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

@ -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);