2019-07-11 23:38:29 +00:00
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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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2019-07-16 21:35:21 +00:00
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using Toolbox.Library.Rendering;
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using Toolbox.Library;
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2019-07-11 23:38:29 +00:00
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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2019-07-13 00:13:27 +00:00
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using SuperBMDLib.Materials.Enums;
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2019-07-11 23:38:29 +00:00
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namespace FirstPlugin
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{
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public class BMD_Renderer : GenericModelRenderer
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{
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2019-07-12 21:53:57 +00:00
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public List<BMDTextureWrapper> TextureList = new List<BMDTextureWrapper>();
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2019-07-11 23:38:29 +00:00
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public override void OnRender(GLControl control)
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{
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}
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2019-07-12 21:53:57 +00:00
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2019-07-13 01:48:56 +00:00
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public override void DrawModels(ShaderProgram shader, GL_ControlModern control)
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{
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shader.EnableVertexAttributes();
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List<STGenericObject> opaque = new List<STGenericObject>();
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List<STGenericObject> transparent = new List<STGenericObject>();
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for (int m = 0; m < Meshes.Count; m++)
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{
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if (((BMDMaterialWrapper)Meshes[m].GetMaterial()).isTransparent)
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transparent.Add(Meshes[m]);
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else
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opaque.Add(Meshes[m]);
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}
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for (int m = 0; m < transparent.Count; m++)
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{
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DrawModel(control, Skeleton, transparent[m].GetMaterial(), transparent[m], shader);
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}
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for (int m = 0; m < opaque.Count; m++)
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{
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DrawModel(control, Skeleton, opaque[m].GetMaterial(), opaque[m], shader);
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}
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shader.DisableVertexAttributes();
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}
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2019-07-13 00:13:27 +00:00
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public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
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{
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var bmdMaterial = (BMDMaterialWrapper)mat;
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2019-07-13 01:48:56 +00:00
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shader.SetBoolToInt("isTransparent", bmdMaterial.isTransparent);
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GXToOpenGL.SetBlendState(bmdMaterial.Material.BMode);
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GXToOpenGL.SetCullState(bmdMaterial.Material.CullMode);
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GXToOpenGL.SetDepthState(bmdMaterial.Material.ZMode, false);
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GXToOpenGL.SetDitherEnabled(bmdMaterial.Material.Dither);
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}
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2019-07-12 21:53:57 +00:00
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public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
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string activeTex = tex.Name;
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foreach (var texture in TextureList)
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{
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if (TextureList.IndexOf(texture) == ((BMDTextureMap)tex).TextureIndex)
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{
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BindGLTexture(tex, shader, TextureList[((BMDTextureMap)tex).TextureIndex]);
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return tex.textureUnit + 1;
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}
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}
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return tex.textureUnit + 1;
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}
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2019-07-11 23:38:29 +00:00
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}
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}
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