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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 ShaderProgram defaultShaderProgram ;
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public List < BasePathGroup > PathGroups = new List < BasePathGroup > ( ) ;
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public void AddGroup ( BasePathGroup group )
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{
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PathGroups . Add ( new BasePathGroup ( )
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{
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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out vec4 FragColor ;
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void main ( ) {
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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 ) ;
} ");
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defaultShaderProgram = new ShaderProgram ( defaultFrag , defaultVert , control ) ;
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}
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 . Visible )
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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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int groupID = 0 ;
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foreach ( var group in PathGroups )
{
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int pathID = 0 ;
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foreach ( var path in group . PathPoints )
{
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if ( ! path . RenderablePoint . Visible )
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continue ;
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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 )
{
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CheckInvalidConnection ( nextPt , groupID , pathID ) ;
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GL . Color3 ( LineColor ) ;
GL . Begin ( PrimitiveType . Lines ) ;
GL . Vertex3 ( path . Translate ) ;
GL . Vertex3 ( PathGroups [ nextPt . PathID ] . PathPoints [ nextPt . PtID ] . Translate ) ;
GL . End ( ) ;
}
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foreach ( var prevPt in path . PrevPoints )
{
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CheckInvalidConnection ( prevPt , groupID , pathID ) ;
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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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}
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pathID + + ;
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}
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groupID + + ;
}
}
private void CheckInvalidConnection ( PointID pathPoint , int groupID , int pathID )
{
try
{
var point = PathGroups [ pathPoint . PathID ] . PathPoints [ pathPoint . PtID ] ;
}
catch ( Exception ex )
{
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Switch_Toolbox . Library . Forms . STErrorDialog . Show ( $"Invalid path points at Group {groupID} Path {pathID}! Invalid connection to group {pathPoint.PathID} point {pathPoint.PtID}" , "Path Creator" ,
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$"Group {groupID} \n" +
$"Path {pathID} \n" +
$"Group ID {pathPoint.PathID} \n" +
$"Point ID {pathPoint.PtID} \n" +
$"{ex}" ) ;
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}
}
}
}