Switch-Toolbox/Switch_FileFormatsMain/GL/BCRES_Render.cs

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8.1 KiB
C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Rendering;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using BcresLibrary;
namespace FirstPlugin
{
public class BCRES_Render : AbstractGlDrawable
{
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public Matrix4 ModelTransform = Matrix4.Identity;
public List<CMDLWrapper> Models = new List<CMDLWrapper>();
// gl buffer objects
int vbo_position;
int ibo_elements;
private void GenerateBuffers()
{
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_elements);
UpdateVertexData();
}
public void Destroy()
{
GL.DeleteBuffer(vbo_position);
GL.DeleteBuffer(ibo_elements);
}
public void UpdateVertexData()
{
if (!Runtime.OpenTKInitialized)
return;
SOBJWrapper.DisplayVertex[] Vertices;
int[] Faces;
int poffset = 0;
int voffset = 0;
List<SOBJWrapper.DisplayVertex> Vs = new List<SOBJWrapper.DisplayVertex>();
List<int> Ds = new List<int>();
foreach (CMDLWrapper m in Models)
{
foreach (SOBJWrapper shape in m.Shapes)
{
shape.Offset = poffset * 4;
List<SOBJWrapper.DisplayVertex> pv = shape.CreateDisplayVertices();
Vs.AddRange(pv);
for (int i = 0; i < shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize; i++)
{
Ds.Add(shape.display[i] + voffset);
}
poffset += shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize;
voffset += pv.Count;
}
}
// Binds
Vertices = Vs.ToArray();
Faces = Ds.ToArray();
// Bind only once!
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<SOBJWrapper.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * SOBJWrapper.DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
GL.BufferData<int>(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw);
LibraryGUI.Instance.UpdateViewport();
}
public ShaderProgram defaultShaderProgram;
public override void Prepare(GL_ControlModern control)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.frag";
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.vert";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);
}
public override void Prepare(GL_ControlLegacy control)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.frag";
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.vert";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
if (!Runtime.OpenTKInitialized)
return;
}
public override void Draw(GL_ControlModern control, Pass pass)
{
if (!Runtime.OpenTKInitialized)
return;
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
if (!buffersWereInitialized)
GenerateBuffers();
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ShaderProgram shader = defaultShaderProgram;
control.CurrentShader = shader;
control.UpdateModelMatrix(Matrix4.CreateScale(Runtime.previewScale) * ModelTransform);
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Matrix4 camMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
Matrix4 invertedCamera = Matrix4.Identity;
if (invertedCamera.Determinant != 0)
invertedCamera = camMat.Inverted();
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
shader.SetVector3("difLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
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SetRenderSettings(shader);
DrawModels(shader, control);
}
private void SetRenderSettings(ShaderProgram shader)
{
shader.SetInt("renderType", (int)Runtime.viewportShading);
}
private void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
foreach (CMDLWrapper mdl in Models)
{
if (mdl.Checked)
{
foreach (SOBJWrapper shp in mdl.Shapes)
{
DrawModel(shp, mdl, shader, mdl.IsSelected);
}
}
}
shader.DisableVertexAttributes();
}
private void SetVertexAttributes(SOBJWrapper m, ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 0);
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 12);
GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 24);
GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 36);
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 48);
GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, SOBJWrapper.DisplayVertex.Size, new IntPtr(56));
GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 72);
GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 88);
GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 104);
GL.VertexAttribPointer(shader.GetAttribute("vPosition2"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 112);
GL.VertexAttribPointer(shader.GetAttribute("vPosition3"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 124);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
}
private void DrawModel(SOBJWrapper m, CMDLWrapper mdl, ShaderProgram shader, bool drawSelection)
{
if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
return;
SetVertexAttributes(m, shader);
if ((m.IsSelected))
{
DrawModelSelection(m, shader);
}
else
{
if (Runtime.RenderModels)
{
GL.DrawElements(PrimitiveType.Triangles, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
}
}
}
private static void DrawModelSelection(STGenericObject p, ShaderProgram shader)
{
}
}
}