mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-15 17:27:56 +00:00
Some speed improvements
This commit is contained in:
parent
f9ccce42df
commit
cb6cc251bd
4 changed files with 46 additions and 45 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -36,21 +36,25 @@ namespace FirstPlugin
|
|||
int vbo_position;
|
||||
int ibo_elements;
|
||||
|
||||
private List<FMDL> _models = new List<FMDL>();
|
||||
public List<FMDL> models
|
||||
{
|
||||
get
|
||||
{
|
||||
List<FMDL> fmdls = new List<FMDL>();
|
||||
foreach (var node in ResFileNode.Nodes)
|
||||
return _models;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateModelList()
|
||||
{
|
||||
foreach (var node in ResFileNode.Nodes)
|
||||
{
|
||||
if (node is BFRESGroupNode &&
|
||||
((BFRESGroupNode)node).Type == BRESGroupType.Models)
|
||||
{
|
||||
if (node is BFRESGroupNode &&
|
||||
((BFRESGroupNode)node).Type == BRESGroupType.Models)
|
||||
{
|
||||
foreach (FMDL mdl in ((BFRESGroupNode)node).Nodes)
|
||||
fmdls.Add(mdl);
|
||||
}
|
||||
foreach (FMDL mdl in ((BFRESGroupNode)node).Nodes)
|
||||
_models.Add(mdl);
|
||||
}
|
||||
return fmdls;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -84,11 +88,11 @@ namespace FirstPlugin
|
|||
|
||||
private void TransformBones()
|
||||
{
|
||||
foreach (var model in models)
|
||||
for (int mdl = 0; mdl < models.Count; mdl++)
|
||||
{
|
||||
foreach (var bone in model.Skeleton.bones)
|
||||
for (int b = 0; b < models[mdl].Skeleton.bones.Count; b++)
|
||||
{
|
||||
bone.ModelMatrix = ModelTransform;
|
||||
models[mdl].Skeleton.bones[b].ModelMatrix = ModelTransform;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -200,11 +204,11 @@ namespace FirstPlugin
|
|||
public void CenterCamera(GL_ControlModern control)
|
||||
{
|
||||
var spheres = new List<Vector4>();
|
||||
foreach (var mdl in models)
|
||||
for (int mdl = 0; mdl < models.Count; mdl++)
|
||||
{
|
||||
foreach (FSHP shp in mdl.shapes)
|
||||
for (int shp = 0; shp < models[mdl].shapes.Count; shp++)
|
||||
{
|
||||
var vertexPositions = shp.vertices.Select(x => x.pos).Distinct();
|
||||
var vertexPositions = models[mdl].shapes[shp].vertices.Select(x => x.pos).Distinct();
|
||||
spheres.Add(control.GenerateBoundingSphere(vertexPositions));
|
||||
}
|
||||
}
|
||||
|
@ -265,9 +269,6 @@ namespace FirstPlugin
|
|||
|
||||
if (models.Count > 0)
|
||||
{
|
||||
// if (models[0].Parent.Parent.IsSelected)
|
||||
// CenterCamera(control);
|
||||
|
||||
if (models[0].shapes.Count > 0)
|
||||
{
|
||||
if (models[0].shapes[0].GetMaterial().shaderassign.ShaderModel == "uking_mat")
|
||||
|
@ -353,28 +354,28 @@ namespace FirstPlugin
|
|||
private void DrawModels(SF.Shader shader, GL_ControlModern control)
|
||||
{
|
||||
shader.EnableVertexAttributes();
|
||||
foreach (FMDL mdl in models)
|
||||
for (int m = 0; m < models.Count; m++)
|
||||
{
|
||||
if (mdl.Checked)
|
||||
if (models[m].Checked)
|
||||
{
|
||||
List<FSHP> opaque = new List<FSHP>();
|
||||
List<FSHP> transparent = new List<FSHP>();
|
||||
|
||||
foreach (FSHP m in mdl.depthSortedMeshes)
|
||||
for (int shp = 0; shp < models[m].shapes.Count; shp++)
|
||||
{
|
||||
if (m.GetMaterial().isTransparent)
|
||||
transparent.Add(m);
|
||||
if (models[m].shapes[shp].GetMaterial().isTransparent)
|
||||
transparent.Add(models[m].shapes[shp]);
|
||||
else
|
||||
opaque.Add(m);
|
||||
opaque.Add(models[m].shapes[shp]);
|
||||
}
|
||||
|
||||
|
||||
foreach (FSHP shp in mdl.shapes)
|
||||
for (int shp = 0; shp < models[m].shapes.Count; shp++)
|
||||
{
|
||||
DrawModel(shp, mdl, shader, mdl.IsSelected);
|
||||
DrawModel(models[m].shapes[shp], models[m], shader, models[m].IsSelected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
shader.DisableVertexAttributes();
|
||||
}
|
||||
|
||||
|
@ -472,8 +473,10 @@ namespace FirstPlugin
|
|||
|
||||
LoadPBRMaps(shader);
|
||||
|
||||
foreach (MatTexture matex in mat.TextureMaps)
|
||||
for (int t = 0; t < mat.TextureMaps.Count; t++)
|
||||
{
|
||||
MatTexture matex = (MatTexture)mat.TextureMaps[t];
|
||||
|
||||
if (matex.Type == MatTexture.TextureType.Diffuse)
|
||||
TextureUniform(shader, mat, mat.HasDiffuseMap, "DiffuseMap", matex);
|
||||
else if (matex.Type == MatTexture.TextureType.Normal)
|
||||
|
@ -547,7 +550,6 @@ namespace FirstPlugin
|
|||
{
|
||||
foreach (var ftexContainer in PluginRuntime.ftexContainers)
|
||||
{
|
||||
|
||||
if (ftexContainer.ResourceNodes.ContainsKey(activeTex))
|
||||
{
|
||||
FTEX ftex = (FTEX)ftexContainer.ResourceNodes[activeTex];
|
||||
|
@ -686,6 +688,8 @@ namespace FirstPlugin
|
|||
if (!Runtime.OpenTKInitialized)
|
||||
return;
|
||||
|
||||
UpdateModelList();
|
||||
|
||||
STProgressBar progressBar = new STProgressBar();
|
||||
progressBar.Task = "Updating Vertex Data...";
|
||||
progressBar.Value = 0;
|
||||
|
@ -705,34 +709,31 @@ namespace FirstPlugin
|
|||
|
||||
int TotalShapeCount = models.Sum(b => b.shapes.Count);
|
||||
|
||||
int curShape = 0;
|
||||
int value = 0;
|
||||
|
||||
foreach (FMDL mdl in models)
|
||||
for (int m = 0; m < models.Count; m++)
|
||||
{
|
||||
//Reset min/max
|
||||
mdl.MaxPosition = new Vector3(0);
|
||||
mdl.MinPosition = new Vector3(0);
|
||||
models[m].MaxPosition = new Vector3(0);
|
||||
models[m].MinPosition = new Vector3(0);
|
||||
|
||||
foreach (FSHP m in mdl.shapes)
|
||||
for (int shp = 0; shp < models[m].shapes.Count; shp++)
|
||||
{
|
||||
progressBar.Task = "Updating Shape... " + m.Text;
|
||||
value = ((curShape * 100) / TotalShapeCount);
|
||||
progressBar.Task = "Updating Shape... " + models[m].shapes[shp].Text;
|
||||
value = ((shp * 100) / TotalShapeCount);
|
||||
progressBar.Value = value;
|
||||
progressBar.Refresh();
|
||||
|
||||
m.Offset = poffset * 4;
|
||||
List<DisplayVertex> pv = m.CreateDisplayVertices(mdl);
|
||||
models[m].shapes[shp].Offset = poffset * 4;
|
||||
List<DisplayVertex> pv = models[m].shapes[shp].CreateDisplayVertices(models[m]);
|
||||
Vs.AddRange(pv);
|
||||
|
||||
for (int i = 0; i < m.lodMeshes[m.DisplayLODIndex].displayFaceSize; i++)
|
||||
for (int i = 0; i < models[m].shapes[shp].lodMeshes[models[m].shapes[shp].DisplayLODIndex].displayFaceSize; i++)
|
||||
{
|
||||
Ds.Add(m.display[i] + voffset);
|
||||
Ds.Add(models[m].shapes[shp].display[i] + voffset);
|
||||
}
|
||||
poffset += m.lodMeshes[m.DisplayLODIndex].displayFaceSize;
|
||||
poffset += models[m].shapes[shp].lodMeshes[models[m].shapes[shp].DisplayLODIndex].displayFaceSize;
|
||||
voffset += pv.Count;
|
||||
|
||||
curShape++;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -807,8 +808,8 @@ namespace FirstPlugin
|
|||
{
|
||||
AglShaderTurbo aglShader = new AglShaderTurbo();
|
||||
|
||||
foreach (var renderInfo in mat.renderinfo)
|
||||
aglShader.LoadRenderInfo(renderInfo);
|
||||
for (int i = 0; i < mat.renderinfo.Count; i++)
|
||||
aglShader.LoadRenderInfo(mat.renderinfo[i]);
|
||||
|
||||
// aglShader.LoadRenderPass(mat, shader);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue