mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 04:53:09 +00:00
921b267b44
Cursor for param editing doesn't reset anymore to the top right of the screen. Fixed some direct c tex issues with loading.
182 lines
5.5 KiB
C#
182 lines
5.5 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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namespace Switch_Toolbox.Library.Rendering
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{
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public class DrawableFloor : AbstractGlDrawable
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{
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public enum Type
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{
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Grid,
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Solid,
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Texture,
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}
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private ShaderProgram gridShaderProgram;
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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 List<Vector3> FillVertices(int amount, int size)
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{
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var vertices = new List<Vector3>();
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for (var i = -amount; i <= amount; i++)
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{
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vertices.Add(new Vector3(-amount * size, 0f, i * size));
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vertices.Add(new Vector3(amount * size, 0f, i * size));
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vertices.Add(new Vector3(i * size, 0f, -amount * size));
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vertices.Add(new Vector3(i * size, 0f, amount * size));
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}
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return vertices;
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}
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public static int CellAmount;
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public static int CellSize;
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Vector3[] Vertices
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{
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get
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{
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return FillVertices(CellAmount, CellSize).ToArray();
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}
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}
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public void UpdateVertexData()
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{
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CellSize = (int)Runtime.gridSettings.CellSize;
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CellAmount = (int)Runtime.gridSettings.CellAmount;
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Vector3[] vertices = Vertices;
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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 || gridShaderProgram == null)
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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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control.CurrentShader = gridShaderProgram;
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control.UpdateModelMatrix(Matrix4.Identity);
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Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
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gridShaderProgram.SetMatrix4x4("previewScale", ref previewScale);
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gridShaderProgram.EnableVertexAttributes();
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Draw(gridShaderProgram);
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gridShaderProgram.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 Attributes(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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}
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private void Uniforms(ShaderProgram shader)
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{
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shader.SetVector3("gridColor", ColorUtility.ToVector3(Runtime.gridSettings.color));
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}
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private void Draw(ShaderProgram shader)
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{
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Uniforms(shader);
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Attributes(shader);
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GL.DrawArrays(PrimitiveType.Lines, 0, Vertices.Length);
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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 (pass == Pass.TRANSPARENT)
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return;
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var size = Runtime.gridSettings.CellSize;
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var amount = Runtime.gridSettings.CellAmount;
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var color = Runtime.gridSettings.color;
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GL.UseProgram(0);
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GL.Disable(EnableCap.Texture2D);
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// GL.MatrixMode(MatrixMode.Modelview);
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GL.PushAttrib(AttribMask.AllAttribBits);
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var trans = Matrix4.Identity;
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// GL.LoadMatrix(ref trans);
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GL.LineWidth(1f);
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GL.Color3(color);
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GL.Begin(PrimitiveType.Lines);
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for (var i = -amount; i <= amount; i++)
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{
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GL.Vertex3(new Vector3(-amount * size, 0f, i * size));
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GL.Vertex3(new Vector3(amount * size, 0f, i * size));
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GL.Vertex3(new Vector3(i * size, 0f, -amount * size));
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GL.Vertex3(new Vector3(i * size, 0f, amount * size));
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}
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GL.End();
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GL.Color3(Color.Transparent);
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GL.PopAttrib();
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GL.Enable(EnableCap.Texture2D);
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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 gridColor;
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out vec4 FragColor;
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void main(){
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FragColor = vec4(gridColor, 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 mtxMdl;
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uniform mat4 mtxCam;
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void main(){
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gl_Position = mtxMdl * mtxCam * vec4(vPosition.xyz, 1);
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}");
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gridShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
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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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