+ render pipeline system for more control about the renderering. + Log system + Framebuffer system ~ Default shader was moved to pipelines.
79 lines
No EOL
2.4 KiB
C#
79 lines
No EOL
2.4 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using OpenTK.Graphics.OpenGL4;
|
|
using Buffer = OpenTK.Graphics.OpenGL4.Buffer;
|
|
|
|
namespace SM.OGL.Mesh
|
|
{
|
|
/// <summary>
|
|
/// Contains information for meshes
|
|
/// </summary>
|
|
public abstract class GenericMesh : GLObject
|
|
{
|
|
/// <inheritdoc />
|
|
protected override bool AutoCompile { get; } = true;
|
|
|
|
/// <inheritdoc />
|
|
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.VertexArray;
|
|
|
|
/// <summary>
|
|
/// The primitive type, that determinants how the mesh is drawn.
|
|
/// <para>Default: Triangles</para>
|
|
/// </summary>
|
|
public virtual PrimitiveType PrimitiveType { get; } = PrimitiveType.Triangles;
|
|
|
|
/// <summary>
|
|
/// Contains the vertices for the mesh.
|
|
/// </summary>
|
|
public virtual VBO Vertex { get; }
|
|
/// <summary>
|
|
/// Contains the texture coords for the mesh.
|
|
/// </summary>
|
|
public virtual VBO UVs { get; }
|
|
/// <summary>
|
|
/// Contains the normals for the mesh.
|
|
/// </summary>
|
|
public virtual VBO Normals { get; }
|
|
|
|
/// <summary>
|
|
/// Represents the bounding box.
|
|
/// </summary>
|
|
public virtual BoundingBox BoundingBox { get; } = new BoundingBox();
|
|
|
|
/// <summary>
|
|
/// Connects the different buffer objects with ids.
|
|
/// </summary>
|
|
public Dictionary<int, VBO> AttribDataIndex { get; }
|
|
|
|
/// <summary>
|
|
/// Stores indices for a more performance friendly method to draw objects.
|
|
/// </summary>
|
|
public virtual int[] Indices { get; set; }
|
|
|
|
/// <summary>
|
|
/// Generates the AttribDataIndex
|
|
/// </summary>
|
|
protected GenericMesh()
|
|
{
|
|
AttribDataIndex = new Dictionary<int, VBO>()
|
|
{
|
|
{0, Vertex},
|
|
{1, UVs},
|
|
{2, Normals},
|
|
};
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public 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);
|
|
}
|
|
}
|
|
} |