mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-25 22:10:22 +00:00
202 lines
6.1 KiB
C#
202 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Drawing;
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using System.Threading.Tasks;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using GL_EditorFramework.EditorDrawables;
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using GL_EditorFramework;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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namespace Toolbox.Library.Rendering
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{
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public class DrawableXyzLines : AbstractGlDrawable
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{
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ShaderProgram defaultShaderProgram;
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int vbo_position;
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public void Destroy()
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{
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bool buffersWereInitialized = vbo_position != 0;
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if (!buffersWereInitialized)
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return;
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GL.DeleteBuffer(vbo_position);
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}
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public static int CellAmount;
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public static int CellSize;
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public struct DisplayVertex
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{
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public Vector3 Position;
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public Vector3 Color;
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public static int Size = 4 * (3 + 3);
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}
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public static float LineLength = 5;
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public DisplayVertex[] Vertices = new DisplayVertex[]
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{
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new DisplayVertex()
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{
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Position = new Vector3(0,0,0),
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Color = new Vector3(0,1,0),
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},
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new DisplayVertex()
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{
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Position = new Vector3(0,LineLength,0),
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Color = new Vector3(0,1,0),
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},
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new DisplayVertex()
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{
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Position = new Vector3(0,0,0),
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Color = new Vector3(1,0,0),
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},
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new DisplayVertex()
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{
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Position = new Vector3(LineLength,0,0),
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Color = new Vector3(1,0,0),
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},
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new DisplayVertex()
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{
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Position = new Vector3(0,0,0),
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Color = new Vector3(0,0,1),
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},
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new DisplayVertex()
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{
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Position = new Vector3(0,0,LineLength),
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Color = new Vector3(0,0,1),
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},
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};
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public void UpdateVertexData()
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{
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CellSize = (int)Runtime.gridSettings.CellSize;
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CellAmount = (int)Runtime.gridSettings.CellAmount;
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GL.GenBuffers(1, out vbo_position);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.BufferData<DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
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}
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public override void Draw(GL_ControlModern control, Pass pass)
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{
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if (!Runtime.displayAxisLines || !Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
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return;
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bool buffersWereInitialized = vbo_position != 0;
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if (!buffersWereInitialized)
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UpdateVertexData();
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GL.UseProgram(0);
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GL.Disable(EnableCap.CullFace);
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GL.Disable(EnableCap.DepthTest);
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control.CurrentShader = defaultShaderProgram;
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control.UpdateModelMatrix(Matrix4.Identity);
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Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
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defaultShaderProgram.EnableVertexAttributes();
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Draw(defaultShaderProgram);
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defaultShaderProgram.DisableVertexAttributes();
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GL.UseProgram(0);
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GL.Enable(EnableCap.CullFace);
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GL.Enable(EnableCap.DepthTest);
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}
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private void Attributes(ShaderProgram shader)
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{
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 0);
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GL.VertexAttribPointer(shader.GetAttribute("vColor"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 12);
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}
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private void Uniforms(ShaderProgram shader)
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{
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}
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private void Draw(ShaderProgram shader)
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{
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Uniforms(shader);
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Attributes(shader);
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GL.DrawArrays(PrimitiveType.Lines, 0, Vertices.Length);
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}
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public override void Draw(GL_ControlLegacy control, Pass pass)
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{
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if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
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return;
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var size = Runtime.gridSettings.CellSize;
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var amount = Runtime.gridSettings.CellAmount;
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var color = Runtime.gridSettings.color;
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GL.UseProgram(0);
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GL.Disable(EnableCap.Texture2D);
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GL.PushAttrib(AttribMask.AllAttribBits);
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var trans = Matrix4.Identity;
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// GL.LoadMatrix(ref trans);
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GL.LineWidth(1f);
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GL.Color3(color);
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GL.Begin(PrimitiveType.Lines);
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for (var i = -amount; i <= amount; i++)
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{
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GL.Vertex3(new Vector3(-amount * size, 0f, i * size));
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GL.Vertex3(new Vector3(amount * size, 0f, i * size));
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GL.Vertex3(new Vector3(i * size, 0f, -amount * size));
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GL.Vertex3(new Vector3(i * size, 0f, amount * size));
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}
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GL.End();
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GL.Color3(Color.Transparent);
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GL.PopAttrib();
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GL.Enable(EnableCap.Texture2D);
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}
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private bool Initialized = false;
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public override void Prepare(GL_ControlModern control)
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{
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if (Initialized)
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return;
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var solidColorFrag = new FragmentShader(
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@"#version 330
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in vec3 color;
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out vec4 FragColor;
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void main(){
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FragColor = vec4(color, 0.2);
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}");
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var solidColorVert = new VertexShader(
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@"#version 330
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in vec3 vPosition;
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in vec3 vColor;
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out vec3 color;
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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void main(){
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color = vColor;
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gl_Position = mtxCam * mtxMdl * vec4(vPosition.xyz, 1);
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}");
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defaultShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control);
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Initialized = true;
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}
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public override void Prepare(GL_ControlLegacy control)
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{
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}
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}
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}
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