113 lines
No EOL
3.1 KiB
C#
113 lines
No EOL
3.1 KiB
C#
#region usings
|
|
|
|
using System;
|
|
using OpenTK.Graphics.OpenGL4;
|
|
|
|
#endregion
|
|
|
|
namespace SM.OGL.Mesh
|
|
{
|
|
/// <summary>
|
|
/// Contains information for meshes
|
|
/// </summary>
|
|
public abstract class GenericMesh : GLObject
|
|
{
|
|
private bool _boundingBoxUpdated = false;
|
|
|
|
/// <inheritdoc />
|
|
protected override bool AutoCompile { get; set; } = 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; protected set; } = PrimitiveType.Triangles;
|
|
|
|
/// <summary>
|
|
/// Contains the vertices for the mesh.
|
|
/// </summary>
|
|
public virtual VBO Vertex { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// Contains the texture coords for the mesh.
|
|
/// </summary>
|
|
public virtual VBO UVs { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// Contains the normals for the mesh.
|
|
/// </summary>
|
|
public virtual VBO Normals { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// Represents the bounding box.
|
|
/// </summary>
|
|
public virtual BoundingBox BoundingBox { get; } = new BoundingBox();
|
|
|
|
/// <summary>
|
|
/// Connects the different buffer objects with ids.
|
|
/// </summary>
|
|
public MeshAttributeList Attributes { 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()
|
|
{
|
|
Attributes = new MeshAttributeList()
|
|
{
|
|
{0, "vertex", Vertex},
|
|
{1, "uv", UVs},
|
|
{2, "normal", Normals}
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the object bounding box.
|
|
/// </summary>
|
|
public void UpdateBoundingBox()
|
|
{
|
|
BoundingBox.Update(this);
|
|
_boundingBoxUpdated = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activates the object to be rendered.
|
|
/// </summary>
|
|
public void Activate()
|
|
{
|
|
GL.BindVertexArray(ID);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void Compile()
|
|
{
|
|
_id = GL.GenVertexArray();
|
|
GL.BindVertexArray(_id);
|
|
|
|
if (Attributes == null || Attributes.Count == 0) throw new Exception("[Critical] The model requires attributes.");
|
|
|
|
if (!_boundingBoxUpdated)
|
|
UpdateBoundingBox();
|
|
|
|
foreach (var kvp in Attributes)
|
|
kvp.ConnectedVBO?.BindBuffer(kvp.Index);
|
|
|
|
GL.BindVertexArray(0);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void Dispose()
|
|
{
|
|
GL.DeleteVertexArray(_id);
|
|
base.Dispose();
|
|
}
|
|
}
|
|
} |