mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-27 15:01:06 +00:00
77 lines
2.7 KiB
C#
77 lines
2.7 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.Text;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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namespace LayoutBXLYT
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{
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public class RenderablePane
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{
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int vbo_position;
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public struct Vertex
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{
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public Vector3 Position;
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public Vector4 Color;
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public Vector2 TexCoord0;
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public Vector2 TexCoord1;
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public Vector2 TexCoord2;
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public static int SizeInBytes = 4 * (3 + 4 + 2 + 2 + 2);
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}
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private void GenerateBuffers(Vector3[] positions, Vector4[] colors, Vector2[] texCoords0)
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{
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GL.GenBuffers(1, out vbo_position);
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UpdateVertexData(positions, colors, texCoords0);
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}
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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 Vertex[] Vertices;
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public void Render(Vector3[] positions, Vector4[] colors, Vector2[] texCoords0)
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{
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bool buffersWereInitialized = vbo_position != 0;
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if (!buffersWereInitialized)
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GenerateBuffers(positions, colors, texCoords0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0);
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GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 12);
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GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 28);
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GL.VertexAttribPointer(3, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 36);
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GL.VertexAttribPointer(4, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 44);
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GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
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}
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public void UpdateVertexData(Vector3[] positions, Vector4[] colors, Vector2[] texCoords0)
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{
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Vertices = new Vertex[positions.Length];
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for (int v = 0; v < Vertices.Length; v++)
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{
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Vertices[v] = new Vertex();
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Vertices[v].Position = positions[v];
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Vertices[v].Color = colors[v];
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Vertices[v].TexCoord0 = texCoords0[v];
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}
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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<Vertex>(BufferTarget.ArrayBuffer,
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new IntPtr(Vertices.Length * Vertex.SizeInBytes),
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Vertices, BufferUsageHint.StaticDraw);
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}
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}
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}
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