Switch-Toolbox/File_Format_Library/GL/CMB_Renderer.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Toolbox.Library.Rendering;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Toolbox.Library;
namespace FirstPlugin
{
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//Rendering methods based on noclip
//https://github.com/magcius/noclip.website/blob/master/src/oot3d/render.ts
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public class CMB_Renderer : GenericModelRenderer
{
public override float PreviewScale { get; set; } = 0.01f;
public List<CTXB.TextureWrapper> TextureList = new List<CTXB.TextureWrapper>();
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private string FragmentShader()
{
string frag = "";
return frag;
}
private string GenerateAlphaTestCompare(AlphaFunction compare, int reference)
{
float refSingle = (float)reference;
switch (compare)
{
case AlphaFunction.Never: return "false";
case AlphaFunction.Less: return $"t_CmbOut.a < {refSingle}";
case AlphaFunction.Lequal: return $"t_CmbOut.a <= {refSingle}";
case AlphaFunction.Equal: return $"t_CmbOut.a == {refSingle}";
case AlphaFunction.Notequal: return $"t_CmbOut.a != {refSingle}";
case AlphaFunction.Greater: return $"t_CmbOut.a > ${refSingle}";
case AlphaFunction.Gequal: return $"t_CmbOut.a >= ${refSingle}";
case AlphaFunction.Always: return "true";
default: throw new Exception("Unsupported alpha function");
}
}
private string GenerateTextureEnvironment()
{
string vale = $"";
return vale;
}
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public override void OnRender(GLControl control)
{
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GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
}
public override void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
List<STGenericObject> opaque = new List<STGenericObject>();
List<STGenericObject> transparent = new List<STGenericObject>();
for (int m = 0; m < Meshes.Count; m++)
{
if (((CMB.CMBMaterialWrapper)Meshes[m].GetMaterial()).CMBMaterial.AlphaTest.Enabled)
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transparent.Add(Meshes[m]);
else
opaque.Add(Meshes[m]);
}
for (int m = 0; m < transparent.Count; m++)
{
DrawModel(control, Skeleton, transparent[m].GetMaterial(), transparent[m], shader);
}
for (int m = 0; m < opaque.Count; m++)
{
DrawModel(control, Skeleton, opaque[m].GetMaterial(), opaque[m], shader);
}
shader.DisableVertexAttributes();
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}
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public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{
var cmbMaterial = ((CMB.CMBMaterialWrapper)mat).CMBMaterial;
var cmbMesh = ((CMB.CmbMeshWrapper)m);
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bool HasNoNormals = cmbMesh.Mesh.HasNormal == false;
shader.SetBoolToInt("HasNoNormals", HasNoNormals);
shader.SetBoolToInt("isTransparent", cmbMaterial.BlendEnabled);
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SetGLCullMode(cmbMaterial.CullMode);
if (cmbMaterial.BlendEnabled)
{
GL.Enable(EnableCap.Blend);
GL.BlendColor(cmbMaterial.BlendColor.R / 255, cmbMaterial.BlendColor.G / 255, cmbMaterial.BlendColor.B / 255, cmbMaterial.BlendColor.A / 255);
GL.BlendFunc(ConvertBlendFunc(cmbMaterial.BlendFunction.AlphaSrcFunc), ConvertBlendFunc(cmbMaterial.BlendFunction.AlphaDstFunc));
}
else
GL.Disable(EnableCap.Blend);
if (cmbMaterial.AlphaTest.Enabled)
{
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GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(ConvertTestFunction(cmbMaterial.AlphaTest.Function), cmbMaterial.AlphaTest.Reference / 255f);
}
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else
GL.Disable(EnableCap.AlphaTest);
}
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private AlphaFunction ConvertTestFunction(ZeldaLib.CtrModelBinary.Types.TestFunc func)
{
switch (func)
{
case ZeldaLib.CtrModelBinary.Types.TestFunc.Always: return AlphaFunction.Always;
case ZeldaLib.CtrModelBinary.Types.TestFunc.Equal: return AlphaFunction.Equal;
case ZeldaLib.CtrModelBinary.Types.TestFunc.Gequal: return AlphaFunction.Gequal;
case ZeldaLib.CtrModelBinary.Types.TestFunc.Greater: return AlphaFunction.Greater;
case ZeldaLib.CtrModelBinary.Types.TestFunc.Lequal: return AlphaFunction.Lequal;
case ZeldaLib.CtrModelBinary.Types.TestFunc.Less: return AlphaFunction.Less;
case ZeldaLib.CtrModelBinary.Types.TestFunc.Never: return AlphaFunction.Never;
case ZeldaLib.CtrModelBinary.Types.TestFunc.Notequal: return AlphaFunction.Notequal;
default: return AlphaFunction.Always;
}
}
private BlendingFactor ConvertBlendFunc(ZeldaLib.CtrModelBinary.Types.BlendFunc factor)
{
switch (factor)
{
case ZeldaLib.CtrModelBinary.Types.BlendFunc.ConstantAlpha: return BlendingFactor.ConstantAlpha;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.ConstantColor: return BlendingFactor.ConstantColor;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.DestinationAlpha: return BlendingFactor.DstAlpha;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.DestinationColor: return BlendingFactor.DstColor;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.One: return BlendingFactor.One;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusConstantAlpha: return BlendingFactor.OneMinusConstantAlpha;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusConstantColor: return BlendingFactor.OneMinusConstantColor;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusDestinationAlpha: return BlendingFactor.OneMinusDstAlpha;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusDestinationColor: return BlendingFactor.OneMinusDstColor;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusSourceAlpha: return BlendingFactor.OneMinusSrcAlpha;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusSourceColor: return BlendingFactor.OneMinusSrcColor;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.SourceAlpha: return BlendingFactor.SrcAlpha;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.SourceColor: return BlendingFactor.SrcColor;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.SourceAlphaSaturate: return BlendingFactor.SrcAlphaSaturate;
case ZeldaLib.CtrModelBinary.Types.BlendFunc.Zero: return BlendingFactor.Zero;
default: return BlendingFactor.Zero;
}
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}
private void SetGLCullMode(ZeldaLib.CtrModelBinary.Types.CullMode CullMode)
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{
GL.Enable(EnableCap.CullFace);
if (CullMode == ZeldaLib.CtrModelBinary.Types.CullMode.Back)
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GL.CullFace(CullFaceMode.Back);
if (CullMode == ZeldaLib.CtrModelBinary.Types.CullMode.Front)
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GL.CullFace(CullFaceMode.Front);
if (CullMode == ZeldaLib.CtrModelBinary.Types.CullMode.Both)
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GL.CullFace(CullFaceMode.FrontAndBack);
if (CullMode == ZeldaLib.CtrModelBinary.Types.CullMode.None)
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GL.Disable(EnableCap.CullFace);
}
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public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader)
{
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
string activeTex = tex.Name;
foreach (var texture in TextureList)
{
if (TextureList.IndexOf(texture) == ((CMB.CMBTextureMapWrapper)tex).TextureIndex)
{
BindGLTexture(tex, shader, TextureList[((CMB.CMBTextureMapWrapper)tex).TextureIndex]);
return tex.textureUnit + 1;
}
}
return tex.textureUnit + 1;
}
}
}