mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 14:30:26 +00:00
155 lines
4.5 KiB
C#
155 lines
4.5 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 Toolbox.Library;
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namespace Toolbox.Library.Rendering
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{
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public class DrawableBackground : AbstractGlDrawable
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{
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ShaderProgram defaultShaderProgram;
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int vbo_position;
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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 void UpdateVertexData()
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{
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Vector3[] vertices = new Vector3[3];
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vertices[0] = new Vector3(-1f, -1f, 1f);
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vertices[1] = new Vector3(3f, -1f, 1f);
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vertices[2] = new Vector3(-1f, 3f, 1f);
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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<Vector3>(BufferTarget.ArrayBuffer,
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new IntPtr(vertices.Length * Vector3.SizeInBytes),
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vertices, BufferUsageHint.StaticDraw);
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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 || Runtime.PBR.UseSkybox)
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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.Enable(EnableCap.DepthTest);
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GL.DepthFunc(DepthFunction.Lequal);
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control.CurrentShader = defaultShaderProgram;
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control.UpdateModelMatrix(Matrix4.Identity);
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defaultShaderProgram.EnableVertexAttributes();
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Vector3 topColor = ColorUtility.ToVector3(Runtime.backgroundGradientTop);
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Vector3 bottomColor = ColorUtility.ToVector3(Runtime.backgroundGradientBottom);
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defaultShaderProgram.SetVector4("topColor", new Vector4(topColor, 1.0f));
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defaultShaderProgram.SetVector4("bottomColor", new Vector4(bottomColor, 1.0f));
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BindBuffer();
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defaultShaderProgram.DisableVertexAttributes();
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GL.UseProgram(0);
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GL.Enable(EnableCap.CullFace);
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}
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private void BindBuffer()
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{
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
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GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
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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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if (!Runtime.OpenTKInitialized)
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return;
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GL.MatrixMode(MatrixMode.Projection);
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.Enable(EnableCap.DepthTest);
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GL.DepthFunc(DepthFunction.Lequal);
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GL.Disable(EnableCap.Texture2D);
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GL.Begin(PrimitiveType.TriangleStrip);
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GL.Color3(Runtime.backgroundGradientTop);
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GL.Vertex3(1, 1, 0.99998);
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GL.Vertex3(-1, 1, 0.99998);
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GL.Color3(Runtime.backgroundGradientBottom);
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GL.Vertex3(1, -1, 0.99998);
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GL.Vertex3(-1, -1, 0.99998);
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GL.End();
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GL.Enable(EnableCap.Texture2D);
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GL.UseProgram(0);
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GL.Enable(EnableCap.CullFace);
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GL.PopMatrix();
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}
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private bool Initialized = false;
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public override void Prepare(GL_ControlModern control)
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{
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if (Initialized)
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return;
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var solidColorFrag = new FragmentShader(
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@"#version 330
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uniform vec4 bottomColor;
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uniform vec4 topColor;
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in vec2 texCoord;
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out vec4 FragColor;
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void main(){
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FragColor = mix(bottomColor, topColor, texCoord.y);
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}");
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var solidColorVert = new VertexShader(
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@"#version 330
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layout(location = 0) in vec3 position;
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out vec2 texCoord;
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void main(){
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texCoord.xy = (position.xy + vec2(1.0)) * 0.5;
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gl_Position = vec4(position, 1);
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}");
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defaultShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control);
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Initialized = true;
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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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