budnhead/org.niclasundharald.engine/graphics/Model3D.cs

179 lines
4.3 KiB
C#

using System;
using OpenTK.Graphics.OpenGL;
using OpenTK;
namespace org.niclasundharald.engine.graphics {
public class Model3D {
protected int vao,
vbo, // Vertex Buffer
cbo, // Color Buffer
nbo; // Normals Buffer
protected int nTriangles;
Vector3[] vertexes;
Vector4[] colors;
Vector3[] normals;
protected Model3D(){
vao = GL.GenVertexArray();
nTriangles = 0;
prepare();
}
protected void prepare(){
vbo = GL.GenBuffer();
cbo = GL.GenBuffer();
nbo = GL.GenBuffer();
GL.BindVertexArray(vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
GL.VertexAttribPointer(0,
3,
VertexAttribPointerType.Float,
false,
0,
0);
GL.BindBuffer(BufferTarget.ArrayBuffer, cbo);
GL.VertexAttribPointer(1,
4,
VertexAttribPointerType.Float,
false,
0,
0);
GL.BindBuffer(BufferTarget.ArrayBuffer, nbo);
GL.VertexAttribPointer(2,
3,
VertexAttribPointerType.Float,
false,
0,
0);
GL.BindVertexArray(0);
}
protected void rebind(){
}
protected void bind(Vector3[] vertexes){
bind( vertexes, null, null, null );
}
protected void bind(Vector3[] vertexes,Vector4[] colors){
bind( vertexes, colors, null, null );
}
protected void bind(Vector3[] vertexes,Vector4[] colors,Vector3[] normals){
bind( vertexes, colors, normals, null );
}
protected void bind(Vector3[] vertexes,Vector4[] colors,Vector3[] normals,Vector2[] uvs){
/* float[] fv = new float[vertexes.Length * 3];
for (int n=0;n<vertexes.Length;n++){
fv[(n * 3) ] = vertexes[n].X;
fv[(n * 3) + 1] = vertexes[n].Y;
fv[(n * 3) + 2] = vertexes[n].Z;
}
*/
GL.BindVertexArray(vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
// GL.BufferData(BufferTarget.ArrayBuffer, 4 * fv.Length, fv, BufferUsageHint.StaticDraw);
GL.BufferData(BufferTarget.ArrayBuffer, 12 * vertexes.Length, vertexes, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(0);
nTriangles = vertexes.Length / 3;
if (colors == null){
colors = new Vector4[ vertexes.Length ];
for (int n=0;n<colors.Length;n++){
colors[n] = new Vector4(0.5f,0.9f,0.9f,1.0f);
}
}
GL.BindBuffer(BufferTarget.ArrayBuffer, cbo);
GL.BufferData(BufferTarget.ArrayBuffer, 16 * colors.Length, colors, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(1);
if (normals == null){
normals = computeNormals(vertexes);
}
/*
float[] fn = v3aToArray(normals);
*/
GL.BindBuffer(BufferTarget.ArrayBuffer, nbo);
GL.BufferData(BufferTarget.ArrayBuffer, 12 * normals.Length, normals, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(2);
}
public virtual void draw(){
GL.BindVertexArray(this.vao);
GL.DrawArrays(PrimitiveType.Triangles, 0, nTriangles * 3);
GL.BindVertexArray(0);
}
public static void setTriangle(Vector3[] vertexes,int n, Vector3 a, Vector3 b, Vector3 c)
{
vertexes[(3 * n)] = a;
vertexes[(3 * n)+1] = b;
vertexes[(3 * n)+2] = c;
}
public static Vector3[] computeNormals(Vector3[] vertexes){
Vector3[] normals = new Vector3[ vertexes.Length ];
for (int n=0;n<vertexes.Length-2;n+=3){
Vector3 normal = Vector3.Cross( vertexes[n+1] - vertexes[n], vertexes[n+2] - vertexes[n] );
normal.Normalize();
/*
Console.WriteLine("Normal Length: {0} Normal: {1}",normal.Length, normal);
if (normal.Length != 1){
Console.WriteLine("!!! Broken Normal !!!");
Console.WriteLine("Triangle: {0} {1} {2}",vertexes[n],vertexes[n+1],vertexes[n+2]);
}
*/
normals[(n) ] = normal;
normals[(n) + 1] = normal;
normals[(n) + 2] = normal;
}
return normals;
}
public static float[] v3aToArray(Vector3[] v3a){
float[] a = new float[ v3a.Length * 3];
for (int n=0;n<v3a.Length;n++){
a[ (3 * n) ] = v3a[n].X;
a[ (3 * n) + 1] = v3a[n].Y;
a[ (3 * n) + 2] = v3a[n].Z;
}
return a;
}
public static Model3D loadObjFile(string filename,float scale){
return new LoadedModel(filename,scale);
}
}
}