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PCK-Studio/PCK-Studio/Rendering/RenderGroup.cs
2023-11-12 12:06:53 +01:00

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/* 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);
}
}
}