mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-19 09:23:12 +00:00
139 lines
4.3 KiB
C#
139 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using OpenTK.Graphics.OpenGL;
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using OpenTK;
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using System.Drawing;
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using Switch_Toolbox.Library;
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namespace FirstPlugin.Turbo.CourseMuuntStructs
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{
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public class RenderableConnectedPaths : AbstractGlDrawable
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{
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public Color LineColor = Color.Green;
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public RenderableConnectedPaths(Color color) {
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LineColor = color;
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}
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//Lap paths use 4 points for each rectangle
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//This also applies to gravity paths
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public bool Use4PointConnection = false;
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private ShaderProgram defaultShaderProgram;
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public List<PathGroup> PathGroups = new List<PathGroup>();
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public void AddGroup(PathGroup group)
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{
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PathGroups.Add(new PathGroup()
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{
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PathPoints = group.PathPoints,
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});
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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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public override void Prepare(GL_ControlModern control)
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{
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var defaultFrag = new FragmentShader(
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@"#version 330
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vec4 LineColor;
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void main(){
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gl_FragColor = LineColor;
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}");
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var defaultVert = new VertexShader(
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@"#version 330
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in vec4 position;
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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void main(){
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gl_Position = mtxCam * mtxMdl * vec4(position.xyz, 1);
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}");
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defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);
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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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foreach (var group in PathGroups)
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{
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foreach (var path in group.PathPoints)
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{
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if (!path.RenderablePoint.Visible)
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continue;
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GL.LineWidth(2f);
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foreach (var nextPt in path.NextPoints)
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{
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GL.Color3(LineColor);
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GL.Begin(PrimitiveType.Lines);
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GL.Vertex3(path.Translate);
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GL.Vertex3(PathGroups[nextPt.PathID].PathPoints[nextPt.PtID].Translate);
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GL.End();
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}
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foreach (var prevPt in path.PrevPoints)
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{
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GL.Color3(LineColor);
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GL.Begin(PrimitiveType.Lines);
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GL.Vertex3(path.Translate);
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GL.Vertex3(PathGroups[prevPt.PathID].PathPoints[prevPt.PtID].Translate);
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GL.End();
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}
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}
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}
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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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control.CurrentShader = defaultShaderProgram;
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defaultShaderProgram.SetVector4("LineColor", ColorUtility.ToVector4(LineColor));
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foreach (var group in PathGroups)
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{
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foreach (var path in group.PathPoints)
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{
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if (!path.RenderablePoint.Visible)
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continue;
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if (Use4PointConnection)
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{
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for (int i = 0; i < 4; i++)
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{
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}
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}
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else
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{
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GL.LineWidth(2f);
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foreach (var nextPt in path.NextPoints)
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{
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GL.Color3(LineColor);
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GL.Begin(PrimitiveType.Lines);
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GL.Vertex3(path.Translate);
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GL.Vertex3(PathGroups[nextPt.PathID].PathPoints[nextPt.PtID].Translate);
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GL.End();
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}
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foreach (var prevPt in path.PrevPoints)
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{
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GL.Color3(LineColor);
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GL.Begin(PrimitiveType.Lines);
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GL.Vertex3(path.Translate);
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GL.Vertex3(PathGroups[prevPt.PathID].PathPoints[prevPt.PtID].Translate);
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GL.End();
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}
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}
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}
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}
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}
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}
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}
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