Switch-Toolbox/Switch_Toolbox_Library/Rendering/DrawableXyzLines.cs
KillzXGaming 921b267b44 Improve legacy support and a few fixes.
Cursor for param editing doesn't reset anymore to the top right of the screen.
Fixed some direct c tex issues with loading.
2019-05-31 15:08:14 -04:00

200 lines
6.1 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;
namespace Switch_Toolbox.Library.Rendering
{
public class DrawableXyzLines : AbstractGlDrawable
{
protected static ShaderProgram solidColorShaderProgram;
int vbo_position;
public void Destroy()
{
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
return;
GL.DeleteBuffer(vbo_position);
}
public static int CellAmount;
public static int CellSize;
public struct DisplayVertex
{
public Vector3 Position;
public Vector3 Color;
public static int Size = 4 * (3 + 3);
}
public static float LineLength = 5;
public DisplayVertex[] Vertices = new DisplayVertex[]
{
new DisplayVertex()
{
Position = new Vector3(0,0,0),
Color = new Vector3(0,1,0),
},
new DisplayVertex()
{
Position = new Vector3(0,LineLength,0),
Color = new Vector3(0,1,0),
},
new DisplayVertex()
{
Position = new Vector3(0,0,0),
Color = new Vector3(1,0,0),
},
new DisplayVertex()
{
Position = new Vector3(LineLength,0,0),
Color = new Vector3(1,0,0),
},
new DisplayVertex()
{
Position = new Vector3(0,0,0),
Color = new Vector3(0,0,1),
},
new DisplayVertex()
{
Position = new Vector3(0,0,LineLength),
Color = new Vector3(0,0,1),
},
};
public void UpdateVertexData()
{
CellSize = (int)Runtime.gridSettings.CellSize;
CellAmount = (int)Runtime.gridSettings.CellAmount;
GL.GenBuffers(1, out vbo_position);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
}
public override void Draw(GL_ControlModern control, Pass pass)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT || solidColorShaderProgram == null)
return;
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
UpdateVertexData();
if (!Runtime.OpenTKInitialized)
return;
GL.UseProgram(0);
GL.Disable(EnableCap.CullFace);
GL.Disable(EnableCap.DepthTest);
control.CurrentShader = solidColorShaderProgram;
control.UpdateModelMatrix(Matrix4.Identity);
Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
solidColorShaderProgram.EnableVertexAttributes();
Draw(solidColorShaderProgram);
solidColorShaderProgram.DisableVertexAttributes();
GL.UseProgram(0);
GL.Enable(EnableCap.CullFace);
GL.Enable(EnableCap.DepthTest);
}
private void Attributes(ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 0);
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 12);
}
private void Uniforms(ShaderProgram shader)
{
}
private void Draw(ShaderProgram shader)
{
Uniforms(shader);
Attributes(shader);
GL.DrawArrays(PrimitiveType.Lines, 0, Vertices.Length);
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
var size = Runtime.gridSettings.CellSize;
var amount = Runtime.gridSettings.CellAmount;
var color = Runtime.gridSettings.color;
GL.UseProgram(0);
GL.Disable(EnableCap.Texture2D);
GL.PushAttrib(AttribMask.AllAttribBits);
var trans = Matrix4.Identity;
// GL.LoadMatrix(ref trans);
GL.LineWidth(1f);
GL.Color3(color);
GL.Begin(PrimitiveType.Lines);
for (var i = -amount; i <= amount; i++)
{
GL.Vertex3(new Vector3(-amount * size, 0f, i * size));
GL.Vertex3(new Vector3(amount * size, 0f, i * size));
GL.Vertex3(new Vector3(i * size, 0f, -amount * size));
GL.Vertex3(new Vector3(i * size, 0f, amount * size));
}
GL.End();
GL.Color3(Color.Transparent);
GL.PopAttrib();
GL.Enable(EnableCap.Texture2D);
}
public override void Prepare(GL_ControlModern control)
{
var solidColorFrag = new FragmentShader(
@"#version 330
in vec3 color;
out vec4 FragColor;
void main(){
FragColor = vec4(color, 0.2);
}");
var solidColorVert = new VertexShader(
@"#version 330
in vec3 vPosition;
in vec3 vColor;
out vec3 color;
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
void main(){
color = vColor;
gl_Position = mtxCam * mtxMdl * vec4(vPosition.xyz, 1);
}");
solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
}
public override void Prepare(GL_ControlLegacy control)
{
}
}
}