57 lines
2.7 KiB
C#
57 lines
2.7 KiB
C#
using System;
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using OpenTK.Graphics.OpenGL;
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using RecrownedGTK.Graphics.Render.Shader;
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namespace RecrownedGTK.Graphics {
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public class VertexAttributesHandle : IDisposable {
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private bool disposed;
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private int handle;
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public VertexAttributesHandle() {
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handle = GL.GenVertexArray();
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}
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public void Bind() {
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GL.BindVertexArray(handle);
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}
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public void End() {
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GL.BindVertexArray(0);
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}
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/// <summary>
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/// Creates a basic vertex attributes object handle that takes in vertices, texture coordinates, and a color.
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/// First 3 values are normalized vertex position (x, y, z), second two are texture coordinates, and last 4 are color values.
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/// </summary>
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/// <param name="shader">The shader program used. Default is the one created from <see cref="RecrownedGTK.Graphics.Render.Shader.Shader.CreateBasicShader"/>.</param>
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/// <param name="positionAttribName">The name of the attribute for the vertex's position in the shader. Default is "aPosition".</param>
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/// <param name="textureAttribName">The name of the attribute for the texture's coordinate. Default is "aTexture".</param>
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/// <param name="colorAttribName">The name of the attribute for color mixture. Default is "aColor".</param>
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/// <returns>The built <see cref="RecrownedGTK.Graphics.VertexAttributesHandle"/>.</returns>
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public static VertexAttributesHandle CreateBasicVA(Shader shader = null, string positionAttribName = "aPosition", string textureAttribName = "aTexture", string colorAttribName = "aColor") {
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if (shader == null) shader = Shader.CreateBasicShader();
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VertexAttributesHandle vertexAttribs = new VertexAttributesHandle();
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vertexAttribs.Bind();
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GL.VertexAttribPointer(shader.GetAttribLocation(positionAttribName), 3, VertexAttribPointerType.Float, false, 9 * sizeof(float), 0);
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GL.VertexAttribPointer(shader.GetAttribLocation(textureAttribName), 2, VertexAttribPointerType.Float, false, 9 * sizeof(float), 3 * sizeof(float));
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GL.VertexAttribPointer(shader.GetAttribLocation(colorAttribName), 4, VertexAttribPointerType.Float, false, 9 * sizeof(float), 5 * sizeof(float));
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vertexAttribs.End();
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return vertexAttribs;
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}
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public void Dispose() {
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing) {
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if (disposed) return;
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if (disposing) {
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}
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GL.BindVertexArray(0);
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GL.DeleteVertexArray(handle);
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disposed = true;
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}
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~VertexAttributesHandle() {
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Dispose(false);
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}
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}
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} |