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mirror of synced 2024-11-12 02:00:50 +01:00
Switch-Toolbox/Switch_Toolbox_Library/Rendering/DrawableFloor.cs
KillzXGaming 921b267b44 Improve legacy support and a few fixes.
Cursor for param editing doesn't reset anymore to the top right of the screen.
Fixed some direct c tex issues with loading.
2019-05-31 15:08:14 -04:00

183 lines
5.5 KiB
C#

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 DrawableFloor : AbstractGlDrawable
{
public enum Type
{
Grid,
Solid,
Texture,
}
private ShaderProgram gridShaderProgram;
int vbo_position;
public void Destroy()
{
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
return;
GL.DeleteBuffer(vbo_position);
}
public List<Vector3> FillVertices(int amount, int size)
{
var vertices = new List<Vector3>();
for (var i = -amount; i <= amount; i++)
{
vertices.Add(new Vector3(-amount * size, 0f, i * size));
vertices.Add(new Vector3(amount * size, 0f, i * size));
vertices.Add(new Vector3(i * size, 0f, -amount * size));
vertices.Add(new Vector3(i * size, 0f, amount * size));
}
return vertices;
}
public static int CellAmount;
public static int CellSize;
Vector3[] Vertices
{
get
{
return FillVertices(CellAmount, CellSize).ToArray();
}
}
public void UpdateVertexData()
{
CellSize = (int)Runtime.gridSettings.CellSize;
CellAmount = (int)Runtime.gridSettings.CellAmount;
Vector3[] vertices = Vertices;
GL.GenBuffers(1, out vbo_position);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
new IntPtr(vertices.Length * Vector3.SizeInBytes),
vertices, BufferUsageHint.StaticDraw);
}
public override void Draw(GL_ControlModern control, Pass pass)
{
if (pass == Pass.TRANSPARENT || gridShaderProgram == null)
return;
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
UpdateVertexData();
if (!Runtime.OpenTKInitialized)
return;
control.CurrentShader = gridShaderProgram;
control.UpdateModelMatrix(Matrix4.Identity);
Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
gridShaderProgram.SetMatrix4x4("previewScale", ref previewScale);
gridShaderProgram.EnableVertexAttributes();
Draw(gridShaderProgram);
gridShaderProgram.DisableVertexAttributes();
GL.UseProgram(0);
// GL.Enable(EnableCap.CullFace);
}
private void Attributes(ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, 12, 0);
}
private void Uniforms(ShaderProgram shader)
{
shader.SetVector3("gridColor", ColorUtility.ToVector3(Runtime.gridSettings.color));
}
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 (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.MatrixMode(MatrixMode.Modelview);
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);
}
public override void Prepare(GL_ControlModern control)
{
var solidColorFrag = new FragmentShader(
@"#version 330
uniform vec3 gridColor;
out vec4 FragColor;
void main(){
FragColor = vec4(gridColor, 1);
}");
var solidColorVert = new VertexShader(
@"#version 330
in vec3 vPosition;
uniform mat4 mtxMdl;
uniform mat4 mtxCam;
void main(){
gl_Position = mtxMdl * mtxCam * vec4(vPosition.xyz, 1);
}");
gridShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
}
public override void Prepare(GL_ControlLegacy control)
{
}
}
}