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
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c4a0847567
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39 changed files with 598 additions and 66 deletions
40
SMCode/SM.OGL/Mesh/BoundingBox.cs
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40
SMCode/SM.OGL/Mesh/BoundingBox.cs
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@ -0,0 +1,40 @@
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using System;
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using System.Runtime.CompilerServices;
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using OpenTK;
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namespace SM.OGL.Mesh
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{
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public class BoundingBox
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{
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public Vector3 Max = Vector3.Zero;
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public Vector3 Min = Vector3.Zero;
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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);
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public BoundingBox() {}
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public BoundingBox(Vector3 min, Vector3 max)
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{
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Min = min;
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Max = max;
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}
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public void Update(Vector2 vector)
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{
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for (int i = 0; i < 2; i++)
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{
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Min[i] = Math.Min(Min[i], vector[i]);
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Max[i] = Math.Max(Min[i], vector[i]);
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}
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}
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public void Update(Vector3 vector)
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{
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for (int i = 0; i < 3; i++)
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{
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Min[i] = Math.Min(Min[i], vector[i]);
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Max[i] = Math.Max(Min[i], vector[i]);
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}
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}
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}
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}
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@ -1,13 +1,12 @@
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using System;
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using System.Collections.Generic;
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using OpenTK.Graphics.OpenGL4;
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using Buffer = OpenTK.Graphics.OpenGL4.Buffer;
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namespace SM.OGL.Mesh
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{
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public class Mesh : GLObject
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public abstract class GenericMesh : GLObject
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{
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public static int BufferSizeMultiplier = 3;
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protected override bool AutoCompile { get; } = true;
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.VertexArray;
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@ -17,9 +16,13 @@ namespace SM.OGL.Mesh
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public virtual VBO UVs { get; }
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public virtual VBO Normals { get; }
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public virtual BoundingBox BoundingBox { get; } = new BoundingBox();
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public virtual Dictionary<int, VBO> AttribDataIndex { get; }
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public Mesh()
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public virtual int[] Indices { get; set; }
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protected GenericMesh()
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{
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AttribDataIndex = new Dictionary<int, VBO>()
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{
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@ -1,6 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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namespace SM.OGL.Mesh
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@ -29,6 +31,12 @@ namespace SM.OGL.Mesh
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public void Add(float x, float y) => AddRange(new[] {x,y});
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public void Add(float x, float y, float z) => AddRange(new[] {x,y,z});
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public void Add(float x, float y, float z, float w) => AddRange(new[] {x,y,z,w});
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public void Add(Vector2 vector) => Add(vector.X, vector.Y);
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public void Add(Vector2 vector, float z) => Add(vector.X, vector.Y, z);
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public void Add(Vector2 vector, float z, float w) => Add(vector.X, vector.Y, z, w);
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public void Add(Vector3 vector) => Add(vector.X, vector.Y, vector.Z);
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public void Add(Vector4 vector) => Add(vector.X, vector.Y, vector.Z, vector.W);
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public void Add(Color4 color) => Add(color.R, color.G, color.B, color.A);
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public void BindBuffer(int attribID)
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{
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@ -36,7 +44,7 @@ namespace SM.OGL.Mesh
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int buffer = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
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GL.BufferData(BufferTarget.ArrayBuffer, data.Length * Mesh.BufferSizeMultiplier, data, BufferUsageHint);
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GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, BufferUsageHint);
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GL.VertexAttribPointer(attribID, PointerSize, PointerType, Normalised, PointerStride, PointerOffset);
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GL.EnableVertexAttribArray(attribID);
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