432 lines
11 KiB
C#
432 lines
11 KiB
C#
using GL_Core;
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using GL_Core.Interfaces;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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namespace Testing
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{
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public class MarioTposeTest : AbstractGlDrawable
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{
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int testVao;
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int marioTestVao;
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ShaderProgram defaultShaderProgram;
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FragmentShader defaultFrag;
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VertexShader defaultVert, pickingVert;
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ShaderProgram testShaderProgram;
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uint pickedIndex = 0;
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uint selectedIndex = 0;
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public MarioTposeTest()
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{
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}
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public override void Draw(GL_ControlModern control)
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{
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control.CurrentShader = testShaderProgram;
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control.ResetModelMatrix();
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GL.BindVertexArray(testVao);
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GL.DrawArrays(PrimitiveType.Quads, 0, 4);
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GL.BindVertexArray(marioTestVao);
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control.CurrentShader = defaultShaderProgram;
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defaultShaderProgram.SetVertexShader(defaultVert);
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control.ApplyModelTransform(Matrix4.CreateTranslation(-8, 0, 0));
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for (int i = 0; i < 5; i++)
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{
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if (i + 1 == selectedIndex)
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GL.Uniform4(defaultShaderProgram["highlightColor"], 1f, 1f, 0.2f, 0.5f);
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else if (i + 1 == pickedIndex)
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GL.Uniform4(defaultShaderProgram["highlightColor"], 1f, 1f, 0.5f, 0.2f);
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else
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GL.Uniform4(defaultShaderProgram["highlightColor"], 0f, 0f, 0f, 0f);
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GL.DrawArrays(PrimitiveType.Quads, 0, 11 * 4);
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control.ApplyModelTransform(Matrix4.CreateTranslation(4, 0, 0));
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}
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}
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public override void Draw(GL_ControlLegacy control)
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{
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control.ResetModelMatrix();
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GL.Begin(PrimitiveType.Quads);
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GL.Color3(1f, 0f, 0f);
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GL.Vertex3(-10f, -0.25f, 5f);
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GL.Color3(0f, 1f, 0f);
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GL.Vertex3(10f, -0.25f, 5f);
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GL.Color3(1f, 1f, 0f);
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GL.Vertex3(10f, -0.25f, -5f);
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GL.Color3(0f, 0f, 1f);
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GL.Vertex3(-10f, -0.25f, -5f);
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GL.End();
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control.ApplyModelTransform(Matrix4.CreateTranslation(-8, 0, 0));
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for (int i = 0; i < 5; i++)
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{
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GL.Begin(PrimitiveType.Quads);
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if(i+1==pickedIndex)
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GL.Color3(0f, 1f, 0f);
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else
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GL.Color3(1f, 0f, 0f);
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GL.Vertex3(-0.5f, 2f, 0f);
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GL.Vertex3(0.5f, 2f, 0f);
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GL.Vertex3(0.5f, 1.25f, 0f);
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GL.Vertex3(-0.5f, 1.25f, 0f);
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GL.Vertex3(-1.5f, 2.5f, 0f);
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GL.Vertex3(1.5f, 2.5f, 0f);
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GL.Vertex3(1.5f, 2f, 0f);
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GL.Vertex3(-1.5f, 2f, 0f);
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//trowsers
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if (i + 1 == selectedIndex)
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GL.Color3(1f, 1f, 1f);
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else
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GL.Color3(0, 0.2f, 1f);
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GL.Vertex3(-0.5f, 1.25f, 0f);
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GL.Vertex3(0.5f, 1.25f, 0f);
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GL.Vertex3(0.5f, 0.75f, 0f);
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GL.Vertex3(-0.5f, 0.75f, 0f);
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GL.Vertex3(-0.5f, 0.75f, 0f);
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GL.Vertex3(-0.125f, 0.75f, 0f);
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GL.Vertex3(-0.125f, -0.25f, 0f);
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GL.Vertex3(-0.5f, -0.25f, 0f);
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GL.Vertex3(0.125f, 0.75f, 0f);
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GL.Vertex3(0.5f, 0.75f, 0f);
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GL.Vertex3(0.5f, -0.25f, 0f);
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GL.Vertex3(0.125f, -0.25f, 0f);
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//stripes
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GL.Vertex3(-0.375f, 2.5f, -0.02f);
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GL.Vertex3(-0.125f, 2.5f, -0.02f);
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GL.Vertex3(-0.125f, 1.25f, -0.02f);
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GL.Vertex3(-0.375f, 1.25f, -0.02f);
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GL.Vertex3(0.125f, 2.5f, -0.02f);
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GL.Vertex3(0.375f, 2.5f, -0.02f);
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GL.Vertex3(0.375f, 1.25f, -0.02f);
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GL.Vertex3(0.125f, 1.25f, -0.02f);
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GL.Vertex3(-0.375f, 2.5f, 0.02f);
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GL.Vertex3(-0.125f, 2.5f, 0.02f);
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GL.Vertex3(-0.125f, 1.25f, 0.02f);
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GL.Vertex3(-0.375f, 1.25f, 0.02f);
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GL.Vertex3(0.125f, 2.5f, 0.02f);
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GL.Vertex3(0.375f, 2.5f, 0.02f);
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GL.Vertex3(0.375f, 1.25f, 0.02f);
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GL.Vertex3(0.125f, 1.25f, 0.02f);
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//knobs
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GL.Color3(1f, 1f, 0f);
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GL.Vertex3(-0.375f, 2.25f, 0.04f);
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GL.Vertex3(-0.125f, 2.25f, 0.04f);
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GL.Vertex3(-0.125f, 2f, 0.04f);
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GL.Vertex3(-0.375f, 2f, 0.04f);
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GL.Vertex3(0.125f, 2.25f, 0.04f);
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GL.Vertex3(0.375f, 2.25f, 0.04f);
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GL.Vertex3(0.375f, 2f, 0.04f);
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GL.Vertex3(0.125f, 2f, 0.04f);
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GL.End();
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control.ApplyModelTransform(Matrix4.CreateTranslation(4, 0, 0));
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}
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}
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public override void Prepare(GL_ControlModern control)
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{
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defaultFrag = new FragmentShader(
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@"#version 330
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in vec4 fragColor;
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void main(){
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gl_FragColor = fragColor;
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}");
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defaultVert = new VertexShader(
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@"#version 330
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec4 color;
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uniform mat4 mtxMdl;
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uniform mat4 mtxCam;
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uniform vec4 highlightColor;
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out vec4 fragColor;
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void main(){
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gl_Position = mtxCam*mtxMdl*position;
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fragColor = color+highlightColor.xyz*highlightColor.w;
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}");
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pickingVert = new VertexShader(
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@"#version 330
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layout(location = 0) in vec4 position;
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uniform vec4 color;
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uniform mat4 mtxMdl;
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uniform mat4 mtxCam;
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out vec4 fragColor;
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void main(){
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gl_Position = mtxCam*mtxMdl*position;
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fragColor = color;
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}");
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defaultShaderProgram = new ShaderProgram(
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defaultFrag,defaultVert
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);
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testShaderProgram = new ShaderProgram(
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new FragmentShader(
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@"#version 330
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in vec4 vertPosition;
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in vec4 fragColor;
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void main(){
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float v = round(abs(mod(vertPosition.x,2.0)-1.0)+
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abs(mod(vertPosition.z,2.0)-1.0));
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gl_FragColor = fragColor*v;
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}"),
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new VertexShader(
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@"#version 330
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec4 color;
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uniform mat4 mtxMdl;
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uniform mat4 mtxCam;
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out vec4 vertPosition;
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out vec4 fragColor;
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void main(){
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gl_Position = mtxMdl*mtxCam*position;
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vertPosition = position;
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fragColor = color;
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}"));
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control.CurrentShader = defaultShaderProgram;
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int buffer;
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GL.BindVertexArray(testVao = GL.GenVertexArray());
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GL.BindBuffer(BufferTarget.ArrayBuffer, buffer = GL.GenBuffer());
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float[] data = new float[] {
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-10f, -0.25f, 5f, 1f, 0f, 0f, 1f,
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10f, -0.25f, 5f, 0f, 1f, 0f, 1f,
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10f, -0.25f, -5f, 1f, 1f, 0f, 1f,
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-10f, -0.25f, -5f, 0f, 0f, 1f, 1f,
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};
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GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * data.Length, data, BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(0);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, sizeof(float) * 7, 0);
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GL.EnableVertexAttribArray(1);
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GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, sizeof(float) * 7, sizeof(float) * 3);
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GL.BindVertexArray(marioTestVao = GL.GenVertexArray());
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using (OldGlEmulator GL = new OldGlEmulator())
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{
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//body
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GL.Color3(1f, 0f, 0f);
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GL.Vertex3(-0.5f, 2f, 0f);
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GL.Vertex3(0.5f, 2f, 0f);
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GL.Vertex3(0.5f, 1.25f, 0f);
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GL.Vertex3(-0.5f, 1.25f, 0f);
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GL.Vertex3(-1.5f, 2.5f, 0f);
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GL.Vertex3(1.5f, 2.5f, 0f);
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GL.Vertex3(1.5f, 2f, 0f);
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GL.Vertex3(-1.5f, 2f, 0f);
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//trowsers
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GL.Color3(0, 0.2f, 1f);
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GL.Vertex3(-0.5f, 1.25f, 0f);
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GL.Vertex3(0.5f, 1.25f, 0f);
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GL.Vertex3(0.5f, 0.75f, 0f);
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GL.Vertex3(-0.5f, 0.75f, 0f);
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GL.Vertex3(-0.5f, 0.75f, 0f);
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GL.Vertex3(-0.125f, 0.75f, 0f);
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GL.Vertex3(-0.125f, -0.25f, 0f);
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GL.Vertex3(-0.5f, -0.25f, 0f);
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GL.Vertex3(0.125f, 0.75f, 0f);
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GL.Vertex3(0.5f, 0.75f, 0f);
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GL.Vertex3(0.5f, -0.25f, 0f);
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GL.Vertex3(0.125f, -0.25f, 0f);
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//stripes
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GL.Vertex3(-0.375f, 2.5f, -0.02f);
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GL.Vertex3(-0.125f, 2.5f, -0.02f);
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GL.Vertex3(-0.125f, 1.25f, -0.02f);
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GL.Vertex3(-0.375f, 1.25f, -0.02f);
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GL.Vertex3(0.125f, 2.5f, -0.02f);
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GL.Vertex3(0.375f, 2.5f, -0.02f);
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GL.Vertex3(0.375f, 1.25f, -0.02f);
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GL.Vertex3(0.125f, 1.25f, -0.02f);
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GL.Vertex3(-0.375f, 2.5f, 0.02f);
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GL.Vertex3(-0.125f, 2.5f, 0.02f);
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GL.Vertex3(-0.125f, 1.25f, 0.02f);
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GL.Vertex3(-0.375f, 1.25f, 0.02f);
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GL.Vertex3(0.125f, 2.5f, 0.02f);
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GL.Vertex3(0.375f, 2.5f, 0.02f);
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GL.Vertex3(0.375f, 1.25f, 0.02f);
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GL.Vertex3(0.125f, 1.25f, 0.02f);
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//knobs
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GL.Color3(1f, 1f, 0f);
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GL.Vertex3(-0.375f, 2.25f, 0.04f);
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GL.Vertex3(-0.125f, 2.25f, 0.04f);
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GL.Vertex3(-0.125f, 2f, 0.04f);
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GL.Vertex3(-0.375f, 2f, 0.04f);
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GL.Vertex3(0.125f, 2.25f, 0.04f);
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GL.Vertex3(0.375f, 2.25f, 0.04f);
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GL.Vertex3(0.375f, 2f, 0.04f);
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GL.Vertex3(0.125f, 2f, 0.04f);
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GL.WriteToBuffer(buffer = OpenTK.Graphics.OpenGL.GL.GenBuffer());
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}
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}
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public override void Prepare(GL_ControlLegacy control)
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{
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}
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public override bool MouseClick(MouseEventArgs e)
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{
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if (e.Button == MouseButtons.Left)
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{
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selectedIndex = pickedIndex;
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return true;
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}
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return false;
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}
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public override void DrawPicking(GL_ControlModern control)
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{
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defaultShaderProgram.SetVertexShader(pickingVert);
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control.ResetModelMatrix();
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GL.Uniform4(defaultShaderProgram["color"], 0f, 0f, 0f, 0f);
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GL.BindVertexArray(testVao);
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GL.DrawArrays(PrimitiveType.Quads, 0, 4);
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GL.BindVertexArray(marioTestVao);
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control.ApplyModelTransform(Matrix4.CreateTranslation(-8, 0, 0));
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for (int i = 0; i < 5; i++)
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{
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GL.Uniform4(defaultShaderProgram["color"], control.nextPickingColor());
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GL.DrawArrays(PrimitiveType.Quads, 0, 11 * 4);
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control.ApplyModelTransform(Matrix4.CreateTranslation(4, 0, 0));
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}
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}
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public override void DrawPicking(GL_ControlLegacy control)
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{
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control.ResetModelMatrix();
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GL.Begin(PrimitiveType.Quads);
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GL.Color4(0,0,0,0);
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GL.Vertex3(-10f, -0.25f, 5f);
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GL.Vertex3(10f, -0.25f, 5f);
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GL.Vertex3(10f, -0.25f, -5f);
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GL.Vertex3(-10f, -0.25f, -5f);
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GL.End();
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control.ApplyModelTransform(Matrix4.CreateTranslation(-8, 0, 0));
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for (int i = 0; i < 5; i++)
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{
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GL.Begin(PrimitiveType.Quads);
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GL.Color4(control.nextPickingColor());
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GL.Vertex3(-0.5f, 2f, 0f);
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GL.Vertex3(0.5f, 2f, 0f);
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GL.Vertex3(0.5f, 1.25f, 0f);
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GL.Vertex3(-0.5f, 1.25f, 0f);
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GL.Vertex3(-1.5f, 2.5f, 0f);
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GL.Vertex3(1.5f, 2.5f, 0f);
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GL.Vertex3(1.5f, 2f, 0f);
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GL.Vertex3(-1.5f, 2f, 0f);
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//trowsers
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GL.Vertex3(-0.5f, 1.25f, 0f);
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GL.Vertex3(0.5f, 1.25f, 0f);
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GL.Vertex3(0.5f, 0.75f, 0f);
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GL.Vertex3(-0.5f, 0.75f, 0f);
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GL.Vertex3(-0.5f, 0.75f, 0f);
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GL.Vertex3(-0.125f, 0.75f, 0f);
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GL.Vertex3(-0.125f, -0.25f, 0f);
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GL.Vertex3(-0.5f, -0.25f, 0f);
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GL.Vertex3(0.125f, 0.75f, 0f);
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GL.Vertex3(0.5f, 0.75f, 0f);
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GL.Vertex3(0.5f, -0.25f, 0f);
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GL.Vertex3(0.125f, -0.25f, 0f);
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//stripes
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GL.Vertex3(-0.375f, 2.5f, -0.02f);
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GL.Vertex3(-0.125f, 2.5f, -0.02f);
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GL.Vertex3(-0.125f, 1.25f, -0.02f);
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GL.Vertex3(-0.375f, 1.25f, -0.02f);
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GL.Vertex3(0.125f, 2.5f, -0.02f);
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GL.Vertex3(0.375f, 2.5f, -0.02f);
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GL.Vertex3(0.375f, 1.25f, -0.02f);
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GL.Vertex3(0.125f, 1.25f, -0.02f);
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GL.Vertex3(-0.375f, 2.5f, 0.02f);
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GL.Vertex3(-0.125f, 2.5f, 0.02f);
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GL.Vertex3(-0.125f, 1.25f, 0.02f);
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GL.Vertex3(-0.375f, 1.25f, 0.02f);
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GL.Vertex3(0.125f, 2.5f, 0.02f);
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GL.Vertex3(0.375f, 2.5f, 0.02f);
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GL.Vertex3(0.375f, 1.25f, 0.02f);
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GL.Vertex3(0.125f, 1.25f, 0.02f);
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//knobs
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GL.Vertex3(-0.375f, 2.25f, 0.04f);
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GL.Vertex3(-0.125f, 2.25f, 0.04f);
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GL.Vertex3(-0.125f, 2f, 0.04f);
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GL.Vertex3(-0.375f, 2f, 0.04f);
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GL.Vertex3(0.125f, 2.25f, 0.04f);
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GL.Vertex3(0.375f, 2.25f, 0.04f);
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GL.Vertex3(0.375f, 2f, 0.04f);
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GL.Vertex3(0.125f, 2f, 0.04f);
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GL.End();
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control.ApplyModelTransform(Matrix4.CreateTranslation(4, 0, 0));
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}
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}
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public override bool Picked(uint index)
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{
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pickedIndex = index;
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Console.WriteLine(index);
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return true;
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}
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public override uint GetPickableSpan(){
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return 5;
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}
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}
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}
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