mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-11 21:52:31 +00:00
209 lines
6.5 KiB
C#
209 lines
6.5 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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using Switch_Toolbox.Library;
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namespace Switch_Toolbox.Library.Rendering
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{
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public class DrawableCube : AbstractGlDrawable
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{
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protected static ShaderProgram solidColorShaderProgram;
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int vbo_position;
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int ibo_elements;
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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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Vector3[] Vertices = new Vector3[]
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{
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new Vector3(-1.0f, -1.0f, 1.0f),
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new Vector3( 1.0f, -1.0f, 1.0f),
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new Vector3( 1.0f, 1.0f, 1.0f),
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new Vector3(-1.0f, 1.0f, 1.0f),
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new Vector3(-1.0f, -1.0f, -1.0f),
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new Vector3( 1.0f, -1.0f, -1.0f),
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new Vector3( 1.0f, 1.0f, -1.0f),
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new Vector3(-1.0f, 1.0f, -1.0f)
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};
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int[] Indices = new int[]
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{
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// front face
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0, 1, 2, 2, 3, 0,
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// top face
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3, 2, 6, 6, 7, 3,
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// back face
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7, 6, 5, 5, 4, 7,
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// left face
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4, 0, 3, 3, 7, 4,
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// bottom face
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0, 1, 5, 5, 4, 0,
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// right face
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1, 5, 6, 6, 2, 1,
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};
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Vector3[] Normals = new Vector3[]
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{
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new Vector3(-1.0f, -1.0f, 1.0f),
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new Vector3( 1.0f, -1.0f, 1.0f),
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new Vector3( 1.0f, 1.0f, 1.0f),
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new Vector3(-1.0f, 1.0f, 1.0f),
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new Vector3(-1.0f, -1.0f, -1.0f),
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new Vector3( 1.0f, -1.0f, -1.0f),
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new Vector3( 1.0f, 1.0f, -1.0f),
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new Vector3(-1.0f, 1.0f, -1.0f),
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};
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Vector3[] Colors = new Vector3[]
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{
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ColorUtility.ToVector3(Color.DarkRed),
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ColorUtility.ToVector3(Color.DarkRed),
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ColorUtility.ToVector3(Color.Gold),
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ColorUtility.ToVector3(Color.Gold),
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ColorUtility.ToVector3(Color.DarkRed),
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ColorUtility.ToVector3(Color.DarkRed),
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ColorUtility.ToVector3(Color.Gold),
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ColorUtility.ToVector3(Color.Gold),
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};
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Vector2[] Texcoords = new Vector2[]
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{
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new Vector2(0, 1),
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new Vector2(1, 1),
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new Vector2(1, 0),
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new Vector2(0, 0),
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new Vector2(0, 1),
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new Vector2(1, 1),
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new Vector2(1, 0),
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new Vector2(0, 0),
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};
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public int ElementSize = 0;
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readonly short[] CubeElements = new short[]
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{
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0, 1, 2, 2, 3, 0, // front face
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3, 2, 6, 6, 7, 3, // top face
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7, 6, 5, 5, 4, 7, // back face
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4, 0, 3, 3, 7, 4, // left face
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0, 1, 5, 5, 4, 0, // bottom face
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1, 5, 6, 6, 2, 1, // right face
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};
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public void UpdateVertexData()
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{
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int size;
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GL.GenBuffers(1, out vbo_position);
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GL.GenBuffers(1, out ibo_elements);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * Vector3.SizeInBytes), Vertices,
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BufferUsageHint.StaticDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, ibo_elements);
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GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Indices.Length * sizeof(int)), Indices,
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BufferUsageHint.StaticDraw);
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ElementSize = Indices.Length;
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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 (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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if (!Runtime.OpenTKInitialized)
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return;
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GL.UseProgram(0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.Disable(EnableCap.CullFace);
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control.CurrentShader = solidColorShaderProgram;
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Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
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Matrix4 camMat = control.ModelMatrix * control.ProjectionMatrix;
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Matrix4 invertedCamera = camMat.Inverted();
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Vector3 lightDirection = new Vector3(0f, 0f, -1f);
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solidColorShaderProgram.SetMatrix4x4("mvpMatrix", ref camMat);
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solidColorShaderProgram.EnableVertexAttributes();
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BindBuffer(solidColorShaderProgram);
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solidColorShaderProgram.DisableVertexAttributes();
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GL.UseProgram(0);
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GL.Disable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.CullFace);
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GL.DepthMask(true);
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}
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private void BindBuffer(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, 12, 0);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
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GL.DrawElements(PrimitiveType.Triangles, Indices.Length, DrawElementsType.UnsignedInt, 0);
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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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}
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public override void Prepare(GL_ControlModern control)
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{
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var solidColorFrag = new FragmentShader(
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@"#version 330
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uniform vec3 color;
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out vec4 FragColor;
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void main(){
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FragColor = vec4(color, 1);
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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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uniform mat4 mvpMatrix;
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void main(){
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gl_Position = mvpMatrix * vec4(vPosition.xyz, 1.0);
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}");
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solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control);
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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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