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Switch-Toolbox/File_Format_Library/GL/Custom2D/KCLRendering2D.cs
KillzXGaming 8939687f6a Update files.
Load vertex positions for layouts in rectangle class. This will be used for proper rotation adjusting.
Add latest muunt editor files.
Add somewhat functional mk8 camera bin editor. Points can be moved around. The map orientation determines the position of the icons to map over the model.
Fix window content UV map for layouts.
Add 2D KCL renderer for top down KCL preview for both muunt and camera editors.
2019-10-26 20:28:56 -04:00

147 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics;
using Toolbox.Library;
using OpenTK.Graphics.OpenGL;
namespace FirstPlugin
{
public class KCLRendering2D
{
// gl buffer objects
int vbo_position;
int ibo_elements;
public List<KCL.KCLModel> models = new List<KCL.KCLModel>();
private GLShaderGeneric Shader;
public KCLRendering2D(KCL kcl)
{
string vertPath = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Drawing2D", "KCL.vert");
string fragPath = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Drawing2D", "KCL.frag");
Shader = new GLShaderGeneric();
Shader.VertexShader = System.IO.File.ReadAllText(vertPath);
Shader.FragmentShader = System.IO.File.ReadAllText(fragPath);
Shader.Compile();
models = kcl.GetKclModels();
}
private void GenerateBuffers()
{
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_elements);
}
public void Destroy()
{
GL.DeleteBuffer(vbo_position);
GL.DeleteBuffer(ibo_elements);
}
public void UpdateVertexData()
{
if (!Runtime.OpenTKInitialized)
return;
KCL.DisplayVertex[] Vertices;
int[] Faces;
int poffset = 0;
int voffset = 0;
List<KCL.DisplayVertex> Vs = new List<KCL.DisplayVertex>();
List<int> Ds = new List<int>();
foreach (KCL.KCLModel m in models)
{
m.Offset = poffset * 4;
List<KCL.DisplayVertex> pv = m.CreateDisplayVertices();
Vs.AddRange(pv);
for (int i = 0; i < m.displayFaceSize; i++)
{
Ds.Add(m.display[i] + voffset);
}
poffset += m.displayFaceSize;
voffset += pv.Count;
}
// Binds
Vertices = Vs.ToArray();
Faces = Ds.ToArray();
// Bind only once!
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<KCL.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * KCL.DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
GL.BufferData<int>(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw);
LibraryGUI.UpdateViewport();
}
private void CheckBuffers()
{
if (!Runtime.OpenTKInitialized)
return;
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
if (!buffersWereInitialized)
{
GenerateBuffers();
UpdateVertexData();
}
}
public void Draw(Matrix4 modelViewMatrix)
{
CheckBuffers();
if (!Runtime.OpenTKInitialized)
return;
GL.Disable(EnableCap.CullFace);
Shader.Enable();
Shader.SetMatrix("modelViewMatrix", ref modelViewMatrix);
Shader.EnableVertexAttributes();
foreach (KCL.KCLModel mdl in models)
DrawModel(mdl);
Shader.DisableVertexAttributes();
GL.UseProgram(0);
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
}
private void DrawModel(KCL.KCLModel m, bool drawSelection = false)
{
if (m.faces.Count <= 3)
return;
SetVertexAttributes(m);
if (Runtime.RenderModels)
{
GL.DrawElements(PrimitiveType.Triangles, m.displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
}
}
private void SetVertexAttributes(KCL.KCLModel m)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(Shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 0);
GL.VertexAttribPointer(Shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 12);
GL.VertexAttribPointer(Shader.GetAttribute("vColor"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 24);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
}
}
}