mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 13:03:15 +00:00
209 lines
6.5 KiB
C#
209 lines
6.5 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;
|
|
using Switch_Toolbox.Library;
|
|
|
|
namespace Switch_Toolbox.Library.Rendering
|
|
{
|
|
public class DrawableCube : AbstractGlDrawable
|
|
{
|
|
protected static ShaderProgram solidColorShaderProgram;
|
|
|
|
int vbo_position;
|
|
int ibo_elements;
|
|
|
|
public void Destroy()
|
|
{
|
|
bool buffersWereInitialized = vbo_position != 0;
|
|
if (!buffersWereInitialized)
|
|
return;
|
|
|
|
GL.DeleteBuffer(vbo_position);
|
|
}
|
|
|
|
Vector3[] Vertices = new Vector3[]
|
|
{
|
|
new Vector3(-1.0f, -1.0f, 1.0f),
|
|
new Vector3( 1.0f, -1.0f, 1.0f),
|
|
new Vector3( 1.0f, 1.0f, 1.0f),
|
|
new Vector3(-1.0f, 1.0f, 1.0f),
|
|
new Vector3(-1.0f, -1.0f, -1.0f),
|
|
new Vector3( 1.0f, -1.0f, -1.0f),
|
|
new Vector3( 1.0f, 1.0f, -1.0f),
|
|
new Vector3(-1.0f, 1.0f, -1.0f)
|
|
};
|
|
|
|
int[] Indices = new int[]
|
|
{
|
|
// front face
|
|
0, 1, 2, 2, 3, 0,
|
|
// top face
|
|
3, 2, 6, 6, 7, 3,
|
|
// back face
|
|
7, 6, 5, 5, 4, 7,
|
|
// left face
|
|
4, 0, 3, 3, 7, 4,
|
|
// bottom face
|
|
0, 1, 5, 5, 4, 0,
|
|
// right face
|
|
1, 5, 6, 6, 2, 1,
|
|
};
|
|
|
|
Vector3[] Normals = new Vector3[]
|
|
{
|
|
new Vector3(-1.0f, -1.0f, 1.0f),
|
|
new Vector3( 1.0f, -1.0f, 1.0f),
|
|
new Vector3( 1.0f, 1.0f, 1.0f),
|
|
new Vector3(-1.0f, 1.0f, 1.0f),
|
|
new Vector3(-1.0f, -1.0f, -1.0f),
|
|
new Vector3( 1.0f, -1.0f, -1.0f),
|
|
new Vector3( 1.0f, 1.0f, -1.0f),
|
|
new Vector3(-1.0f, 1.0f, -1.0f),
|
|
};
|
|
|
|
Vector3[] Colors = new Vector3[]
|
|
{
|
|
ColorUtility.ToVector3(Color.DarkRed),
|
|
ColorUtility.ToVector3(Color.DarkRed),
|
|
ColorUtility.ToVector3(Color.Gold),
|
|
ColorUtility.ToVector3(Color.Gold),
|
|
ColorUtility.ToVector3(Color.DarkRed),
|
|
ColorUtility.ToVector3(Color.DarkRed),
|
|
ColorUtility.ToVector3(Color.Gold),
|
|
ColorUtility.ToVector3(Color.Gold),
|
|
};
|
|
|
|
Vector2[] Texcoords = new Vector2[]
|
|
{
|
|
new Vector2(0, 1),
|
|
new Vector2(1, 1),
|
|
new Vector2(1, 0),
|
|
new Vector2(0, 0),
|
|
new Vector2(0, 1),
|
|
new Vector2(1, 1),
|
|
new Vector2(1, 0),
|
|
new Vector2(0, 0),
|
|
};
|
|
|
|
public int ElementSize = 0;
|
|
|
|
readonly short[] CubeElements = new short[]
|
|
{
|
|
0, 1, 2, 2, 3, 0, // front face
|
|
3, 2, 6, 6, 7, 3, // top face
|
|
7, 6, 5, 5, 4, 7, // back face
|
|
4, 0, 3, 3, 7, 4, // left face
|
|
0, 1, 5, 5, 4, 0, // bottom face
|
|
1, 5, 6, 6, 2, 1, // right face
|
|
};
|
|
|
|
public void UpdateVertexData()
|
|
{
|
|
int size;
|
|
|
|
GL.GenBuffers(1, out vbo_position);
|
|
GL.GenBuffers(1, out ibo_elements);
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * Vector3.SizeInBytes), Vertices,
|
|
BufferUsageHint.StaticDraw);
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, ibo_elements);
|
|
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Indices.Length * sizeof(int)), Indices,
|
|
BufferUsageHint.StaticDraw);
|
|
|
|
ElementSize = Indices.Length;
|
|
}
|
|
|
|
public override void Draw(GL_ControlModern control, Pass pass)
|
|
{
|
|
if (pass == Pass.TRANSPARENT)
|
|
return;
|
|
|
|
bool buffersWereInitialized = vbo_position != 0;
|
|
if (!buffersWereInitialized)
|
|
UpdateVertexData();
|
|
|
|
if (!Runtime.OpenTKInitialized)
|
|
return;
|
|
|
|
GL.UseProgram(0);
|
|
|
|
GL.MatrixMode(MatrixMode.Modelview);
|
|
GL.LoadIdentity();
|
|
GL.Disable(EnableCap.CullFace);
|
|
|
|
control.CurrentShader = solidColorShaderProgram;
|
|
|
|
Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
|
|
Matrix4 camMat = control.ModelMatrix * control.ProjectionMatrix;
|
|
Matrix4 invertedCamera = camMat.Inverted();
|
|
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
|
|
|
|
solidColorShaderProgram.SetMatrix4x4("mvpMatrix", ref camMat);
|
|
|
|
solidColorShaderProgram.EnableVertexAttributes();
|
|
|
|
BindBuffer(solidColorShaderProgram);
|
|
|
|
solidColorShaderProgram.DisableVertexAttributes();
|
|
|
|
GL.UseProgram(0);
|
|
GL.Disable(EnableCap.DepthTest);
|
|
GL.Enable(EnableCap.DepthTest);
|
|
GL.Enable(EnableCap.CullFace);
|
|
GL.DepthMask(true);
|
|
}
|
|
|
|
private void BindBuffer(ShaderProgram shader)
|
|
{
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, 12, 0);
|
|
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
|
|
GL.DrawElements(PrimitiveType.Triangles, Indices.Length, DrawElementsType.UnsignedInt, 0);
|
|
}
|
|
|
|
public override void Draw(GL_ControlLegacy control, Pass pass)
|
|
{
|
|
|
|
}
|
|
|
|
public override void Prepare(GL_ControlModern control)
|
|
{
|
|
var solidColorFrag = new FragmentShader(
|
|
@"#version 330
|
|
|
|
uniform vec3 color;
|
|
|
|
out vec4 FragColor;
|
|
|
|
void main(){
|
|
FragColor = vec4(color, 1);
|
|
}");
|
|
var solidColorVert = new VertexShader(
|
|
@"#version 330
|
|
in vec3 vPosition;
|
|
uniform mat4 mvpMatrix;
|
|
|
|
void main(){
|
|
gl_Position = mvpMatrix * vec4(vPosition.xyz, 1.0);
|
|
}");
|
|
|
|
solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
|
|
}
|
|
|
|
public override void Prepare(GL_ControlLegacy control)
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|