Switch-Toolbox/Switch_Toolbox_Library/Rendering/ProbeLighting.cs

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C#
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using System;
using System.Collections.Generic;
using OpenTK;
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using OpenTK.Graphics.OpenGL;
using System.Text;
using System.Threading.Tasks;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using GL_EditorFramework.EditorDrawables;
using GL_EditorFramework;
namespace Toolbox.Library.Rendering
{
public class ProbeLighting : AbstractGlDrawable
{
public List<Entry> Entries = new List<Entry>();
public class Entry
{
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public bool IsVisable = true;
public string Name { get { return $"b_{Index}"; } }
public uint Index = 0;
public uint Type = 0;
public Grid Grid = new Grid();
//Index Buffer
public uint IndexType = 1;
public uint UsedIndexNum;
public uint MaxIndexNum;
public uint[] IndexBuffer = new uint[0];
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public ushort[] GetUint16BufferIndices()
{
if (!IsUint16Buffer())
throw new Exception("Buffer not a ushort buffer!");
List<ushort> Indices = new List<ushort>();
//Read the buffer data back as ushort
for (int i = 0; i < IndexBuffer.Length; i++)
{
byte[] bytes = BitConverter.GetBytes(IndexBuffer[i]);
Indices.Add(BitConverter.ToUInt16(bytes, 0));
Indices.Add(BitConverter.ToUInt16(bytes, 2));
}
return Indices.ToArray();
}
public bool IsUint16Buffer()
{
if (IndexBuffer.Length / 2 == UsedIndexNum)
return true;
else return false;
}
public bool IsUint32Buffer()
{
if (IndexBuffer.Length == UsedIndexNum)
return true;
else return false;
}
//Data Buffer
public uint DataType = 0;
public uint UsedShDataNum;
public uint MaxShDataNum;
public uint PerProbeNum = 27;
public float[] DataBuffer = new float[0];
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public bool IsHalfFloatBuffer()
{
if ((DataBuffer.Length * PerProbeNum) / 2 == UsedShDataNum)
return true;
else return false;
}
public bool IsFloatBuffer()
{
if ((DataBuffer.Length * PerProbeNum) == UsedShDataNum)
return true;
else return false;
}
//Color data in the data buffer
public class ShereHermonic
{
//Usually 27
public Vector3[] Coefficents;
public ShereHermonic(int PerProbeNum) {
Coefficents = new Vector3[PerProbeNum];
}
}
}
public class Grid
{
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public Vector3 GridColor;
public Vector3 AABB_Max_Position;
public Vector3 AABB_Min_Position;
public Vector3 Voxel_Step_Position;
}
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protected static ShaderProgram ProbeSHShaderProgram;
int vbo_position;
public void Destroy()
{
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
return;
GL.DeleteBuffer(vbo_position);
}
public List<Vector3> GetProbeVertices(int index)
{
var entry = Entries[index];
var vertices = new List<Vector3>();
Vector3 Max = entry.Grid.AABB_Max_Position;
Vector3 Min = entry.Grid.AABB_Min_Position;
Vector3 Step = entry.Grid.AABB_Min_Position;
float GridWidth = Min.X + Max.X;
float GirdHeight = Min.Y + Max.Y;
/* //Draw Z plane
for (int x = 0; x < GridWidth; x++)
{
for (int y = 0; y < GirdHeight; y++)
{
Vector3 position = new Vector3(Min.X + (x / Step.X) * (Max.X - Min.X),
Min.Y + (y / Step.Y) * (Max.Y - Min.Y),
Max.Z);
vertices.Add(position);
}
}*/
return vertices;
}
public List<Vector3> GetBoundingVertices(int index)
{
var entry = Entries[index];
var vertices = new List<Vector3>();
Vector3 Max = entry.Grid.AABB_Max_Position;
Vector3 Min = entry.Grid.AABB_Min_Position;
vertices.Add(new Vector3(Min.X, Min.Y, Min.Z));
vertices.Add(new Vector3(Min.X, Min.Y, Max.Z));
vertices.Add(new Vector3(Min.X, Max.Y, Min.Z));
vertices.Add(new Vector3(Min.X, Max.Y, Max.Z));
vertices.Add(new Vector3(Max.X, Min.Y, Min.Z));
vertices.Add(new Vector3(Max.X, Min.Y, Max.Z));
vertices.Add(new Vector3(Max.X, Max.Y, Min.Z));
vertices.Add(new Vector3(Max.X, Max.Y, Max.Z));
return vertices;
}
public static int CellAmount;
public static int CellSize;
int CurrentIndex = 0;
Vector3[] Vertices
{
get
{
return GetProbeVertices(CurrentIndex).ToArray();
}
}
public void UpdateVertexData()
{
Vector3[] vertices = Vertices;
GL.GenBuffers(1, out vbo_position);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
new IntPtr(vertices.Length * Vector3.SizeInBytes),
vertices, BufferUsageHint.StaticDraw);
}
public override void Draw(GL_ControlModern control, Pass pass)
{
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if (pass == Pass.TRANSPARENT)
return;
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
UpdateVertexData();
if (!Runtime.OpenTKInitialized)
return;
control.CurrentShader = ProbeSHShaderProgram;
control.UpdateModelMatrix(Matrix4.Identity);
Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
ProbeSHShaderProgram.SetMatrix4x4("previewScale", ref previewScale);
foreach (var entry in Entries)
{
if (!entry.IsVisable)
continue;
Vector3[] vertices = GetBoundingVertices((int)entry.Index).ToArray();
Vector3 Max = entry.Grid.AABB_Max_Position;
Vector3 Min = entry.Grid.AABB_Min_Position;
Vector3 Step = entry.Grid.Voxel_Step_Position;
float gridHeight = Min.Y + Max.Y;
float gridWidth = Min.X + Max.X;
float gridDepth = Min.Z + Max.Z;
//Draw bounding box
GL.Color3(entry.Grid.GridColor);
GL.Begin(PrimitiveType.LineLoop);
GL.Vertex3(vertices[0]);
GL.Vertex3(vertices[1]);
GL.Vertex3(vertices[3]);
GL.Vertex3(vertices[2]);
GL.End();
GL.Begin(PrimitiveType.LineLoop);
GL.Vertex3(vertices[4]);
GL.Vertex3(vertices[5]);
GL.Vertex3(vertices[7]);
GL.Vertex3(vertices[6]);
GL.End();
GL.Begin(PrimitiveType.Lines);
GL.Vertex3(vertices[0]);
GL.Vertex3(vertices[4]);
GL.Vertex3(vertices[1]);
GL.Vertex3(vertices[5]);
GL.Vertex3(vertices[3]);
GL.Vertex3(vertices[7]);
GL.Vertex3(vertices[2]);
GL.Vertex3(vertices[6]);
GL.End();
ProbeSHShaderProgram.EnableVertexAttributes();
Draw(ProbeSHShaderProgram);
ProbeSHShaderProgram.DisableVertexAttributes();
}
GL.UseProgram(0);
}
private void Attributes(ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, 12, 0);
}
private void Uniforms(ShaderProgram shader)
{
shader.SetVector3("gridColor", ColorUtility.ToVector3(System.Drawing.Color.Black));
}
private void Draw(ShaderProgram shader)
{
Uniforms(shader);
Attributes(shader);
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GL.DrawArrays(PrimitiveType.Points, 0, Vertices.Length);
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
}
public override void Prepare(GL_ControlModern control)
{
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var Frag = new FragmentShader(
@"#version 330
uniform vec3 gridColor;
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out vec4 FragColor;
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void main(){
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FragColor = vec4(gridColor, 1);
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}");
var Vert = new VertexShader(
@"#version 330
in vec3 vPosition;
uniform mat4 mtxMdl;
uniform mat4 mtxCam;
void main(){
gl_Position = mtxMdl * mtxCam * vec4(vPosition.xyz, 1);
}");
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ProbeSHShaderProgram = new ShaderProgram(Frag, Vert, control);
}
public override void Prepare(GL_ControlLegacy control)
{
}
}
}