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; using BcresLibrary; namespace FirstPlugin { public class BCRES_Render : AbstractGlDrawable { public Matrix4 ModelTransform = Matrix4.Identity; public List Models = new List(); // 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; SOBJWrapper.DisplayVertex[] Vertices; int[] Faces; int poffset = 0; int voffset = 0; List Vs = new List(); List Ds = new List(); foreach (CMDLWrapper m in Models) { foreach (SOBJWrapper shape in m.Shapes) { shape.Offset = poffset * 4; List 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(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * SOBJWrapper.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; foreach (BCRESGroupNode bcresTexGroup in PluginRuntime.bcresTexContainers) { foreach (var tex in bcresTexGroup.ResourceNodes) { if (!((TXOBWrapper)tex.Value).RenderableTex.GLInitialized) ((TXOBWrapper)tex.Value).LoadOpenGLTexture(); } } LibraryGUI.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, control); } 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, 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, CMDLWrapper fmdl, SOBJWrapper fshp) { 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(MTOBWrapper mat, ShaderProgram shader, SOBJWrapper 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(MTOBWrapper mat, ShaderProgram shader, SOBJWrapper m, int id) { shader.SetBoolToInt("RigidSkinning", m.Shape.FaceGroups[0].SkinnningMode == BcresLibrary.Enums.SkinnningMode.Rigid); shader.SetBoolToInt("NoSkinning", m.Shape.FaceGroups[0].SkinnningMode == BcresLibrary.Enums.SkinnningMode.None); } private static void SetTextureUniforms(MTOBWrapper mat, SOBJWrapper 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); foreach (STGenericMatTexture matex in mat.TextureMaps) { if (matex.Type == STGenericMatTexture.TextureType.Diffuse) TextureUniform(shader, mat, true, "DiffuseMap", matex); } } private static void TextureUniform(ShaderProgram shader, MTOBWrapper 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)); } } public static int BindTexture(STGenericMatTexture tex) { GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID); string activeTex = tex.Name; foreach (var bcresTexContainer in PluginRuntime.bcresTexContainers) { if (bcresTexContainer.ResourceNodes.ContainsKey(activeTex)) { TXOBWrapper txob = (TXOBWrapper)bcresTexContainer.ResourceNodes[activeTex]; if (txob.RenderableTex == null || !txob.RenderableTex.GLInitialized) txob.LoadOpenGLTexture(); BindGLTexture(tex, txob.RenderableTex.TexID); break; } } return tex.textureUnit + 1; } private static void BindGLTexture(STGenericMatTexture tex, int texid) { // GL.ActiveTexture(TextureUnit.Texture0 + texid); GL.BindTexture(TextureTarget.Texture2D, 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(MTOBWrapper 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 (CMDLWrapper mdl in Models) { if (mdl.Checked) { foreach (SOBJWrapper shp in mdl.Shapes) { DrawModel(control, 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); //+12 GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 12); //+12 GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 24); //+12 GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 36); //+8 GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 44); //+16 GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, SOBJWrapper.DisplayVertex.Size, new IntPtr(60)); //+16 GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 76);//+16 GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 92);//+8 GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 100);//+8 GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); } private void DrawModel(GLControl control, SOBJWrapper m, CMDLWrapper mdl, ShaderProgram shader, bool drawSelection) { if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3) return; SetUniforms(m.MaterialWrapper, shader, m, m.DisplayId); SetUniformBlocks(m.MaterialWrapper, shader, m, m.DisplayId); SetBoneUniforms(control,shader, mdl, m); SetVertexAttributes(m, shader); SetTextureUniforms(m.MaterialWrapper, 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) { 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); } } }