Load bones the same way

This commit is contained in:
KillzXGaming 2019-05-20 16:10:57 -04:00
parent bccb8f3af4
commit 0e72164823
10 changed files with 78 additions and 78 deletions

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@ -29,47 +29,9 @@ namespace Switch_Toolbox.Library
public bool IsHovered() => Selected;
public ShaderProgram solidColorShaderProgram;
public override void Prepare(GL_ControlModern control)
{
/* var solidColorFrag = new FragmentShader(
@"#version 330
uniform vec4 boneColor;
out vec4 FragColor;
void main(){
FragColor = boneColor;
}");
var solidColorVert = new VertexShader(
@"#version 330
in vec4 point;
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform mat4 bone;
uniform mat4 parent;
uniform mat4 rotation;
uniform mat4 ModelMatrix;
uniform int hasParent;
uniform float scale;
void main(){
vec4 position = bone * rotation * vec4(point.xyz * scale, 1);
if (hasParent == 1)
{
if (point.w == 0)
position = parent * rotation * vec4(point.xyz * scale, 1);
else
position = bone * rotation * vec4((point.xyz - vec3(0, 1, 0)) * scale, 1);
}
gl_Position = mtxCam * ModelMatrix * mtxMdl * vec4(position.xyz, 1);
}");
solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);*/
}
public override void Prepare(GL_ControlLegacy control)
{
@ -212,7 +174,9 @@ namespace Switch_Toolbox.Library
if (!Runtime.OpenTKInitialized || !Runtime.renderBones)
return;
GL.UseProgram(0);
SF.Shader shader = OpenTKSharedResources.shaders["BONE"];
shader.UseProgram();
GL.Disable(EnableCap.CullFace);
if (Runtime.boneXrayDisplay)
@ -221,59 +185,65 @@ namespace Switch_Toolbox.Library
if (Runtime.renderBoundingBoxes)
DrawBoundingBoxes();
control.CurrentShader = solidColorShaderProgram;
control.UpdateModelMatrix(
Matrix4.CreateScale(Runtime.previewScale) *
Matrix4.CreateTranslation(Selected ? editorScene.CurrentAction.NewPos(position) : position));
solidColorShaderProgram.EnableVertexAttributes();
solidColorShaderProgram.SetMatrix4x4("rotation", ref prismRotation);
shader.EnableVertexAttributes();
shader.SetMatrix4x4("rotation", ref prismRotation);
Matrix4 camMat = control.CameraMatrix;
Matrix4 mdlMat = control.ModelMatrix;
Matrix4 projMat = control.ProjectionMatrix;
Matrix4 computedCamMtx = camMat * projMat;
shader.SetMatrix4x4("mtxCam", ref computedCamMtx);
shader.SetMatrix4x4("mtxMdl", ref mdlMat);
foreach (STBone bn in bones)
{
if (!bn.Checked)
continue;
solidColorShaderProgram.SetVector4("boneColor", ColorUtility.ToVector4(boneColor));
solidColorShaderProgram.SetFloat("scale", Runtime.bonePointSize);
solidColorShaderProgram.SetMatrix4x4("ModelMatrix", ref bn.ModelMatrix);
shader.SetVector4("boneColor", ColorUtility.ToVector4(boneColor));
shader.SetFloat("scale", Runtime.bonePointSize);
shader.SetMatrix4x4("ModelMatrix", ref bn.ModelMatrix);
Matrix4 transform = bn.Transform;
solidColorShaderProgram.SetMatrix4x4("bone", ref transform);
solidColorShaderProgram.SetInt("hasParent", bn.parentIndex != -1 ? 1 : 0);
shader.SetMatrix4x4("bone", ref transform);
shader.SetInt("hasParent", bn.parentIndex != -1 ? 1 : 0);
if (bn.parentIndex != -1)
{
var transformParent = ((STBone)bn.Parent).Transform;
solidColorShaderProgram.SetMatrix4x4("parent", ref transformParent);
shader.SetMatrix4x4("parent", ref transformParent);
}
Draw(solidColorShaderProgram);
Draw(shader);
if (Runtime.SelectedBoneIndex == bn.GetIndex())
solidColorShaderProgram.SetVector4("boneColor", ColorUtility.ToVector4(selectedBoneColor));
shader.SetVector4("boneColor", ColorUtility.ToVector4(selectedBoneColor));
solidColorShaderProgram.SetInt("hasParent", 0);
Draw(solidColorShaderProgram);
shader.SetInt("hasParent", 0);
Draw(shader);
}
solidColorShaderProgram.DisableVertexAttributes();
shader.DisableVertexAttributes();
GL.UseProgram(0);
GL.Enable(EnableCap.CullFace);
GL.Enable(EnableCap.DepthTest);
}
private void Attributes(ShaderProgram shader)
private void Attributes(SF.Shader shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("point"), 4, VertexAttribPointerType.Float, false, 16, 0);
GL.VertexAttribPointer(shader.GetAttribLocation("point"), 4, VertexAttribPointerType.Float, false, 16, 0);
}
private void Draw(ShaderProgram shader)
private void Draw(SF.Shader shader)
{
Attributes(shader);

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@ -31,7 +31,10 @@ namespace Switch_Toolbox.Library.Rendering
if (Switch_Toolbox.Library.Runtime.UseLegacyGL)
SetUpLegacyBfresShaders();
else
{
SetUpBfresShaders();
SetUBoneShaders();
}
}
private static void SetUpLegacyBfresShaders()
{
@ -45,6 +48,18 @@ namespace Switch_Toolbox.Library.Rendering
CreateAndAddShader("BFRES_Debug", bfresSharedShaders.ToArray());
}
private static void SetUBoneShaders()
{
List<string> boneSharedShaders = new List<string>
{
"Bone.vert",
"Bone.frag",
};
CreateAndAddShader("BONE", boneSharedShaders.ToArray());
}
private static void SetUpBfresShaders()
{
List<string> bfresSharedShaders = new List<string>

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@ -1,25 +1,8 @@
#version 330
uniform vec4 boneColor;
in vec4 point;
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform mat4 bone;
uniform mat4 parent;
uniform mat4 rotation;
uniform mat4 ModelMatrix;
uniform int hasParent;
uniform float scale;
out vec4 FragColor;
void main(){
vec4 position = bone * rotation * vec4(point.xyz * scale, 1);
if (hasParent == 1)
{
if (point.w == 0)
position = parent * rotation * vec4(point.xyz * scale, 1);
else
position = bone * rotation * vec4((point.xyz - vec3(0, 1, 0)) * scale, 1);
}
gl_Position = mtxCam * ModelMatrix * mtxMdl * vec4(position.xyz, 1);
FragColor = boneColor;
}

26
Toolbox/Shader/Bone.vert Normal file
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@ -0,0 +1,26 @@
#version 330
in vec4 point;
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform mat4 bone;
uniform mat4 parent;
uniform mat4 rotation;
uniform mat4 ModelMatrix;
uniform int hasParent;
uniform float scale;
void main()
{
vec4 position = bone * rotation * vec4(point.xyz * scale, 1);
if (hasParent == 1)
{
if (point.w == 0)
position = parent * rotation * vec4(point.xyz * scale, 1);
else
position = bone * rotation * vec4((point.xyz - vec3(0, 1, 0)) * scale, 1);
}
gl_Position = mtxCam * ModelMatrix * mtxMdl * vec4(position.xyz, 1);
}

View file

@ -196,6 +196,12 @@
<None Include="Shader\Bfres\Normals.vert">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Shader\Bone.frag">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Shader\Bone.vert">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Shader\HDRSkyBox\HDRSkyBox.frag">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>