JuicyGraphics/src/SharpGL/VertexBuffers/VertexBuffer.cs

56 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.VertexBuffers
{
/// <summary>
///
/// </summary>
/// <remarks>
/// Very useful reference for management of VBOs and VBAs:
/// http://stackoverflow.com/questions/8704801/glvertexattribpointer-clarification
/// </remarks>
public class VertexBuffer
{
public void Create(OpenGL gl)
{
// Generate the vertex array.
uint[] ids = new uint[1];
gl.GenBuffers(1, ids);
vertexBufferObject = ids[0];
}
public void SetData(OpenGL gl, uint attributeIndex, float[] rawData, bool isNormalised, int stride)
{
// Set the data, specify its shape and assign it to a vertex attribute (so shaders can bind to it).
gl.BufferData(OpenGL.GL_ARRAY_BUFFER, rawData, OpenGL.GL_STATIC_DRAW);
gl.VertexAttribPointer(attributeIndex, stride, OpenGL.GL_FLOAT, isNormalised, 0, IntPtr.Zero);
gl.EnableVertexAttribArray(attributeIndex);
}
public void Bind(OpenGL gl)
{
gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vertexBufferObject);
}
public void Unbind(OpenGL gl)
{
gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, 0);
}
public bool IsCreated() { return vertexBufferObject != 0; }
/// <summary>
/// Gets the vertex buffer object.
/// </summary>
public uint VertexBufferObject
{
get { return vertexBufferObject; }
}
private uint vertexBufferObject;
}
}