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