mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 04:23:09 +00:00
Add GL framwork
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48
GL_EditorFramework-master/GL_Core/Cameras/Inspect.cs
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48
GL_EditorFramework-master/GL_Core/Cameras/Inspect.cs
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using GL_Core.Public_Interfaces;
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using OpenTK;
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||||
using System;
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||||
using System.Collections.Generic;
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||||
using System.Drawing;
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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 System.Windows.Forms;
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namespace GL_Core.Cameras
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{
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public class InspectCamera : AbstractCamera
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{
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public InspectCamera()
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{
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}
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public override bool MouseMove(MouseEventArgs e, Point lastMouseLoc, float deltaX, float deltaY, ExtraArgs args, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom)
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{
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if (e.Button == MouseButtons.Right)
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||||
{
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rot += deltaX * 0.01f;
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lookup += deltaY * 0.01f;
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return true;
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}
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else if (e.Button == MouseButtons.Left)
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{
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deltaX *= Math.Min(0.1f, args.pickingDepth * args.factorX);
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deltaY *= Math.Min(0.1f, args.pickingDepth * args.factorY);
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camTarget += Vector3.UnitX * (float)Math.Cos(rot) * deltaX;
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camTarget -= Vector3.UnitX * (float)Math.Sin(rot) * (float)Math.Sin(lookup) * deltaY;
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camTarget -= Vector3.UnitY * (float)Math.Cos(lookup) * deltaY;
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camTarget += Vector3.UnitZ * (float)Math.Sin(rot) * deltaX;
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camTarget += Vector3.UnitZ * (float)Math.Cos(rot) * (float)Math.Sin(lookup) * deltaY;
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return true;
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}
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return false;
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}
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public override bool MouseWheel(MouseEventArgs e, float xoff, float yoff, ExtraArgs args, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom)
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{
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zoom *= 1f - e.Delta * 0.001f;
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return true;
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}
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}
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}
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64
GL_EditorFramework-master/GL_Core/Cameras/Walkaround.cs
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GL_EditorFramework-master/GL_Core/Cameras/Walkaround.cs
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using GL_Core.Public_Interfaces;
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||||
using OpenTK;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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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 System.Windows.Forms;
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namespace GL_Core.Cameras
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{
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public class WalkaroundCamera : AbstractCamera
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{
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public WalkaroundCamera()
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{
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}
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public override bool MouseMove(MouseEventArgs e, Point lastMouseLoc, float deltaX, float deltaY, ExtraArgs args, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom)
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{
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if (e.Button == MouseButtons.Right)
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{
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rot += deltaX * 0.002f;
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lookup += deltaY * 0.002f;
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return true;
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}
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else if (e.Button == MouseButtons.Left)
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||||
{
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||||
//code from Whitehole
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deltaX *= Math.Min(0.1f, args.pickingDepth* args.factorX);
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deltaY *= Math.Min(0.1f, args.pickingDepth* args.factorY);
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|
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camTarget += Vector3.UnitX * deltaX * (float)Math.Cos(rot);
|
||||
camTarget -= Vector3.UnitX * deltaY * (float)Math.Sin(rot) * (float)Math.Sin(lookup);
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||||
camTarget -= Vector3.UnitY * deltaY * (float)Math.Cos(lookup);
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||||
camTarget += Vector3.UnitZ * deltaX * (float)Math.Sin(rot);
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camTarget += Vector3.UnitZ * deltaY * (float)Math.Cos(rot) * (float)Math.Sin(lookup);
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||||
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||||
return true;
|
||||
}
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||||
return false;
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||||
}
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||||
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||||
public override bool MouseWheel(MouseEventArgs e, float xoff, float yoff, ExtraArgs args, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom)
|
||||
{
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||||
float delta = (float)(e.Delta * Math.Min(0.01f, args.pickingDepth / 500f));
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||||
camTarget -= Vector3.UnitX * (float)Math.Sin(rot) * (float)Math.Cos(lookup) * delta;
|
||||
camTarget += Vector3.UnitY * (float)Math.Sin(lookup) * delta;
|
||||
camTarget += Vector3.UnitZ * (float)Math.Cos(rot) * (float)Math.Cos(lookup) * delta;
|
||||
|
||||
float factoffX = (float)(-xoff * delta) * args.factorX;
|
||||
float factoffY = (float)(-yoff * delta) * args.factorY;
|
||||
|
||||
camTarget += Vector3.UnitX * (float)Math.Cos(rot) * factoffX;
|
||||
camTarget -= Vector3.UnitX * (float)Math.Sin(rot) * (float)Math.Sin(lookup) * factoffY;
|
||||
camTarget -= Vector3.UnitY * (float)Math.Cos(lookup) * factoffY;
|
||||
camTarget += Vector3.UnitZ * (float)Math.Sin(rot) * factoffX;
|
||||
camTarget += Vector3.UnitZ * (float)Math.Cos(rot) * (float)Math.Sin(lookup) * factoffY;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
37
GL_EditorFramework-master/GL_Core/GL_ControlLegacy.Designer.cs
generated
Normal file
37
GL_EditorFramework-master/GL_Core/GL_ControlLegacy.Designer.cs
generated
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@ -0,0 +1,37 @@
|
|||
namespace GL_Core
|
||||
{
|
||||
partial class GL_ControlLegacy
|
||||
{
|
||||
/// <summary>
|
||||
/// Required designer variable.
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clean up any resources being used.
|
||||
/// </summary>
|
||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region Component Designer generated code
|
||||
|
||||
/// <summary>
|
||||
/// Required method for Designer support - do not modify
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
components = new System.ComponentModel.Container();
|
||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
338
GL_EditorFramework-master/GL_Core/GL_ControlLegacy.cs
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338
GL_EditorFramework-master/GL_Core/GL_ControlLegacy.cs
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|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Drawing;
|
||||
using System.Data;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using GL_Core.Interfaces;
|
||||
using GL_Core.Public_Interfaces;
|
||||
using GL_Core.Cameras;
|
||||
|
||||
namespace GL_Core
|
||||
{
|
||||
public partial class GL_ControlLegacy : GLControl
|
||||
{
|
||||
public GL_ControlLegacy():base(OpenTK.Graphics.GraphicsMode.Default,1,1, OpenTK.Graphics.GraphicsContextFlags.Default)
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
|
||||
private Point lastMouseLoc;
|
||||
private Point dragStartLoc;
|
||||
private float lastDepth = 1000f;
|
||||
private AbstractCamera activeCamera;
|
||||
float rot = 0;
|
||||
float lookup = 0;
|
||||
float zoom = -10f;
|
||||
Vector3 camTarget;
|
||||
|
||||
float zfar = 1000f;
|
||||
float znear = 0.01f;
|
||||
float fov = MathHelper.PiOver4;
|
||||
|
||||
uint[] pickingFrameBuffer = new uint[9];
|
||||
int pickingIndex;
|
||||
float pickingModelDepth = 0f;
|
||||
private float pickingDepth = 0f;
|
||||
|
||||
public Matrix4 mtxMdl, mtxCam, mtxProj;
|
||||
private float factorX, factorY;
|
||||
|
||||
bool stereoscopy;
|
||||
|
||||
int viewPortX(int x) => stereoscopy ? x % (Width / 2) : x;
|
||||
int viewPortDX(int dx) => stereoscopy ? dx * 2 : dx;
|
||||
int viewPortXOff(int x) => stereoscopy ? (x - Width / 4)*2 : x - Width / 2;
|
||||
int viewPortWidth() => stereoscopy ? Width / 2 : Width;
|
||||
|
||||
public bool Stereoscopy
|
||||
{
|
||||
get => stereoscopy;
|
||||
set
|
||||
{
|
||||
stereoscopy = value;
|
||||
OnResize(null);
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
AbstractGlDrawable mainDrawable;
|
||||
|
||||
public AbstractGlDrawable MainDrawable
|
||||
{
|
||||
get => mainDrawable;
|
||||
set
|
||||
{
|
||||
if (value == null) return;
|
||||
mainDrawable = value;
|
||||
MakeCurrent();
|
||||
mainDrawable.Prepare(this);
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
public AbstractCamera ActiveCamera
|
||||
{
|
||||
get => activeCamera;
|
||||
set
|
||||
{
|
||||
if (value == null) return;
|
||||
activeCamera = value;
|
||||
MakeCurrent();
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
public Color nextPickingColor()
|
||||
{
|
||||
return Color.FromArgb(pickingIndex++);
|
||||
}
|
||||
public void UpdateModelMatrix(Matrix4 matrix)
|
||||
{
|
||||
mtxMdl = matrix;
|
||||
GL.MatrixMode(MatrixMode.Modelview);
|
||||
GL.LoadMatrix(ref mtxMdl);
|
||||
}
|
||||
|
||||
public void ApplyModelTransform(Matrix4 matrix)
|
||||
{
|
||||
mtxMdl *= matrix;
|
||||
GL.MatrixMode(MatrixMode.Modelview);
|
||||
GL.LoadMatrix(ref mtxMdl);
|
||||
}
|
||||
|
||||
public void ResetModelMatrix()
|
||||
{
|
||||
mtxMdl = Matrix4.Identity;
|
||||
GL.MatrixMode(MatrixMode.Modelview);
|
||||
GL.LoadMatrix(ref mtxMdl);
|
||||
}
|
||||
|
||||
protected override void OnLoad(EventArgs e)
|
||||
{
|
||||
if (DesignMode) return;
|
||||
|
||||
activeCamera = new WalkaroundCamera();
|
||||
|
||||
GL.Enable(EnableCap.DepthTest);
|
||||
}
|
||||
|
||||
protected override void OnResize(EventArgs e)
|
||||
{
|
||||
if (DesignMode || this.Context == null) return;
|
||||
MakeCurrent();
|
||||
|
||||
float aspect_ratio;
|
||||
if (stereoscopy)
|
||||
aspect_ratio = Width / 2 / (float)Height;
|
||||
else
|
||||
aspect_ratio = Width / (float)Height;
|
||||
|
||||
mtxProj = Matrix4.CreatePerspectiveFieldOfView(fov, aspect_ratio, znear, zfar);
|
||||
|
||||
//using the calculation from whitehole
|
||||
factorX = (2f * (float)Math.Tan(fov * 0.5f) * aspect_ratio) / Width;
|
||||
|
||||
factorY = (2f * (float)Math.Tan(fov * 0.5f)) / Height;
|
||||
}
|
||||
|
||||
protected override void OnPaint(PaintEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null || DesignMode)
|
||||
{
|
||||
e.Graphics.Clear(this.BackColor);
|
||||
e.Graphics.DrawString("Legacy Gl" + (stereoscopy ? " stereoscopy" : ""), SystemFonts.DefaultFont, SystemBrushes.ControlLight, 10f, 10f);
|
||||
return;
|
||||
}
|
||||
|
||||
GL.ClearColor(0.125f, 0.125f, 0.125f, 1.0f);
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
|
||||
if (stereoscopy)
|
||||
{
|
||||
#region left eye
|
||||
GL.Viewport(0, 0, Width / 2, Height);
|
||||
|
||||
mtxMdl = Matrix4.Identity;
|
||||
mtxCam =
|
||||
Matrix4.CreateTranslation(camTarget) *
|
||||
Matrix4.CreateRotationY(rot + 0.02f) *
|
||||
Matrix4.CreateRotationX(lookup) *
|
||||
Matrix4.CreateTranslation(0, 0, zoom);
|
||||
|
||||
GL.MatrixMode(MatrixMode.Projection);
|
||||
Matrix4 computedMatrix = mtxCam * mtxProj;
|
||||
GL.LoadMatrix(ref computedMatrix);
|
||||
|
||||
mainDrawable.Draw(this);
|
||||
#endregion
|
||||
|
||||
#region right eye
|
||||
GL.Viewport(Width / 2, 0, Width / 2, Height);
|
||||
|
||||
mtxMdl = Matrix4.Identity;
|
||||
mtxCam =
|
||||
Matrix4.CreateTranslation(camTarget) *
|
||||
Matrix4.CreateRotationY(rot - 0.02f) *
|
||||
Matrix4.CreateRotationX(lookup) *
|
||||
Matrix4.CreateTranslation(0, 0, zoom);
|
||||
|
||||
computedMatrix = mtxCam * mtxProj;
|
||||
GL.LoadMatrix(ref computedMatrix);
|
||||
mainDrawable.Draw(this);
|
||||
#endregion
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.Viewport(0, 0, Width, Height);
|
||||
|
||||
mtxMdl = Matrix4.Identity;
|
||||
mtxCam =
|
||||
Matrix4.CreateTranslation(camTarget) *
|
||||
Matrix4.CreateRotationY(rot - 0.02f) *
|
||||
Matrix4.CreateRotationX(lookup) *
|
||||
Matrix4.CreateTranslation(0, 0, zoom);
|
||||
|
||||
GL.MatrixMode(MatrixMode.Projection);
|
||||
Matrix4 computedMatrix = mtxCam * mtxProj;
|
||||
GL.LoadMatrix(ref computedMatrix);
|
||||
mainDrawable.Draw(this);
|
||||
}
|
||||
|
||||
SwapBuffers();
|
||||
}
|
||||
|
||||
protected override void OnMouseDown(MouseEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
lastMouseLoc = e.Location;
|
||||
lastDepth = pickingDepth;
|
||||
dragStartLoc = e.Location;
|
||||
if (mainDrawable.MouseDown(e) ||
|
||||
activeCamera.MouseDown(e, ref camTarget, ref rot, ref lookup, ref zoom))
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnMouseMove(MouseEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
float deltaX = viewPortDX(e.Location.X - lastMouseLoc.X);
|
||||
float deltaY = e.Location.Y - lastMouseLoc.Y;
|
||||
|
||||
bool shouldredraw = false;
|
||||
shouldredraw = shouldredraw || activeCamera.MouseMove(e, lastMouseLoc, deltaX, deltaY, new ExtraArgs(factorX, factorY, lastDepth), ref camTarget, ref rot, ref lookup, ref zoom);
|
||||
|
||||
lastMouseLoc = e.Location;
|
||||
|
||||
#region picking
|
||||
MakeCurrent();
|
||||
|
||||
GL.ClearColor(0f, 0f, 0f, 0f);
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
|
||||
if (stereoscopy)
|
||||
GL.Viewport(0, 0, Width / 2, Height);
|
||||
else
|
||||
GL.Viewport(0, 0, Width, Height);
|
||||
|
||||
int pickingMouseX = stereoscopy ? (lastMouseLoc.X % (Width / 2)) : lastMouseLoc.X;
|
||||
|
||||
mtxMdl = Matrix4.Identity;
|
||||
mtxCam =
|
||||
Matrix4.CreateTranslation(camTarget) *
|
||||
Matrix4.CreateRotationY(rot - (stereoscopy ? 0.02f : 0f)) *
|
||||
Matrix4.CreateRotationX(lookup) *
|
||||
Matrix4.CreateTranslation(0, 0, zoom);
|
||||
|
||||
GL.MatrixMode(MatrixMode.Projection);
|
||||
Matrix4 computedMatrix = mtxCam * mtxProj;
|
||||
GL.LoadMatrix(ref computedMatrix);
|
||||
|
||||
pickingIndex = 1;
|
||||
|
||||
mainDrawable.DrawPicking(this);
|
||||
GL.Flush();
|
||||
|
||||
GL.ReadPixels(pickingMouseX, Height - lastMouseLoc.Y, 1, 1, PixelFormat.DepthComponent, PixelType.Float, ref pickingModelDepth);
|
||||
|
||||
pickingModelDepth = -(zfar * znear / (pickingModelDepth * (zfar - znear) - zfar));
|
||||
|
||||
|
||||
|
||||
GL.Flush();
|
||||
|
||||
GL.ReadPixels(pickingMouseX - 1, Height - lastMouseLoc.Y + 1, 3, 3, PixelFormat.Bgra, PixelType.UnsignedByte, pickingFrameBuffer);
|
||||
|
||||
|
||||
|
||||
// depth math from http://www.opengl.org/resources/faq/technical/depthbuffer.htm
|
||||
|
||||
GL.ReadPixels(pickingMouseX, Height - lastMouseLoc.Y, 1, 1, PixelFormat.DepthComponent, PixelType.Float, ref pickingDepth);
|
||||
|
||||
pickingDepth = -(zfar * znear / (pickingDepth * (zfar - znear) - zfar));
|
||||
|
||||
shouldredraw = shouldredraw || mainDrawable.Picked(pickingFrameBuffer[4]);
|
||||
|
||||
#endregion
|
||||
|
||||
shouldredraw = shouldredraw || mainDrawable.MouseMove(e, lastMouseLoc, deltaX, deltaY, new ExtraArgs(factorX, factorY, lastDepth), rot, lookup);
|
||||
|
||||
if (shouldredraw)
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnMouseWheel(MouseEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
int x = viewPortX(e.X);
|
||||
|
||||
if (mainDrawable.MouseWheel(e, viewPortXOff(x), e.Y - Height / 2, new ExtraArgs(factorX,factorY, lastDepth), rot, lookup) ||
|
||||
activeCamera.MouseWheel(e, viewPortXOff(x), e.Y - Height / 2, new ExtraArgs(factorX, factorY, lastDepth), ref camTarget, ref rot, ref lookup, ref zoom))
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnMouseUp(MouseEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
bool shouldredraw = false;
|
||||
|
||||
if ((Math.Abs(e.X - dragStartLoc.X) < 3) && (Math.Abs(e.Y - dragStartLoc.Y) < 3))
|
||||
{
|
||||
shouldredraw = shouldredraw || mainDrawable.MouseClick(e) ||
|
||||
activeCamera.MouseClick(e, ref camTarget, ref rot, ref lookup, ref zoom);
|
||||
}
|
||||
shouldredraw = shouldredraw || mainDrawable.MouseUp(e, dragStartLoc) ||
|
||||
activeCamera.MouseUp(e, dragStartLoc, ref camTarget, ref rot, ref lookup, ref zoom);
|
||||
|
||||
if (shouldredraw)
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnKeyDown(KeyEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
if (mainDrawable.KeyDown(e) ||
|
||||
activeCamera.KeyDown(e, ref camTarget, ref rot, ref lookup, ref zoom))
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnKeyUp(KeyEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
if (mainDrawable.KeyUp(e) ||
|
||||
activeCamera.KeyUp(e, ref camTarget, ref rot, ref lookup, ref zoom))
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
}
|
37
GL_EditorFramework-master/GL_Core/GL_ControlModern.Designer.cs
generated
Normal file
37
GL_EditorFramework-master/GL_Core/GL_ControlModern.Designer.cs
generated
Normal file
|
@ -0,0 +1,37 @@
|
|||
namespace GL_Core
|
||||
{
|
||||
partial class GL_ControlModern
|
||||
{
|
||||
/// <summary>
|
||||
/// Required designer variable.
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clean up any resources being used.
|
||||
/// </summary>
|
||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region Component Designer generated code
|
||||
|
||||
/// <summary>
|
||||
/// Required method for Designer support - do not modify
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
components = new System.ComponentModel.Container();
|
||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
352
GL_EditorFramework-master/GL_Core/GL_ControlModern.cs
Normal file
352
GL_EditorFramework-master/GL_Core/GL_ControlModern.cs
Normal file
|
@ -0,0 +1,352 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Drawing;
|
||||
using System.Data;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using GL_Core.Interfaces;
|
||||
using GL_Core.Public_Interfaces;
|
||||
using GL_Core.Cameras;
|
||||
|
||||
namespace GL_Core
|
||||
{
|
||||
public partial class GL_ControlModern : GLControl
|
||||
{
|
||||
public GL_ControlModern()
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
|
||||
private Point lastMouseLoc;
|
||||
private Point dragStartLoc;
|
||||
private float lastDepth = 1000f;
|
||||
private ShaderProgram shader;
|
||||
private AbstractCamera activeCamera;
|
||||
float rot = 0;
|
||||
float lookup = 0;
|
||||
float zoom = -10f;
|
||||
Vector3 camTarget;
|
||||
|
||||
public float zfar = 1000f;
|
||||
public float znear = 0.01f;
|
||||
public float PolyCount = 0;
|
||||
public float VertCount = 0;
|
||||
float fov = MathHelper.PiOver4;
|
||||
|
||||
uint[] pickingFrameBuffer = new uint[9];
|
||||
int pickingIndex;
|
||||
float pickingModelDepth = 0f;
|
||||
private float pickingDepth = 0f;
|
||||
|
||||
public Matrix4 mtxMdl, mtxCam, mtxProj;
|
||||
private float factorX, factorY;
|
||||
|
||||
bool stereoscopy;
|
||||
bool displayPolyCount;
|
||||
|
||||
int viewPortX(int x) => stereoscopy ? x % (Width / 2) : x;
|
||||
int viewPortDX(int dx) => stereoscopy ? dx * 2 : dx;
|
||||
int viewPortXOff(int x) => stereoscopy ? (x - Width / 4) * 2 : x - Width / 2;
|
||||
int viewPortWidth() => stereoscopy ? Width / 2 : Width;
|
||||
|
||||
public bool DisplayPolyCount
|
||||
{
|
||||
get => displayPolyCount;
|
||||
set
|
||||
{
|
||||
displayPolyCount = value;
|
||||
OnResize(null);
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
public bool Stereoscopy
|
||||
{
|
||||
get => stereoscopy;
|
||||
set
|
||||
{
|
||||
stereoscopy = value;
|
||||
OnResize(null);
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
public ShaderProgram CurrentShader
|
||||
{
|
||||
get => shader;
|
||||
set
|
||||
{
|
||||
if (value == null) return;
|
||||
shader = value;
|
||||
|
||||
shader.Setup(mtxMdl, mtxCam, mtxProj);
|
||||
}
|
||||
}
|
||||
|
||||
AbstractGlDrawable mainDrawable;
|
||||
public List<AbstractGlDrawable> abstractGlDrawables = new List<AbstractGlDrawable>();
|
||||
public AbstractGlDrawable MainDrawable
|
||||
{
|
||||
get => mainDrawable;
|
||||
set
|
||||
{
|
||||
this.Visible = true;
|
||||
|
||||
if (value == null) return;
|
||||
mainDrawable = value;
|
||||
MakeCurrent();
|
||||
mainDrawable.Prepare(this);
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
public AbstractCamera ActiveCamera
|
||||
{
|
||||
get => activeCamera;
|
||||
set
|
||||
{
|
||||
if (value == null || this.Context == null) return;
|
||||
activeCamera = value;
|
||||
MakeCurrent();
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
public Color nextPickingColor()
|
||||
{
|
||||
return Color.FromArgb(pickingIndex++);
|
||||
}
|
||||
|
||||
public void UpdateModelMatrix(Matrix4 matrix)
|
||||
{
|
||||
shader.UpdateModelMatrix(mtxMdl = matrix);
|
||||
}
|
||||
|
||||
public void ApplyModelTransform(Matrix4 matrix)
|
||||
{
|
||||
shader.UpdateModelMatrix(mtxMdl *= matrix);
|
||||
}
|
||||
|
||||
public void ResetModelMatrix()
|
||||
{
|
||||
shader.UpdateModelMatrix(mtxMdl = Matrix4.Identity);
|
||||
}
|
||||
|
||||
protected override void OnLoad(EventArgs e)
|
||||
{
|
||||
if (DesignMode) return;
|
||||
|
||||
activeCamera = new InspectCamera();
|
||||
|
||||
GL.Enable(EnableCap.DepthTest);
|
||||
}
|
||||
|
||||
protected override void OnResize(EventArgs e)
|
||||
{
|
||||
if (DesignMode || this.Context == null) return;
|
||||
MakeCurrent();
|
||||
|
||||
float aspect_ratio;
|
||||
if (stereoscopy)
|
||||
aspect_ratio = Width/2 / (float)Height;
|
||||
else
|
||||
aspect_ratio = Width / (float)Height;
|
||||
|
||||
mtxProj = Matrix4.CreatePerspectiveFieldOfView(fov, aspect_ratio, znear, zfar);
|
||||
|
||||
//using the calculation from whitehole
|
||||
factorX = (2f * (float)Math.Tan(fov * 0.5f) * aspect_ratio) / Width;
|
||||
|
||||
factorY = (2f * (float)Math.Tan(fov * 0.5f)) / Height;
|
||||
}
|
||||
|
||||
protected override void OnPaint(PaintEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null || DesignMode)
|
||||
{
|
||||
e.Graphics.Clear(this.BackColor);
|
||||
e.Graphics.DrawString("Modern Gl" + (stereoscopy ? " stereoscopy" : ""), SystemFonts.DefaultFont, SystemBrushes.ControlLight, 10f, 10f);
|
||||
return;
|
||||
}
|
||||
// e.Graphics.DrawString((displayPolyCount ? $"poly count {PolyCount} vert count {VertCount}" : ""), SystemFonts.DefaultFont, SystemBrushes.ControlLight, 10f, 10f);
|
||||
|
||||
|
||||
MakeCurrent();
|
||||
GL.ClearColor(0.125f, 0.125f, 0.125f, 1.0f);
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
|
||||
|
||||
if (stereoscopy)
|
||||
{
|
||||
#region left eye
|
||||
GL.Viewport(0, 0, Width / 2, Height);
|
||||
|
||||
mtxMdl = Matrix4.Identity;
|
||||
mtxCam =
|
||||
Matrix4.CreateTranslation(camTarget) *
|
||||
Matrix4.CreateRotationY(rot + 0.02f) *
|
||||
Matrix4.CreateRotationX(lookup) *
|
||||
Matrix4.CreateTranslation(0, 0, zoom);
|
||||
|
||||
mainDrawable.Draw(this);
|
||||
#endregion
|
||||
|
||||
#region right eye
|
||||
GL.Viewport(Width / 2, 0, Width / 2, Height);
|
||||
|
||||
mtxMdl = Matrix4.Identity;
|
||||
mtxCam =
|
||||
Matrix4.CreateTranslation(camTarget) *
|
||||
Matrix4.CreateRotationY(rot - 0.02f) *
|
||||
Matrix4.CreateRotationX(lookup) *
|
||||
Matrix4.CreateTranslation(0, 0, zoom);
|
||||
|
||||
mainDrawable.Draw(this);
|
||||
#endregion
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.Viewport(0, 0, Width, Height);
|
||||
|
||||
mtxMdl = Matrix4.Identity;
|
||||
mtxCam =
|
||||
Matrix4.CreateTranslation(camTarget) *
|
||||
Matrix4.CreateRotationY(rot) *
|
||||
Matrix4.CreateRotationX(lookup) *
|
||||
Matrix4.CreateTranslation(0, 0, zoom);
|
||||
|
||||
mainDrawable.Draw(this);
|
||||
}
|
||||
|
||||
SwapBuffers();
|
||||
}
|
||||
|
||||
protected override void OnMouseDown(MouseEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
lastMouseLoc = e.Location;
|
||||
lastDepth = pickingDepth;
|
||||
dragStartLoc = e.Location;
|
||||
if (mainDrawable.MouseDown(e) ||
|
||||
activeCamera.MouseDown(e, ref camTarget, ref rot, ref lookup, ref zoom))
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnMouseMove(MouseEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
float deltaX = viewPortDX(e.Location.X - lastMouseLoc.X);
|
||||
float deltaY = (e.Location.Y - lastMouseLoc.Y);
|
||||
|
||||
bool shouldredraw = false;
|
||||
shouldredraw = shouldredraw || activeCamera.MouseMove(e, lastMouseLoc, deltaX, deltaY, new ExtraArgs(factorX, factorY, lastDepth), ref camTarget, ref rot, ref lookup, ref zoom);
|
||||
|
||||
lastMouseLoc = e.Location;
|
||||
|
||||
#region picking
|
||||
MakeCurrent();
|
||||
|
||||
GL.ClearColor(0f, 0f, 0f, 0f);
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
|
||||
if (stereoscopy)
|
||||
GL.Viewport(0, 0, Width / 2, Height);
|
||||
else
|
||||
GL.Viewport(0, 0, Width, Height);
|
||||
|
||||
int pickingMouseX = stereoscopy ? (lastMouseLoc.X % (Width / 2)) : lastMouseLoc.X;
|
||||
|
||||
mtxMdl = Matrix4.Identity;
|
||||
mtxCam =
|
||||
Matrix4.CreateTranslation(camTarget) *
|
||||
Matrix4.CreateRotationY(rot - (stereoscopy?0.02f:0f)) *
|
||||
Matrix4.CreateRotationX(lookup) *
|
||||
Matrix4.CreateTranslation(0, 0, zoom);
|
||||
|
||||
pickingIndex = 1;
|
||||
|
||||
mainDrawable.DrawPicking(this);
|
||||
GL.Flush();
|
||||
|
||||
GL.ReadPixels(pickingMouseX, Height - lastMouseLoc.Y, 1, 1, PixelFormat.DepthComponent, PixelType.Float, ref pickingModelDepth);
|
||||
|
||||
pickingModelDepth = -(zfar * znear / (pickingModelDepth * (zfar - znear) - zfar));
|
||||
|
||||
|
||||
|
||||
GL.Flush();
|
||||
|
||||
GL.ReadPixels(pickingMouseX - 1, Height - lastMouseLoc.Y + 1, 3, 3, PixelFormat.Bgra, PixelType.UnsignedByte, pickingFrameBuffer);
|
||||
|
||||
|
||||
|
||||
// depth math from http://www.opengl.org/resources/faq/technical/depthbuffer.htm
|
||||
|
||||
GL.ReadPixels(pickingMouseX, Height - lastMouseLoc.Y, 1, 1, PixelFormat.DepthComponent, PixelType.Float, ref pickingDepth);
|
||||
|
||||
pickingDepth = -(zfar * znear / (pickingDepth * (zfar - znear) - zfar));
|
||||
|
||||
shouldredraw = shouldredraw || mainDrawable.Picked(pickingFrameBuffer[4]);
|
||||
|
||||
#endregion
|
||||
|
||||
shouldredraw = shouldredraw || mainDrawable.MouseMove(e, lastMouseLoc, deltaX, deltaY, new ExtraArgs(factorX, factorY, lastDepth), rot, lookup);
|
||||
|
||||
if (shouldredraw)
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnMouseWheel(MouseEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
int x = viewPortX(e.X);
|
||||
|
||||
if (mainDrawable.MouseWheel(e, viewPortXOff(x), e.Y - Height / 2, new ExtraArgs(factorX, factorY, lastDepth), rot, lookup) ||
|
||||
activeCamera.MouseWheel(e, viewPortXOff(x), e.Y - Height / 2, new ExtraArgs(factorX, factorY, lastDepth), ref camTarget, ref rot, ref lookup, ref zoom))
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnMouseUp(MouseEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
bool shouldredraw = false;
|
||||
|
||||
if ((Math.Abs(e.X - dragStartLoc.X) < 3) && (Math.Abs(e.Y - dragStartLoc.Y) < 3))
|
||||
{
|
||||
shouldredraw = shouldredraw || mainDrawable.MouseClick(e) ||
|
||||
activeCamera.MouseClick(e, ref camTarget, ref rot, ref lookup, ref zoom);
|
||||
}
|
||||
shouldredraw = shouldredraw || mainDrawable.MouseUp(e,dragStartLoc) ||
|
||||
activeCamera.MouseUp(e, dragStartLoc, ref camTarget, ref rot, ref lookup, ref zoom);
|
||||
|
||||
if (shouldredraw)
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnKeyDown(KeyEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
if (mainDrawable.KeyDown(e) ||
|
||||
activeCamera.KeyDown(e, ref camTarget, ref rot, ref lookup, ref zoom))
|
||||
Refresh();
|
||||
}
|
||||
|
||||
protected override void OnKeyUp(KeyEventArgs e)
|
||||
{
|
||||
if (mainDrawable == null) return;
|
||||
|
||||
if (mainDrawable.KeyUp(e) ||
|
||||
activeCamera.KeyUp(e, ref camTarget, ref rot, ref lookup, ref zoom))
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
}
|
77
GL_EditorFramework-master/GL_Core/GL_Core.csproj
Normal file
77
GL_EditorFramework-master/GL_Core/GL_Core.csproj
Normal file
|
@ -0,0 +1,77 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{29647BA5-2859-46F0-A99E-C3A387A9447A}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>GL_Core</RootNamespace>
|
||||
<AssemblyName>GL_Core</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.6.2</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="OpenTK, Version=3.0.1.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\..\..\..\Documents\Visual Studio 2017\Projects\WindowsFormsApp2\WindowsFormsApp2\Lib\OpenTK.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="OpenTK.GLControl, Version=3.0.1.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\..\..\..\Documents\Visual Studio 2017\Projects\WindowsFormsApp2\WindowsFormsApp2\Lib\OpenTK.GLControl.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Cameras\Inspect.cs" />
|
||||
<Compile Include="Cameras\Walkaround.cs" />
|
||||
<Compile Include="GL_ControlLegacy.cs">
|
||||
<SubType>UserControl</SubType>
|
||||
</Compile>
|
||||
<Compile Include="GL_ControlLegacy.Designer.cs">
|
||||
<DependentUpon>GL_ControlLegacy.cs</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="GL_ControlModern.cs">
|
||||
<SubType>UserControl</SubType>
|
||||
</Compile>
|
||||
<Compile Include="GL_ControlModern.Designer.cs">
|
||||
<DependentUpon>GL_ControlModern.cs</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Public Interfaces\AbstractCamera.cs" />
|
||||
<Compile Include="Public Interfaces\AbstractGlDrawable.cs" />
|
||||
<Compile Include="OldGlEmulator.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="ShaderClass.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="OpenTK.dll.config" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
52
GL_EditorFramework-master/GL_Core/OldGlEmulator.cs
Normal file
52
GL_EditorFramework-master/GL_Core/OldGlEmulator.cs
Normal file
|
@ -0,0 +1,52 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
|
||||
namespace GL_Core
|
||||
{
|
||||
public class OldGlEmulator : IDisposable
|
||||
{
|
||||
List<float> dataList = new List<float>();
|
||||
|
||||
float current_r = 255f;
|
||||
float current_g = 255f;
|
||||
float current_b = 255f;
|
||||
float current_a = 255f;
|
||||
public OldGlEmulator()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Vertex3(float x, float y, float z)
|
||||
{
|
||||
dataList.Add(x); dataList.Add(y); dataList.Add(z);
|
||||
dataList.Add(current_r); dataList.Add(current_g); dataList.Add(current_b); dataList.Add(current_a);
|
||||
}
|
||||
|
||||
public void Color3(float r, float g, float b)
|
||||
{
|
||||
current_r = r;
|
||||
current_g = g;
|
||||
current_b = b;
|
||||
}
|
||||
|
||||
public void WriteToBuffer(int buffer) {
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
|
||||
float[] arrayData = dataList.ToArray();
|
||||
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * arrayData.Length, arrayData, BufferUsageHint.StaticDraw);
|
||||
|
||||
GL.EnableVertexAttribArray(0);
|
||||
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, sizeof(float) * 7, 0);
|
||||
GL.EnableVertexAttribArray(1);
|
||||
GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, sizeof(float) * 7, sizeof(float) * 3);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
25
GL_EditorFramework-master/GL_Core/OpenTK.dll.config
Normal file
25
GL_EditorFramework-master/GL_Core/OpenTK.dll.config
Normal file
|
@ -0,0 +1,25 @@
|
|||
<configuration>
|
||||
<dllmap os="linux" dll="opengl32.dll" target="libGL.so.1"/>
|
||||
<dllmap os="linux" dll="glu32.dll" target="libGLU.so.1"/>
|
||||
<dllmap os="linux" dll="openal32.dll" target="libopenal.so.1"/>
|
||||
<dllmap os="linux" dll="alut.dll" target="libalut.so.0"/>
|
||||
<dllmap os="linux" dll="opencl.dll" target="libOpenCL.so"/>
|
||||
<dllmap os="linux" dll="libX11" target="libX11.so.6"/>
|
||||
<dllmap os="linux" dll="libXi" target="libXi.so.6"/>
|
||||
<dllmap os="linux" dll="SDL2.dll" target="libSDL2-2.0.so.0"/>
|
||||
<dllmap os="osx" dll="opengl32.dll" target="/System/Library/Frameworks/OpenGL.framework/OpenGL"/>
|
||||
<dllmap os="osx" dll="openal32.dll" target="/System/Library/Frameworks/OpenAL.framework/OpenAL" />
|
||||
<dllmap os="osx" dll="alut.dll" target="/System/Library/Frameworks/OpenAL.framework/OpenAL" />
|
||||
<dllmap os="osx" dll="libGLES.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
|
||||
<dllmap os="osx" dll="libGLESv1_CM.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
|
||||
<dllmap os="osx" dll="libGLESv2.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
|
||||
<dllmap os="osx" dll="opencl.dll" target="/System/Library/Frameworks/OpenCL.framework/OpenCL"/>
|
||||
<dllmap os="osx" dll="SDL2.dll" target="libSDL2.dylib"/>
|
||||
<!-- XQuartz compatibility (X11 on Mac) -->
|
||||
<dllmap os="osx" dll="libGL.so.1" target="/usr/X11/lib/libGL.dylib"/>
|
||||
<dllmap os="osx" dll="libX11" target="/usr/X11/lib/libX11.dylib"/>
|
||||
<dllmap os="osx" dll="libXcursor.so.1" target="/usr/X11/lib/libXcursor.dylib"/>
|
||||
<dllmap os="osx" dll="libXi" target="/usr/X11/lib/libXi.dylib"/>
|
||||
<dllmap os="osx" dll="libXinerama" target="/usr/X11/lib/libXinerama.dylib"/>
|
||||
<dllmap os="osx" dll="libXrandr.so.2" target="/usr/X11/lib/libXrandr.dylib"/>
|
||||
</configuration>
|
36
GL_EditorFramework-master/GL_Core/Properties/AssemblyInfo.cs
Normal file
36
GL_EditorFramework-master/GL_Core/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,36 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("GL_Core")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("GL_Core")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2018")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("29647ba5-2859-46f0-a99e-c3a387a9447a")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
|
@ -0,0 +1,36 @@
|
|||
using OpenTK;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace GL_Core.Public_Interfaces
|
||||
{
|
||||
public abstract class AbstractCamera
|
||||
{
|
||||
public virtual bool MouseDown(MouseEventArgs e, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom) { return false; }
|
||||
public virtual bool MouseMove(MouseEventArgs e, Point lastMouseLoc, float deltaX, float deltaY, ExtraArgs args, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom) { return false; }
|
||||
public virtual bool MouseUp(MouseEventArgs e, Point dragStartMousePos, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom) { return false; }
|
||||
public virtual bool MouseWheel(MouseEventArgs e, float xoff, float yoff, ExtraArgs args, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom) { return false; }
|
||||
public virtual bool MouseClick(MouseEventArgs e, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom) { return false; }
|
||||
|
||||
public virtual bool KeyDown(KeyEventArgs e, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom) { return false; }
|
||||
public virtual bool KeyUp(KeyEventArgs e, ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom) { return false; }
|
||||
|
||||
public virtual bool TimeStep(ref Vector3 camTarget, ref float rot, ref float lookup, ref float zoom) { return false; }
|
||||
}
|
||||
|
||||
public struct ExtraArgs{
|
||||
public float factorX, factorY, pickingDepth;
|
||||
public ExtraArgs(float factorX, float factorY, float pickingDepth)
|
||||
{
|
||||
this.factorX = factorX;
|
||||
this.factorY = factorY;
|
||||
this.pickingDepth = pickingDepth;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
using GL_Core.Public_Interfaces;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace GL_Core.Interfaces
|
||||
{
|
||||
public abstract class AbstractGlDrawable
|
||||
{
|
||||
public abstract void Prepare(GL_ControlModern control);
|
||||
public abstract void Prepare(GL_ControlLegacy control);
|
||||
public abstract void Draw(GL_ControlModern control);
|
||||
public abstract void Draw(GL_ControlLegacy control);
|
||||
public virtual void DrawPicking(GL_ControlModern control) { }
|
||||
public virtual void DrawPicking(GL_ControlLegacy control) { }
|
||||
public virtual bool Picked(uint index) { return false; }//handling for Picking
|
||||
public virtual uint GetPickableSpan() => 0;//tells how many pickable subobjects are in this object
|
||||
|
||||
public virtual bool MouseDown(MouseEventArgs e) { return false; }
|
||||
public virtual bool MouseMove(MouseEventArgs e, Point lastMouseLoc, float deltaX, float deltaY, ExtraArgs args, float rot, float lookup) { return false; }
|
||||
public virtual bool MouseUp(MouseEventArgs e, Point dragStartMousePos) { return false; }
|
||||
public virtual bool MouseWheel(MouseEventArgs e, float xoff, float yoff, ExtraArgs args, float rot, float lookup) { return false; }
|
||||
public virtual bool MouseClick(MouseEventArgs e) { return false; }
|
||||
|
||||
public virtual bool KeyDown(KeyEventArgs e) { return false; }
|
||||
public virtual bool KeyUp(KeyEventArgs e) { return false; }
|
||||
|
||||
public virtual bool TimeStep() { return false; }
|
||||
}
|
||||
}
|
138
GL_EditorFramework-master/GL_Core/ShaderClass.cs
Normal file
138
GL_EditorFramework-master/GL_Core/ShaderClass.cs
Normal file
|
@ -0,0 +1,138 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
|
||||
namespace GL_Core
|
||||
{
|
||||
public class ShaderProgram
|
||||
{
|
||||
private int fragSh, vertSh, program, mtxMdlLoc, mtxCamLoc;
|
||||
private Matrix4 modelMatrix;
|
||||
private Matrix4 computedCamMtx;
|
||||
|
||||
public ShaderProgram(FragmentShader frag, VertexShader vert)
|
||||
{
|
||||
fragSh = frag.shader;
|
||||
vertSh = vert.shader;
|
||||
program = GL.CreateProgram();
|
||||
GL.AttachShader(program, vertSh);
|
||||
GL.AttachShader(program, fragSh);
|
||||
GL.LinkProgram(program);
|
||||
Console.WriteLine("fragment:");
|
||||
Console.WriteLine(GL.GetShaderInfoLog(fragSh));
|
||||
Console.WriteLine("vertex:");
|
||||
Console.WriteLine(GL.GetShaderInfoLog(fragSh));
|
||||
|
||||
mtxMdlLoc = GL.GetUniformLocation(program, "mtxMdl");
|
||||
mtxCamLoc = GL.GetUniformLocation(program, "mtxCam");
|
||||
}
|
||||
|
||||
public void AttachShader(ShaderGL shader)
|
||||
{
|
||||
GL.AttachShader(program, shader.shader);
|
||||
}
|
||||
|
||||
public void DetachShader(ShaderGL shader)
|
||||
{
|
||||
GL.DetachShader(program, shader.shader);
|
||||
}
|
||||
|
||||
public void LinkShaders()
|
||||
{
|
||||
GL.LinkProgram(program);
|
||||
}
|
||||
|
||||
public void SetFragmentShader(FragmentShader shader)
|
||||
{
|
||||
GL.DetachShader(program, fragSh);
|
||||
GL.AttachShader(program, shader.shader);
|
||||
fragSh = shader.shader;
|
||||
GL.LinkProgram(program);
|
||||
}
|
||||
|
||||
public void SetVertexShader(VertexShader shader)
|
||||
{
|
||||
GL.DetachShader(program, vertSh);
|
||||
GL.AttachShader(program, shader.shader);
|
||||
vertSh = shader.shader;
|
||||
GL.LinkProgram(program);
|
||||
|
||||
mtxMdlLoc = GL.GetUniformLocation(program, "mtxMdl");
|
||||
mtxCamLoc = GL.GetUniformLocation(program, "mtxCam");
|
||||
|
||||
GL.UniformMatrix4(mtxMdlLoc, false, ref modelMatrix);
|
||||
GL.UniformMatrix4(mtxCamLoc, false, ref computedCamMtx);
|
||||
}
|
||||
|
||||
|
||||
public void Setup(Matrix4 mtxMdl, Matrix4 mtxCam, Matrix4 mtxProj)
|
||||
{
|
||||
GL.UseProgram(program);
|
||||
modelMatrix = mtxMdl;
|
||||
GL.UniformMatrix4(mtxMdlLoc, false, ref modelMatrix);
|
||||
computedCamMtx = mtxCam * mtxProj;
|
||||
GL.UniformMatrix4(mtxCamLoc, false, ref computedCamMtx);
|
||||
}
|
||||
|
||||
public void UpdateModelMatrix(Matrix4 matrix)
|
||||
{
|
||||
modelMatrix = matrix;
|
||||
GL.UniformMatrix4(mtxMdlLoc, false, ref matrix);
|
||||
}
|
||||
|
||||
public void Activate()
|
||||
{
|
||||
GL.UseProgram(program);
|
||||
}
|
||||
|
||||
public int this[string name]{
|
||||
get => GL.GetUniformLocation(program, name);
|
||||
}
|
||||
}
|
||||
|
||||
public class ShaderGL
|
||||
{
|
||||
public ShaderGL(string src, ShaderType type)
|
||||
{
|
||||
shader = GL.CreateShader(type);
|
||||
GL.ShaderSource(shader, src);
|
||||
GL.CompileShader(shader);
|
||||
this.type = type;
|
||||
}
|
||||
|
||||
public ShaderType type;
|
||||
|
||||
public int shader;
|
||||
}
|
||||
|
||||
public class FragmentShader : ShaderGL
|
||||
{
|
||||
public FragmentShader(string src)
|
||||
:base(src, ShaderType.FragmentShader)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class GeomeryShader : ShaderGL
|
||||
{
|
||||
public GeomeryShader(string src)
|
||||
: base(src, ShaderType.GeometryShader)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class VertexShader : ShaderGL
|
||||
{
|
||||
public VertexShader(string src)
|
||||
: base(src, ShaderType.VertexShader)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
5
GL_EditorFramework-master/GL_Core/packages.config
Normal file
5
GL_EditorFramework-master/GL_Core/packages.config
Normal file
|
@ -0,0 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="OpenTK" version="3.0.1" targetFramework="net461" />
|
||||
<package id="OpenTK.GLControl" version="3.0.1" targetFramework="net461" />
|
||||
</packages>
|
31
GL_EditorFramework-master/GL_EditorFramework.sln
Normal file
31
GL_EditorFramework-master/GL_EditorFramework.sln
Normal file
|
@ -0,0 +1,31 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 15
|
||||
VisualStudioVersion = 15.0.27703.2035
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GL_Core", "GL_Core\GL_Core.csproj", "{29647BA5-2859-46F0-A99E-C3A387A9447A}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Testing", "Testing\Testing.csproj", "{47680B79-3772-4339-8808-A97F84450CCE}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{29647BA5-2859-46F0-A99E-C3A387A9447A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{29647BA5-2859-46F0-A99E-C3A387A9447A}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{29647BA5-2859-46F0-A99E-C3A387A9447A}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{29647BA5-2859-46F0-A99E-C3A387A9447A}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{47680B79-3772-4339-8808-A97F84450CCE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{47680B79-3772-4339-8808-A97F84450CCE}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{47680B79-3772-4339-8808-A97F84450CCE}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{47680B79-3772-4339-8808-A97F84450CCE}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {F399969A-9DEC-48B3-A7FA-4DBC9341DAA6}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
1
GL_EditorFramework-master/README.md
Normal file
1
GL_EditorFramework-master/README.md
Normal file
|
@ -0,0 +1 @@
|
|||
# GL_EditorFramework
|
6
GL_EditorFramework-master/Testing/App.config
Normal file
6
GL_EditorFramework-master/Testing/App.config
Normal file
|
@ -0,0 +1,6 @@
|
|||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<configuration>
|
||||
<startup>
|
||||
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1" />
|
||||
</startup>
|
||||
</configuration>
|
431
GL_EditorFramework-master/Testing/MarioTposeTest.cs
Normal file
431
GL_EditorFramework-master/Testing/MarioTposeTest.cs
Normal file
|
@ -0,0 +1,431 @@
|
|||
using GL_Core;
|
||||
using GL_Core.Interfaces;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace Testing
|
||||
{
|
||||
public class MarioTposeTest : AbstractGlDrawable
|
||||
{
|
||||
int testVao;
|
||||
int marioTestVao;
|
||||
ShaderProgram defaultShaderProgram;
|
||||
FragmentShader defaultFrag;
|
||||
VertexShader defaultVert, pickingVert;
|
||||
ShaderProgram testShaderProgram;
|
||||
|
||||
uint pickedIndex = 0;
|
||||
uint selectedIndex = 0;
|
||||
|
||||
public MarioTposeTest()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void Draw(GL_ControlModern control)
|
||||
{
|
||||
control.CurrentShader = testShaderProgram;
|
||||
control.ResetModelMatrix();
|
||||
GL.BindVertexArray(testVao);
|
||||
GL.DrawArrays(PrimitiveType.Quads, 0, 4);
|
||||
|
||||
GL.BindVertexArray(marioTestVao);
|
||||
|
||||
control.CurrentShader = defaultShaderProgram;
|
||||
defaultShaderProgram.SetVertexShader(defaultVert);
|
||||
control.ApplyModelTransform(Matrix4.CreateTranslation(-8, 0, 0));
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
if (i + 1 == selectedIndex)
|
||||
GL.Uniform4(defaultShaderProgram["highlightColor"], 1f, 1f, 0.2f, 0.5f);
|
||||
else if (i + 1 == pickedIndex)
|
||||
GL.Uniform4(defaultShaderProgram["highlightColor"], 1f, 1f, 0.5f, 0.2f);
|
||||
else
|
||||
GL.Uniform4(defaultShaderProgram["highlightColor"], 0f, 0f, 0f, 0f);
|
||||
GL.DrawArrays(PrimitiveType.Quads, 0, 11 * 4);
|
||||
|
||||
control.ApplyModelTransform(Matrix4.CreateTranslation(4, 0, 0));
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(GL_ControlLegacy control)
|
||||
{
|
||||
control.ResetModelMatrix();
|
||||
GL.Begin(PrimitiveType.Quads);
|
||||
GL.Color3(1f, 0f, 0f);
|
||||
GL.Vertex3(-10f, -0.25f, 5f);
|
||||
|
||||
GL.Color3(0f, 1f, 0f);
|
||||
GL.Vertex3(10f, -0.25f, 5f);
|
||||
|
||||
GL.Color3(1f, 1f, 0f);
|
||||
GL.Vertex3(10f, -0.25f, -5f);
|
||||
|
||||
GL.Color3(0f, 0f, 1f);
|
||||
GL.Vertex3(-10f, -0.25f, -5f);
|
||||
GL.End();
|
||||
|
||||
control.ApplyModelTransform(Matrix4.CreateTranslation(-8, 0, 0));
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
GL.Begin(PrimitiveType.Quads);
|
||||
if(i+1==pickedIndex)
|
||||
GL.Color3(0f, 1f, 0f);
|
||||
else
|
||||
GL.Color3(1f, 0f, 0f);
|
||||
GL.Vertex3(-0.5f, 2f, 0f);
|
||||
GL.Vertex3(0.5f, 2f, 0f);
|
||||
GL.Vertex3(0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(-0.5f, 1.25f, 0f);
|
||||
|
||||
GL.Vertex3(-1.5f, 2.5f, 0f);
|
||||
GL.Vertex3(1.5f, 2.5f, 0f);
|
||||
GL.Vertex3(1.5f, 2f, 0f);
|
||||
GL.Vertex3(-1.5f, 2f, 0f);
|
||||
|
||||
//trowsers
|
||||
if (i + 1 == selectedIndex)
|
||||
GL.Color3(1f, 1f, 1f);
|
||||
else
|
||||
GL.Color3(0, 0.2f, 1f);
|
||||
GL.Vertex3(-0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.5f, 0.75f, 0f);
|
||||
|
||||
GL.Vertex3(-0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.125f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.125f, -0.25f, 0f);
|
||||
GL.Vertex3(-0.5f, -0.25f, 0f);
|
||||
|
||||
GL.Vertex3(0.125f, 0.75f, 0f);
|
||||
GL.Vertex3(0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(0.5f, -0.25f, 0f);
|
||||
GL.Vertex3(0.125f, -0.25f, 0f);
|
||||
|
||||
//stripes
|
||||
GL.Vertex3(-0.375f, 2.5f, -0.02f);
|
||||
GL.Vertex3(-0.125f, 2.5f, -0.02f);
|
||||
GL.Vertex3(-0.125f, 1.25f, -0.02f);
|
||||
GL.Vertex3(-0.375f, 1.25f, -0.02f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.5f, -0.02f);
|
||||
GL.Vertex3(0.375f, 2.5f, -0.02f);
|
||||
GL.Vertex3(0.375f, 1.25f, -0.02f);
|
||||
GL.Vertex3(0.125f, 1.25f, -0.02f);
|
||||
|
||||
GL.Vertex3(-0.375f, 2.5f, 0.02f);
|
||||
GL.Vertex3(-0.125f, 2.5f, 0.02f);
|
||||
GL.Vertex3(-0.125f, 1.25f, 0.02f);
|
||||
GL.Vertex3(-0.375f, 1.25f, 0.02f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.5f, 0.02f);
|
||||
GL.Vertex3(0.375f, 2.5f, 0.02f);
|
||||
GL.Vertex3(0.375f, 1.25f, 0.02f);
|
||||
GL.Vertex3(0.125f, 1.25f, 0.02f);
|
||||
|
||||
//knobs
|
||||
GL.Color3(1f, 1f, 0f);
|
||||
GL.Vertex3(-0.375f, 2.25f, 0.04f);
|
||||
GL.Vertex3(-0.125f, 2.25f, 0.04f);
|
||||
GL.Vertex3(-0.125f, 2f, 0.04f);
|
||||
GL.Vertex3(-0.375f, 2f, 0.04f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.25f, 0.04f);
|
||||
GL.Vertex3(0.375f, 2.25f, 0.04f);
|
||||
GL.Vertex3(0.375f, 2f, 0.04f);
|
||||
GL.Vertex3(0.125f, 2f, 0.04f);
|
||||
GL.End();
|
||||
|
||||
control.ApplyModelTransform(Matrix4.CreateTranslation(4, 0, 0));
|
||||
}
|
||||
}
|
||||
|
||||
public override void Prepare(GL_ControlModern control)
|
||||
{
|
||||
defaultFrag = new FragmentShader(
|
||||
@"#version 330
|
||||
in vec4 fragColor;
|
||||
void main(){
|
||||
gl_FragColor = fragColor;
|
||||
}");
|
||||
defaultVert = new VertexShader(
|
||||
@"#version 330
|
||||
layout(location = 0) in vec4 position;
|
||||
layout(location = 1) in vec4 color;
|
||||
uniform mat4 mtxMdl;
|
||||
uniform mat4 mtxCam;
|
||||
uniform vec4 highlightColor;
|
||||
out vec4 fragColor;
|
||||
void main(){
|
||||
gl_Position = mtxCam*mtxMdl*position;
|
||||
fragColor = color+highlightColor.xyz*highlightColor.w;
|
||||
}");
|
||||
pickingVert = new VertexShader(
|
||||
@"#version 330
|
||||
layout(location = 0) in vec4 position;
|
||||
uniform vec4 color;
|
||||
uniform mat4 mtxMdl;
|
||||
uniform mat4 mtxCam;
|
||||
out vec4 fragColor;
|
||||
void main(){
|
||||
gl_Position = mtxCam*mtxMdl*position;
|
||||
fragColor = color;
|
||||
}");
|
||||
defaultShaderProgram = new ShaderProgram(
|
||||
defaultFrag,defaultVert
|
||||
);
|
||||
|
||||
testShaderProgram = new ShaderProgram(
|
||||
new FragmentShader(
|
||||
@"#version 330
|
||||
in vec4 vertPosition;
|
||||
in vec4 fragColor;
|
||||
void main(){
|
||||
float v = round(abs(mod(vertPosition.x,2.0)-1.0)+
|
||||
abs(mod(vertPosition.z,2.0)-1.0));
|
||||
gl_FragColor = fragColor*v;
|
||||
}"),
|
||||
new VertexShader(
|
||||
@"#version 330
|
||||
layout(location = 0) in vec4 position;
|
||||
layout(location = 1) in vec4 color;
|
||||
uniform mat4 mtxMdl;
|
||||
uniform mat4 mtxCam;
|
||||
out vec4 vertPosition;
|
||||
out vec4 fragColor;
|
||||
void main(){
|
||||
gl_Position = mtxMdl*mtxCam*position;
|
||||
vertPosition = position;
|
||||
fragColor = color;
|
||||
}"));
|
||||
|
||||
control.CurrentShader = defaultShaderProgram;
|
||||
|
||||
int buffer;
|
||||
|
||||
GL.BindVertexArray(testVao = GL.GenVertexArray());
|
||||
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer = GL.GenBuffer());
|
||||
float[] data = new float[] {
|
||||
-10f, -0.25f, 5f, 1f, 0f, 0f, 1f,
|
||||
10f, -0.25f, 5f, 0f, 1f, 0f, 1f,
|
||||
10f, -0.25f, -5f, 1f, 1f, 0f, 1f,
|
||||
-10f, -0.25f, -5f, 0f, 0f, 1f, 1f,
|
||||
};
|
||||
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * data.Length, data, BufferUsageHint.StaticDraw);
|
||||
|
||||
GL.EnableVertexAttribArray(0);
|
||||
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, sizeof(float) * 7, 0);
|
||||
GL.EnableVertexAttribArray(1);
|
||||
GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, sizeof(float) * 7, sizeof(float) * 3);
|
||||
|
||||
GL.BindVertexArray(marioTestVao = GL.GenVertexArray());
|
||||
using (OldGlEmulator GL = new OldGlEmulator())
|
||||
{
|
||||
//body
|
||||
GL.Color3(1f, 0f, 0f);
|
||||
GL.Vertex3(-0.5f, 2f, 0f);
|
||||
GL.Vertex3(0.5f, 2f, 0f);
|
||||
GL.Vertex3(0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(-0.5f, 1.25f, 0f);
|
||||
|
||||
GL.Vertex3(-1.5f, 2.5f, 0f);
|
||||
GL.Vertex3(1.5f, 2.5f, 0f);
|
||||
GL.Vertex3(1.5f, 2f, 0f);
|
||||
GL.Vertex3(-1.5f, 2f, 0f);
|
||||
|
||||
//trowsers
|
||||
GL.Color3(0, 0.2f, 1f);
|
||||
GL.Vertex3(-0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.5f, 0.75f, 0f);
|
||||
|
||||
GL.Vertex3(-0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.125f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.125f, -0.25f, 0f);
|
||||
GL.Vertex3(-0.5f, -0.25f, 0f);
|
||||
|
||||
GL.Vertex3(0.125f, 0.75f, 0f);
|
||||
GL.Vertex3(0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(0.5f, -0.25f, 0f);
|
||||
GL.Vertex3(0.125f, -0.25f, 0f);
|
||||
|
||||
//stripes
|
||||
GL.Vertex3(-0.375f, 2.5f, -0.02f);
|
||||
GL.Vertex3(-0.125f, 2.5f, -0.02f);
|
||||
GL.Vertex3(-0.125f, 1.25f, -0.02f);
|
||||
GL.Vertex3(-0.375f, 1.25f, -0.02f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.5f, -0.02f);
|
||||
GL.Vertex3(0.375f, 2.5f, -0.02f);
|
||||
GL.Vertex3(0.375f, 1.25f, -0.02f);
|
||||
GL.Vertex3(0.125f, 1.25f, -0.02f);
|
||||
|
||||
GL.Vertex3(-0.375f, 2.5f, 0.02f);
|
||||
GL.Vertex3(-0.125f, 2.5f, 0.02f);
|
||||
GL.Vertex3(-0.125f, 1.25f, 0.02f);
|
||||
GL.Vertex3(-0.375f, 1.25f, 0.02f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.5f, 0.02f);
|
||||
GL.Vertex3(0.375f, 2.5f, 0.02f);
|
||||
GL.Vertex3(0.375f, 1.25f, 0.02f);
|
||||
GL.Vertex3(0.125f, 1.25f, 0.02f);
|
||||
|
||||
//knobs
|
||||
GL.Color3(1f, 1f, 0f);
|
||||
GL.Vertex3(-0.375f, 2.25f, 0.04f);
|
||||
GL.Vertex3(-0.125f, 2.25f, 0.04f);
|
||||
GL.Vertex3(-0.125f, 2f, 0.04f);
|
||||
GL.Vertex3(-0.375f, 2f, 0.04f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.25f, 0.04f);
|
||||
GL.Vertex3(0.375f, 2.25f, 0.04f);
|
||||
GL.Vertex3(0.375f, 2f, 0.04f);
|
||||
GL.Vertex3(0.125f, 2f, 0.04f);
|
||||
|
||||
GL.WriteToBuffer(buffer = OpenTK.Graphics.OpenGL.GL.GenBuffer());
|
||||
}
|
||||
}
|
||||
|
||||
public override void Prepare(GL_ControlLegacy control)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override bool MouseClick(MouseEventArgs e)
|
||||
{
|
||||
if (e.Button == MouseButtons.Left)
|
||||
{
|
||||
selectedIndex = pickedIndex;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void DrawPicking(GL_ControlModern control)
|
||||
{
|
||||
defaultShaderProgram.SetVertexShader(pickingVert);
|
||||
control.ResetModelMatrix();
|
||||
GL.Uniform4(defaultShaderProgram["color"], 0f, 0f, 0f, 0f);
|
||||
GL.BindVertexArray(testVao);
|
||||
GL.DrawArrays(PrimitiveType.Quads, 0, 4);
|
||||
|
||||
GL.BindVertexArray(marioTestVao);
|
||||
|
||||
control.ApplyModelTransform(Matrix4.CreateTranslation(-8, 0, 0));
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
GL.Uniform4(defaultShaderProgram["color"], control.nextPickingColor());
|
||||
GL.DrawArrays(PrimitiveType.Quads, 0, 11 * 4);
|
||||
|
||||
control.ApplyModelTransform(Matrix4.CreateTranslation(4, 0, 0));
|
||||
}
|
||||
}
|
||||
|
||||
public override void DrawPicking(GL_ControlLegacy control)
|
||||
{
|
||||
control.ResetModelMatrix();
|
||||
GL.Begin(PrimitiveType.Quads);
|
||||
GL.Color4(0,0,0,0);
|
||||
GL.Vertex3(-10f, -0.25f, 5f);
|
||||
|
||||
GL.Vertex3(10f, -0.25f, 5f);
|
||||
|
||||
GL.Vertex3(10f, -0.25f, -5f);
|
||||
|
||||
GL.Vertex3(-10f, -0.25f, -5f);
|
||||
GL.End();
|
||||
|
||||
control.ApplyModelTransform(Matrix4.CreateTranslation(-8, 0, 0));
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
GL.Begin(PrimitiveType.Quads);
|
||||
GL.Color4(control.nextPickingColor());
|
||||
GL.Vertex3(-0.5f, 2f, 0f);
|
||||
GL.Vertex3(0.5f, 2f, 0f);
|
||||
GL.Vertex3(0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(-0.5f, 1.25f, 0f);
|
||||
|
||||
GL.Vertex3(-1.5f, 2.5f, 0f);
|
||||
GL.Vertex3(1.5f, 2.5f, 0f);
|
||||
GL.Vertex3(1.5f, 2f, 0f);
|
||||
GL.Vertex3(-1.5f, 2f, 0f);
|
||||
|
||||
//trowsers
|
||||
GL.Vertex3(-0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(0.5f, 1.25f, 0f);
|
||||
GL.Vertex3(0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.5f, 0.75f, 0f);
|
||||
|
||||
GL.Vertex3(-0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.125f, 0.75f, 0f);
|
||||
GL.Vertex3(-0.125f, -0.25f, 0f);
|
||||
GL.Vertex3(-0.5f, -0.25f, 0f);
|
||||
|
||||
GL.Vertex3(0.125f, 0.75f, 0f);
|
||||
GL.Vertex3(0.5f, 0.75f, 0f);
|
||||
GL.Vertex3(0.5f, -0.25f, 0f);
|
||||
GL.Vertex3(0.125f, -0.25f, 0f);
|
||||
|
||||
//stripes
|
||||
GL.Vertex3(-0.375f, 2.5f, -0.02f);
|
||||
GL.Vertex3(-0.125f, 2.5f, -0.02f);
|
||||
GL.Vertex3(-0.125f, 1.25f, -0.02f);
|
||||
GL.Vertex3(-0.375f, 1.25f, -0.02f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.5f, -0.02f);
|
||||
GL.Vertex3(0.375f, 2.5f, -0.02f);
|
||||
GL.Vertex3(0.375f, 1.25f, -0.02f);
|
||||
GL.Vertex3(0.125f, 1.25f, -0.02f);
|
||||
|
||||
GL.Vertex3(-0.375f, 2.5f, 0.02f);
|
||||
GL.Vertex3(-0.125f, 2.5f, 0.02f);
|
||||
GL.Vertex3(-0.125f, 1.25f, 0.02f);
|
||||
GL.Vertex3(-0.375f, 1.25f, 0.02f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.5f, 0.02f);
|
||||
GL.Vertex3(0.375f, 2.5f, 0.02f);
|
||||
GL.Vertex3(0.375f, 1.25f, 0.02f);
|
||||
GL.Vertex3(0.125f, 1.25f, 0.02f);
|
||||
|
||||
//knobs
|
||||
GL.Vertex3(-0.375f, 2.25f, 0.04f);
|
||||
GL.Vertex3(-0.125f, 2.25f, 0.04f);
|
||||
GL.Vertex3(-0.125f, 2f, 0.04f);
|
||||
GL.Vertex3(-0.375f, 2f, 0.04f);
|
||||
|
||||
GL.Vertex3(0.125f, 2.25f, 0.04f);
|
||||
GL.Vertex3(0.375f, 2.25f, 0.04f);
|
||||
GL.Vertex3(0.375f, 2f, 0.04f);
|
||||
GL.Vertex3(0.125f, 2f, 0.04f);
|
||||
GL.End();
|
||||
|
||||
control.ApplyModelTransform(Matrix4.CreateTranslation(4, 0, 0));
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Picked(uint index)
|
||||
{
|
||||
pickedIndex = index;
|
||||
Console.WriteLine(index);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override uint GetPickableSpan(){
|
||||
return 5;
|
||||
}
|
||||
}
|
||||
}
|
22
GL_EditorFramework-master/Testing/Program.cs
Normal file
22
GL_EditorFramework-master/Testing/Program.cs
Normal file
|
@ -0,0 +1,22 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace Testing
|
||||
{
|
||||
static class Program
|
||||
{
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
[STAThread]
|
||||
static void Main()
|
||||
{
|
||||
Application.EnableVisualStyles();
|
||||
Application.SetCompatibleTextRenderingDefault(false);
|
||||
Application.Run(new TestingForm());
|
||||
}
|
||||
}
|
||||
}
|
36
GL_EditorFramework-master/Testing/Properties/AssemblyInfo.cs
Normal file
36
GL_EditorFramework-master/Testing/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,36 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("GL_EditorFramework")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("GL_EditorFramework")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2018")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("47680b79-3772-4339-8808-a97f84450cce")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
71
GL_EditorFramework-master/Testing/Properties/Resources.Designer.cs
generated
Normal file
71
GL_EditorFramework-master/Testing/Properties/Resources.Designer.cs
generated
Normal file
|
@ -0,0 +1,71 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Runtime Version:4.0.30319.42000
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace Testing.Properties
|
||||
{
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// A strongly-typed resource class, for looking up localized strings, etc.
|
||||
/// </summary>
|
||||
// This class was auto-generated by the StronglyTypedResourceBuilder
|
||||
// class via a tool like ResGen or Visual Studio.
|
||||
// To add or remove a member, edit your .ResX file then rerun ResGen
|
||||
// with the /str option, or rebuild your VS project.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Resources
|
||||
{
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Resources()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the cached ResourceManager instance used by this class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((resourceMan == null))
|
||||
{
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("GL_EditorFramework.Properties.Resources", typeof(Resources).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the current thread's CurrentUICulture property for all
|
||||
/// resource lookups using this strongly typed resource class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture
|
||||
{
|
||||
get
|
||||
{
|
||||
return resourceCulture;
|
||||
}
|
||||
set
|
||||
{
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
117
GL_EditorFramework-master/Testing/Properties/Resources.resx
Normal file
117
GL_EditorFramework-master/Testing/Properties/Resources.resx
Normal file
|
@ -0,0 +1,117 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
</root>
|
30
GL_EditorFramework-master/Testing/Properties/Settings.Designer.cs
generated
Normal file
30
GL_EditorFramework-master/Testing/Properties/Settings.Designer.cs
generated
Normal file
|
@ -0,0 +1,30 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Runtime Version:4.0.30319.42000
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace Testing.Properties
|
||||
{
|
||||
|
||||
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
|
||||
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
|
||||
{
|
||||
|
||||
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
|
||||
|
||||
public static Settings Default
|
||||
{
|
||||
get
|
||||
{
|
||||
return defaultInstance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
|
||||
<Profiles>
|
||||
<Profile Name="(Default)" />
|
||||
</Profiles>
|
||||
<Settings />
|
||||
</SettingsFile>
|
81
GL_EditorFramework-master/Testing/TestForm.Designer.cs
generated
Normal file
81
GL_EditorFramework-master/Testing/TestForm.Designer.cs
generated
Normal file
|
@ -0,0 +1,81 @@
|
|||
namespace Testing
|
||||
{
|
||||
partial class TestingForm
|
||||
{
|
||||
/// <summary>
|
||||
/// Required designer variable.
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clean up any resources being used.
|
||||
/// </summary>
|
||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region Windows Form Designer generated code
|
||||
|
||||
/// <summary>
|
||||
/// Required method for Designer support - do not modify
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
this.gL_ControlModern1 = new GL_Core.GL_ControlModern();
|
||||
this.checkBox1 = new System.Windows.Forms.CheckBox();
|
||||
this.SuspendLayout();
|
||||
//
|
||||
// gL_ControlModern1
|
||||
//
|
||||
this.gL_ControlModern1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.gL_ControlModern1.BackColor = System.Drawing.Color.Black;
|
||||
this.gL_ControlModern1.Location = new System.Drawing.Point(0, 35);
|
||||
this.gL_ControlModern1.MainDrawable = null;
|
||||
this.gL_ControlModern1.Name = "gL_ControlModern1";
|
||||
this.gL_ControlModern1.Size = new System.Drawing.Size(800, 467);
|
||||
this.gL_ControlModern1.Stereoscopy = false;
|
||||
this.gL_ControlModern1.TabIndex = 0;
|
||||
this.gL_ControlModern1.VSync = false;
|
||||
this.gL_ControlModern1.MouseClick += new System.Windows.Forms.MouseEventHandler(this.gL_ControlModern1_MouseClick);
|
||||
//
|
||||
// checkBox1
|
||||
//
|
||||
this.checkBox1.AutoSize = true;
|
||||
this.checkBox1.Location = new System.Drawing.Point(12, 12);
|
||||
this.checkBox1.Name = "checkBox1";
|
||||
this.checkBox1.Size = new System.Drawing.Size(85, 17);
|
||||
this.checkBox1.TabIndex = 1;
|
||||
this.checkBox1.Text = "Stereoscopy";
|
||||
this.checkBox1.UseVisualStyleBackColor = true;
|
||||
this.checkBox1.CheckedChanged += new System.EventHandler(this.checkBox1_CheckedChanged);
|
||||
//
|
||||
// TestingForm
|
||||
//
|
||||
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
|
||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||
this.ClientSize = new System.Drawing.Size(800, 501);
|
||||
this.Controls.Add(this.checkBox1);
|
||||
this.Controls.Add(this.gL_ControlModern1);
|
||||
this.Name = "TestingForm";
|
||||
this.Text = "Test Window";
|
||||
this.ResumeLayout(false);
|
||||
this.PerformLayout();
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private GL_Core.GL_ControlModern gL_ControlModern1;
|
||||
private System.Windows.Forms.CheckBox checkBox1;
|
||||
}
|
||||
}
|
||||
|
32
GL_EditorFramework-master/Testing/TestForm.cs
Normal file
32
GL_EditorFramework-master/Testing/TestForm.cs
Normal file
|
@ -0,0 +1,32 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Data;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
using GL_Core;
|
||||
|
||||
namespace Testing
|
||||
{
|
||||
public partial class TestingForm : Form
|
||||
{
|
||||
public TestingForm()
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
|
||||
private void gL_ControlModern1_MouseClick(object sender, MouseEventArgs e)
|
||||
{
|
||||
if(gL_ControlModern1.MainDrawable==null)
|
||||
gL_ControlModern1.MainDrawable = new MarioTposeTest();
|
||||
}
|
||||
|
||||
private void checkBox1_CheckedChanged(object sender, EventArgs e)
|
||||
{
|
||||
gL_ControlModern1.Stereoscopy = checkBox1.Checked;
|
||||
}
|
||||
}
|
||||
}
|
120
GL_EditorFramework-master/Testing/TestForm.resx
Normal file
120
GL_EditorFramework-master/Testing/TestForm.resx
Normal file
|
@ -0,0 +1,120 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
</root>
|
95
GL_EditorFramework-master/Testing/Testing.csproj
Normal file
95
GL_EditorFramework-master/Testing/Testing.csproj
Normal file
|
@ -0,0 +1,95 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{47680B79-3772-4339-8808-A97F84450CCE}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<RootNamespace>GL_EditorFramework</RootNamespace>
|
||||
<AssemblyName>GL_EditorFramework</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="OpenTK">
|
||||
<HintPath>..\packages\OpenTK.3.0.1\lib\net20\OpenTK.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="OpenTK.GLControl">
|
||||
<HintPath>..\packages\OpenTK.GLControl.3.0.1\lib\net20\OpenTK.GLControl.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Deployment" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="MarioTposeTest.cs" />
|
||||
<Compile Include="TestForm.cs">
|
||||
<SubType>Form</SubType>
|
||||
</Compile>
|
||||
<Compile Include="TestForm.Designer.cs">
|
||||
<DependentUpon>TestForm.cs</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<EmbeddedResource Include="TestForm.resx">
|
||||
<DependentUpon>TestForm.cs</DependentUpon>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Properties\Resources.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
|
||||
<SubType>Designer</SubType>
|
||||
</EmbeddedResource>
|
||||
<Compile Include="Properties\Resources.Designer.cs">
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Resources.resx</DependentUpon>
|
||||
</Compile>
|
||||
<None Include="Properties\Settings.settings">
|
||||
<Generator>SettingsSingleFileGenerator</Generator>
|
||||
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
|
||||
</None>
|
||||
<Compile Include="Properties\Settings.Designer.cs">
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Settings.settings</DependentUpon>
|
||||
<DesignTimeSharedInput>True</DesignTimeSharedInput>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\GL_Core\GL_Core.csproj">
|
||||
<Project>{29647BA5-2859-46F0-A99E-C3A387A9447A}</Project>
|
||||
<Name>GL_Core</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
Loading…
Reference in a new issue