using System; using System.Collections.Generic; using System.Linq; using System.Drawing; using System.Threading.Tasks; using GL_EditorFramework.GL_Core; using GL_EditorFramework.Interfaces; using GL_EditorFramework.EditorDrawables; using GL_EditorFramework; using OpenTK; using OpenTK.Graphics.OpenGL; using Switch_Toolbox.Library; namespace Switch_Toolbox.Library.Rendering { public class DrawableBackground : AbstractGlDrawable { ShaderProgram defaultShaderProgram; int vbo_position; public void Destroy() { bool buffersWereInitialized = vbo_position != 0; if (!buffersWereInitialized) return; GL.DeleteBuffer(vbo_position); } public void UpdateVertexData() { Vector3[] vertices = new Vector3[3]; vertices[0] = new Vector3(-1f, -1f, 1f); vertices[1] = new Vector3(3f, -1f, 1f); vertices[2] = new Vector3(-1f, 3f, 1f); GL.GenBuffers(1, out vbo_position); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); } public override void Draw(GL_ControlModern control, Pass pass) { if (pass == Pass.TRANSPARENT || Runtime.PBR.UseSkybox) return; bool buffersWereInitialized = vbo_position != 0; if (!buffersWereInitialized) UpdateVertexData(); if (!Runtime.OpenTKInitialized) return; GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Lequal); control.CurrentShader = defaultShaderProgram; control.UpdateModelMatrix(Matrix4.Identity); defaultShaderProgram.EnableVertexAttributes(); Vector3 topColor = ColorUtility.ToVector3(Runtime.backgroundGradientTop); Vector3 bottomColor = ColorUtility.ToVector3(Runtime.backgroundGradientBottom); defaultShaderProgram.SetVector4("topColor", new Vector4(topColor, 1.0f)); defaultShaderProgram.SetVector4("bottomColor", new Vector4(bottomColor, 1.0f)); BindBuffer(); defaultShaderProgram.DisableVertexAttributes(); GL.UseProgram(0); GL.Enable(EnableCap.CullFace); } private void BindBuffer() { GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0); GL.DrawArrays(PrimitiveType.Triangles, 0, 3); } public override void Draw(GL_ControlLegacy control, Pass pass) { if (!Runtime.OpenTKInitialized) return; GL.MatrixMode(MatrixMode.Projection); GL.PushMatrix(); GL.LoadIdentity(); GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Lequal); GL.Disable(EnableCap.Texture2D); GL.Begin(PrimitiveType.TriangleStrip); GL.Color3(Runtime.backgroundGradientTop); GL.Vertex3(1, 1, 0.99998); GL.Vertex3(-1, 1, 0.99998); GL.Color3(Runtime.backgroundGradientBottom); GL.Vertex3(1, -1, 0.99998); GL.Vertex3(-1, -1, 0.99998); GL.End(); GL.Enable(EnableCap.Texture2D); GL.UseProgram(0); GL.Enable(EnableCap.CullFace); GL.PopMatrix(); } private bool Initialized = false; public override void Prepare(GL_ControlModern control) { if (Initialized) return; var solidColorFrag = new FragmentShader( @"#version 330 uniform vec4 bottomColor; uniform vec4 topColor; in vec2 texCoord; out vec4 FragColor; void main(){ FragColor = mix(bottomColor, topColor, texCoord.y); }"); var solidColorVert = new VertexShader( @"#version 330 layout(location = 0) in vec3 position; out vec2 texCoord; void main(){ texCoord.xy = (position.xy + vec2(1.0)) * 0.5; gl_Position = vec4(position, 1); }"); defaultShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control); Initialized = true; } public override void Prepare(GL_ControlLegacy control) { } } }