GLWidget/GLWidgetTestGTK3/World/Mesh.cs
2020-09-03 16:25:24 +00:00

135 lines
3.1 KiB
C#

//
// Mesh.cs
//
// Author:
// Jarl Gullberg <jarl.gullberg@gmail.com>
//
// Copyright (c) 2016 Jarl Gullberg
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
using System;
using System.Collections.Generic;
using GLWidgetTestGTK3.Data;
using OpenTK.Graphics.OpenGL;
namespace GLWidgetTestGTK3.World
{
public class Mesh
{
private List<Vertex> Vertices;
private int vertexBufferID = -1;
public int VertexBufferID
{
get { return vertexBufferID; }
}
private int normalBufferID = -1;
public int NormalBufferID
{
get { return normalBufferID; }
}
private bool cullFaces;
public bool CullFaces
{
get;
set;
}
public Mesh(List<Vertex> Vertices)
{
this.Vertices = Vertices;
this.vertexBufferID = UploadVertexPositions();
this.normalBufferID = UploadVertexNormals();
}
public int GetVertexCount()
{
return Vertices.Count;
}
private int UploadVertexPositions()
{
if (vertexBufferID > 0)
{
return vertexBufferID;
}
// Generate a buffer
GL.GenBuffers(1, out vertexBufferID);
// Get the vertex positions
float[] vertexPositions = GetVertexPositions();
// Upload the vertices to the GPU
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferID);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertexPositions.Length * sizeof(float)), vertexPositions, BufferUsageHint.StaticDraw);
return vertexBufferID;
}
private int UploadVertexNormals()
{
if (normalBufferID > 0)
{
return normalBufferID;
}
// Generate a buffer
GL.GenBuffers(1, out normalBufferID);
// Get the vertex positions
float[] vertexNormals = GetVertexNormals();
// Upload the vertices to the GPU
GL.BindBuffer(BufferTarget.ArrayBuffer, normalBufferID);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertexNormals.Length * sizeof(float)), vertexNormals, BufferUsageHint.StaticDraw);
return vertexBufferID;
}
private float[] GetVertexPositions()
{
List<float> vertexPositions = new List<float>();
foreach (Vertex StoredVertex in Vertices)
{
vertexPositions.Add(StoredVertex.Position.X);
vertexPositions.Add(StoredVertex.Position.Y);
vertexPositions.Add(StoredVertex.Position.Z);
}
return vertexPositions.ToArray();
}
private float[] GetVertexNormals()
{
List<float> vertexNormals = new List<float>();
foreach (Vertex StoredVertex in Vertices)
{
vertexNormals.Add(StoredVertex.Normal.X);
vertexNormals.Add(StoredVertex.Normal.Y);
vertexNormals.Add(StoredVertex.Normal.Z);
}
return vertexNormals.ToArray();
}
}
}