mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-24 13:33:08 +00:00
205 lines
7.1 KiB
C#
205 lines
7.1 KiB
C#
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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 Bfres.Structs;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using GL_EditorFramework.GL_Core;
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namespace FirstPlugin
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{
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public class AglShaderTurbo
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{
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public DisplayFace DisplayCullFace = DisplayFace.Front;
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public RenderStateMode RenderMode = RenderStateMode.Opaque;
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public enum DisplayFace
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{
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Front,
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Back,
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Both,
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None,
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}
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public enum RenderStateMode
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{
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Opaque,
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Mask,
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Translucent,
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Custom,
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}
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AlphaGLControl alphaControl;
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DepthGLControl depthControl;
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ColorGLControl colorControl;
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public void LoadRenderInfo(BfresRenderInfo renderInfo)
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{
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alphaControl = new AlphaGLControl();
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depthControl = new DepthGLControl();
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colorControl = new ColorGLControl();
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switch (renderInfo.Name)
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{
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case "gsys_alpha_test_enable":
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alphaControl.EnableAlphaTest = ParseString(renderInfo.ValueString);
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break;
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case "gsys_alpha_test_func":
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alphaControl.AlphaFunction = ParseAlphaFunction(renderInfo.ValueString);
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break;
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case "gsys_alpha_test_value":
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alphaControl.AlphaTestRef = renderInfo.ValueFloat[0];
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break;
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case "gsys_color_blend_alpha_dst_func":
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break;
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case "gsys_color_blend_alpha_op":
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break;
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case "gsys_color_blend_alpha_src_func":
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break;
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case "gsys_color_blend_const_color":
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colorControl.BlendColorConst = ParseFloat4(renderInfo.ValueFloat);
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break;
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case "gsys_color_blend_rgb_dst_func":
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break;
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case "gsys_color_blend_rgb_op":
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break;
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case "gsys_color_blend_rgb_src_func":
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break;
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case "gsys_depth_test_enable":
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depthControl.EnableTest = ParseString(renderInfo.ValueString);
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break;
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case "gsys_depth_test_func":
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depthControl.DepthFunction = ParseDepthFunction(renderInfo.ValueString);
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break;
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case "gsys_depth_test_write":
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depthControl.EnableWrite = ParseString(renderInfo.ValueString);
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break;
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case "gsys_render_state_display_face":
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DisplayCullFace = ParseDisplayFace(renderInfo.ValueString);
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break;
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case "gsys_render_state_mode":
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RenderMode = ParseRenderStateMode(renderInfo.ValueString);
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break;
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}
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}
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public void LoadRenderPass(FMAT mat, ShaderProgram shader)
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{
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alphaControl.LoadRenderPass();
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// depthControl.LoadRenderPass();
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// colorControl.LoadRenderPass();
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GL.Enable(EnableCap.CullFace);
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switch (DisplayCullFace)
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{
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case DisplayFace.Front:
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GL.CullFace(CullFaceMode.Back);
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break;
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case DisplayFace.Back:
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GL.CullFace(CullFaceMode.Front);
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break;
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case DisplayFace.None:
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GL.CullFace(CullFaceMode.FrontAndBack);
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break;
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case DisplayFace.Both:
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GL.Disable(EnableCap.CullFace);
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break;
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}
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switch (RenderMode)
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{
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case RenderStateMode.Opaque:
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mat.isTransparent = false;
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break;
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}
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}
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private static RenderStateMode ParseRenderStateMode(string[] Value)
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{
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if (Value == null || Value.Length <= 0) return RenderStateMode.Opaque;
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switch (Value[0])
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{
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case "opaque": return RenderStateMode.Opaque;
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case "translucent": return RenderStateMode.Translucent;
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case "mask": return RenderStateMode.Mask;
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case "custom": return RenderStateMode.Custom;
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default:
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throw new Exception("Unknown Render State Mode " + Value[0]);
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}
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}
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private static DisplayFace ParseDisplayFace(string[] Value)
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{
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if (Value == null || Value.Length <= 0) return DisplayFace.Front;
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switch (Value[0])
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{
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case "front": return DisplayFace.Front;
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case "back": return DisplayFace.Back;
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case "both": return DisplayFace.Both;
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case "none": return DisplayFace.None;
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default:
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throw new Exception("Unknown Display Face " + Value[0]);
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}
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}
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private static Vector4 ParseFloat4(float[] Values)
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{
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if (Values == null || Values.Length != 4) return new Vector4(1,1,1,1);
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return new Vector4(Values[0], Values[1], Values[2], Values[3]);
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}
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private static DepthFunction ParseDepthFunction(string[] Value)
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{
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if (Value == null || Value.Length <= 0) return DepthFunction.Lequal;
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switch (Value[0])
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{
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case "gequal": return DepthFunction.Gequal;
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case "lequal": return DepthFunction.Lequal;
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case "always": return DepthFunction.Always;
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case "equal": return DepthFunction.Equal;
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case "less": return DepthFunction.Less;
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case "greater": return DepthFunction.Greater;
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case "never": return DepthFunction.Never;
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case "notequal": return DepthFunction.Notequal;
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default:
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throw new Exception("Unknown Depth Function " + Value[0]);
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}
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}
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private static AlphaFunction ParseAlphaFunction(string[] Value)
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{
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if (Value == null || Value.Length <= 0) return AlphaFunction.Never;
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switch (Value[0])
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{
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case "gequal": return AlphaFunction.Gequal;
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case "lequal": return AlphaFunction.Lequal;
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case "always": return AlphaFunction.Always;
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case "equal": return AlphaFunction.Equal;
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case "less": return AlphaFunction.Less;
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case "greater": return AlphaFunction.Greater;
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case "never": return AlphaFunction.Never;
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case "notequal": return AlphaFunction.Notequal;
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default:
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throw new Exception("Unnown Alpha Function " + Value[0]);
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}
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}
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private static bool ParseString(string[] Value)
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{
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if (Value == null || Value.Length <= 0) return false;
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if (Value[0] == "true")
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return true;
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else
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return false;
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}
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}
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}
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