+ Added BoundingBoxes to Meshes + SM.Base.Objects.Mesh + Vertex Colors + ShowItem Collections + 2D Equlivant + Default Class to store Default Values + SM.OGL.GLSystem to store OpenGL specific system information + SM2D.DrawColor // not working yet + SM2D.DrawComplex to allow access to all features. + SM2D.DrawPolygon + Polygon system // for 2D only yet ~ Renamed SM.OGL.Mesh to SM.OGL.GenericMesh
47 lines
No EOL
1.4 KiB
C#
47 lines
No EOL
1.4 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenTK.Graphics.OpenGL4;
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using Buffer = OpenTK.Graphics.OpenGL4.Buffer;
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namespace SM.OGL.Mesh
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{
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public abstract class GenericMesh : GLObject
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{
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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 BoundingBox BoundingBox { get; } = new BoundingBox();
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public virtual Dictionary<int, VBO> AttribDataIndex { get; }
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public virtual int[] Indices { get; set; }
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protected GenericMesh()
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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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} |