Switch-Toolbox/Switch_FileFormatsMain/GL/BFRES_Render.cs

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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using Syroot.NintenTools.NSW.Bfres;
using Syroot.NintenTools.NSW.Bfres.Helpers;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using System.Windows.Forms;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Rendering;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Forms;
using ResU = Syroot.NintenTools.Bfres;
using Bfres.Structs;
using GL_EditorFramework.EditorDrawables;
namespace FirstPlugin
{
public class BFRESRender : EditableObject
{
public Matrix4 ModelTransform = Matrix4.Identity;
Vector3 Position;
protected bool Selected = false;
public bool Hovered = false;
public override bool IsSelected() => Selected;
// gl buffer objects
int vbo_position;
int ibo_elements;
public List<FMDL> models
{
get
{
List<FMDL> fmdls = new List<FMDL>();
foreach (var node in ResFileNode.Nodes)
{
if (node is BFRESGroupNode &&
((BFRESGroupNode)node).Type == BRESGroupType.Models)
{
foreach (FMDL mdl in ((BFRESGroupNode)node).Nodes)
fmdls.Add(mdl);
}
}
return fmdls;
}
}
public BFRES ResFileNode;
public BFRESRender()
{
}
private void GenerateBuffers()
{
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_elements);
}
public void LoadFile(ResU.ResFile resFileU)
{
ResFileNode.Load(resFileU);
}
public void LoadFile(ResFile resFile)
{
ResFileNode.Load(resFile);
}
public void Destroy()
{
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
if (!buffersWereInitialized)
return;
GL.DeleteBuffer(vbo_position);
GL.DeleteBuffer(ibo_elements);
}
#region Rendering
public ShaderProgram BotwShaderProgram;
public ShaderProgram normalsShaderProgram;
public ShaderProgram debugShaderProgram;
public ShaderProgram pbrShaderProgram;
public ShaderProgram defaultShaderProgram;
public ShaderProgram solidColorShaderProgram;
public override void Prepare(GL_ControlModern control)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES.frag";
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES.vert";
string pathBotwFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES_Botw.frag";
string pathPbrFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES_PBR.frag";
string pathBfresUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES_utility.frag";
string pathBfresTurboShadow = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRESTurboShadow.frag";
string pathUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\Utility.frag";
string pathDebugFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES_Debug.frag";
string pathNormalsFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\Normals.frag";
string pathNormalsVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\Normals.vert";
string pathNormalGeom = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\Normals.geom";
var defaultFrag = new FragmentShader(System.IO.File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(System.IO.File.ReadAllText(pathVert));
var BotwtFrag = new FragmentShader(System.IO.File.ReadAllText(pathBotwFrag));
var shadowMapAGL = new FragmentShader(System.IO.File.ReadAllText(pathBfresTurboShadow));
var PbrFrag = new FragmentShader(System.IO.File.ReadAllText(pathPbrFrag));
var debugFrag = new FragmentShader(System.IO.File.ReadAllText(pathDebugFrag));
var normalsVert = new VertexShader(System.IO.File.ReadAllText(pathNormalsVert));
var normalsFrag = new FragmentShader(System.IO.File.ReadAllText(pathNormalsFrag));
var normalsGeom = new GeomertyShader(System.IO.File.ReadAllText(pathNormalGeom));
var bfresUtiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathBfresUtiltyFrag));
var utiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathUtiltyFrag));
var solidColorFrag = new FragmentShader(
@"#version 330
uniform vec4 color;
out vec4 fragColor;
void main(){
fragColor = color;
}");
var solidColorVert = new VertexShader(
@"#version 330
in vec3 vPosition;
in vec3 vNormal;
in vec3 vColor;
uniform mat4 mtxMdl;
uniform mat4 mtxCam;
out vec3 normal;
out vec3 color;
out vec3 position;
void main(){
normal = vNormal;
color = vColor;
position = vPosition;
gl_Position = mtxMdl * mtxCam * vec4(vPosition.xyz, 1.0);
}");
defaultShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, defaultFrag, defaultVert, utiltyFrag, shadowMapAGL });
BotwShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, BotwtFrag, defaultVert, utiltyFrag, shadowMapAGL });
normalsShaderProgram = new ShaderProgram(new Shader[] { normalsFrag, normalsVert, normalsGeom });
debugShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, debugFrag, defaultVert, utiltyFrag, shadowMapAGL });
2019-03-23 23:51:41 +00:00
pbrShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, PbrFrag, defaultVert, shadowMapAGL });
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
}
public override void Prepare(GL_ControlLegacy control)
{
}
private void DrawBoundingBoxes()
{
foreach (FMDL mdl in models)
{
foreach (FSHP m in mdl.shapes)
{
if (m.IsSelected)
GL.Color4(Color.GhostWhite);
else
GL.Color4(Color.OrangeRed);
foreach (FSHP.BoundingBox box in m.boundingBoxes)
{
RenderTools.DrawRectangularPrism(box.Center, box.Extend.X, box.Extend.Y, box.Extend.Z, true);
}
}
}
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
if (!buffersWereInitialized)
GenerateBuffers();
if (!Runtime.OpenTKInitialized)
return;
}
public void FrameSelection(GL_ControlModern control)
{
var spheres = new List<Vector4>();
foreach (var model in models)
{
foreach (var shape in model.shapes)
{
List<Vector3> vertexPositions = new List<Vector3>();
foreach (var vertex in shape.vertices)
{
vertexPositions.Add(vertex.pos);
}
spheres.Add(SFGraphics.Utils.BoundingSphereGenerator.GenerateBoundingSphere(vertexPositions));
}
}
//Depth sort meshes
DepthSortMeshes(control.CameraTarget);
}
public static Vector4 GenerateBoundingSphere(IEnumerable<Vector4> boundingSpheres)
{
// The initial max/min should be the first point.
Vector3 min = boundingSpheres.FirstOrDefault().Xyz - new Vector3(boundingSpheres.FirstOrDefault().W);
Vector3 max = boundingSpheres.FirstOrDefault().Xyz + new Vector3(boundingSpheres.FirstOrDefault().W);
// Calculate the end points using the center and radius
foreach (var sphere in boundingSpheres)
{
min = Vector3.ComponentMin(min, sphere.Xyz - new Vector3(sphere.W));
max = Vector3.ComponentMax(max, sphere.Xyz + new Vector3(sphere.W));
}
return GetBoundingSphereFromSpheres(min, max);
}
private static Vector4 GetBoundingSphereFromSpheres(Vector3 min, Vector3 max)
{
Vector3 lengths = max - min;
float maxLength = Math.Max(lengths.X, Math.Max(lengths.Y, lengths.Z));
Vector3 center = (max + min) / 2.0f;
float radius = maxLength / 2.0f;
return new Vector4(center, radius);
}
public override void Draw(GL_ControlModern control, Pass pass)
{
}
public override void Draw(GL_ControlModern control, Pass pass, EditorScene editorScene)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
if (!buffersWereInitialized)
GenerateBuffers();
Hovered = (editorScene.hovered == this);
if (Hovered == true)
throw new Exception("model selected");
ShaderProgram shader = defaultShaderProgram;
if (Runtime.EnablePBR)
shader = pbrShaderProgram;
if (models.Count > 0)
{
if (models[0].materials.Count > 0)
{
if( models[0].shapes[0].GetMaterial().shaderassign.ShaderModel == "uking_mat")
shader = BotwShaderProgram;
}
}
if (Runtime.viewportShading != Runtime.ViewportShading.Default)
shader = debugShaderProgram;
control.CurrentShader = shader;
control.UpdateModelMatrix(ModelTransform);
Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
2019-03-24 15:31:19 +00:00
shader.SetMatrix4x4("previewScale", ref previewScale);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
Matrix4 camMat = previewScale * control.mtxCam * control.mtxProj;
Matrix4 sphereMatrix = camMat;
sphereMatrix.Invert();
sphereMatrix.Transpose();
shader.SetMatrix4x4("sphereMatrix", ref sphereMatrix);
SetRenderSettings(shader);
Color pickingColor = control.nextPickingColor();
shader.SetVector3("difLightColor", new Vector3(1));
shader.SetVector3("ambLightColor", new Vector3(1));
Matrix4 invertedCamera = camMat.Inverted();
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
//Todo. Maybe change direction via AAMP file (configs shader data)
shader.SetVector3("specLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
shader.SetVector3("difLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
DrawModels(shader, control);
if (Runtime.renderNormalsPoints)
{
control.CurrentShader = normalsShaderProgram;
Matrix4 projection = control.mtxProj;
normalsShaderProgram.SetMatrix4x4("mtxProj", ref projection);
normalsShaderProgram.SetFloat("normalsLength", Runtime.normalsLineLength);
DrawModels(normalsShaderProgram, control);
}
GL.UseProgram(0);
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
}
private void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
foreach (FMDL mdl in models)
{
if (mdl.Checked)
{
List<FSHP> opaque = new List<FSHP>();
List<FSHP> transparent = new List<FSHP>();
foreach (FSHP m in mdl.depthSortedMeshes)
{
if (m.GetMaterial().isTransparent)
transparent.Add(m);
else
opaque.Add(m);
}
foreach (FSHP shp in mdl.shapes)
{
DrawModel(shp, mdl, shader, mdl.IsSelected);
}
}
}
shader.DisableVertexAttributes();
}
public void DepthSortMeshes(Vector3 cameraPosition)
{
foreach (FMDL fmdl in models)
{
List<FSHP> unsortedMeshes = new List<FSHP>();
foreach (FSHP m in fmdl.shapes)
{
m.sortingDistance = m.CalculateSortingDistance(cameraPosition);
unsortedMeshes.Add(m);
}
fmdl.depthSortedMeshes = unsortedMeshes.OrderBy(o => (o.sortingDistance)).ToList();
}
// Order by the distance from the camera to the closest point on the bounding sphere.
// Positive values are usually closer to camera. Negative values are usually farther away.
}
private void SetRenderSettings(ShaderProgram shader)
{
shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
shader.SetBoolToInt("useNormalMap", Runtime.useNormalMap);
shader.SetBoolToInt("renderR", Runtime.renderR);
shader.SetBoolToInt("renderG", Runtime.renderG);
shader.SetBoolToInt("renderB", Runtime.renderB);
shader.SetBoolToInt("renderAlpha", Runtime.renderAlpha);
shader.SetInt("renderType", (int)Runtime.viewportShading);
shader.SetInt("uvChannel", (int)Runtime.uvChannel);
shader.SetBoolToInt("renderFog", Runtime.renderFog);
shader.SetBoolToInt("renderDiffuse", Runtime.renderDiffuse);
shader.SetBoolToInt("renderSpecular", Runtime.renderSpecular);
shader.SetBoolToInt("renderFresnel", Runtime.renderFresnel);
}
private static void SetDefaultTextureAttributes(FMAT mat, ShaderProgram shader)
{
shader.SetBoolToInt("HasDiffuse", mat.HasDiffuseMap);
shader.SetBoolToInt("HasDiffuseLayer", mat.HasDiffuseLayer);
shader.SetBoolToInt("HasNormalMap", mat.HasNormalMap);
shader.SetBoolToInt("HasEmissionMap", mat.HasEmissionMap);
shader.SetBoolToInt("HasLightMap", mat.HasLightMap);
shader.SetBoolToInt("HasShadowMap", mat.HasShadowMap);
shader.SetBoolToInt("HasSpecularMap", mat.HasSpecularMap);
shader.SetBoolToInt("HasTeamColorMap", mat.HasTeamColorMap);
shader.SetBoolToInt("HasSphereMap", mat.HasSphereMap);
shader.SetBoolToInt("HasSubSurfaceScatteringMap", mat.HasSubSurfaceScatteringMap);
//Unused atm untill I do PBR shader
shader.SetBoolToInt("HasMetalnessMap", mat.HasMetalnessMap);
shader.SetBoolToInt("HasRoughnessMap", mat.HasRoughnessMap);
shader.SetBoolToInt("HasMRA", mat.HasMRA);
}
private static void SetBoneUniforms(ShaderProgram shader, FMDL fmdl, FSHP fshp)
{
for (int i = 0; i < fmdl.Skeleton.Node_Array.Length; i++)
{
// if (!fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].Visible)
// fshp.Checked = false;
GL.Uniform1(GL.GetUniformLocation(shader.program, String.Format("boneIds[{0}]", i)), fmdl.Skeleton.Node_Array[i]);
Matrix4 transform = fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].invert * fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].Transform;
GL.UniformMatrix4(GL.GetUniformLocation(shader.program, String.Format("bones[{0}]", i)), false, ref transform);
}
}
private static void SetTextureUniforms(FMAT mat, FSHP m, ShaderProgram shader)
{
SetDefaultTextureAttributes(mat, shader);
// GL.ActiveTexture(TextureUnit.Texture0 + 1);
// GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id);
GL.ActiveTexture(TextureUnit.Texture11);
GL.Uniform1(shader["weightRamp1"], 11);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient.Id);
GL.ActiveTexture(TextureUnit.Texture12);
GL.Uniform1(shader["weightRamp2"], 12);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient2.Id);
GL.Uniform1(shader["debugOption"], 2);
GL.ActiveTexture(TextureUnit.Texture10);
GL.Uniform1(shader["UVTestPattern"], 10);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.Id);
GL.Uniform1(shader["normalMap"], 0);
GL.Uniform1(shader["BakeShadowMap"], 0);
LoadPBRMaps(shader);
foreach (MatTexture matex in mat.TextureMaps)
{
if (matex.Type == MatTexture.TextureType.Diffuse)
TextureUniform(shader, mat, mat.HasDiffuseMap, "DiffuseMap", matex);
else if (matex.Type == MatTexture.TextureType.Normal)
TextureUniform(shader, mat, mat.HasNormalMap, "NormalMap", matex);
else if (matex.Type == MatTexture.TextureType.Emission)
TextureUniform(shader, mat, mat.HasEmissionMap, "EmissionMap", matex);
else if (matex.Type == MatTexture.TextureType.Specular)
TextureUniform(shader, mat, mat.HasSpecularMap, "SpecularMap", matex);
else if (matex.Type == MatTexture.TextureType.Shadow)
TextureUniform(shader, mat, mat.HasShadowMap, "BakeShadowMap", matex);
else if (matex.Type == MatTexture.TextureType.Light)
TextureUniform(shader, mat, mat.HasLightMap, "BakeLightMap", matex);
else if (matex.Type == MatTexture.TextureType.Metalness)
TextureUniform(shader, mat, mat.HasMetalnessMap, "MetalnessMap", matex);
else if (matex.Type == MatTexture.TextureType.Roughness)
TextureUniform(shader, mat, mat.HasRoughnessMap, "RoughnessMap", matex);
else if (matex.Type == MatTexture.TextureType.TeamColor)
TextureUniform(shader, mat, mat.HasTeamColorMap, "TeamColorMap", matex);
else if (matex.Type == MatTexture.TextureType.Transparency)
TextureUniform(shader, mat, mat.HasTransparencyMap, "TransparencyMap", matex);
else if (matex.Type == MatTexture.TextureType.DiffuseLayer2)
TextureUniform(shader, mat, mat.HasDiffuseLayer, "DiffuseLayer", matex);
else if (matex.Type == MatTexture.TextureType.SphereMap)
TextureUniform(shader, mat, mat.HasSphereMap, "SphereMap", matex);
else if (matex.Type == MatTexture.TextureType.SubSurfaceScattering)
TextureUniform(shader, mat, mat.HasSubSurfaceScatteringMap, "SubSurfaceScatteringMap", matex);
else if (matex.Type == MatTexture.TextureType.MRA)
TextureUniform(shader, mat, mat.HasMRA, "MRA", matex);
}
}
private static void LoadPBRMaps(ShaderProgram shader)
{
GL.ActiveTexture(TextureUnit.Texture0 + 26);
RenderTools.specularPbr.Bind();
GL.Uniform1(shader["specularIbl"], 26);
// GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap);
// PBR IBL
GL.ActiveTexture(TextureUnit.Texture0 + 25);
RenderTools.diffusePbr.Bind();
GL.Uniform1(shader["irradianceMap"], 25);
GL.ActiveTexture(TextureUnit.Texture0 + 27);
RenderTools.brdfPbr.Bind();
GL.Uniform1(shader["brdfLUT"], 27);
}
private static void TextureUniform(ShaderProgram shader, FMAT mat, bool hasTex, string name, MatTexture mattex)
{
if (mattex.textureState == STGenericMatTexture.TextureState.Binded)
return;
// Bind the texture and create the uniform if the material has the right textures.
if (hasTex)
{
GL.Uniform1(shader[name], BindTexture(mattex, mat.GetResFileU() != null));
}
}
public static int BindTexture(MatTexture tex, bool IsWiiU)
{
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
// GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id);
string activeTex = tex.Name;
if (tex.animatedTexName != "")
activeTex = tex.animatedTexName;
if (IsWiiU)
{
foreach (var ftexContainer in PluginRuntime.ftexContainers)
{
if (ftexContainer.ResourceNodes.ContainsKey(activeTex))
{
FTEX ftex = (FTEX)ftexContainer.ResourceNodes[activeTex];
if (ftex.RenderableTex == null || !ftex.RenderableTex.GLInitialized)
ftex.LoadOpenGLTexture();
BindGLTexture(tex, ftex.RenderableTex.TexID);
}
}
}
else
{
foreach (var bntx in PluginRuntime.bntxContainers)
{
if (bntx.Textures.ContainsKey(activeTex))
{
if (bntx.Textures[activeTex].RenderableTex == null ||
!bntx.Textures[activeTex].RenderableTex.GLInitialized)
{
bntx.Textures[activeTex].LoadOpenGLTexture();
}
BindGLTexture(tex, bntx.Textures[activeTex].RenderableTex.TexID);
}
}
}
return tex.textureUnit + 1;
}
private static void BindGLTexture(MatTexture tex, int texid)
{
// GL.ActiveTexture(TextureUnit.Texture0 + texid);
GL.BindTexture(TextureTarget.Texture2D, texid);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)MatTexture.wrapmode[tex.wrapModeS]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)MatTexture.wrapmode[tex.wrapModeT]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)MatTexture.minfilter[tex.minFilter]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)MatTexture.magfilter[tex.magFilter]);
GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
}
private void DrawModel(FSHP m, FMDL mdl, ShaderProgram shader, bool drawSelection)
{
if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
return;
if (shader != normalsShaderProgram)
{
SetRenderPass(m.GetMaterial(), shader, m, m.DisplayId);
SetUniforms(m.GetMaterial(), shader, m, m.DisplayId);
SetTextureUniforms(m.GetMaterial(), m, shader);
}
SetBoneUniforms(shader, mdl, m);
ApplyTransformFix(mdl, m, shader);
SetVertexAttributes(m, shader);
//Check the binded bone if it's visible from bone visual anims
// if (!mdl.Skeleton.bones[m.boneIndx].Visible)
// m.Checked = false;
if (m.Checked && mdl.Skeleton.bones[m.BoneIndex].Visible)
{
if ((m.IsSelected))
{
DrawModelSelection(m, shader);
}
else
{
if (Runtime.RenderModelWireframe)
{
DrawModelWireframe(m, shader);
}
if (Runtime.RenderModels)
{
DrawMdoelHoverSelection(m, shader, IsSelected(), Hovered);
PrimitiveType primitiveType = PrimitiveType.Triangles;
switch (m.lodMeshes[m.DisplayLODIndex].PrimitiveType)
{
case STPolygonType.Line:
primitiveType = PrimitiveType.Lines;
break;
case STPolygonType.LineStrip:
primitiveType = PrimitiveType.LineStrip;
break;
case STPolygonType.Point:
primitiveType = PrimitiveType.Points;
break;
case STPolygonType.Triangle:
primitiveType = PrimitiveType.Triangles;
break;
}
GL.DrawElements(primitiveType, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
}
}
}
}
private static void ApplyTransformFix(FMDL fmdl, FSHP m, ShaderProgram shader)
{
Matrix4 idenity = Matrix4.Identity;
shader.SetInt("NoSkinning", 0);
shader.SetInt("RigidSkinning", 0);
shader.SetInt("SingleBoneIndex", m.BoneIndex);
shader.SetMatrix4x4("SingleBoneBindTransform", ref idenity);
//Some objects will have no weights or indices. These will weigh to the bone index in the shape section.
if (m.VertexSkinCount == 1)
{
shader.SetInt("RigidSkinning", 1);
}
if (m.VertexSkinCount == 0)
{
if (fmdl.Skeleton.bones.Count > 0)
{
Matrix4 transform = fmdl.Skeleton.bones[m.BoneIndex].invert * fmdl.Skeleton.bones[m.BoneIndex].Transform;
shader.SetMatrix4x4("SingleBoneBindTransform", ref transform);
shader.SetInt("NoSkinning", 1);
}
}
}
static bool Loaded = false;
public void UpdateVertexData()
{
if (!Runtime.OpenTKInitialized)
return;
STProgressBar progressBar = new STProgressBar();
progressBar.Task = "Updating Vertex Data...";
progressBar.Value = 0;
progressBar.StartPosition = FormStartPosition.CenterScreen;
progressBar.Show();
progressBar.Refresh();
Loaded = false;
DisplayVertex[] Vertices;
int[] Faces;
int poffset = 0;
int voffset = 0;
List<DisplayVertex> Vs = new List<DisplayVertex>();
List<int> Ds = new List<int>();
int TotalShapeCount = models.Sum(b => b.shapes.Count);
int curShape = 0;
int value = 0;
foreach (FMDL mdl in models)
{
foreach (FSHP m in mdl.shapes)
{
progressBar.Task = "Updating Shape... " + m.Text;
value = ((curShape * 100) / TotalShapeCount);
progressBar.Value = value;
progressBar.Refresh();
m.Offset = poffset * 4;
List<DisplayVertex> pv = m.CreateDisplayVertices();
Vs.AddRange(pv);
for (int i = 0; i < m.lodMeshes[m.DisplayLODIndex].displayFaceSize; i++)
{
Ds.Add(m.display[i] + voffset);
}
poffset += m.lodMeshes[m.DisplayLODIndex].displayFaceSize;
voffset += pv.Count;
curShape++;
}
}
progressBar.Value = 100;
progressBar.Close();
// Binds
Vertices = Vs.ToArray();
Faces = Ds.ToArray();
// Bind only once!
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * 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();
Loaded = true;
}
public void UpdateSingleMaterialTextureMaps(FMAT mat)
{
if (!Runtime.OpenTKInitialized)
return;
foreach (BNTX bntx in PluginRuntime.bntxContainers)
{
foreach (var t in mat.TextureMaps)
{
if (bntx.Textures.ContainsKey(t.Name))
{
if (!bntx.Textures[t.Name].RenderableTex.GLInitialized)
bntx.Textures[t.Name].LoadOpenGLTexture();
}
}
}
LibraryGUI.Instance.UpdateViewport();
}
public void UpdateTextureMaps()
{
if (!Runtime.OpenTKInitialized)
return;
foreach (BNTX bntx in PluginRuntime.bntxContainers)
{
if (!bntx.AllGLInitialized)
{
foreach (var tex in bntx.Textures)
{
if (!tex.Value.RenderableTex.GLInitialized)
tex.Value.LoadOpenGLTexture();
}
}
}
foreach (BFRESGroupNode ftexCont in PluginRuntime.ftexContainers)
{
foreach (var tex in ftexCont.ResourceNodes)
{
if (!((FTEX)tex.Value).RenderableTex.GLInitialized)
((FTEX)tex.Value).LoadOpenGLTexture();
}
}
LibraryGUI.Instance.UpdateViewport();
}
private static void SetRenderPass(FMAT mat, ShaderProgram shader, FSHP m, int id)
{
if (mat.shaderassign.ShaderArchive == "Turbo_UBER")
{
AglShaderTurbo aglShader = new AglShaderTurbo();
foreach (var renderInfo in mat.renderinfo)
aglShader.LoadRenderInfo(renderInfo);
aglShader.LoadRenderPass(mat, shader);
}
}
private static void SetUniforms(FMAT mat, ShaderProgram shader, FSHP m, int id)
{
shader.SetBoolToInt("isTransparent", mat.isTransparent);
shader.SetFloat("ao_density", 1);
shader.SetFloat("normal_map_weight", 1);
//Bake map UV coordinate ST
shader.SetVector4("gsys_bake_st0", new Vector4(1, 1, 0, 0));
shader.SetVector4("gsys_bake_st1", new Vector4(1, 1, 0, 0));
//Colors
shader.SetVector4("const_color0", new Vector4(1, 1, 1, 1));
shader.SetVector4("base_color_mul_color", new Vector4(1, 1, 1, 1));
shader.SetVector3("albedo_tex_color", new Vector3(1, 1, 1));
shader.SetVector3("emission_color", new Vector3(1, 1, 1));
shader.SetVector3("specular_color", new Vector3(1, 1, 1));
//SRT
shader.SetVector4("tex_mtx0", new Vector4(1, 1, 1, 1));
shader.SetVector2("SRT_Scale", new Vector2(1, 1));
shader.SetFloat("SRT_Rotate", 0);
shader.SetVector2("SRT_Translate", new Vector2(0, 0));
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
shader.SetInt("enableCellShading", 0);
bool HasTans = m.vertexAttributes.Any(x => x.Name == "_t0");
shader.SetBoolToInt("hasTangents", HasTans);
SetUniformData(mat, shader, "gsys_bake_st0");
SetUniformData(mat, shader, "gsys_bake_st1");
SetUniformData(mat, shader, "ao_density");
SetUniformData(mat, shader, "normal_map_weight");
SetUniformData(mat, shader, "const_color0");
SetUniformData(mat, shader, "base_color_mul_color");
SetUniformData(mat, shader, "albedo_tex_color");
SetUniformData(mat, shader, "emission_color");
SetUniformData(mat, shader, "specular_color");
//This uniform sets various maps for BOTW to use second UV channel
SetUniformData(mat, shader, "uking_texture2_texcoord");
SetUniformData(mat, shader, "tex_mtx0");
//Sets shadow type
//0 = Ambient occusion bake map
//1 = Shadow
//2 = Shadow + Ambient occusion map
SetUniformData(mat, shader, "bake_shadow_type");
SetUniformData(mat, shader, "bake_light_type");
SetUniformData(mat, shader, "gsys_bake_light_scale");
SetUniformData(mat, shader, "enable_projection_light");
SetUniformData(mat, shader, "enable_actor_light");
SetUniformData(mat, shader, "bake_calc_type");
}
private static void SetUniformData(FMAT mat, ShaderProgram shader, string propertyName)
{
if (mat.shaderassign.options.ContainsKey(propertyName))
{
float value = float.Parse(mat.shaderassign.options[propertyName]);
shader.SetFloat(propertyName, value);
}
if (mat.matparam.ContainsKey(propertyName))
{
if (mat.matparam[propertyName].Type == ShaderParamType.Float)
{
if (mat.anims.ContainsKey(propertyName))
mat.matparam[propertyName].ValueFloat[0] = mat.anims[propertyName][0];
shader.SetFloat(propertyName, mat.matparam[propertyName].ValueFloat[0]);
}
if (mat.matparam[propertyName].Type == ShaderParamType.Float2)
{
if (mat.anims.ContainsKey(propertyName))
{
mat.matparam[propertyName].ValueFloat = new float[2] {
mat.anims[propertyName][0], mat.anims[propertyName][1]};
}
shader.SetVector2(propertyName, Utils.ToVec2(mat.matparam[propertyName].ValueFloat));
}
if (mat.matparam[propertyName].Type == ShaderParamType.Float3)
{
if (mat.anims.ContainsKey(propertyName))
{
mat.matparam[propertyName].ValueFloat = new float[3] {
mat.anims[propertyName][0],
mat.anims[propertyName][1],
mat.anims[propertyName][2]};
}
shader.SetVector3(propertyName, Utils.ToVec3(mat.matparam[propertyName].ValueFloat));
}
if (mat.matparam[propertyName].Type == ShaderParamType.Float4)
{
if (mat.anims.ContainsKey(propertyName))
{
mat.matparam[propertyName].ValueFloat = new float[4] {
mat.anims[propertyName][0], mat.anims[propertyName][1],
mat.anims[propertyName][2], mat.anims[propertyName][3]};
}
shader.SetVector4(propertyName, Utils.ToVec4(mat.matparam[propertyName].ValueFloat));
}
if (mat.matparam[propertyName].Type == ShaderParamType.TexSrt)
{
// Vector 2 Scale
// 1 roation float
// Vector2 translate
TexSrt texSRT = mat.matparam[propertyName].ValueTexSrt;
shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
shader.SetFloat("SRT_Rotate", texSRT.Rotation);
shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
}
}
if (mat.animatedMatParams.ContainsKey(propertyName))
{
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float)
{
if (mat.anims.ContainsKey(propertyName))
mat.animatedMatParams[propertyName].ValueFloat[0] = mat.anims[propertyName][0];
shader.SetFloat(propertyName, mat.animatedMatParams[propertyName].ValueFloat[0]);
}
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float2)
{
if (mat.anims.ContainsKey(propertyName))
{
mat.animatedMatParams[propertyName].ValueFloat = new float[2] {
mat.anims[propertyName][0], mat.anims[propertyName][1]};
}
shader.SetVector2(propertyName, Utils.ToVec2(mat.animatedMatParams[propertyName].ValueFloat));
}
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float3)
{
Console.WriteLine(propertyName + " " + mat.animatedMatParams[propertyName].ValueFloat);
if (mat.anims.ContainsKey(propertyName))
{
mat.animatedMatParams[propertyName].ValueFloat = new float[3] {
mat.anims[propertyName][0],
mat.anims[propertyName][1],
mat.anims[propertyName][2]};
}
shader.SetVector3(propertyName, Utils.ToVec3(mat.animatedMatParams[propertyName].ValueFloat));
}
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float4)
{
if (mat.anims.ContainsKey(propertyName))
{
mat.animatedMatParams[propertyName].ValueFloat = new float[4] {
mat.anims[propertyName][0], mat.anims[propertyName][1],
mat.anims[propertyName][2], mat.anims[propertyName][3]};
}
shader.SetVector4(propertyName, Utils.ToVec4(mat.animatedMatParams[propertyName].ValueFloat));
}
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.TexSrt)
{
// Vector 2 Scale
// 1 roation float
// Vector2 translate
TexSrt texSRT = mat.animatedMatParams[propertyName].ValueTexSrt;
shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
shader.SetFloat("SRT_Rotate", texSRT.Rotation);
shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
}
}
}
private void SetVertexAttributes(FSHP m, ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 0);
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 12);
GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 24);
GL.VertexAttribPointer(shader.GetAttribute("vBitangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 36);
GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 48);
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 56);
GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, DisplayVertex.Size, new IntPtr(72));
GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 88);
GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 104);
GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 112);
GL.VertexAttribPointer(shader.GetAttribute("vPosition2"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 124);
GL.VertexAttribPointer(shader.GetAttribute("vPosition3"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 136);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
}
private static void DrawMdoelHoverSelection(STGenericObject p, ShaderProgram shader,
bool IsSelected, bool IsHovered)
{
if (IsHovered && IsSelected)
GL.Uniform4(shader["pickingColor"], hoverColor);
else if (IsHovered || IsSelected)
GL.Uniform4(shader["pickingColor"], selectColor);
else
GL.Uniform4(shader["pickingColor"], new Vector4(1));
}
private static void DrawModelWireframe(STGenericObject p, ShaderProgram shader)
{
// use vertex color for wireframe color
shader.SetInt("colorOverride", 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.5f);
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
shader.SetInt("colorOverride", 0);
}
private static void DrawModelSelection(STGenericObject p, ShaderProgram shader)
{
//This part needs to be reworked for proper outline. Currently would make model disappear
/* GL.Enable(EnableCap.DepthTest);
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
GL.StencilMask(0x00);
GL.StencilFunc(StencilFunction.Always, 1, 0xFF); // all fragments should update the stencil buffer
GL.StencilMask(0xFF); // enable writing to the stencil buffer
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.StencilFunc(StencilFunction.Notequal, 1, 0xFF);
GL.StencilMask(0x00); // enable writing to the stencil buffer
GL.Disable(EnableCap.DepthTest);
shader.SetInt("colorOverride", 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.LineWidth(2.0f);
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
shader.SetInt("colorOverride", 0);
GL.StencilMask(0xFF);
GL.Enable(EnableCap.DepthTest);*/
// Override the model color with white in the shader.
GL.Uniform1(shader["colorOverride"], 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.3f);
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.Uniform1(shader["colorOverride"], 0);
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
}
public override void ApplyTransformationToSelection(DeltaTransform deltaTransform)
{
Position += deltaTransform.Translation;
}
public override bool CanStartDragging() => true;
public override Vector3 GetSelectionCenter()
{
return Position;
}
public override uint Select(int index, I3DControl control)
{
Selected = true;
control.AttachPickingRedrawer();
return 0;
}
public override uint SelectDefault(I3DControl control)
{
Selected = true;
control.AttachPickingRedrawer();
return 0;
}
public override uint SelectAll(I3DControl control)
{
Selected = true;
control.AttachPickingRedrawer();
return 0;
}
public override uint Deselect(int index, I3DControl control)
{
Selected = false;
control.DetachPickingRedrawer();
return 0;
}
public override uint DeselectAll(I3DControl control)
{
Selected = false;
control.DetachPickingRedrawer();
return 0;
}
#endregion
}
}