mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 12:33:12 +00:00
202 lines
6.1 KiB
C#
202 lines
6.1 KiB
C#
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;
|
|
|
|
namespace Toolbox.Library.Rendering
|
|
{
|
|
public class DrawableXyzLines : AbstractGlDrawable
|
|
{
|
|
ShaderProgram defaultShaderProgram;
|
|
|
|
int vbo_position;
|
|
|
|
public void Destroy()
|
|
{
|
|
bool buffersWereInitialized = vbo_position != 0;
|
|
if (!buffersWereInitialized)
|
|
return;
|
|
|
|
GL.DeleteBuffer(vbo_position);
|
|
}
|
|
|
|
public static int CellAmount;
|
|
public static int CellSize;
|
|
|
|
public struct DisplayVertex
|
|
{
|
|
public Vector3 Position;
|
|
public Vector3 Color;
|
|
|
|
public static int Size = 4 * (3 + 3);
|
|
}
|
|
|
|
public static float LineLength = 5;
|
|
|
|
public DisplayVertex[] Vertices = new DisplayVertex[]
|
|
{
|
|
new DisplayVertex()
|
|
{
|
|
Position = new Vector3(0,0,0),
|
|
Color = new Vector3(0,1,0),
|
|
},
|
|
new DisplayVertex()
|
|
{
|
|
Position = new Vector3(0,LineLength,0),
|
|
Color = new Vector3(0,1,0),
|
|
},
|
|
new DisplayVertex()
|
|
{
|
|
Position = new Vector3(0,0,0),
|
|
Color = new Vector3(1,0,0),
|
|
},
|
|
new DisplayVertex()
|
|
{
|
|
Position = new Vector3(LineLength,0,0),
|
|
Color = new Vector3(1,0,0),
|
|
},
|
|
new DisplayVertex()
|
|
{
|
|
Position = new Vector3(0,0,0),
|
|
Color = new Vector3(0,0,1),
|
|
},
|
|
new DisplayVertex()
|
|
{
|
|
Position = new Vector3(0,0,LineLength),
|
|
Color = new Vector3(0,0,1),
|
|
},
|
|
};
|
|
|
|
public void UpdateVertexData()
|
|
{
|
|
CellSize = (int)Runtime.gridSettings.CellSize;
|
|
CellAmount = (int)Runtime.gridSettings.CellAmount;
|
|
|
|
GL.GenBuffers(1, out vbo_position);
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.BufferData<DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
|
|
}
|
|
|
|
public override void Draw(GL_ControlModern control, Pass pass)
|
|
{
|
|
if (!Runtime.displayAxisLines || !Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
|
|
return;
|
|
|
|
bool buffersWereInitialized = vbo_position != 0;
|
|
if (!buffersWereInitialized)
|
|
UpdateVertexData();
|
|
|
|
GL.UseProgram(0);
|
|
GL.Disable(EnableCap.CullFace);
|
|
GL.Disable(EnableCap.DepthTest);
|
|
|
|
control.CurrentShader = defaultShaderProgram;
|
|
control.UpdateModelMatrix(Matrix4.Identity);
|
|
|
|
Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
|
|
|
|
defaultShaderProgram.EnableVertexAttributes();
|
|
Draw(defaultShaderProgram);
|
|
defaultShaderProgram.DisableVertexAttributes();
|
|
|
|
GL.UseProgram(0);
|
|
GL.Enable(EnableCap.CullFace);
|
|
GL.Enable(EnableCap.DepthTest);
|
|
}
|
|
|
|
private void Attributes(ShaderProgram shader)
|
|
{
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 0);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 12);
|
|
}
|
|
private void Uniforms(ShaderProgram shader)
|
|
{
|
|
}
|
|
private void Draw(ShaderProgram shader)
|
|
{
|
|
Uniforms(shader);
|
|
Attributes(shader);
|
|
|
|
GL.DrawArrays(PrimitiveType.Lines, 0, Vertices.Length);
|
|
}
|
|
|
|
|
|
public override void Draw(GL_ControlLegacy control, Pass pass)
|
|
{
|
|
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
|
|
return;
|
|
|
|
var size = Runtime.gridSettings.CellSize;
|
|
var amount = Runtime.gridSettings.CellAmount;
|
|
var color = Runtime.gridSettings.color;
|
|
|
|
GL.UseProgram(0);
|
|
GL.Disable(EnableCap.Texture2D);
|
|
GL.PushAttrib(AttribMask.AllAttribBits);
|
|
|
|
var trans = Matrix4.Identity;
|
|
// GL.LoadMatrix(ref trans);
|
|
|
|
GL.LineWidth(1f);
|
|
GL.Color3(color);
|
|
GL.Begin(PrimitiveType.Lines);
|
|
for (var i = -amount; i <= amount; i++)
|
|
{
|
|
GL.Vertex3(new Vector3(-amount * size, 0f, i * size));
|
|
GL.Vertex3(new Vector3(amount * size, 0f, i * size));
|
|
GL.Vertex3(new Vector3(i * size, 0f, -amount * size));
|
|
GL.Vertex3(new Vector3(i * size, 0f, amount * size));
|
|
}
|
|
GL.End();
|
|
GL.Color3(Color.Transparent);
|
|
GL.PopAttrib();
|
|
GL.Enable(EnableCap.Texture2D);
|
|
}
|
|
|
|
private bool Initialized = false;
|
|
public override void Prepare(GL_ControlModern control)
|
|
{
|
|
if (Initialized)
|
|
return;
|
|
|
|
var solidColorFrag = new FragmentShader(
|
|
@"#version 330
|
|
in vec3 color;
|
|
out vec4 FragColor;
|
|
|
|
void main(){
|
|
FragColor = vec4(color, 0.2);
|
|
}");
|
|
var solidColorVert = new VertexShader(
|
|
@"#version 330
|
|
in vec3 vPosition;
|
|
in vec3 vColor;
|
|
|
|
out vec3 color;
|
|
|
|
uniform mat4 mtxCam;
|
|
uniform mat4 mtxMdl;
|
|
|
|
void main(){
|
|
color = vColor;
|
|
gl_Position = mtxCam * mtxMdl * vec4(vPosition.xyz, 1);
|
|
}");
|
|
|
|
defaultShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control);
|
|
Initialized = true;
|
|
}
|
|
|
|
public override void Prepare(GL_ControlLegacy control)
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|