Loads and loads of small improvements I added while developing on my game
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41421b1df9
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107 changed files with 2278 additions and 1023 deletions
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@ -2,6 +2,7 @@
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using System;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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#endregion
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@ -47,9 +48,35 @@ namespace SM.OGL.Mesh
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/// <param name="y">If true, it takes the Y-value of maximum, otherwise the minimum.</param>
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/// <param name="z">If true, it takes the Z-value of maximum, otherwise the minimum.</param>
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/// <returns></returns>
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public Vector3 this[bool x, bool y, bool z] =>
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new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
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public Vector3 this[bool x, bool y, bool z] => Get(x,y,z);
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public Vector3 Get(bool x, bool y, bool z)
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{
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return new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
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}
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public Vector3 Get(bool xyz) => Get(xyz, xyz, xyz);
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public Vector3 Get(Matrix4 transformation, bool x, bool y, bool z)
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{
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Vector3 get = Get(x, y, z);
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return (new Vector4(get, 1) * transformation).Xyz;
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}
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public Vector3 Get(Matrix4 transformation, bool xyz) => Get(transformation, xyz, xyz, xyz);
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public void Update(GenericMesh mesh)
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{
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int pos = 0;
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foreach (float f in mesh.Vertex)
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{
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Min[pos] = Math.Min(Min[pos], f);
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Max[pos] = Math.Max(Max[pos], f);
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pos++;
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pos %= mesh.Vertex.PointerSize;
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}
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}
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/// <summary>
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/// Updates the bounding box.
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/// </summary>
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@ -13,6 +13,9 @@ namespace SM.OGL.Mesh
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/// </summary>
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public abstract class GenericMesh : GLObject
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{
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private bool _boundingBoxUpdated = false;
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public static int LastID { get; internal set; } = -1;
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/// <summary>
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/// Generates the AttribDataIndex
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@ -69,14 +72,28 @@ namespace SM.OGL.Mesh
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/// </summary>
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public virtual int[] Indices { get; set; }
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public void UpdateBoundingBox()
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{
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BoundingBox.Update(this);
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_boundingBoxUpdated = true;
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}
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public void Activate()
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{
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GL.BindVertexArray(ID);
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}
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/// <inheritdoc />
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public override void Compile()
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{
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_id = GL.GenVertexArray();
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GL.BindVertexArray(_id);
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if (Attributes == null || Attributes.Count == 0) throw new Exception("[Critical] The model requires attributes.");
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if (!_boundingBoxUpdated)
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UpdateBoundingBox();
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foreach (var kvp in Attributes)
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kvp.ConnectedVBO?.BindBuffer(kvp.Index);
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7
SMCode/SM.OGL/Mesh/ILineMesh.cs
Normal file
7
SMCode/SM.OGL/Mesh/ILineMesh.cs
Normal file
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@ -0,0 +1,7 @@
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namespace SM.OGL.Mesh
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{
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public interface ILineMesh
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{
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float LineWidth { get; set; }
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}
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}
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using OpenTK.Graphics.OpenGL;
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namespace SM.OGL.Mesh
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{
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@ -50,5 +51,11 @@ namespace SM.OGL.Mesh
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//if (vbo == null) return;
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Add(new MeshAttribute(id, name, vbo));
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}
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public bool Has(string name)
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{
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VBO attribute = this[name];
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return attribute != null && attribute.Active;
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}
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}
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}
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@ -40,6 +40,8 @@ namespace SM.OGL.Mesh
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/// </summary>
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public int PointerStride;
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public bool Active = true;
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/// <summary>
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/// Specifies the data type of each component in the array.
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/// </summary>
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@ -133,6 +135,14 @@ namespace SM.OGL.Mesh
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Add(vector.X, vector.Y, z, w);
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}
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public void Add(params Vector2[] vectors)
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{
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foreach (Vector2 vector in vectors)
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{
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Add(vector);
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}
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}
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/// <summary>
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/// Adds a Vector3.
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/// </summary>
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@ -149,6 +159,13 @@ namespace SM.OGL.Mesh
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Add(vector.X, vector.Y, vector.Z, w);
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}
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public void Add(params Vector3[] vectors)
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{
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foreach (Vector3 vector in vectors)
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{
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Add(vector);
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}
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}
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/// <summary>
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/// Adds a vector4.
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/// </summary>
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@ -172,6 +189,8 @@ namespace SM.OGL.Mesh
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/// <param name="attribID">The id for the attribute.</param>
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internal void BindBuffer(int attribID)
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{
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if (!Active) return;
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var data = ToArray();
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var buffer = GL.GenBuffer();
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