2023-01-05 14:01:32 -05:00

252 lines
7.4 KiB
C#
Executable File

using GraphicsManager.Enums;
using GraphicsManager.Interfaces;
using GraphicsManager.Objects.Core;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
using OpenTK.Windowing.Common;
using OpenTK.Windowing.GraphicsLibraryFramework;
namespace GraphicsManager.Objects;
public class Rectangle : ITextureObject
{
public static readonly Shader DefaultShader = new("Rectangle", true);
public ObjectAnchor Anchor { get; set; } = ObjectAnchor.Left | ObjectAnchor.Top;
public Texture? Texture { get; private set; }
public Rectangle(Texture? texture = null)
{
Texture = texture;
if (Points_ is null)
{
bool tex = (Texture is null);
Points_ = new float[(tex ? 12 : 20)];
if (!tex)
{
Points[3] = 1.0f;
Points[4] = 1.0f;
Points[8] = 1.0f;
Points[19] = 1.0f;
}
}
}
public Color4 BackgroundColor { get; set; } = new(0, 0, 0, 255);
private bool _Visible = true;
public bool Visible
{
get => _Visible;
set
{
_Visible = value;
if (Parent is not null) Parent.TryDraw();
}
}
public void Draw()
{
if (Visible && Loaded)
{
if (Texture is not null) Texture.Use();
Shader.Use();
GL.Uniform4(0, BackgroundColor);
if (Texture is not null)
{
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
GL.BlendFunc(0, BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
}
GL.BindVertexArray(ArrayObject);
GL.DrawElements(PrimitiveType.Triangles, Indexs.Length, DrawElementsType.UnsignedInt, 0);
if (Texture is not null) GL.Disable(EnableCap.Blend);
}
}
public void Clean()
{
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.DeleteBuffer(BufferObject);
GL.DeleteBuffer(ElementBufferObject);
GL.DeleteVertexArray(ArrayObject);
}
public void LoadToParent(IParent Parent, Window Window)
{
if (Loaded) return;
this.Parent = Parent;
this.Window = Window;
int pos = Points.Length - 3;
if (Texture is not null) pos -= 2;
pos = 4;
if (Texture is not null) pos += 2;
BufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferObject);
ArrayObject = GL.GenVertexArray();
GL.BindVertexArray(ArrayObject);
int add = 3;
if (Texture is not null) add = 5;
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, add * sizeof(float), 0);
if (Texture is not null)
{
Shader = Texture.TextureShader;
Texture.Load(Shader.GetAttribLocation("aTexCoord"));
}
GL.EnableVertexAttribArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferObject);
GL.BufferData(BufferTarget.ArrayBuffer, Points.Length * sizeof(float), Points, Hint);
GL.BindVertexArray(ArrayObject);
ElementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer, Indexs.Length * sizeof(uint), Indexs, Hint);
Loaded = true;
Window.MouseDown += Window_MouseDown;
Window.MouseMove += WindowOnMouseMove;
Location = Location;
Distance = new(Parent.Size.X - Size.X - Location.X, Parent.Size.Y - Size.Y - Location.Y);
if (WindowLoaded is not null) WindowLoaded.Invoke(this);
}
private bool mouseinside = false;
private void WindowOnMouseMove(MouseMoveEventArgs e)
{
if (Parent?.IntToFloat(Location.X) <= Window?.IntToFloat((float)Parent?.MousePosition.X!) &&
Parent?.IntToFloat(Size.X + Location.X) >= Window?.IntToFloat((float)Parent?.MousePosition.X!) &&
Parent?.IntToFloat(Location.Y + Size.Y, true) <= Window?.IntToFloat((float)Parent?.MousePosition.Y!, true) &&
Parent?.IntToFloat(Location.Y, true) >= Window?.IntToFloat((float)Parent?.MousePosition.Y!, true))
{
if (MouseEnter is not null && !mouseinside) _ = MouseEnter.Invoke(this);
mouseinside = true;
}
else
{
if (MouseLeave is not null && mouseinside) _ = MouseLeave.Invoke(this);
mouseinside = false;
}
}
public IParent? Parent { get; private set; }
public Window? Window { get; private set; }
private void Window_MouseDown(OpenTK.Windowing.Common.MouseButtonEventArgs e)
{
if (mouseinside && e.Button == MouseButton.Button1 && Clicked is not null) _ = Clicked.Invoke(this);
}
~Rectangle()
{
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.DeleteBuffer(BufferObject);
GL.DeleteBuffer(ElementBufferObject);
GL.DeleteVertexArray(ArrayObject);
}
public Shader Shader { get; set; } = DefaultShader;
public int ElementBufferObject { get; private set; }
public int BufferObject { get; private set; }
public int ArrayObject { get; private set; }
private float[] Points_;
private Vector2i size_ = new(), loc_ = new();
public float[] Points
{
get
{
return Points_;
}
set
{
Points_ = value;
try
{
if (Loaded)
{
//Distance = new(Parent!.Size.X - Size.X - Location.X, Parent.Size.Y - Size.Y - Location.Y);
int add = 3;
if (Texture is not null) add = 5;
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferObject);
GL.BindVertexArray(ArrayObject);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, add * sizeof(float), 0);
GL.EnableVertexAttribArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferObject);
GL.BufferData(BufferTarget.ArrayBuffer, Points_.Length * sizeof(float), Points_, Hint);
GL.BindVertexArray(ArrayObject);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer, Indexs.Length * sizeof(uint), Indexs, Hint);
if (Window is not null && Window.CanControleUpdate && Loaded) Parent!.TryDraw();
}
}
catch (AccessViolationException v)
{
Console.WriteLine(v.Message);
}
}
}
public uint[] Indexs { get; set; } = new uint[6] { 0, 1, 3, 1, 2, 3 };
public BufferUsageHint Hint { get; set; } = BufferUsageHint.StaticDraw;
public event Func<IRenderObject, Task>? Clicked;
public bool Loaded { get; private set; } = false;
public event Func<IRenderObject, Task>? WindowLoaded;
public event Func<IRenderObject, Task>? MouseEnter;
public event Func<IRenderObject, Task>? MouseLeave;
public object? Tag { get; set; } = null;
public Vector2i Distance { get; private set; }
public Vector2i Size
{
get
{
return size_;
}
set
{
size_ = value;
if (Window is null || Parent is null) return;
Parent.ReportSizeUpdate(this);
float[] temp = Points;
saf = new Vector2(Parent.IntToFloat(value.X + loc_.X, false), Parent.IntToFloat(value.Y + loc_.Y, true));
temp[0] = saf.X;
temp[(Texture is null ? 3 : 5)] = saf.X;
temp[(Texture is null ? 4 : 6)] = saf.Y;
temp[(Texture is null ? 7 : 11)] = saf.Y;
Points = temp;
}
}
public Vector2i Location
{
get
{
return loc_;
}
set
{
loc_ = value;
if (Window is null || Parent is null) return;
float[] temp = Points;
laf = new Vector2(Parent.IntToFloat(value.X, false), Parent.IntToFloat(value.Y, true));
temp[(Texture is null ? 6 : 10)] = laf.X;
temp[(Texture is null ? 9 : 15)] = laf.X;
temp[1] = laf.Y;
temp[(Texture is null ? 10 : 16)] = laf.Y;
saf = new Vector2(Parent.IntToFloat(Size.X + value.X, false), Parent.IntToFloat(Size.Y + value.Y, true));
temp[0] = saf.X;
temp[(Texture is null ? 3 : 5)] = saf.X;
temp[(Texture is null ? 4 : 6)] = saf.Y;
temp[(Texture is null ? 7 : 11)] = saf.Y;
Points = temp;
}
}
private Vector2 laf = new(), saf = new();
public Vector2 LocationAsFloat { get { return laf; } }
public Vector2 SizeAsFloat { get { return saf; } }
}