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mirror of synced 2024-11-14 11:07:39 +01:00
Switch-Toolbox/Switch_Toolbox_Library/Rendering/DrawableCube.cs

210 lines
6.5 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;
using Switch_Toolbox.Library;
namespace Switch_Toolbox.Library.Rendering
{
public class DrawableCube : AbstractGlDrawable
{
protected static ShaderProgram solidColorShaderProgram;
int vbo_position;
int ibo_elements;
public void Destroy()
{
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
return;
GL.DeleteBuffer(vbo_position);
}
Vector3[] Vertices = new Vector3[]
{
new Vector3(-1.0f, -1.0f, 1.0f),
new Vector3( 1.0f, -1.0f, 1.0f),
new Vector3( 1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, -1.0f, -1.0f),
new Vector3( 1.0f, -1.0f, -1.0f),
new Vector3( 1.0f, 1.0f, -1.0f),
new Vector3(-1.0f, 1.0f, -1.0f)
};
int[] Indices = new int[]
{
// front face
0, 1, 2, 2, 3, 0,
// top face
3, 2, 6, 6, 7, 3,
// back face
7, 6, 5, 5, 4, 7,
// left face
4, 0, 3, 3, 7, 4,
// bottom face
0, 1, 5, 5, 4, 0,
// right face
1, 5, 6, 6, 2, 1,
};
Vector3[] Normals = new Vector3[]
{
new Vector3(-1.0f, -1.0f, 1.0f),
new Vector3( 1.0f, -1.0f, 1.0f),
new Vector3( 1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, -1.0f, -1.0f),
new Vector3( 1.0f, -1.0f, -1.0f),
new Vector3( 1.0f, 1.0f, -1.0f),
new Vector3(-1.0f, 1.0f, -1.0f),
};
Vector3[] Colors = new Vector3[]
{
ColorUtility.ToVector3(Color.DarkRed),
ColorUtility.ToVector3(Color.DarkRed),
ColorUtility.ToVector3(Color.Gold),
ColorUtility.ToVector3(Color.Gold),
ColorUtility.ToVector3(Color.DarkRed),
ColorUtility.ToVector3(Color.DarkRed),
ColorUtility.ToVector3(Color.Gold),
ColorUtility.ToVector3(Color.Gold),
};
Vector2[] Texcoords = new Vector2[]
{
new Vector2(0, 1),
new Vector2(1, 1),
new Vector2(1, 0),
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 1),
new Vector2(1, 0),
new Vector2(0, 0),
};
public int ElementSize = 0;
readonly short[] CubeElements = new short[]
{
0, 1, 2, 2, 3, 0, // front face
3, 2, 6, 6, 7, 3, // top face
7, 6, 5, 5, 4, 7, // back face
4, 0, 3, 3, 7, 4, // left face
0, 1, 5, 5, 4, 0, // bottom face
1, 5, 6, 6, 2, 1, // right face
};
public void UpdateVertexData()
{
int size;
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_elements);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * Vector3.SizeInBytes), Vertices,
BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, ibo_elements);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Indices.Length * sizeof(int)), Indices,
BufferUsageHint.StaticDraw);
ElementSize = Indices.Length;
}
public override void Draw(GL_ControlModern control, Pass pass)
{
if (pass == Pass.TRANSPARENT)
return;
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
UpdateVertexData();
if (!Runtime.OpenTKInitialized)
return;
GL.UseProgram(0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.Disable(EnableCap.CullFace);
control.CurrentShader = solidColorShaderProgram;
Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
Matrix4 camMat = control.ModelMatrix * control.ProjectionMatrix;
Matrix4 invertedCamera = camMat.Inverted();
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
solidColorShaderProgram.SetMatrix4x4("mvpMatrix", ref camMat);
solidColorShaderProgram.EnableVertexAttributes();
BindBuffer(solidColorShaderProgram);
solidColorShaderProgram.DisableVertexAttributes();
GL.UseProgram(0);
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
GL.DepthMask(true);
}
private void BindBuffer(ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, 12, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
GL.DrawElements(PrimitiveType.Triangles, Indices.Length, DrawElementsType.UnsignedInt, 0);
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
}
public override void Prepare(GL_ControlModern control)
{
var solidColorFrag = new FragmentShader(
@"#version 330
uniform vec3 color;
out vec4 FragColor;
void main(){
FragColor = vec4(color, 1);
}");
var solidColorVert = new VertexShader(
@"#version 330
in vec3 vPosition;
uniform mat4 mvpMatrix;
void main(){
gl_Position = mvpMatrix * vec4(vPosition.xyz, 1.0);
}");
solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
}
public override void Prepare(GL_ControlLegacy control)
{
}
}
}