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 SF = SFGraphics.GLObjects.Shaders; namespace FirstPlugin { public class BFRESRender : AbstractGlDrawable { public Matrix4 ModelTransform = Matrix4.Identity; Vector3 position = new Vector3(0); public static Vector4 hoverColor = new Vector4(1); public static Vector4 selectColor = new Vector4(1); protected bool Selected = false; public bool Hovered = false; public bool IsSelected() => Selected; // gl buffer objects int vbo_position; int ibo_elements; private List _models = new List(); public List models { get { return _models; } } public void UpdateModelList() { foreach (var node in ResFileNode.Nodes) { if (node is BFRESGroupNode && ((BFRESGroupNode)node).Type == BRESGroupType.Models) { foreach (FMDL mdl in ((BFRESGroupNode)node).Nodes) _models.Add(mdl); } } } public BFRES ResFileNode; public BFRESRender() { } private void GenerateBuffers() { GL.GenBuffers(1, out vbo_position); GL.GenBuffers(1, out ibo_elements); TransformBones(); UpdateVertexData(); UpdateTextureMaps(); } public void Destroy() { bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0; if (!buffersWereInitialized) return; GL.DeleteBuffer(vbo_position); GL.DeleteBuffer(ibo_elements); } private void TransformBones() { for (int mdl = 0; mdl < models.Count; mdl++) { for (int b = 0; b < models[mdl].Skeleton.bones.Count; b++) { models[mdl].Skeleton.bones[b].ModelMatrix = ModelTransform; } } } #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 }); pbrShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, PbrFrag, defaultVert, shadowMapAGL }); solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);*/ } public override void Prepare(GL_ControlLegacy control) { } public override void Draw(GL_ControlLegacy control, Pass pass) { bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0; if (!buffersWereInitialized) GenerateBuffers(); if (!Runtime.OpenTKInitialized) return; Matrix4 mvpMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix; Matrix4 invertedCamera = Matrix4.Identity; if (invertedCamera.Determinant != 0) invertedCamera = mvpMat.Inverted(); Vector3 lightDirection = new Vector3(0f, 0f, -1f); Vector3 difLightDirection = Vector3.TransformNormal(lightDirection, invertedCamera).Normalized(); GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.DepthTest); foreach (var model in models) { foreach (var shape in model.shapes) { if (Runtime.RenderModels && model.Checked && shape.Checked) { var mat = shape.GetMaterial(); /* foreach (var tex in mat.TextureMaps) { if (tex.Type == STGenericMatTexture.TextureType.Diffuse) { int texId = BindTexture((MatTexture)tex, mat, mat.GetResFileU() != null); } }*/ GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID); List faces = shape.lodMeshes[shape.DisplayLODIndex].getDisplayFace(); GL.Begin(PrimitiveType.Triangles); foreach (var index in faces) { Vertex vert = shape.vertices[index]; float normal = Vector3.Dot(difLightDirection, vert.nrm) * 0.5f + 0.5f; GL.Color3(new Vector3(normal)); GL.TexCoord2(vert.uv0); GL.Vertex3(vert.pos); } GL.End(); } } } GL.Enable(EnableCap.Texture2D); } public void CenterCamera(GL_ControlModern control) { var spheres = new List(); for (int mdl = 0; mdl < models.Count; mdl++) { for (int shp = 0; shp < models[mdl].shapes.Count; shp++) { var vertexPositions = models[mdl].shapes[shp].vertices.Select(x => x.pos).Distinct(); spheres.Add(control.GenerateBoundingSphere(vertexPositions)); } } control.FrameSelect(spheres); } public static Vector4 GenerateBoundingSphere(IEnumerable 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) { DrawBfres(control, pass); } /* public override void Draw(GL_ControlModern control, Pass pass, EditorSceneBase editorScene) { DrawBfres(control, pass); }*/ private void DrawBfres(GL_ControlModern control, Pass pass) { if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT) return; bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0; if (!buffersWereInitialized) GenerateBuffers(); if (Hovered == true) throw new Exception("model selected"); //Temporarily revert to using this shader system as it is easy to port back //This is much quicker. Will change after shaders are handled faster SF.Shader shader = OpenTKSharedResources.shaders["BFRES"]; if (Runtime.EnablePBR) shader = OpenTKSharedResources.shaders["BFRES_PBR"]; if (models.Count > 0) { if (models[0].shapes.Count > 0) { if (models[0].shapes[0].GetMaterial().shaderassign.ShaderModel == "uking_mat") { shader = OpenTKSharedResources.shaders["BFRES_Botw"]; //Botw uses small models so lower the bone size Runtime.bonePointSize = 0.040f; } } } if (Runtime.viewportShading != Runtime.ViewportShading.Default) shader = OpenTKSharedResources.shaders["BFRES_Debug"]; if (Runtime.viewportShading == Runtime.ViewportShading.Lighting && Runtime.EnablePBR) shader = OpenTKSharedResources.shaders["BFRES_PBR"]; shader.UseProgram(); control.UpdateModelMatrix(Matrix4.CreateScale(Runtime.previewScale) * ModelTransform); Matrix4 camMat = control.CameraMatrix; Matrix4 mdlMat = control.ModelMatrix; Matrix4 projMat = control.ProjectionMatrix; Matrix4 computedCamMtx = camMat * projMat; Matrix4 mvpMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix; Matrix4 sphereMatrix = mvpMat; if (sphereMatrix.Determinant != 0) sphereMatrix.Invert(); sphereMatrix.Transpose(); shader.SetMatrix4x4("sphereMatrix", ref sphereMatrix); shader.SetMatrix4x4("mtxCam", ref computedCamMtx); shader.SetMatrix4x4("mtxMdl", ref mdlMat); SetRenderSettings(shader); Vector4 pickingColor = control.NextPickingColor(); shader.SetVector3("difLightColor", new Vector3(1)); shader.SetVector3("ambLightColor", new Vector3(1)); Matrix4 invertedCamera = Matrix4.Identity; if (invertedCamera.Determinant != 0) invertedCamera = mvpMat.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) { shader = OpenTKSharedResources.shaders["BFRES_Normals"]; shader.UseProgram(); shader.SetMatrix4x4("camMtx", ref camMat); shader.SetMatrix4x4("mtxProj", ref projMat); shader.SetMatrix4x4("mtxCam", ref computedCamMtx); shader.SetMatrix4x4("mtxMdl", ref mdlMat); shader.SetFloat("normalsLength", Runtime.normalsLineLength); DrawModels(shader, control); } GL.UseProgram(0); GL.Disable(EnableCap.DepthTest); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); } private void DrawModels(SF.Shader shader, GL_ControlModern control) { shader.EnableVertexAttributes(); for (int m = 0; m < models.Count; m++) { if (models[m].Checked) { List opaque = new List(); List transparent = new List(); for (int shp = 0; shp < models[m].shapes.Count; shp++) { if (models[m].shapes[shp].GetMaterial().isTransparent) transparent.Add(models[m].shapes[shp]); else opaque.Add(models[m].shapes[shp]); } for (int shp = 0; shp < models[m].shapes.Count; shp++) { DrawModel(models[m].shapes[shp], models[m], shader, models[m].IsSelected); } } } shader.DisableVertexAttributes(); } public void DepthSortMeshes(Vector3 cameraPosition) { foreach (FMDL fmdl in models) { List unsortedMeshes = new List(); 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(SF.Shader 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, SF.Shader 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(SF.Shader shader, FMDL fmdl, FSHP fshp) { for (int i = 0; i < fmdl.Skeleton.Node_Array.Length; i++) { GL.Uniform1(GL.GetUniformLocation(shader.Id, 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.Id, String.Format("bones[{0}]", i)), false, ref transform); } } private static void SetTextureUniforms(FMAT mat, FSHP m, SF.Shader shader) { SetDefaultTextureAttributes(mat, shader); GL.ActiveTexture(TextureUnit.Texture0 + 1); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID); GL.ActiveTexture(TextureUnit.Texture11); GL.Uniform1(shader.GetUniformLocation("weightRamp1"), 11); GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient.Id); GL.ActiveTexture(TextureUnit.Texture12); GL.Uniform1(shader.GetUniformLocation("weightRamp2"), 12); GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient2.Id); GL.Uniform1(shader.GetUniformLocation("debugOption"), 2); GL.ActiveTexture(TextureUnit.Texture10); GL.Uniform1(shader.GetUniformLocation("UVTestPattern"), 10); GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID); GL.Uniform1(shader.GetUniformLocation("normalMap"), 0); GL.Uniform1(shader.GetUniformLocation("BakeShadowMap"), 0); LoadPBRMaps(shader); 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) 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(SF.Shader shader) { GL.ActiveTexture(TextureUnit.Texture0 + 26); RenderTools.specularPbr.Bind(); GL.Uniform1(shader.GetUniformLocation("specularIbl"), 26); // GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap); // PBR IBL GL.ActiveTexture(TextureUnit.Texture0 + 25); RenderTools.diffusePbr.Bind(); GL.Uniform1(shader.GetUniformLocation("irradianceMap"), 25); GL.ActiveTexture(TextureUnit.Texture0 + 27); RenderTools.brdfPbr.Bind(); GL.Uniform1(shader.GetUniformLocation("brdfLUT"), 27); } private static void TextureUniform(SF.Shader 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.GetUniformLocation(name), BindTexture(mattex, mat, mat.GetResFileU() != null)); } } public static int BindTexture(MatTexture tex, FMAT material, bool IsWiiU) { BFRES bfres = (BFRES)material.Parent.Parent.Parent.Parent; if (material.Parent == null || bfres == null) //Bfres disposed return -1; GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID); string activeTex = tex.Name; if (tex.animatedTexName != "") activeTex = tex.animatedTexName; if (IsWiiU) { if (bfres.HasTextures) { var ftexCont = bfres.GetFTEXContainer; if (ftexCont != null) { if (ftexCont.ResourceNodes.ContainsKey(activeTex)) { BindFTEX(ftexCont, tex, activeTex); return tex.textureUnit + 1; } } } foreach (var ftexContainer in PluginRuntime.ftexContainers) { if (ftexContainer.ResourceNodes.ContainsKey(activeTex)) { BindFTEX(ftexContainer, tex, activeTex); return tex.textureUnit + 1; } } } else { if (bfres.HasTextures) { var bntx = bfres.GetBNTX; if (bntx != null) { if (bntx.Textures.ContainsKey(activeTex)) { BindBNTX(bntx, tex, activeTex); return tex.textureUnit + 1; } } } foreach (var bntx in PluginRuntime.bntxContainers) { if (bntx.Textures.ContainsKey(activeTex)) { BindBNTX(bntx, tex, activeTex); return tex.textureUnit + 1; } } } return tex.textureUnit + 1; } private static void BindFTEX(BFRESGroupNode ftexContainer, MatTexture tex, string activeTex) { FTEX ftex = (FTEX)ftexContainer.ResourceNodes[activeTex]; if (ftex.RenderableTex == null || !ftex.RenderableTex.GLInitialized) ftex.LoadOpenGLTexture(); BindGLTexture(tex, ftex.RenderableTex.TexID); } private static void BindBNTX(BNTX bntx, MatTexture tex, string activeTex) { if (bntx.Textures[activeTex].RenderableTex == null || !bntx.Textures[activeTex].RenderableTex.GLInitialized) { bntx.Textures[activeTex].LoadOpenGLTexture(); } BindGLTexture(tex, bntx.Textures[activeTex].RenderableTex.TexID); } 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, SF.Shader shader, bool ModelSelected) { if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3) return; var mat = m.GetMaterial(); if (shader != OpenTKSharedResources.shaders["BFRES_Normals"]) { SetRenderPass(mat, shader, m, m.DisplayId); SetUniforms(mat, shader, m, m.DisplayId); SetTextureUniforms(mat, 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.Count > 0 && mdl.Skeleton.bones[m.BoneIndex].Visible && mat.Enabled) { shader.SetVector3("materialSelectColor", new Vector3(0)); if (m.GetMaterial().IsSelected) { shader.SetVector3("materialSelectColor", ColorUtility.ToVector3(Color.FromArgb(0,163,204))); DrawModelSelection(m, shader); } else if (m.IsSelected || ModelSelected) { 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, SF.Shader 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; UpdateModelList(); 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 Vs = new List(); List Ds = new List(); int TotalShapeCount = models.Sum(b => b.shapes.Count); int value = 0; for (int m = 0; m < models.Count; m++) { //Reset min/max models[m].MaxPosition = new Vector3(0); models[m].MinPosition = new Vector3(0); for (int shp = 0; shp < models[m].shapes.Count; shp++) { progressBar.Task = "Updating Shape... " + models[m].shapes[shp].Text; value = ((shp * 100) / TotalShapeCount); progressBar.Value = value; progressBar.Refresh(); models[m].shapes[shp].Offset = poffset * 4; List pv = models[m].shapes[shp].CreateDisplayVertices(models[m]); Vs.AddRange(pv); for (int i = 0; i < models[m].shapes[shp].lodMeshes[models[m].shapes[shp].DisplayLODIndex].displayFaceSize; i++) { Ds.Add(models[m].shapes[shp].display[i] + voffset); } poffset += models[m].shapes[shp].lodMeshes[models[m].shapes[shp].DisplayLODIndex].displayFaceSize; voffset += pv.Count; } } progressBar.Value = 100; progressBar.Close(); // Binds Vertices = Vs.ToArray(); Faces = Ds.ToArray(); // Bind only once! GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); GL.BufferData(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, SF.Shader shader, FSHP m, int id) { if (mat.ImageKey != "material") { mat.ImageKey = "material"; mat.SelectedImageKey = "material"; } bool IsTranslucent = false; bool IsTransparentMask = false; for (int i = 0; i < mat.renderinfo.Count; i++) { if (mat.renderinfo[i].Name == "gsys_render_state_mode") { IsTranslucent = mat.renderinfo[i].ValueString.Contains("translucent"); IsTransparentMask = mat.renderinfo[i].ValueString.Contains("mask"); } if (mat.shaderassign.ShaderArchive == "Turbo_UBER") { AglShaderTurbo aglShader = new AglShaderTurbo(); aglShader.LoadRenderInfo(mat.renderinfo[i]); } } if (mat.shaderassign.options.ContainsKey("enable_translucent")) IsTranslucent = mat.shaderassign.options["enable_translucent"] == "1"; if (mat.shaderassign.options.ContainsKey("enable_translucent")) IsTransparentMask = mat.shaderassign.options["enable_transparent"] == "1"; if (mat.MaterialU != null) { IsTranslucent = mat.MaterialU.RenderState.FlagsMode == ResU.RenderStateFlagsMode.Translucent; IsTransparentMask = mat.MaterialU.RenderState.FlagsMode == ResU.RenderStateFlagsMode.AlphaMask; } SetMaterialIcon(mat, IsTranslucent, "MaterialTranslucent"); SetMaterialIcon(mat, IsTransparentMask, "MaterialTransparent"); } private static void SetMaterialIcon(FMAT mat, bool IsEffect, string Key) { if (IsEffect) { mat.ImageKey = Key; mat.SelectedImageKey = Key; } } private static void SetUniforms(FMAT mat, SF.Shader shader, FSHP m, int id) { shader.SetBoolToInt("isTransparent", mat.isTransparent); shader.SetFloat("ao_density", 1); shader.SetFloat("shadow_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)); shader.SetFloat("fuv1_mtx", 0); //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); SetUniformData(mat, shader, "base_color_mul_color"); shader.SetInt("enableCellShading", 0); bool HasTans = m.vertexAttributes.Any(x => x.Name == "_t0"); shader.SetBoolToInt("hasTangents", HasTans); SetUniformData(mat, shader, "fuv1_mtx"); SetUniformData(mat, shader, "gsys_bake_st0"); SetUniformData(mat, shader, "gsys_bake_st1"); SetUniformData(mat, shader, "ao_density"); SetUniformData(mat, shader, "shadow_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, "cIsEnableNormalMap"); 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, SF.Shader 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, SF.Shader shader) { GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.VertexAttribPointer(shader.GetAttribLocation("vPosition"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 0); GL.VertexAttribPointer(shader.GetAttribLocation("vNormal"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 12); GL.VertexAttribPointer(shader.GetAttribLocation("vTangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 24); GL.VertexAttribPointer(shader.GetAttribLocation("vBitangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 36); GL.VertexAttribPointer(shader.GetAttribLocation("vUV0"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 48); GL.VertexAttribPointer(shader.GetAttribLocation("vColor"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 56); GL.VertexAttribIPointer(shader.GetAttribLocation("vBone"), 4, VertexAttribIntegerType.Int, DisplayVertex.Size, new IntPtr(72)); GL.VertexAttribPointer(shader.GetAttribLocation("vWeight"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 88); GL.VertexAttribPointer(shader.GetAttribLocation("vUV1"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 104); GL.VertexAttribPointer(shader.GetAttribLocation("vUV2"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 112); GL.VertexAttribPointer(shader.GetAttribLocation("vPosition2"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 124); GL.VertexAttribPointer(shader.GetAttribLocation("vPosition3"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 136); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); } private static void DrawMdoelHoverSelection(STGenericObject p, SF.Shader shader, bool IsSelected, bool IsHovered) { if (IsHovered && IsSelected) shader.SetVector4("pickingColor", hoverColor); else if (IsHovered || IsSelected) shader.SetVector4("pickingColor", selectColor); else shader.SetVector4("pickingColor", new Vector4(1)); } private static void DrawModelWireframe(STGenericObject p, SF.Shader 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, SF.Shader 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. shader.SetInt("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); shader.SetInt("colorOverride", 0); GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); } /* public override BoundingBox GetSelectionBox() { Vector3 Min = new Vector3(0); Vector3 Max = new Vector3(0); foreach (var model in models) { foreach (var shape in model.shapes) { foreach (var vertex in shape.vertices) { Min.X = Math.Min(Min.X, vertex.pos.X); Min.Y = Math.Min(Min.Y, vertex.pos.Y); Min.Z = Math.Min(Min.Z, vertex.pos.Z); Max.X = Math.Max(Max.X, vertex.pos.X); Max.Y = Math.Max(Max.Y, vertex.pos.Y); Max.Z = Math.Max(Max.Z, vertex.pos.Z); } } } return new BoundingBox() { minX = Min.X, minY = Min.Y, minZ = Min.Z, maxX = Max.X, maxY = Max.Y, maxZ = Max.Z, }; } public override uint SelectAll(GL_ControlBase control) { Selected = true; return REDRAW; } public override uint SelectDefault(GL_ControlBase control) { Selected = true; return REDRAW; } public override uint Select(int partIndex, GL_ControlBase control) { Selected = true; return REDRAW; } public override uint Deselect(int partIndex, GL_ControlBase control) { Selected = false; return REDRAW; } public override LocalOrientation GetLocalOrientation(int partIndex) { return new LocalOrientation(position); } public override bool TryStartDragging(DragActionType actionType, int hoveredPart, out LocalOrientation localOrientation, out bool dragExclusively) { localOrientation = new LocalOrientation(position); dragExclusively = false; return Selected; } public override bool IsInRange(float range, float rangeSquared, Vector3 pos) { range = 20000; //Make the range large for now. Todo go back to this BoundingBox box = GetSelectionBox(); if (pos.X < box.maxX + range && pos.X > box.minX - range && pos.Y < box.maxY + range && pos.Y > box.minY - range && pos.Z < box.maxZ + range && pos.Z > box.minZ - range) return true; return false; } public override uint DeselectAll(GL_ControlBase control) { Selected = false; return REDRAW; } public override Vector3 Position { get { return position; } set { position = value; } }*/ #endregion } }