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RenderObject.cs
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RenderObject.cs
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using System;
using System.Drawing;
using System.Drawing.Imaging;
using OpenTK;
using OpenTK.Mathematics;
using OpenTK.Graphics.OpenGL4;
using PixelFormat = OpenTK.Graphics.OpenGL4.PixelFormat;
namespace CG_II_OpenGL
{
public class RenderObject : Renderable
{
private int _texture;
public RenderObject(Vector3[] vertices, Vector3[] normals, int program, string name)
: base(program, vertices.Length, 0, name)
{
//Bind the VAO
GL.BindVertexArray(VAO);
//Bind the VBO containing positions
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOPositions);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr) (vertices.Length * 3*sizeof(float)), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0,3,VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
GL.EnableVertexArrayAttrib(VAO, 0);
//Bind the VBO containing normals
GL.BindBuffer(BufferTarget.ArrayBuffer, VBONormals);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr) (normals.Length * 3*sizeof(float)), normals, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(1,3,VertexAttribPointerType.Float, true, 3 * sizeof(float), 0);
GL.EnableVertexArrayAttrib(VAO, 1);
}
public RenderObject(Vector3[] vertices, Vector2[] texcoords, Vector3[] normals, int program, int texID, string name)
: base(program, vertices.Length, 0, name)
{
_texture = texID;
//Bind the VAO
GL.BindVertexArray(VAO);
//Bind the VBO containing positions
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOPositions);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr) (vertices.Length * 3*sizeof(float)), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0,3,VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
GL.EnableVertexArrayAttrib(VAO, 0);
//Bind the VBO containing tex coords
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOTexCoords);
GL.BufferData<Vector2>(BufferTarget.ArrayBuffer, (IntPtr) (texcoords.Length * 2*sizeof(float)), texcoords, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(1,2,VertexAttribPointerType.Float, true, 2 * sizeof(float), 0);
GL.EnableVertexArrayAttrib(VAO, 1);
//Bind the VBO containing normals
GL.BindBuffer(BufferTarget.ArrayBuffer, VBONormals);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr) (normals.Length * 3*sizeof(float)), normals, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(2,3,VertexAttribPointerType.Float, true, 3 * sizeof(float), 0);
GL.EnableVertexArrayAttrib(VAO, 2);
}
public RenderObject(Vector3[] vertices, Vector2[] texcoords, Vector3[] normals, int[] indices, int program, int texID, string name)
: base(program, vertices.Length, indices.Length, name)
{
_texture = texID;
//Bind the VAO
GL.BindVertexArray(VAO);
//Bind the VBO containing positions
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOPositions);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr) (vertices.Length * 3*sizeof(float)), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0,3,VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
GL.EnableVertexArrayAttrib(VAO, 0);
//Bind the VBO containing tex coords
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOTexCoords);
GL.BufferData<Vector2>(BufferTarget.ArrayBuffer, (IntPtr) (texcoords.Length * 2*sizeof(float)), texcoords, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(1,2,VertexAttribPointerType.Float, true, 2 * sizeof(float), 0);
GL.EnableVertexArrayAttrib(VAO, 1);
//Bind the VBO containing normals
GL.BindBuffer(BufferTarget.ArrayBuffer, VBONormals);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr) (normals.Length * 3*sizeof(float)), normals, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(2,3,VertexAttribPointerType.Float, true, 3 * sizeof(float), 0);
GL.EnableVertexArrayAttrib(VAO, 2);
//Bind the EBO
GL.BindBuffer(BufferTarget.ElementArrayBuffer, EBO);
GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(int), indices, BufferUsageHint.StaticDraw);
}
public override void Bind()
{
base.Bind();
if(_texture>0)
GL.BindTextureUnit(0, _texture);
}
public override void Render()
{
GL.Enable(EnableCap.DepthTest);
base.Render();
GL.Disable(EnableCap.DepthTest);
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
GL.DeleteTexture(_texture);
}
base.Dispose(disposing);
}
}
}