Switch-Toolbox/File_Format_Library/GL/BMD_Renderer.cs
2019-08-03 13:33:02 -04:00

88 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Toolbox.Library.Rendering;
using Toolbox.Library;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using SuperBMDLib.Materials.Enums;
namespace FirstPlugin
{
public class BMD_Renderer : GenericModelRenderer
{
public List<BMDTextureWrapper> TextureList = new List<BMDTextureWrapper>();
public override void OnRender(GLControl control)
{
GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
}
public override void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
List<STGenericObject> opaque = new List<STGenericObject>();
List<STGenericObject> transparent = new List<STGenericObject>();
for (int m = 0; m < Meshes.Count; m++)
{
if (((BMDMaterialWrapper)Meshes[m].GetMaterial()).isTransparent)
transparent.Add(Meshes[m]);
else
opaque.Add(Meshes[m]);
}
for (int m = 0; m < transparent.Count; m++)
{
DrawModel(control, Skeleton, transparent[m].GetMaterial(), transparent[m], shader);
}
for (int m = 0; m < opaque.Count; m++)
{
DrawModel(control, Skeleton, opaque[m].GetMaterial(), opaque[m], shader);
}
shader.DisableVertexAttributes();
}
public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{
var bmdMaterial = (BMDMaterialWrapper)mat;
//This is only for translucency
//Todo figure out how bmd determines transparent materials
shader.SetBoolToInt("isTransparent", bmdMaterial.isTransparent);
GXToOpenGL.SetBlendState(bmdMaterial.Material.BMode);
GXToOpenGL.SetCullState(bmdMaterial.Material.CullMode);
// GXToOpenGL.SetDepthState(bmdMaterial.Material.ZMode, false);
// GXToOpenGL.SetDitherEnabled(bmdMaterial.Material.Dither);
}
public override 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 texture in TextureList)
{
if (TextureList.IndexOf(texture) == ((BMDTextureMap)tex).TextureIndex)
{
BindGLTexture(tex, shader, TextureList[((BMDTextureMap)tex).TextureIndex]);
return tex.textureUnit + 1;
}
}
return tex.textureUnit + 1;
}
}
}