Everything currently don't work / can't be tested. + Generic Shader-Implermentation + Mesh-System + Plate-Mesh
44 lines
No EOL
1.3 KiB
C#
44 lines
No EOL
1.3 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenTK.Graphics.OpenGL4;
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namespace SM.OGL.Mesh
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{
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public class Mesh : GLObject
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{
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public static int BufferSizeMultiplier = 3;
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protected override bool AutoCompile { get; } = true;
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.VertexArray;
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public virtual PrimitiveType PrimitiveType { get; } = PrimitiveType.Triangles;
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public virtual VBO Vertex { get; }
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public virtual VBO UVs { get; }
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public virtual VBO Normals { get; }
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public virtual Dictionary<int, VBO> AttribDataIndex { get; }
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public Mesh()
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{
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AttribDataIndex = new Dictionary<int, VBO>()
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{
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{0, Vertex},
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{1, UVs},
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{2, Normals},
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};
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}
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protected 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 (AttribDataIndex == null) throw new Exception("[Critical] The model requires a attribute data index.");
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foreach (KeyValuePair<int, VBO> kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key);
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GL.BindVertexArray(0);
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}
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}
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} |