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Switch-Toolbox/Switch_FileFormatsMain/GUI/Byaml/CourseMuunt/Paths/RenderableConnectedPaths.cs

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C#
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using System;
using System.Collections.Generic;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using OpenTK.Graphics.OpenGL;
using OpenTK;
using System.Drawing;
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using Switch_Toolbox.Library;
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namespace FirstPlugin.Turbo.CourseMuuntStructs
{
public class RenderableConnectedPaths : AbstractGlDrawable
{
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public Color LineColor = Color.Green;
public RenderableConnectedPaths(Color color) {
LineColor = color;
}
//Lap paths use 4 points for each rectangle
//This also applies to gravity paths
public bool Use4PointConnection = false;
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private static ShaderProgram defaultShaderProgram;
public List<PathGroup> PathGroups = new List<PathGroup>();
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public void AddGroup(PathGroup group)
{
PathGroups.Add(new PathGroup()
{
PathPoints = group.PathPoints,
});
}
public override void Prepare(GL_ControlLegacy control)
{
}
public override void Prepare(GL_ControlModern control)
{
var defaultFrag = new FragmentShader(
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@"#version 330
vec4 LineColor;
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void main(){
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gl_FragColor = LineColor;
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}");
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);
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
foreach (var group in PathGroups)
{
foreach (var path in group.PathPoints)
{
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if (!path.RenderablePoint.IsVisable)
continue;
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GL.LineWidth(2f);
foreach (var nextPt in path.NextPoints)
{
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GL.Color3(LineColor);
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GL.Begin(PrimitiveType.Lines);
GL.Vertex3(path.Translate);
GL.Vertex3(PathGroups[nextPt.PathID].PathPoints[nextPt.PtID].Translate);
GL.End();
}
foreach (var prevPt in path.PrevPoints)
{
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GL.Color3(LineColor);
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GL.Begin(PrimitiveType.Lines);
GL.Vertex3(path.Translate);
GL.Vertex3(PathGroups[prevPt.PathID].PathPoints[prevPt.PtID].Translate);
GL.End();
}
}
}
}
public override void Draw(GL_ControlModern control, Pass pass)
{
control.CurrentShader = defaultShaderProgram;
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defaultShaderProgram.SetVector4("LineColor", ColorUtility.ToVector4(LineColor));
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foreach (var group in PathGroups)
{
foreach (var path in group.PathPoints)
{
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if (Use4PointConnection)
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{
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for (int i = 0; i < 4; i++)
{
}
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}
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else
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{
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GL.LineWidth(2f);
foreach (var nextPt in path.NextPoints)
{
GL.Color3(LineColor);
GL.Begin(PrimitiveType.Lines);
GL.Vertex3(path.Translate);
GL.Vertex3(PathGroups[nextPt.PathID].PathPoints[nextPt.PtID].Translate);
GL.End();
}
foreach (var prevPt in path.PrevPoints)
{
GL.Color3(LineColor);
GL.Begin(PrimitiveType.Lines);
GL.Vertex3(path.Translate);
GL.Vertex3(PathGroups[prevPt.PathID].PathPoints[prevPt.PtID].Translate);
GL.End();
}
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}
}
}
}
}
}