smrendererv3/SMCode/SM.OGL/Mesh/GenericMesh.cs
Michel Fedde 03b3942732 Holidays 12.10. -> 25.10.2020
~ Moved code around in files.

SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.

~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.

SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings

~ Framebuffer Size is automaticly changed, when the window and scale is set.

SM2D:
+ Added easy shader drawing.
2020-10-24 15:10:36 +02:00

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2.4 KiB
C#

#region usings
using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Mesh
{
/// <summary>
/// Contains information for meshes
/// </summary>
public abstract class GenericMesh : GLObject
{
/// <summary>
/// Generates the AttribDataIndex
/// </summary>
protected GenericMesh()
{
AttribDataIndex = new Dictionary<int, VBO>
{
{0, Vertex},
{1, UVs},
{2, Normals}
};
}
/// <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; }
/// <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 (var kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key);
GL.BindVertexArray(0);
}
}
}