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 Toolbox.Library.IO; using Toolbox.Library; using Toolbox.Library.Rendering; using OpenTK; using OpenTK.Graphics.OpenGL; namespace FirstPlugin { public class GFBMDL_Render : AbstractGlDrawable { public List Meshes = new List(); public Matrix4 ModelTransform = Matrix4.Identity; // 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(); UpdateTextureMaps(); } public void Destroy() { GL.DeleteBuffer(vbo_position); GL.DeleteBuffer(ibo_elements); } public void UpdateVertexData() { if (!Runtime.OpenTKInitialized) return; GFBMesh.DisplayVertex[] Vertices; int[] Faces; int poffset = 0; int voffset = 0; List Vs = new List(); List Ds = new List(); foreach (GFBMesh shape in Meshes) { List pv = shape.CreateDisplayVertices(); Vs.AddRange(pv); int GroupOffset = 0; int groupIndex = 0; foreach (var group in shape.PolygonGroups) { group.Offset = poffset * 4; for (int i = 0; i < group.displayFaceSize; i++) { Ds.Add(shape.display[GroupOffset + i] + voffset); } poffset += group.displayFaceSize; GroupOffset += group.displayFaceSize; Console.WriteLine($"GroupOffset {groupIndex++} " + GroupOffset); } voffset += pv.Count; } // Binds Vertices = Vs.ToArray(); Faces = Ds.ToArray(); // Bind only once! GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * GFBMesh.DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw); LibraryGUI.UpdateViewport(); } public void UpdateTextureMaps() { if (!Runtime.OpenTKInitialized) return; LibraryGUI.UpdateViewport(); } public ShaderProgram defaultShaderProgram; public override void Prepare(GL_ControlModern control) { string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GFBModel.frag"); string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GFBModel.vert"); string pathUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\Utility.frag"; string pathPbrUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\PbrUtility.frag"; var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag)); var defaultVert = new VertexShader(File.ReadAllText(pathVert)); var utiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathUtiltyFrag)); var pbrUtiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathPbrUtiltyFrag)); defaultShaderProgram = new ShaderProgram(new Shader[] { utiltyFrag, pbrUtiltyFrag, defaultVert, defaultFrag }, control); } public override void Prepare(GL_ControlLegacy control) { } 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 || pass == Pass.TRANSPARENT) return; bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0; if (!buffersWereInitialized) GenerateBuffers(); ShaderProgram shader = defaultShaderProgram; control.CurrentShader = shader; control.UpdateModelMatrix(Matrix4.CreateScale(Runtime.previewScale) * ModelTransform); 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()); // GL.Enable(EnableCap.AlphaTest); // GL.AlphaFunc(AlphaFunction.Gequal, 0.1f); SetRenderSettings(shader); DrawModels(shader, control); GL.UseProgram(0); GL.Disable(EnableCap.DepthTest); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); } private static void SetBoneUniforms(GLControl control, ShaderProgram shader, GFBMesh mesh) { int i = 0; foreach (var bone in mesh.ParentModel.header.Skeleton.bones) { Matrix4 transform = bone.invert * bone.Transform; GL.UniformMatrix4(GL.GetUniformLocation(shader.programs[control], String.Format("bones[{0}]", i++)), false, ref transform); } /* foreach (var FaceGroup in fshp.Shape.FaceGroups) { if (FaceGroup.BoneIndexList == null) continue; for (int i = 0; i < FaceGroup.BoneIndexList.Length; i++) { GL.Uniform1(GL.GetUniformLocation(shader.programs[control], String.Format("boneIds[{0}]", i)), FaceGroup.BoneIndexList[i]); Matrix4 transform = fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].invert * fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].Transform; GL.UniformMatrix4(GL.GetUniformLocation(shader.programs[control], String.Format("bones[{0}]", i)), false, ref transform); } }*/ } private void SetUniformBlocks(GFBMaterial mat, ShaderProgram shader, GFBMesh m, int id) { /* shader.UniformBlockBinding("TexCoord1", 3); GL.GetActiveUniformBlock(shader.program, shader.GetUniformBlockIndex("TexCoord1"), ActiveUniformBlockParameter.UniformBlockBinding, out int binding);*/ /* GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer); GL.BufferData(BufferTarget.UniformBuffer, (IntPtr)MTOBWrapper.TexCoord1.Size, ref mat.TexCoord1Buffer, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.UniformBuffer, 0); GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, TexCoord1Buffer, (IntPtr)0, MTOBWrapper.TexCoord1.Size); GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer); GL.BINDBUFFER*/ } private static void SetUniforms(GFBMaterial mat, ShaderProgram shader, GFBMesh m, int id) { // Texture Maps /* shader.SetBoolToInt("useColorTex", false); shader.SetBoolToInt("EmissionMaskUse", false); shader.SetBoolToInt("SwitchPriority", false); shader.SetBoolToInt("Layer1Enable", false); shader.SetBoolToInt("AmbientMapEnable", false); shader.SetBoolToInt("NormalMapEnable", false); shader.SetBoolToInt("LightTableEnable", false); shader.SetBoolToInt("BaseColorAddEnable", false); shader.SetBoolToInt("SphereMapEnable", false); shader.SetBoolToInt("EffectVal", false);*/ //Switch UVs shader.SetBoolToInt("SwitchEmissionMaskTexUV", false); shader.SetBoolToInt("SwitchAmbientTexUV", false); shader.SetBoolToInt("SwitchNormalMapUV", false); //UV Scale shader.SetFloat("ColorUVScaleU", 1); shader.SetFloat("ColorUVScaleV", 1); //UV Translate shader.SetFloat("ColorUVTranslateU", 0); shader.SetFloat("ColorUVTranslateV", 0); SetUniformData(mat, shader, "ColorUVScaleU"); SetUniformData(mat, shader, "ColorUVScaleV"); SetUniformData(mat, shader, "ColorUVTranslateU"); SetUniformData(mat, shader, "ColorUVTranslateV"); } private static void SetUniformData(GFBMaterial mat, ShaderProgram shader, string propertyName) { if (mat.MaterialData.SwitchParams.ContainsKey(propertyName)) { bool Value = (bool)mat.MaterialData.SwitchParams[propertyName].Value; shader.SetBoolToInt(propertyName, Value); } if (mat.MaterialData.ValueParams.ContainsKey(propertyName)) { var Value = mat.MaterialData.ValueParams[propertyName].Value; if (Value is float) shader.SetFloat(propertyName, (float)Value); if (Value is uint) shader.SetFloat(propertyName, (uint)Value); if (Value is int) shader.SetFloat(propertyName, (int)Value); } if (mat.MaterialData.ColorParams.ContainsKey(propertyName)) { Vector3 Value = (Vector3)mat.MaterialData.ColorParams[propertyName].Value; shader.SetVector3(propertyName, Value); } } private static void SetTextureUniforms(GFBMaterial mat, GFBMesh m, ShaderProgram shader) { SetDefaultTextureAttributes(mat, shader); GL.ActiveTexture(TextureUnit.Texture0 + 1); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID); GL.Uniform1(shader["debugOption"], 2); 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.ActiveTexture(TextureUnit.Texture10); GL.Uniform1(shader["UVTestPattern"], 10); GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID); shader.SetInt("RedChannel", 0); shader.SetInt("GreenChannel", 1); shader.SetInt("BlueChannel", 2); shader.SetInt("AlphaChannel", 3); LoadPBRMaps(shader); foreach (STGenericMatTexture matex in mat.TextureMaps) { if (matex.Type == STGenericMatTexture.TextureType.Diffuse) { shader.SetBoolToInt("HasDiffuse", true); TextureUniform(shader, mat, true, "DiffuseMap", matex); } } } private static void LoadPBRMaps(ShaderProgram shader) { GL.ActiveTexture(TextureUnit.Texture0 + 26); RenderTools.specularPbr.Bind(); shader.SetInt("specularIbl", 26); // GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap); // PBR IBL GL.ActiveTexture(TextureUnit.Texture0 + 25); RenderTools.diffusePbr.Bind(); shader.SetInt("irradianceMap", 25); GL.ActiveTexture(TextureUnit.Texture0 + 27); RenderTools.brdfPbr.Bind(); shader.SetInt("brdfLUT", 27); } private static void TextureUniform(ShaderProgram shader, GFBMaterial mat, bool hasTex, string name, STGenericMatTexture 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, shader)); } } public static int BindTexture(STGenericMatTexture tex, ShaderProgram shader) { GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID); string activeTex = tex.Name; foreach (var bntx in PluginRuntime.bntxContainers) { if (bntx.Textures.ContainsKey(activeTex)) { BindBNTX(bntx, tex, shader, activeTex); return tex.textureUnit + 1; } } return tex.textureUnit + 1; } private static void BindBNTX(BNTX bntx, STGenericMatTexture tex, ShaderProgram shader, string activeTex) { if (bntx.Textures[activeTex].RenderableTex == null || !bntx.Textures[activeTex].RenderableTex.GLInitialized) { bntx.Textures[activeTex].LoadOpenGLTexture(); } BindGLTexture(tex, shader, bntx.Textures[activeTex]); } private static void BindGLTexture(STGenericMatTexture tex, ShaderProgram shader, STGenericTexture texture) { if (tex.Type == STGenericMatTexture.TextureType.Diffuse) { shader.SetInt("RedChannel", (int)texture.RedChannel); shader.SetInt("GreenChannel", (int)texture.GreenChannel); shader.SetInt("BlueChannel", (int)texture.BlueChannel); shader.SetInt("AlphaChannel", (int)texture.AlphaChannel); } // GL.ActiveTexture(TextureUnit.Texture0 + texid); GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)STGenericMatTexture.wrapmode[tex.WrapModeS]); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)STGenericMatTexture.wrapmode[tex.WrapModeT]); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)STGenericMatTexture.minfilter[tex.MinFilter]); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)STGenericMatTexture.magfilter[tex.MagFilter]); GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f); } private static void SetDefaultTextureAttributes(GFBMaterial mat, ShaderProgram shader) { } private void SetRenderSettings(ShaderProgram shader) { shader.SetInt("renderType", (int)Runtime.viewportShading); shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex); shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor); } private void DrawModels(ShaderProgram shader, GL_ControlModern control) { shader.EnableVertexAttributes(); foreach (GFBMesh shp in Meshes) { if (shp.Checked) DrawModel(control, shp, shader); } shader.DisableVertexAttributes(); } private void SetVertexAttributes(GFBMesh m, ShaderProgram shader) { GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 0); //+12 GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 12); //+12 GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 24); //+12 GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 36); //+8 GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 44); //+16 GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, GFBMesh.DisplayVertex.Size, new IntPtr(60)); //+16 GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 76);//+16 GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 92);//+8 GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 100);//+8 GL.VertexAttribPointer(shader.GetAttribute("vBinormal"), 3, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 108); //+12 GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); } private void DrawModel(GLControl control, GFBMesh m, ShaderProgram shader) { foreach (var group in m.PolygonGroups) { if (group.faces.Count <= 3) return; var Material = m.ParentModel.header.Materials[group.MaterialIndex]; SetUniforms(m.GetMaterial(group), shader, m, m.DisplayId); SetUniformBlocks(m.GetMaterial(group), shader, m, m.DisplayId); SetBoneUniforms(control, shader, m); SetVertexAttributes(m, shader); SetTextureUniforms(m.GetMaterial(group), m, shader); if (m.IsSelected) { DrawModelSelection(group, shader); } else { if (Runtime.RenderModels) { GL.DrawElements(PrimitiveType.Triangles, group.displayFaceSize, DrawElementsType.UnsignedInt, group.Offset); } } } } private static void DrawModelSelection(STGenericPolygonGroup p, ShaderProgram 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.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); GL.Uniform1(shader["colorOverride"], 0); GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); } } }