26.09.2020

+ Added BoundingBoxes to Meshes
+ SM.Base.Objects.Mesh
+ Vertex Colors
+ ShowItem Collections + 2D Equlivant
+ Default Class to store Default Values
+ SM.OGL.GLSystem to store OpenGL specific system information

+ SM2D.DrawColor // not working yet
+ SM2D.DrawComplex to allow access to all features.
+ SM2D.DrawPolygon
+ Polygon system // for 2D only yet

~ Renamed SM.OGL.Mesh to SM.OGL.GenericMesh
This commit is contained in:
Michel Fedde 2020-09-26 23:40:16 +02:00
parent c4a0847567
commit 617a7ef044
39 changed files with 598 additions and 66 deletions

View file

@ -32,10 +32,10 @@ namespace SM.OGL
GL.Enable(EnableCap.DebugOutput);
GL.Enable(EnableCap.DebugOutputSynchronous);
}
catch
catch (AccessViolationException)
{
Console.WriteLine("Enableing proper GLDebugging failed. \n" +
"Often it fails, because your hardware doesn't provied proper OpenGL 4 \n" +
"Often it fails, because your hardware doesn't provide proper OpenGL 4 \n" +
" or KHR_debug extension support.");
}

View file

@ -13,7 +13,7 @@ namespace SM.OGL
{
get
{
if (AutoCompile && _id < 0) Compile();
if (AutoCompile && !WasCompiled) Compile();
return _id;
}
}
@ -27,7 +27,7 @@ namespace SM.OGL
public void Name(string name)
{
GL.ObjectLabel(TypeIdentifier, _id, name.Length, name);
if (GLSystem.Debugging) GL.ObjectLabel(TypeIdentifier, _id, name.Length, name);
}
public static implicit operator int(GLObject glo) => glo.ID;

33
SMCode/SM.OGL/GLSystem.cs Normal file
View file

@ -0,0 +1,33 @@
using System.Linq;
using OpenTK.Graphics.OpenGL4;
namespace SM.OGL
{
public class GLSystem
{
private static bool _init = false;
public static Version DeviceVersion { get; private set; }
public static Version ForcedVersion { get; set; } = new Version();
public static Version ShadingVersion { get; private set; }
public static string[] Extensions { get; private set; }
public static bool Debugging { get; private set; }
public static void INIT_SYSTEM()
{
if (_init) return;
DeviceVersion = Version.CreateGLVersion(GL.GetString(StringName.Version));
ShadingVersion = Version.CreateGLVersion(GL.GetString(StringName.ShadingLanguageVersion));
Extensions = GL.GetString(StringName.Extensions).Split(' ');
Debugging = Extensions.Contains("KHR_debug");
if (Debugging) GLDebugging.EnableDebugging();
_init = true;
}
}
}

View file

@ -0,0 +1,40 @@
using System;
using System.Runtime.CompilerServices;
using OpenTK;
namespace SM.OGL.Mesh
{
public class BoundingBox
{
public Vector3 Max = Vector3.Zero;
public Vector3 Min = Vector3.Zero;
public Vector3 this[bool x, bool y, bool z] => new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
public BoundingBox() {}
public BoundingBox(Vector3 min, Vector3 max)
{
Min = min;
Max = max;
}
public void Update(Vector2 vector)
{
for (int i = 0; i < 2; i++)
{
Min[i] = Math.Min(Min[i], vector[i]);
Max[i] = Math.Max(Min[i], vector[i]);
}
}
public void Update(Vector3 vector)
{
for (int i = 0; i < 3; i++)
{
Min[i] = Math.Min(Min[i], vector[i]);
Max[i] = Math.Max(Min[i], vector[i]);
}
}
}
}

View file

@ -1,13 +1,12 @@
using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
using Buffer = OpenTK.Graphics.OpenGL4.Buffer;
namespace SM.OGL.Mesh
{
public class Mesh : GLObject
public abstract class GenericMesh : GLObject
{
public static int BufferSizeMultiplier = 3;
protected override bool AutoCompile { get; } = true;
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.VertexArray;
@ -17,9 +16,13 @@ namespace SM.OGL.Mesh
public virtual VBO UVs { get; }
public virtual VBO Normals { get; }
public virtual BoundingBox BoundingBox { get; } = new BoundingBox();
public virtual Dictionary<int, VBO> AttribDataIndex { get; }
public Mesh()
public virtual int[] Indices { get; set; }
protected GenericMesh()
{
AttribDataIndex = new Dictionary<int, VBO>()
{

View file

@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
namespace SM.OGL.Mesh
@ -29,6 +31,12 @@ namespace SM.OGL.Mesh
public void Add(float x, float y) => AddRange(new[] {x,y});
public void Add(float x, float y, float z) => AddRange(new[] {x,y,z});
public void Add(float x, float y, float z, float w) => AddRange(new[] {x,y,z,w});
public void Add(Vector2 vector) => Add(vector.X, vector.Y);
public void Add(Vector2 vector, float z) => Add(vector.X, vector.Y, z);
public void Add(Vector2 vector, float z, float w) => Add(vector.X, vector.Y, z, w);
public void Add(Vector3 vector) => Add(vector.X, vector.Y, vector.Z);
public void Add(Vector4 vector) => Add(vector.X, vector.Y, vector.Z, vector.W);
public void Add(Color4 color) => Add(color.R, color.G, color.B, color.A);
public void BindBuffer(int attribID)
{
@ -36,7 +44,7 @@ namespace SM.OGL.Mesh
int buffer = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
GL.BufferData(BufferTarget.ArrayBuffer, data.Length * Mesh.BufferSizeMultiplier, data, BufferUsageHint);
GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, BufferUsageHint);
GL.VertexAttribPointer(attribID, PointerSize, PointerType, Normalised, PointerStride, PointerOffset);
GL.EnableVertexAttribArray(attribID);

View file

@ -46,7 +46,9 @@
<ItemGroup>
<Compile Include="GLDebugging.cs" />
<Compile Include="GLObject.cs" />
<Compile Include="Mesh\Mesh.cs" />
<Compile Include="GLSystem.cs" />
<Compile Include="Mesh\BoundingBox.cs" />
<Compile Include="Mesh\GenericMesh.cs" />
<Compile Include="Mesh\TypeDefinition.cs" />
<Compile Include="Mesh\VBO.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
@ -56,6 +58,7 @@
<Compile Include="Shaders\Uniform.cs" />
<Compile Include="Shaders\UniformCollection.cs" />
<Compile Include="Texture\TextureBase.cs" />
<Compile Include="Version.cs" />
</ItemGroup>
<ItemGroup />
<ItemGroup>

View file

@ -48,10 +48,22 @@ namespace SM.OGL.Shaders
Load();
}
public void DrawObject(Mesh.Mesh mesh, int amount, bool bindVAO = false)
public void DrawObject(Mesh.GenericMesh mesh, int amount, bool bindVAO = false)
{
if (bindVAO) GL.BindVertexArray(mesh);
GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count, amount);
if (mesh.Indices != null)
GL.DrawElementsInstanced(mesh.PrimitiveType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
else
GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count, amount);
}
protected void CleanUp()
{
Uniforms.NextTexture = 0;
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BindVertexArray(0);
}
}
}

31
SMCode/SM.OGL/Version.cs Normal file
View file

@ -0,0 +1,31 @@
namespace SM.OGL
{
public struct Version
{
public int MajorVersion;
public int MinorVersion;
public Version(int majorVersion, int minorVersion)
{
MinorVersion = minorVersion;
MajorVersion = majorVersion;
}
public Version(string version)
{
string[] splits = version.Trim().Split(new []{'.'}, 2);
MajorVersion = int.Parse(splits[0]);
MinorVersion = int.Parse(splits[1]);
}
public override string ToString()
{
return $"{MajorVersion}.{MinorVersion}";
}
public static Version CreateGLVersion(string version)
{
return new Version(version.Substring(0, 3));
}
}
}