Switch-Toolbox/File_Format_Library/FileFormats/Layout/BxlytToGL.cs
KillzXGaming 314d1e7c20 Some layout editor improvments.
Convert white colors to srgb for more accurate colors.
Fix displaying bflims with using bc4 alpha and no alpha.
Preview alpha theshhold for color blending.
Fix window pane alpha if frame vertex colors are disabled.
2019-09-19 18:02:10 -04:00

1064 lines
43 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
using Toolbox.Library;
using Toolbox.Library.IO;
using OpenTK;
using LayoutBXLYT.Cafe;
namespace LayoutBXLYT
{
public class BxlytToGL
{
public static int ConvertTextureWrap(WrapMode wrapMode)
{
switch (wrapMode)
{
case WrapMode.Clamp: return (int)TextureWrapMode.ClampToEdge;
case WrapMode.Mirror: return (int)TextureWrapMode.MirroredRepeat;
case WrapMode.Repeat: return (int)TextureWrapMode.Repeat;
default: return (int)TextureWrapMode.Clamp;
}
}
public static int ConvertMagFilterMode(FilterMode filterMode)
{
switch (filterMode)
{
case FilterMode.Linear: return (int)TextureMagFilter.Linear;
case FilterMode.Near: return (int)TextureMagFilter.Nearest;
default: return (int)TextureMagFilter.Linear;
}
}
public static int ConvertMinFilterMode(FilterMode filterMode)
{
switch (filterMode)
{
case FilterMode.Linear: return (int)TextureMinFilter.Linear;
case FilterMode.Near: return (int)TextureMinFilter.Nearest;
default: return (int)TextureMinFilter.Linear;
}
}
public static void DrawPictureBox(BasePane pane, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
{
if (!Runtime.LayoutEditor.DisplayPicturePane)
return;
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
if (pane is Cafe.BFLYT.PIC1)
{
var pic1Pane = pane as Cafe.BFLYT.PIC1;
Color[] Colors = new Color[] {
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorBottomLeft.Color,
pic1Pane.ColorTopLeft.Color,
pic1Pane.ColorTopRight.Color,
};
var mat = pic1Pane.Material;
if (mat.Shader == null)
{
mat.Shader = new BflytShader(mat);
mat.Shader.Compile();
}
mat.Shader.Enable();
((BflytShader)mat.Shader).SetMaterials(Textures);
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
mat.Shader.Disable();
}
else if (pane is BCLYT.PIC1)
{
var pic1Pane = pane as BCLYT.PIC1;
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorTopRight.Color,
pic1Pane.ColorTopLeft.Color,
};
var mat = pic1Pane.Material;
if (mat.Shader == null)
{
mat.Shader = new BclytShader(mat);
mat.Shader.Compile();
}
mat.Shader.Enable();
((BclytShader)mat.Shader).SetMaterials(Textures);
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
mat.Shader.Disable();
}
else if (pane is BRLYT.PIC1)
{
var pic1Pane = pane as BRLYT.PIC1;
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorTopRight.Color,
pic1Pane.ColorTopLeft.Color,
};
var mat = pic1Pane.Material;
if (mat.Shader == null)
{
mat.Shader = new BrlytShader(mat);
mat.Shader.Compile();
}
mat.Shader.Enable();
((BrlytShader)mat.Shader).SetMaterials(Textures);
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
mat.Shader.Disable();
}
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.PopAttrib();
GL.UseProgram(0);
}
public static void DrawBoundryPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
{
if (!Runtime.LayoutEditor.DisplayBoundryPane || Runtime.LayoutEditor.IsGamePreview)
return;
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color color = Color.DarkGreen;
if (SelectedPanes.Contains(pane))
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
}
public static void DrawAlignmentPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
{
if (!Runtime.LayoutEditor.DisplayAlignmentPane || Runtime.LayoutEditor.IsGamePreview)
return;
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color color = Color.Orange;
if (SelectedPanes.Contains(pane))
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
}
public static void DrawScissorPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
{
if (!Runtime.LayoutEditor.DisplayScissorPane || Runtime.LayoutEditor.IsGamePreview)
return;
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color color = Color.Yellow;
if (SelectedPanes.Contains(pane))
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
}
//Huge thanks to layout studio for the window pane rendering code
//https://github.com/Treeki/LayoutStudio/blob/master/layoutgl/widget.cpp
//Note i still need to fix UV coordinates being flips and transformed!
public static void DrawWindowPane(BasePane pane, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
{
if (!Runtime.LayoutEditor.DisplayWindowPane)
return;
var window = (IWindowPane)pane;
float dX = DrawnVertexX(pane.Width, pane.originX);
float dY = DrawnVertexY(pane.Height, pane.originY);
float frameLeft = 0;
float frameRight = 0;
float frameTop = 0;
float frameBottom = 0;
switch (window.FrameCount)
{
case 1:
float oneW, oneH;
GetTextureSize(window.WindowFrames[0].Material, Textures, out oneW, out oneH);
frameLeft = frameRight = oneW;
frameTop = frameBottom = oneH;
break;
case 4:
case 8:
GetTextureSize(window.WindowFrames[0].Material, Textures, out frameLeft, out frameTop);
GetTextureSize(window.WindowFrames[3].Material, Textures, out frameRight, out frameBottom);
break;
}
if (frameLeft == 0) frameLeft = window.FrameElementLeft;
if (frameRight == 0) frameRight = window.FrameElementRight;
if (frameTop == 0) frameTop = window.FrameElementTop;
if (frameBottom == 0) frameBottom = window.FrameElementBottm;
Vector2[] texCoords = new Vector2[] {
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
if (window.Content.TexCoords.Count > 0)
{
texCoords = new Vector2[] {
window.Content.TexCoords[0].BottomLeft.ToTKVector2(),
window.Content.TexCoords[0].BottomRight.ToTKVector2(),
window.Content.TexCoords[0].TopRight.ToTKVector2(),
window.Content.TexCoords[0].TopLeft.ToTKVector2(),
};
}
//Setup vertex colors
Color[] colors = new Color[] {
window.Content.ColorBottomLeft.Color,
window.Content.ColorBottomRight.Color,
window.Content.ColorTopRight.Color,
window.Content.ColorTopLeft.Color,
};
float contentWidth = ((window.StretchLeft + (pane.Width - frameLeft)) - frameRight) + window.StretchRight;
float contentHeight = ((window.StretchTop + (pane.Height - frameTop)) - frameBottom) + window.StretchBottm;
//Apply pane alpha
for (int i = 0; i < colors.Length; i++)
{
uint setalpha = (uint)((colors[i].A * effectiveAlpha) / 255);
colors[i] = Color.FromArgb((int)setalpha, colors[i]);
}
if (!window.NotDrawnContent && window.WindowKind != WindowKind.HorizontalNoContent)
{
SetupShaders(window.Content.Material, Textures);
DrawQuad(dX + frameLeft - window.StretchLeft,
dY - frameTop + window.StretchTop,
contentWidth,
contentHeight,
texCoords, colors);
}
//After the content is draw, check this
//If it's disabled, frames do not use vertex color
if (!window.UseVertexColorForAll)
{
colors = new Color[] {
Color.FromArgb(effectiveAlpha, 255,255,255),
Color.FromArgb(effectiveAlpha, 255,255,255),
Color.FromArgb(effectiveAlpha, 255,255,255),
Color.FromArgb(effectiveAlpha, 255,255,255),
};
}
switch (window.FrameCount)
{
case 1: //1 frame. 1 texture for corners (around) or sides (horizontal)
{
var windowFrame = window.WindowFrames[0];
SetupShaders(windowFrame.Material, Textures);
//2 sides, no corners
if (window.WindowKind == WindowKind.Horizontal)
{
texCoords = new Vector2[]
{
new Vector2(1, 0),
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 1),
};
DrawQuad(dX + frameRight + contentWidth, dY, frameRight, pane.Height, texCoords, colors);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(dX, dY, frameLeft, pane.Height, texCoords, colors);
}
else if (window.WindowKind == WindowKind.HorizontalNoContent)
{
texCoords = new Vector2[]
{
new Vector2((pane.Width - frameRight) / frameRight, 0),
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2((pane.Width - frameRight) / frameRight, 1),
};
DrawQuad(dX + frameLeft, dY, pane.Width - frameLeft, pane.Height, texCoords, colors);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
};
DrawQuad(dX, dY, pane.Width - frameLeft, pane.Height, texCoords, colors);
}
else if (window.WindowKind == WindowKind.Around)
{
// top left
float pieceWidth = pane.Width - frameRight;
float pieceHeight = frameTop;
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
};
DrawQuad(dX, dY, pieceWidth, pieceHeight, texCoords, colors);
// top right
pieceWidth = frameRight;
pieceHeight = pane.Height - frameBottom;
texCoords = new Vector2[]
{
new Vector2(1, 0),
new Vector2(0, 0),
new Vector2(0,(pane.Height - frameTop) / frameTop),
new Vector2(1,(pane.Height - frameTop) / frameTop),
};
DrawQuad(dX + pane.Width - frameRight, dY, pieceWidth, pieceHeight, texCoords, colors);
// bottom left
pieceWidth = frameLeft;
pieceHeight = pane.Height - frameTop;
texCoords = new Vector2[]
{
new Vector2(0,(pane.Height - frameBottom) / frameBottom),
new Vector2(1,(pane.Height - frameBottom) / frameBottom),
new Vector2(1, 0),
new Vector2(0, 0),
};
DrawQuad(dX, dY - frameTop, pieceWidth, pieceHeight, texCoords, colors);
// bottom right
pieceWidth = pane.Width - frameLeft;
pieceHeight = frameBottom;
texCoords = new Vector2[]
{
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
};
DrawQuad(dX + frameLeft, dY - pane.Height + frameBottom, pieceWidth, pieceHeight, texCoords, colors);
}
}
break;
//4 or more will always be around types
case 4: //4 each corner
{
var matTL = window.WindowFrames[0].Material;
var matTR = window.WindowFrames[1].Material;
var matBL = window.WindowFrames[2].Material;
var matBR = window.WindowFrames[3].Material;
//Todo check this
if (window.UseOneMaterialForAll)
{
/* matTR = matTL;
matBL = matTL;
matBR = matTL;*/
}
if (matTL.TextureMaps.Length > 0)
{
SetupShaders(matTL, Textures);
matTL.Shader.SetInt("flipTexture", (int)window.WindowFrames[0].TextureFlip);
float pieceWidth = pane.Width - frameRight;
float pieceHeight = frameTop;
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
};
DrawQuad(dX, dY, pieceWidth, pieceHeight, texCoords, colors);
}
if (matTR.TextureMaps.Length > 0)
{
SetupShaders(matTR, Textures);
matTR.Shader.SetInt("flipTexture", (int)window.WindowFrames[1].TextureFlip);
float pieceWidth = frameRight;
float pieceHeight = pane.Height - frameBottom;
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1,(pane.Height - frameTop) / frameTop),
new Vector2(0,(pane.Height - frameTop) / frameTop),
};
DrawQuad(dX + pane.Width - frameRight, dY, pieceWidth, pieceHeight, texCoords, colors);
}
if (matBL.TextureMaps.Length > 0)
{
SetupShaders(matBL, Textures);
matBL.Shader.SetInt("flipTexture", (int)window.WindowFrames[2].TextureFlip);
float pieceWidth = frameLeft;
float pieceHeight = pane.Height - frameTop;
texCoords = new Vector2[]
{
new Vector2(0,1 - ((pane.Height - frameTop) / frameTop)),
new Vector2(1,1 - ((pane.Height - frameTop) / frameTop)),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(dX, dY - frameTop, pieceWidth, pieceHeight, texCoords, colors);
}
if (matBR.TextureMaps.Length > 0)
{
SetupShaders(matBR, Textures);
matBR.Shader.SetInt("flipTexture", (int)window.WindowFrames[3].TextureFlip);
float pieceWidth = pane.Width - frameLeft;
float pieceHeight = frameBottom;
texCoords = new Vector2[]
{
new Vector2(1 - ((pane.Width - frameLeft) / frameLeft), 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(1 - ((pane.Width - frameLeft) / frameLeft), 1),
};
DrawQuad(dX + frameLeft, dY - pane.Height + frameBottom, pieceWidth, pieceHeight, texCoords, colors);
}
}
break;
case 8: //4 per corner, 4 per side
{
var matTL = window.WindowFrames[0].Material;
var matTR = window.WindowFrames[1].Material;
var matBL = window.WindowFrames[2].Material;
var matBR = window.WindowFrames[3].Material;
var matT = window.WindowFrames[4].Material;
var matB = window.WindowFrames[5].Material;
var matL = window.WindowFrames[6].Material;
var matR = window.WindowFrames[7].Material;
//Todo check this
if (window.UseOneMaterialForAll)
{
/* matTR = matTL;
matBL = matTL;
matBR = matTL;
matT = matTL;
matB = matTL;
matL = matTL;
matR = matTL;*/
}
if (matTL.TextureMaps.Length > 0)
{
SetupShaders(matTL, Textures);
matTL.Shader.SetInt("flipTexture", (int)window.WindowFrames[0].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(dX, dY, frameLeft, frameTop, texCoords, colors);
}
if (matTR.TextureMaps.Length > 0)
{
SetupShaders(matTR, Textures);
matTR.Shader.SetInt("flipTexture", (int)window.WindowFrames[1].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(dX + pane.Width - frameRight, dY, frameRight, frameTop, texCoords, colors);
}
if (matBL.TextureMaps.Length > 0)
{
SetupShaders(matBL, Textures);
matBL.Shader.SetInt("flipTexture", (int)window.WindowFrames[2].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(dX, dY - pane.Height + frameTop, frameLeft, frameBottom, texCoords, colors);
}
if (matBR.TextureMaps.Length > 0)
{
SetupShaders(matBR, Textures);
matBR.Shader.SetInt("flipTexture", (int)window.WindowFrames[3].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(dX + pane.Width - frameLeft, dY - pane.Height + frameBottom, frameRight, frameBottom, texCoords, colors);
}
if (matT.TextureMaps.Length > 0)
{
SetupShaders(matT, Textures);
matT.Shader.SetInt("flipTexture", (int)window.WindowFrames[4].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
};
DrawQuad(dX + frameLeft, dY, contentWidth, frameTop, texCoords, colors);
}
if (matB.TextureMaps.Length > 0)
{
SetupShaders(matB, Textures);
matB.Shader.SetInt("flipTexture", (int)window.WindowFrames[5].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(1-((pane.Width - frameLeft) / frameLeft), 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(1-((pane.Width - frameLeft) / frameLeft), 1),
};
DrawQuad(dX + frameRight, dY - (pane.Height - frameBottom), contentWidth, frameTop, texCoords, colors);
}
if (matL.TextureMaps.Length > 0)
{
SetupShaders(matL, Textures);
matL.Shader.SetInt("flipTexture", (int)window.WindowFrames[6].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0,1-((pane.Height - frameTop) / frameTop)),
new Vector2(1,1-((pane.Height - frameTop) / frameTop)),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(dX, dY - frameTop, frameLeft, contentHeight, texCoords, colors);
}
if (matR.TextureMaps.Length > 0)
{
SetupShaders(matR, Textures);
matR.Shader.SetInt("flipTexture", (int)window.WindowFrames[7].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1,(pane.Height - frameBottom) / frameBottom),
new Vector2(0,(pane.Height - frameBottom) / frameBottom),
};
DrawQuad(dX + (pane.Width - frameRight), dY - frameTop, frameRight, contentHeight, texCoords, colors);
}
}
break;
}
}
private static void GetTextureSize(BxlytMaterial pane, Dictionary<string, STGenericTexture> Textures, out float width, out float height)
{
width = 0;
height = 0;
if (pane.TextureMaps.Length > 0)
{
if (Textures.ContainsKey(pane.TextureMaps[0].Name))
{
var tex = Textures[pane.TextureMaps[0].Name];
width = tex.Width;
height = tex.Height;
}
}
}
private static float DrawnVertexX(float width, OriginX originX)
{
switch (originX)
{
case OriginX.Center: return -width / 2.0f;
case OriginX.Right: return -width;
default: return 0.0f;
}
}
private static float DrawnVertexY(float height, OriginY originX)
{
switch (originX)
{
case OriginY.Center: return height / 2.0f;
case OriginY.Bottom: return height;
default: return 0.0f;
}
}
private static void DrawQuad(float x, float y, float w, float h, Vector2[] texCoords, Color[] colors)
{
if (!Runtime.LayoutEditor.IsGamePreview)
{
GL.Disable(EnableCap.AlphaTest);
GL.Disable(EnableCap.Blend);
GL.LineWidth(0.5f);
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(Color.Green);
GL.Vertex2(x, y);
GL.Vertex2(x + w, y);
GL.Vertex2(x + w, y - h);
GL.Vertex2(x, y - h);
GL.End();
GL.LineWidth(1f);
GL.Enable(EnableCap.AlphaTest);
GL.Enable(EnableCap.Blend);
}
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(x, y);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(x + w, y);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(x + w, y - h);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(x, y - h);
GL.End();
}
enum FrameType
{
LeftTop,
Left,
LeftBottom,
Top,
Bottom,
RightTop,
Right,
RightBottom,
}
private static Vector2 GetFramePosition(uint paneWidth, uint paneHeight, IWindowPane window, FrameType type)
{
Vector2 pos = new Vector2();
switch (type)
{
case FrameType.LeftTop:
break;
}
return pos;
}
private static void SetupShaders(BxlytMaterial mat, Dictionary<string, STGenericTexture> textures)
{
if (mat.Shader == null)
{
if (mat is Cafe.BFLYT.Material)
{
mat.Shader = new BflytShader((Cafe.BFLYT.Material)mat);
mat.Shader.Compile();
}
}
mat.Shader.Enable();
if (mat is Cafe.BFLYT.Material)
((BflytShader)mat.Shader).SetMaterials(textures);
}
private static void RenderWindowContent(BasePane pane, uint sizeX, uint sizeY, BxlytWindowContent content,
byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
{
var mat = content.Material;
var rect = pane.CreateRectangle(sizeX, sizeY);
SetupShaders(mat, Textures);
Vector2[] texCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color[] colors = new Color[] {
content.ColorBottomLeft.Color,
content.ColorBottomRight.Color,
content.ColorTopRight.Color,
content.ColorTopLeft.Color,
};
if (content.TexCoords.Count > 0)
{
texCoords = new Vector2[] {
content.TexCoords[0].BottomLeft.ToTKVector2(),
content.TexCoords[0].BottomRight.ToTKVector2(),
content.TexCoords[0].TopRight.ToTKVector2(),
content.TexCoords[0].TopLeft.ToTKVector2(),
};
}
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
public static bool BindGLTexture(BxlytTextureRef tex, STGenericTexture texture)
{
if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
texture.LoadOpenGLTexture();
//If the texture is still not initialized then return
if (!texture.RenderableTex.GLInitialized)
return false;
GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, ConvertChannel(texture.RedChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, ConvertChannel(texture.GreenChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, ConvertChannel(texture.BlueChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, ConvertChannel(texture.AlphaChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, ConvertTextureWrap(tex.WrapModeU));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, ConvertTextureWrap(tex.WrapModeV));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, ConvertMagFilterMode(tex.MaxFilterMode));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, ConvertMinFilterMode(tex.MinFilterMode));
return true;
}
private static int ConvertChannel(STChannelType type)
{
switch (type)
{
case STChannelType.Red: return (int)TextureSwizzle.Red;
case STChannelType.Green: return (int)TextureSwizzle.Green;
case STChannelType.Blue: return (int)TextureSwizzle.Blue;
case STChannelType.Alpha: return (int)TextureSwizzle.Alpha;
case STChannelType.Zero: return (int)TextureSwizzle.Zero;
case STChannelType.One: return (int)TextureSwizzle.One;
default: return 0;
}
}
private static BlendingFactor ConvertBlendFactor(BlendMode.GX2BlendFactor blendFactor)
{
switch (blendFactor)
{
case BlendMode.GX2BlendFactor.DestAlpha: return BlendingFactor.DstAlpha;
case BlendMode.GX2BlendFactor.DestColor: return BlendingFactor.DstColor;
case BlendMode.GX2BlendFactor.DestInvAlpha: return BlendingFactor.OneMinusDstAlpha;
case BlendMode.GX2BlendFactor.DestInvColor: return BlendingFactor.OneMinusDstColor;
case BlendMode.GX2BlendFactor.Factor0: return BlendingFactor.Zero;
case BlendMode.GX2BlendFactor.Factor1: return BlendingFactor.One;
case BlendMode.GX2BlendFactor.SourceAlpha: return BlendingFactor.SrcAlpha;
case BlendMode.GX2BlendFactor.SourceColor: return BlendingFactor.SrcColor;
case BlendMode.GX2BlendFactor.SourceInvAlpha: return BlendingFactor.OneMinusSrcAlpha;
case BlendMode.GX2BlendFactor.SourceInvColor: return BlendingFactor.OneMinusSrcColor;
default: return BlendingFactor.Zero;
}
}
private static LogicOp ConvertLogicOperation(BlendMode.GX2LogicOp blendOp)
{
switch (blendOp)
{
case BlendMode.GX2LogicOp.And: return LogicOp.And;
case BlendMode.GX2LogicOp.Clear: return LogicOp.Clear;
case BlendMode.GX2LogicOp.Copy: return LogicOp.Copy;
case BlendMode.GX2LogicOp.Equiv: return LogicOp.Equiv;
case BlendMode.GX2LogicOp.Inv: return LogicOp.Invert;
case BlendMode.GX2LogicOp.Nand: return LogicOp.Nand;
case BlendMode.GX2LogicOp.NoOp: return LogicOp.Noop;
case BlendMode.GX2LogicOp.Nor: return LogicOp.Nor;
case BlendMode.GX2LogicOp.Or: return LogicOp.Or;
case BlendMode.GX2LogicOp.RevAnd: return LogicOp.AndReverse;
case BlendMode.GX2LogicOp.RevOr: return LogicOp.OrReverse;
case BlendMode.GX2LogicOp.Set: return LogicOp.Set;
case BlendMode.GX2LogicOp.Xor: return LogicOp.Xor;
case BlendMode.GX2LogicOp.Disable:
GL.Disable(EnableCap.ColorLogicOp);
return LogicOp.Noop;
default: return LogicOp.Noop;
}
}
private static BlendEquationMode ConvertBlendOperation(BlendMode.GX2BlendOp blendOp)
{
switch (blendOp)
{
case BlendMode.GX2BlendOp.Add: return BlendEquationMode.FuncAdd;
case BlendMode.GX2BlendOp.ReverseSubtract: return BlendEquationMode.FuncReverseSubtract;
case BlendMode.GX2BlendOp.SelectMax: return BlendEquationMode.Max;
case BlendMode.GX2BlendOp.SelectMin: return BlendEquationMode.Min;
case BlendMode.GX2BlendOp.Subtract: return BlendEquationMode.FuncSubtract;
case BlendMode.GX2BlendOp.Disable:
GL.Disable(EnableCap.Blend);
return BlendEquationMode.FuncAdd;
default: return BlendEquationMode.FuncAdd;
}
}
enum TextureSwizzle
{
Zero = All.Zero,
One = All.One,
Red = All.Red,
Green = All.Green,
Blue = All.Blue,
Alpha = All.Alpha,
}
public static void DrawRectangle(BasePane pane, CustomRectangle rect, Vector2[] texCoords,
Color[] colors, bool useLines = true, byte alpha = 255)
{
for (int i = 0; i < colors.Length; i++)
{
float outAlpha = BasePane.MixColors(colors[i].A, alpha);
colors[i] = Color.FromArgb(Utils.FloatToIntClamp(outAlpha), colors[i]);
}
if (LayoutEditor.UseLegacyGL)
{
if (useLines)
{
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(colors[0]);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
else
{
if (!Runtime.LayoutEditor.IsGamePreview)
{
GL.Disable(EnableCap.Blend);
GL.Disable(EnableCap.AlphaTest);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1f);
GL.PolygonOffset(1f, 1f);
GL.Begin(PrimitiveType.Quads);
GL.Color4(Color.Green);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.PolygonOffset(0f, 0f);
GL.Enable(EnableCap.Blend);
GL.Enable(EnableCap.AlphaTest);
}
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
}
else
{
if (pane.renderablePane == null)
pane.renderablePane = new RenderablePane();
Vector3[] vertices = new Vector3[4];
vertices[0] = new Vector3(rect.LeftPoint, rect.BottomPoint, 0);
vertices[1] = new Vector3(rect.RightPoint, rect.BottomPoint, 0);
vertices[2] = new Vector3(rect.RightPoint, rect.TopPoint, 0);
vertices[3] = new Vector3(rect.LeftPoint, rect.TopPoint, 0);
Vector4[] vertexColors = new Vector4[4];
pane.renderablePane.Render(vertices, vertexColors, texCoords);
}
}
}
}