mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 14:30:26 +00:00
308 lines
10 KiB
C#
308 lines
10 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using SFGraphics.GLObjects.Textures;
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using SFGraphics.GLObjects.Textures.TextureFormats;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Switch_Toolbox.Library.IO;
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using GL_EditorFramework.GL_Core;
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namespace Switch_Toolbox.Library
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{
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public class RenderTools
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{
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public static bool PbrSamplersLoaded
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{
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get
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{
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return (diffusepbr != null &&
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specularpbr != null &&
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brdfpbr != null);
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}
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}
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private static Texture2D defaulttex;
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public static Texture2D defaultTex
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{
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get
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{
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if (defaulttex == null)
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{
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defaulttex = new Texture2D();
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defaultTex.LoadImageData(Properties.Resources.DefaultTexture);
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}
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return defaulttex;
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}
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set
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{
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defaulttex = value;
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}
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}
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private static TextureCubeMap diffusepbr;
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public static TextureCubeMap diffusePbr
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{
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get
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{
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if (diffusepbr == null)
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{
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DDS diffuseSdr = new DDS(Properties.Resources.diffuseSDR);
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diffusepbr = DDS.CreateGLCubeMap(diffuseSdr);
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}
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return diffusepbr;
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}
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set
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{
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diffusepbr = value;
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}
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}
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private static TextureCubeMap specularpbr;
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public static TextureCubeMap specularPbr
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{
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get
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{
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if (specularpbr == null)
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{
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DDS specularSdr = new DDS(Properties.Resources.specularSDR);
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specularpbr = DDS.CreateGLCubeMap(specularSdr);
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}
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return specularpbr;
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}
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set
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{
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specularpbr = value;
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}
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}
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public static Texture2D uvtestPattern;
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public static Texture2D uvTestPattern
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{
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get
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{
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if (uvtestPattern == null)
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{
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uvtestPattern = new Texture2D();
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uvtestPattern.LoadImageData(Properties.Resources.UVPattern);
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uvtestPattern.TextureWrapR = TextureWrapMode.Repeat;
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uvtestPattern.TextureWrapS = TextureWrapMode.Repeat;
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uvtestPattern.TextureWrapT = TextureWrapMode.Repeat;
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}
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return uvtestPattern;
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}
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set
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{
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uvtestPattern = value;
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}
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}
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private static Texture2D boneWeightGradient;
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public static Texture2D BoneWeightGradient
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{
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get
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{
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if (boneWeightGradient == null)
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{
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boneWeightGradient = new Texture2D();
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boneWeightGradient.LoadImageData(Properties.Resources.boneWeightGradient);
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boneWeightGradient.TextureWrapR = TextureWrapMode.Repeat;
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boneWeightGradient.TextureWrapS = TextureWrapMode.Repeat;
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boneWeightGradient.TextureWrapT = TextureWrapMode.Repeat;
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}
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return boneWeightGradient;
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}
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set
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{
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boneWeightGradient = value;
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}
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}
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private static Texture2D boneWeightGradient2;
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public static Texture2D BoneWeightGradient2
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{
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get
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{
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if (boneWeightGradient2 == null)
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{
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boneWeightGradient2 = new Texture2D();
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boneWeightGradient2.LoadImageData(Properties.Resources.boneWeightGradient2);
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boneWeightGradient2.TextureWrapR = TextureWrapMode.Repeat;
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boneWeightGradient2.TextureWrapS = TextureWrapMode.Repeat;
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boneWeightGradient2.TextureWrapT = TextureWrapMode.Repeat;
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}
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return boneWeightGradient2;
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}
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set
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{
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boneWeightGradient = value;
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}
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}
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private static Texture2D brdfpbr;
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public static Texture2D brdfPbr
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{
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get
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{
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if (brdfpbr == null)
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{
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DDS brdf = new DDS(Properties.Resources.brsf);
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var tex = DDS.GetArrayFaces(brdf, 1);
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brdfpbr = new Texture2D();
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brdfpbr.LoadImageData((int)brdf.header.width, (int)brdf.header.height, tex[0].mipmaps[0],
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new TextureFormatUncompressed(PixelInternalFormat.Rgba, PixelFormat.Rgba, PixelType.UnsignedByte));
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// Don't use mipmaps.
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diffusePbr.MinFilter = TextureMinFilter.Linear;
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diffusePbr.MagFilter = TextureMagFilter.Linear;
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}
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return brdfpbr;
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}
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set
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{
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brdfpbr = value;
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}
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}
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public static void DisposeTextures()
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{
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defaultTex = null;
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uvTestPattern = null;
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brdfPbr = null;
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diffusePbr = null;
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specularPbr = null;
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}
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public static void DrawSkyBox(Matrix4 RotationMatrix)
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{
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}
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public static void DrawScreenQuad()
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{
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var vert = new VertexShader(
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@"#version 330
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in vec3 position;
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out vec2 texCoord;
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void main()
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{
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texCoord.x = (position.x + 1.0) * 0.5;
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texCoord.y = (position.y + 1.0) * 0.5;
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gl_Position = vec4(position, 1);
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}
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");
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var frag = new FragmentShader(
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@"#version 330 in vec2 texCoord;
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uniform vec3 topColor;
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uniform vec3 bottomColor;
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1);
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FragColor.rgb = mix(bottomColor, topColor, texCoord.y);
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}");
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ShaderProgram shader = new ShaderProgram(frag, vert);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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shader.SetVector3("topColor", new Vector3(0, 1, 0));
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shader.SetVector3("bottomColor", new Vector3(0, 1, 0));
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DrawScreenTriangle(shader);
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}
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private static void DrawScreenTriangle(ShaderProgram shader)
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{
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float[] vertices =
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{
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-1f, -1f, 0.0f,
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3f, -1f, 0.0f,
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-1f, 3f, 0.0f
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};
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int vao;
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GL.GenVertexArrays(1, out vao);
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GL.BindVertexArray(vao);
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int vbo;
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GL.GenBuffers(1, out vbo);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
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GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(sizeof(float) * vertices.Length), vertices, BufferUsageHint.StaticDraw);
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GL.VertexAttribPointer(shader.GetAttribute("position"), 3, VertexAttribPointerType.Float, false, sizeof(float) * 3, 0);
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GL.EnableVertexAttribArray(0);
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GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
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}
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public static void DrawCube(Vector3 center, float size)
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{
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DrawRectangularPrism(center, size, size, size, false);
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}
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public static void DrawRectangularPrism(Vector3 center, float sizeX, float sizeY, float sizeZ, bool useWireFrame = false)
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{
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PrimitiveType primitiveType = PrimitiveType.Quads;
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if (useWireFrame)
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{
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GL.LineWidth(2);
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primitiveType = PrimitiveType.LineLoop;
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}
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GL.Begin(primitiveType);
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GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
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GL.End();
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GL.Begin(primitiveType);
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GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
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GL.End();
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GL.Begin(primitiveType);
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GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
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GL.End();
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GL.Begin(primitiveType);
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GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
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GL.End();
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GL.Begin(primitiveType);
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GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
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GL.End();
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GL.Begin(primitiveType);
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GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
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GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
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GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
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GL.End();
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}
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}
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}
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