#region usings
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Mesh
{
///
/// Represents a Vertex Buffer Object used for meshes.
///
public class VBO : List
{
///
/// Specifies the expected usage pattern of the data store.
///
public BufferUsageHint BufferUsageHint;
///
/// Normalise floats?
///
public bool Normalised;
///
/// 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.
///
public int PointerOffset;
///
/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
///
public int PointerSize;
///
/// Specifies the byte offset between consecutive generic vertex attributes.
///
public int PointerStride;
///
/// The VBO gets ignored when true.
/// Default: true
///
public bool Active = true;
///
/// Specifies the data type of each component in the array.
///
public VertexAttribPointerType PointerType;
///
/// Generates a VBO for inserting mesh data.
///
///
/// Specifies the expected usage pattern of the data store.
/// Default: StaticDraw
///
///
/// Specifies the data type of each component in the array.
/// Default: Float
///
///
/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
/// Default: 3
///
///
/// Specifies the byte offset between consecutive generic vertex attributes.
/// Default: 0
///
///
/// 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.
/// Default: 0
///
///
/// Normalise floats?
/// Default: false
///
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;
PointerStride = pointerStride;
PointerOffset = pointerOffset;
Normalised = normalised;
}
///
/// Adds two values to the VBO.
///
public void Add(float x, float y)
{
AddRange(new[] {x, y});
}
///
/// Adds three values to the VBO.
///
public void Add(float x, float y, float z)
{
AddRange(new[] {x, y, z});
}
///
/// Adds four values to the VBO.
///
public void Add(float x, float y, float z, float w)
{
AddRange(new[] {x, y, z, w});
}
///
/// Adds a Vector2.
///
public void Add(Vector2 vector)
{
Add(vector.X, vector.Y);
}
///
/// Adds a Vector2 and a value.
///
public void Add(Vector2 vector, float z)
{
Add(vector.X, vector.Y, z);
}
///
/// Adds a Vector2 and two values.
///
public void Add(Vector2 vector, float z, float w)
{
Add(vector.X, vector.Y, z, w);
}
public void Add(params Vector2[] vectors)
{
foreach (Vector2 vector in vectors)
{
Add(vector);
}
}
///
/// Adds a Vector3.
///
public void Add(Vector3 vector)
{
Add(vector.X, vector.Y, vector.Z);
}
///
/// Adds a Vector3 and a value.
///
public void Add(Vector3 vector, float w)
{
Add(vector.X, vector.Y, vector.Z, w);
}
public void Add(params Vector3[] vectors)
{
foreach (Vector3 vector in vectors)
{
Add(vector);
}
}
///
/// Adds a vector4.
///
///
public void Add(Vector4 vector)
{
Add(vector.X, vector.Y, vector.Z, vector.W);
}
///
/// Adds a color.
///
public void Add(Color4 color)
{
Add(color.R, color.G, color.B, color.A);
}
///
/// Binds the buffer to the active VAO.
///
/// The id for the attribute.
internal void BindBuffer(int attribID)
{
if (!Active) return;
var data = ToArray();
var buffer = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, BufferUsageHint);
GL.VertexAttribPointer(attribID, PointerSize, PointerType, Normalised, PointerStride, PointerOffset);
GL.EnableVertexAttribArray(attribID);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
}
}