smrendererv3/SM.Core/Mesh/Mesh.cs
Michel Fedde 421d03f91d 15.09.2020
Everything currently don't work / can't be tested.

+ Generic Shader-Implermentation
+ Mesh-System + Plate-Mesh
2020-09-15 22:16:18 +02:00

44 lines
No EOL
1.3 KiB
C#

using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
namespace SM.OGL.Mesh
{
public class Mesh : GLObject
{
public static int BufferSizeMultiplier = 3;
protected override bool AutoCompile { get; } = true;
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.VertexArray;
public virtual PrimitiveType PrimitiveType { get; } = PrimitiveType.Triangles;
public virtual VBO Vertex { get; }
public virtual VBO UVs { get; }
public virtual VBO Normals { get; }
public virtual Dictionary<int, VBO> AttribDataIndex { get; }
public Mesh()
{
AttribDataIndex = new Dictionary<int, VBO>()
{
{0, Vertex},
{1, UVs},
{2, Normals},
};
}
protected override void Compile()
{
_id = GL.GenVertexArray();
GL.BindVertexArray(_id);
if (AttribDataIndex == null) throw new Exception("[Critical] The model requires a attribute data index.");
foreach (KeyValuePair<int, VBO> kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key);
GL.BindVertexArray(0);
}
}
}