mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-01 00:39:14 +00:00
414 lines
17 KiB
C#
414 lines
17 KiB
C#
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 Switch_Toolbox.Library.IO;
|
|
using Switch_Toolbox.Library;
|
|
using Switch_Toolbox.Library.Rendering;
|
|
using OpenTK;
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
namespace FirstPlugin
|
|
{
|
|
public class GFBMDL_Render : AbstractGlDrawable
|
|
{
|
|
public List<GFBMesh> Meshes = new List<GFBMesh>();
|
|
|
|
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<GFBMesh.DisplayVertex> Vs = new List<GFBMesh.DisplayVertex>();
|
|
List<int> Ds = new List<int>();
|
|
|
|
foreach (GFBMesh shape in Meshes)
|
|
{
|
|
List<GFBMesh.DisplayVertex> 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<GFBMesh.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * GFBMesh.DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
|
|
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
|
|
GL.BufferData<int>(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw);
|
|
|
|
LibraryGUI.Instance.UpdateViewport();
|
|
}
|
|
|
|
public void UpdateTextureMaps()
|
|
{
|
|
if (!Runtime.OpenTKInitialized)
|
|
return;
|
|
|
|
LibraryGUI.Instance.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)
|
|
{
|
|
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|