mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-06-10 23:34:42 +00:00
68 lines
2.4 KiB
C#
68 lines
2.4 KiB
C#
/* Copyright (c) 2023-present miku-666
|
||
* This software is provided 'as-is', without any express or implied
|
||
* warranty. In no event will the authors be held liable for any damages
|
||
* arising from the use of this software.
|
||
*
|
||
* Permission is granted to anyone to use this software for any purpose,
|
||
* including commercial applications, and to alter it and redistribute it
|
||
* freely, subject to the following restrictions:
|
||
*
|
||
* 1.The origin of this software must not be misrepresented; you must not
|
||
* claim that you wrote the original software. If you use this software
|
||
* in a product, an acknowledgment in the product documentation would be
|
||
* appreciated but is not required.
|
||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||
* misrepresented as being the original software.
|
||
* 3. This notice may not be removed or altered from any source distribution.
|
||
**/
|
||
using System;
|
||
using System.Collections.Generic;
|
||
using System.Runtime.InteropServices;
|
||
using OpenTK.Graphics.OpenGL;
|
||
|
||
namespace PckStudio.Rendering
|
||
{
|
||
internal class RenderGroup<T> where T : struct
|
||
{
|
||
internal string Name { get; }
|
||
|
||
internal static int SizeInBytes = Marshal.SizeOf<T>();
|
||
|
||
protected List<T> vertices;
|
||
protected List<uint> indices;
|
||
protected uint indicesOffset;
|
||
|
||
|
||
private VertexArray vertexArray;
|
||
private VertexBuffer<T> vertexBuffer;
|
||
private IndexBuffer indexBuffer;
|
||
private readonly VertexBufferLayout _layout;
|
||
private readonly PrimitiveType drawType;
|
||
|
||
internal RenderGroup(string name, VertexBufferLayout layout, PrimitiveType type)
|
||
{
|
||
Name = name;
|
||
drawType = type;
|
||
indicesOffset = 0;
|
||
vertices = new List<T>(10);
|
||
indices = new List<uint>(10);
|
||
_layout = layout;
|
||
}
|
||
|
||
internal RenderBuffer GetRenderBuffer()
|
||
{
|
||
indexBuffer?.Dispose();
|
||
vertexBuffer.Dispose();
|
||
vertexArray ??= new VertexArray();
|
||
|
||
var vertexData = vertices.ToArray();
|
||
vertexBuffer = new VertexBuffer<T>(vertexData, vertexData.Length * SizeInBytes);
|
||
|
||
vertexArray.AddBuffer(vertexBuffer, _layout);
|
||
|
||
indexBuffer = IndexBuffer.Create(indices.ToArray());
|
||
|
||
return new RenderBuffer(vertexArray, indexBuffer, drawType);
|
||
}
|
||
}
|
||
} |