recrownedgtk/RecrownedGTK/Graphics/VertexAttributesHandle.cs

57 lines
2.7 KiB
C#

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