mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-24 03:43:08 +00:00
106 lines
2.8 KiB
C#
106 lines
2.8 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using GL_EditorFramework.GL_Core;
|
|
using GL_EditorFramework.Interfaces;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using OpenTK;
|
|
using System.Drawing;
|
|
using Switch_Toolbox.Library;
|
|
using GL_EditorFramework.EditorDrawables;
|
|
|
|
namespace FirstPlugin.Turbo.CourseMuuntStructs
|
|
{
|
|
public class RenderableConnectedMapPoints : AbstractGlDrawable
|
|
{
|
|
public Color LineColor = Color.Green;
|
|
|
|
public RenderableConnectedMapPoints(Color color)
|
|
{
|
|
LineColor = color;
|
|
}
|
|
|
|
private ShaderProgram defaultShaderProgram;
|
|
|
|
public List<RenderablePathPoint> Points = new List<RenderablePathPoint>();
|
|
|
|
public void AddRenderable(RenderablePathPoint point) {
|
|
Points.Add(point);
|
|
}
|
|
|
|
public override void Prepare(GL_ControlLegacy control)
|
|
{
|
|
}
|
|
|
|
public override void Prepare(GL_ControlModern control)
|
|
{
|
|
var defaultFrag = new FragmentShader(
|
|
@"#version 330
|
|
vec4 LineColor;
|
|
out vec4 FragColor;
|
|
|
|
void main(){
|
|
FragColor = LineColor;
|
|
}");
|
|
|
|
var defaultVert = new VertexShader(
|
|
@"#version 330
|
|
in vec4 position;
|
|
|
|
uniform mat4 mtxCam;
|
|
uniform mat4 mtxMdl;
|
|
|
|
void main(){
|
|
gl_Position = mtxCam * mtxMdl * vec4(position.xyz, 1);
|
|
}");
|
|
|
|
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert, control);
|
|
}
|
|
|
|
public override void Draw(GL_ControlLegacy control, Pass pass)
|
|
{
|
|
int p = 0;
|
|
foreach (var point in Points)
|
|
{
|
|
if (!point.Visible)
|
|
continue;
|
|
|
|
if (p < Points.Count)
|
|
{
|
|
GL.LineWidth(2f);
|
|
GL.Color3(LineColor);
|
|
GL.Begin(PrimitiveType.Lines);
|
|
GL.Vertex3(point.Position);
|
|
GL.Vertex3(Points[p].Position);
|
|
GL.End();
|
|
}
|
|
|
|
p++;
|
|
}
|
|
}
|
|
|
|
public override void Draw(GL_ControlModern control, Pass pass)
|
|
{
|
|
control.CurrentShader = defaultShaderProgram;
|
|
defaultShaderProgram.SetVector4("LineColor", ColorUtility.ToVector4(LineColor));
|
|
|
|
int p = 0;
|
|
foreach (var point in Points)
|
|
{
|
|
if (!point.Visible)
|
|
continue;
|
|
|
|
if (p < Points.Count)
|
|
{
|
|
GL.LineWidth(2f);
|
|
GL.Color3(LineColor);
|
|
GL.Begin(PrimitiveType.Lines);
|
|
GL.Vertex3(point.Position);
|
|
GL.Vertex3(Points[p].Position);
|
|
GL.End();
|
|
}
|
|
|
|
p++;
|
|
}
|
|
}
|
|
}
|
|
}
|