespace SM.OGL.Mesh
Normalised = normalised;
}
public void Add(float x)
{
CanBeUpdated = true;
}
/// <summary>
/// Adds two values to the VBO.
/// </summary>
public void Add(float x, float y)
{
AddRange(new[] {x, y});
CanBeUpdated = true;
}
/// <summary>
@ -105,6 +122,7 @@ namespace SM.OGL.Mesh
public void Add(float x, float y, float z)
{
AddRange(new[] {x, y, z});
CanBeUpdated = true;
}
/// <summary>
@ -113,6 +131,7 @@ namespace SM.OGL.Mesh
public void Add(float x, float y, float z, float w)
{
AddRange(new[] {x, y, z, w});
CanBeUpdated = true;
}
/// <summary>
@ -205,13 +224,23 @@ namespace SM.OGL.Mesh
var data = ToArray();
var buffer = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
BufferID = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferID);
GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, BufferUsageHint);
GL.VertexAttribPointer(attribID, PointerSize, PointerType, Normalised, PointerStride, PointerOffset);
GL.EnableVertexAttribArray(attribID);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
CanBeUpdated = false;
}
internal void Update()
{
var data = ToArray();
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferID);
GL.BufferSubData(BufferTarget.ArrayBuffer, IntPtr.Zero, data.Length * sizeof(float), data);
}
}
}