Reworked the VBO

This commit is contained in:
Michel Fedde 2021-03-26 10:41:29 +01:00
parent 3bc90dd83b
commit ee732240f7
11 changed files with 174 additions and 253 deletions

View file

@ -124,7 +124,7 @@ namespace SM.OGL.Mesh
public void Update(GenericMesh mesh)
{
int pos = 0;
foreach (float f in mesh.Vertex)
foreach (float f in mesh.Vertex.GetFloats())
{
Min[pos] = Math.Min(Min[pos], f);
Max[pos] = Math.Max(Max[pos], f);

View file

@ -1,6 +1,7 @@
#region usings
using System;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
#endregion
@ -29,17 +30,17 @@ namespace SM.OGL.Mesh
/// <summary>
/// Contains the vertices for the mesh.
/// </summary>
public virtual VBO Vertex { get; protected set; }
public virtual VBO<Vector3> Vertex { get; protected set; }
/// <summary>
/// Contains the texture coords for the mesh.
/// </summary>
public virtual VBO UVs { get; protected set; }
public virtual VBO<Vector2> UVs { get; protected set; }
/// <summary>
/// Contains the normals for the mesh.
/// </summary>
public virtual VBO Normals { get; protected set; }
public virtual VBO<Vector3> Normals { get; protected set; }
/// <summary>
/// Represents the bounding box.
@ -97,8 +98,12 @@ namespace SM.OGL.Mesh
if (!_boundingBoxUpdated)
UpdateBoundingBox();
foreach (var kvp in Attributes)
kvp.ConnectedVBO?.BindBuffer(kvp.Index);
foreach (var kvp in Attributes)
{
if (kvp.ConnectedVBO == null) continue;
kvp.ConnectedVBO.AttributeID = kvp.Index;
kvp.ConnectedVBO.Compile();
}
GL.BindVertexArray(0);
}

View file

@ -1,246 +1,155 @@
#region usings
using System;
using System.Collections.Generic;
using OpenTK;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SM.OGL.Mesh
{
/// <summary>
/// Represents a Vertex Buffer Object used for meshes.
/// </summary>
public class VBO : List<float>
public abstract class VBO : GLObject
{
/// <summary>
/// The ID for the buffer.
/// </summary>
public int BufferID { get; private set; }
private float[] _floatArray;
/// <summary>
/// Specifies the expected usage pattern of the data store.
/// </summary>
public BufferUsageHint BufferUsageHint;
protected override bool AutoCompile { get => false; set { return; } }
public override ObjectLabelIdentifier TypeIdentifier => ObjectLabelIdentifier.Buffer;
/// <summary>
/// Normalise floats?
/// </summary>
public bool Normalised;
public bool Active { get; set; } = true;
public bool CanBeUpdated { get; set; } = true;
/// <summary>
/// Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of
/// the buffer currently bound to the GL_ARRAY_BUFFER target.
/// </summary>
public int PointerOffset;
public bool Normalized { get; protected set; }
public int PointerOffset { get; protected set; }
public int PointerStride { get; protected set; }
public int PointerSize { get; protected set; }
public BufferUsageHint UsageHint { get; protected set; }
public VertexAttribPointerType PointerType { get; protected set; }
/// <summary>
/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
/// </summary>
public int PointerSize;
public int AttributeID { get; internal set; }
/// <summary>
/// Specifies the byte offset between consecutive generic vertex attributes.
/// </summary>
public int PointerStride;
public abstract int Count { get; }
/// <summary>
/// The VBO gets ignored when true.
/// <para>Default: true</para>
/// </summary>
public bool Active = true;
/// <summary>
/// Specifies the data type of each component in the array.
/// </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>
/// <param name="bufferUsageHint">
/// Specifies the expected usage pattern of the data store.
/// <para>Default: StaticDraw</para>
/// </param>
/// <param name="pointerType">
/// Specifies the data type of each component in the array.
/// <para>Default: Float</para>
/// </param>
/// <param name="pointerSize">
/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
/// <para>Default: 3</para>
/// </param>
/// <param name="pointerStride">
/// Specifies the byte offset between consecutive generic vertex attributes.
/// <para>Default: 0</para>
/// </param>
/// <param name="pointerOffset">
/// Specifies a offset of the first component of the first generic vertex attribute in the
/// array in the data store of the buffer currently bound to the GL_ARRAY_BUFFER target.
/// <para>Default: 0</para>
/// </param>
/// <param name="normalised">
/// Normalise floats?
/// <para>Default: false</para>
/// </param>
public VBO(BufferUsageHint bufferUsageHint = BufferUsageHint.StaticDraw,
VertexAttribPointerType pointerType = VertexAttribPointerType.Float, int pointerSize = 3,
int pointerStride = 0, int pointerOffset = 0, bool normalised = false)
{
BufferUsageHint = bufferUsageHint;
PointerType = pointerType;
PointerSize = pointerSize;
UsageHint = bufferUsageHint;
PointerStride = pointerStride;
PointerOffset = pointerOffset;
Normalised = normalised;
Normalized = normalised;
}
public void Add(float x)
public override void Compile()
{
CanBeUpdated = true;
}
base.Compile();
/// <summary>
/// Adds two values to the VBO.
/// </summary>
public void Add(float x, float y)
{
AddRange(new[] {x, y});
CanBeUpdated = true;
}
/// <summary>
/// Adds three values to the VBO.
/// </summary>
public void Add(float x, float y, float z)
{
AddRange(new[] {x, y, z});
CanBeUpdated = true;
}
/// <summary>
/// Adds four values to the VBO.
/// </summary>
public void Add(float x, float y, float z, float w)
{
AddRange(new[] {x, y, z, w});
CanBeUpdated = true;
}
/// <summary>
/// Adds a Vector2.
/// </summary>
public void Add(Vector2 vector)
{
Add(vector.X, vector.Y);
}
/// <summary>
/// Adds a Vector2 and a value.
/// </summary>
public void Add(Vector2 vector, float z)
{
Add(vector.X, vector.Y, z);
}
/// <summary>
/// Adds a Vector2 and two values.
/// </summary>
public void Add(Vector2 vector, float z, float w)
{
Add(vector.X, vector.Y, z, w);
}
/// <summary>
/// Adds a array of vector2s.
/// </summary>
/// <param name="vectors"></param>
public void Add(params Vector2[] vectors)
{
foreach (Vector2 vector in vectors)
{
Add(vector);
}
}
/// <summary>
/// Adds a Vector3.
/// </summary>
public void Add(Vector3 vector)
{
Add(vector.X, vector.Y, vector.Z);
}
/// <summary>
/// Adds a Vector3 and a value.
/// </summary>
public void Add(Vector3 vector, float w)
{
Add(vector.X, vector.Y, vector.Z, w);
}
/// <summary>
/// Adds a array of Vector3s.
/// </summary>
/// <param name="vectors"></param>
public void Add(params Vector3[] vectors)
{
foreach (Vector3 vector in vectors)
{
Add(vector);
}
}
/// <summary>
/// Adds a vector4.
/// </summary>
/// <param name="vector"></param>
public void Add(Vector4 vector)
{
Add(vector.X, vector.Y, vector.Z, vector.W);
}
/// <summary>
/// Adds a color.
/// </summary>
public void Add(Color4 color)
{
Add(color.R, color.G, color.B, color.A);
}
/// <summary>
/// Binds the buffer to the active VAO.
/// </summary>
/// <param name="attribID">The id for the attribute.</param>
internal void BindBuffer(int attribID)
{
if (!Active) return;
var data = ToArray();
float[] data = ToFloat();
BufferID = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferID);
GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, BufferUsageHint);
_id = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, _id);
GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, UsageHint);
GL.VertexAttribPointer(attribID, PointerSize, PointerType, Normalised, PointerStride, PointerOffset);
GL.EnableVertexAttribArray(attribID);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.VertexAttribPointer(AttributeID, PointerSize, PointerType, Normalized, PointerStride, PointerOffset);
GL.EnableVertexAttribArray(AttributeID);
CanBeUpdated = false;
}
internal void Update()
public void Update()
{
var data = ToArray();
float[] data = GetFloats();
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferID);
GL.BindBuffer(BufferTarget.ArrayBuffer, _id);
GL.BufferSubData(BufferTarget.ArrayBuffer, IntPtr.Zero, data.Length * sizeof(float), data);
CanBeUpdated = false;
}
public override void Dispose()
{
GL.DeleteBuffer(_id);
base.Dispose();
}
public float[] GetFloats()
{
if (_floatArray == null || CanBeUpdated)
{
_floatArray = ToFloat();
}
return _floatArray;
}
protected abstract float[] ToFloat();
}
public class VBO<TType> : VBO, IEnumerable<TType>
where TType : struct
{
static Dictionary<Type, Tuple<int, VertexAttribPointerType>> _pointerSizes = new Dictionary<Type, Tuple<int, VertexAttribPointerType>>()
{
{ typeof(float), new Tuple<int, VertexAttribPointerType>(1, VertexAttribPointerType.Float) },
{ typeof(Vector2), new Tuple<int, VertexAttribPointerType>(2, VertexAttribPointerType.Float) },
{ typeof(Vector3), new Tuple<int, VertexAttribPointerType>(3, VertexAttribPointerType.Float) },
{ typeof(Vector4), new Tuple<int, VertexAttribPointerType>(4, VertexAttribPointerType.Float) },
{ typeof(Color4), new Tuple<int, VertexAttribPointerType>(4, VertexAttribPointerType.Float) },
};
private List<TType> _values = new List<TType>();
public override int Count => _values.Count;
public VBO(BufferUsageHint bufferUsageHint = BufferUsageHint.StaticDraw,
int pointerStride = 0, int pointerOffset = 0, bool normalised = false) : base(bufferUsageHint, pointerStride, pointerOffset, normalised)
{
if (!_pointerSizes.ContainsKey(typeof(TType)))
throw new NotSupportedException($"The type '{typeof(TType).FullName}' is not applicable for VBOs.");
PointerSize = _pointerSizes[typeof(TType)].Item1;
PointerType = _pointerSizes[typeof(TType)].Item2;
}
public void Add(TType value)
{
_values.Add(value);
CanBeUpdated = true;
}
public void RemoveAt(int pos)
{
_values.RemoveAt(pos);
CanBeUpdated = true;
}
public IEnumerator<TType> GetEnumerator()
{
return _values.GetEnumerator();
}
protected override float[] ToFloat()
{
List<float> floats = new List<float>();
foreach (TType value in _values)
{
switch (value)
{
case float f: floats.Add(f); break;
case Vector2 v: floats.AddRange(new[] { v.X, v.Y }); break;
case Vector3 v: floats.AddRange(new[] { v.X, v.Y, v.Z }); break;
case Vector4 v: floats.AddRange(new[] { v.X, v.Y, v.Z, v.W }); break;
case Color4 v: floats.AddRange(new[] { v.R, v.G, v.B, v.A }); break;
}
}
return floats.ToArray();
}
IEnumerator IEnumerable.GetEnumerator()
{
return _values.GetEnumerator();
}
}
}
}

View file

@ -144,7 +144,7 @@ namespace SM.OGL.Shaders
if (mesh.Indices != null)
GL.DrawElementsInstanced(mesh.PrimitiveType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
else
GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count / mesh.Vertex.PointerSize, amount);
GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count, amount);
}
/// <summary>
/// Draws the mesh while forcing a primitive type instead of using the mesh type.
@ -157,7 +157,7 @@ namespace SM.OGL.Shaders
if (mesh.Indices != null)
GL.DrawElementsInstanced(modelType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
else
GL.DrawArraysInstanced(modelType, 0, mesh.Vertex.Count / mesh.Vertex.PointerSize, amount);
GL.DrawArraysInstanced(modelType, 0, mesh.Vertex.Count, amount);
}
/// <summary>