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VertexBuffer.cs
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using System;
using System.Drawing;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
namespace GLTerrain {
[StructLayout(LayoutKind.Sequential, Pack=1)]
public struct Vertex {
public float X;
public float Y;
public float Z;
public float S;
public float T;
public Vector3 Normal;
public static Vector3 PositionToVec3(Vertex toConvert) {
return new Vector3(toConvert.X, toConvert.Y, toConvert.Z);
}
}
[StructLayout(LayoutKind.Sequential, Pack=1)]
public struct TexCoord {
public float U;
public float V;
}
public class VertexBuffer : IDisposable {
public int ID { get; private set; }
public int IndicesID { get; private set; }
public int ColorsID { get; private set; }
public Vertex[] Vertices { get; private set;}
public TexCoord[] TextureCoords { get; private set; }
public Color4[] Colors { get; private set; }
public bool IsVBO { get; private set; }
public int IndicesSize { get; private set; }
public int NumIndices { get; private set; }
public bool IsValid {
get {
if (Vertices != null) {
if (TextureCoords != null) {
if (Colors != null) {
return Vertices.Length == TextureCoords.Length &&
Vertices.Length == Colors.Length;
} else {
return Vertices.Length == TextureCoords.Length;
}
}
return true;
}
return false;
}
}
public VertexBuffer(Vertex[] vertices) {
Vertices = vertices;
ID = 0;
IndicesID = 0;
IndicesSize = 0;
NumIndices = 0;
IsVBO = false;
}
public VertexBuffer(Vertex[] vertices, ushort[] indices) {
Vertices = vertices;
NumIndices = indices.Length;
int id = -1;
GL.GenBuffers(1, out id);
ID = id;
GL.BindBuffer(BufferTarget.ArrayBuffer, id);
GL.BufferData(
BufferTarget.ArrayBuffer,
(IntPtr)(vertices.Length * BlittableValueType.StrideOf(vertices)),
vertices,
BufferUsageHint.StaticDraw);
GL.GenBuffers(1, out id);
IndicesID = id;
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndicesID);
GL.BufferData(
BufferTarget.ElementArrayBuffer,
(IntPtr) (indices.Length * sizeof(ushort)),
indices,
BufferUsageHint.StaticDraw);
IsVBO = true;
IndicesSize = 2;
}
public VertexBuffer(Vertex[] vertices, uint[] indices) {
Vertices = vertices;
NumIndices = indices.Length;
int id = -1;
GL.GenBuffers(1, out id);
ID = id;
GL.BindBuffer(BufferTarget.ArrayBuffer, id);
GL.BufferData(
BufferTarget.ArrayBuffer,
(IntPtr)(vertices.Length * BlittableValueType.StrideOf(vertices)),
vertices,
BufferUsageHint.StaticDraw);
GL.GenBuffers(1, out id);
IndicesID = id;
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndicesID);
GL.BufferData(
BufferTarget.ElementArrayBuffer,
(IntPtr)(indices.Length * sizeof(uint)),
indices,
BufferUsageHint.StaticDraw);
IsVBO = true;
IndicesSize = 4;
}
public VertexBuffer(Vertex[] vertices, TexCoord[] texCoords)
: this(vertices) {
TextureCoords = texCoords;
}
public VertexBuffer(Vertex[] vertices, Color4[] colors)
: this(vertices) {
Colors = colors;
}
public VertexBuffer(Vertex[] vertices, uint[] indices, Color4[] colors)
: this(vertices, indices) {
Colors = colors;
int id = -1;
GL.GenBuffers(1, out id);
ColorsID = id;
GL.BindBuffer(BufferTarget.ArrayBuffer, id);
GL.BufferData(
BufferTarget.ArrayBuffer,
(IntPtr)(colors.Length * BlittableValueType.StrideOf(colors)),
colors,
BufferUsageHint.StaticDraw);
}
public VertexBuffer(Vertex[] vertices, ushort[] indices, Color4[] colors)
: this(vertices, indices) {
Colors = colors;
int id = -1;
GL.GenBuffers(1, out id);
ColorsID = id;
GL.BindBuffer(BufferTarget.ArrayBuffer, id);
GL.BufferData(
BufferTarget.ArrayBuffer,
(IntPtr)(colors.Length * BlittableValueType.StrideOf(colors)),
colors,
BufferUsageHint.StaticDraw);
}
public void Dispose() {
int id = ID;
GL.DeleteBuffers(1, ref id);
id = IndicesID;
GL.DeleteBuffers(1, ref id);
}
}
}