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 { ShaderProgram defaultShaderProgram; 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(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) return; bool buffersWereInitialized = vbo_position != 0; if (!buffersWereInitialized) UpdateVertexData(); GL.UseProgram(0); GL.Disable(EnableCap.CullFace); GL.Disable(EnableCap.DepthTest); control.CurrentShader = defaultShaderProgram; control.UpdateModelMatrix(Matrix4.Identity); Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale); defaultShaderProgram.EnableVertexAttributes(); Draw(defaultShaderProgram); defaultShaderProgram.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); } private bool Initialized = false; public override void Prepare(GL_ControlModern control) { if (Initialized) return; 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); }"); defaultShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control); Initialized = true; } public override void Prepare(GL_ControlLegacy control) { } } }