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Switch-Toolbox/File_Format_Library/FileFormats/Layout/RenderablePane.cs

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3.5 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace LayoutBXLYT
{
public class RenderablePane
{
int vbo_position;
int ibo_position;
public struct Vertex
{
public Vector2 Position;
public Vector4 Color;
public Vector2 TexCoord0;
public Vector2 TexCoord1;
public Vector2 TexCoord2;
public static int SizeInBytes = 4 * (2 + 4 + 2 + 2 + 2);
}
private void GenerateBuffers(Vector2[] positions, Vector4[] colors, Vector2[] texCoords0)
{
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_position);
UpdateVertexData(positions, colors, texCoords0);
}
public void Destroy()
{
bool buffersWereInitialized = vbo_position != 0 && ibo_position != 0;
if (!buffersWereInitialized)
return;
GL.DeleteBuffer(vbo_position);
GL.DeleteBuffer(vbo_position);
}
public Vertex[] Vertices;
ushort[] Indices = new ushort[] { 0, 1, 2, 3 };
public void Render(BxlytShader shader, Vector2[] positions, Vector4[] colors, Vector2[] texCoords0)
{
shader.Enable();
bool buffersWereInitialized = vbo_position != 0 && ibo_position != 0;
if (!buffersWereInitialized)
GenerateBuffers(positions, colors, texCoords0);
shader.EnableVertexAttributes();
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0);
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 8);
GL.VertexAttribPointer(shader.GetAttribute("vTexCoord0"), 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 24);
GL.VertexAttribPointer(shader.GetAttribute("vTexCoord1"), 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 32);
GL.VertexAttribPointer(shader.GetAttribute("vTexCoord2"), 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 40);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_position);
GL.DrawElements(PrimitiveType.Quads, 4, DrawElementsType.UnsignedShort, IntPtr.Zero);
shader.DisableVertexAttributes();
}
public void UpdateVertexData(Vector2[] positions, Vector4[] colors, Vector2[] texCoords0)
{
Vertices = new Vertex[positions.Length];
for (int v = 0; v < Vertices.Length; v++)
{
Vertices[v] = new Vertex();
Vertices[v].Position = positions[v];
Vertices[v].Color = colors[v];
Vertices[v].TexCoord0 = texCoords0[v];
}
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_position);
GL.BufferData(
BufferTarget.ElementArrayBuffer,
(IntPtr)(Indices.Length * sizeof(ushort)),
Indices,
BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<Vertex>(BufferTarget.ArrayBuffer,
new IntPtr(Vertices.Length * Vertex.SizeInBytes),
Vertices, BufferUsageHint.StaticDraw);
}
}
}