mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 20:43:09 +00:00
191 lines
8.5 KiB
C#
191 lines
8.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Toolbox.Library.Rendering;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Toolbox.Library;
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namespace FirstPlugin
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{
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//Rendering methods based on noclip
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//https://github.com/magcius/noclip.website/blob/master/src/oot3d/render.ts
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public class CMB_Renderer : GenericModelRenderer
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{
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public override float PreviewScale { get; set; } = 0.01f;
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public List<CTXB.TextureWrapper> TextureList = new List<CTXB.TextureWrapper>();
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private string FragmentShader()
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{
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string frag = "";
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return frag;
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}
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private string GenerateAlphaTestCompare(AlphaFunction compare, int reference)
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{
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float refSingle = (float)reference;
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switch (compare)
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{
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case AlphaFunction.Never: return "false";
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case AlphaFunction.Less: return $"t_CmbOut.a < {refSingle}";
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case AlphaFunction.Lequal: return $"t_CmbOut.a <= {refSingle}";
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case AlphaFunction.Equal: return $"t_CmbOut.a == {refSingle}";
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case AlphaFunction.Notequal: return $"t_CmbOut.a != {refSingle}";
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case AlphaFunction.Greater: return $"t_CmbOut.a > ${refSingle}";
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case AlphaFunction.Gequal: return $"t_CmbOut.a >= ${refSingle}";
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case AlphaFunction.Always: return "true";
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default: throw new Exception("Unsupported alpha function");
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}
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}
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private string GenerateTextureEnvironment()
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{
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string vale = $"";
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return vale;
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}
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public override void OnRender(GLControl control)
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{
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GL.Enable(EnableCap.AlphaTest);
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GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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}
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public override void DrawModels(ShaderProgram shader, GL_ControlModern control)
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{
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shader.EnableVertexAttributes();
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List<STGenericObject> opaque = new List<STGenericObject>();
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List<STGenericObject> transparent = new List<STGenericObject>();
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for (int m = 0; m < Meshes.Count; m++)
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{
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if (((CMB.CMBMaterialWrapper)Meshes[m].GetMaterial()).CMBMaterial.AlphaTest.Enabled)
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transparent.Add(Meshes[m]);
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else
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opaque.Add(Meshes[m]);
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}
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for (int m = 0; m < transparent.Count; m++)
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{
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DrawModel(control, Skeleton, transparent[m].GetMaterial(), transparent[m], shader);
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}
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for (int m = 0; m < opaque.Count; m++)
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{
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DrawModel(control, Skeleton, opaque[m].GetMaterial(), opaque[m], shader);
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}
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shader.DisableVertexAttributes();
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}
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public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
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{
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var cmbMaterial = ((CMB.CMBMaterialWrapper)mat).CMBMaterial;
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var cmbMesh = ((CMB.CmbMeshWrapper)m);
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bool HasNoNormals = cmbMesh.Mesh.HasNormal == false;
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shader.SetBoolToInt("HasNoNormals", HasNoNormals);
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shader.SetBoolToInt("isTransparent", cmbMaterial.BlendEnabled);
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SetGLCullMode(cmbMaterial.CullMode);
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if (cmbMaterial.BlendEnabled)
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{
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GL.Enable(EnableCap.Blend);
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GL.BlendColor(cmbMaterial.BlendColor.R / 255, cmbMaterial.BlendColor.G / 255, cmbMaterial.BlendColor.B / 255, cmbMaterial.BlendColor.A / 255);
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GL.BlendFunc(ConvertBlendFunc(cmbMaterial.BlendFunction.AlphaSrcFunc), ConvertBlendFunc(cmbMaterial.BlendFunction.AlphaDstFunc));
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}
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else
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GL.Disable(EnableCap.Blend);
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if (cmbMaterial.AlphaTest.Enabled)
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{
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GL.Enable(EnableCap.AlphaTest);
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GL.AlphaFunc(ConvertTestFunction(cmbMaterial.AlphaTest.Function), cmbMaterial.AlphaTest.Reference / 255f);
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}
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else
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GL.Disable(EnableCap.AlphaTest);
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}
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private AlphaFunction ConvertTestFunction(ZeldaLib.CtrModelBinary.Types.TestFunc func)
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{
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switch (func)
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{
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case ZeldaLib.CtrModelBinary.Types.TestFunc.Always: return AlphaFunction.Always;
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case ZeldaLib.CtrModelBinary.Types.TestFunc.Equal: return AlphaFunction.Equal;
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case ZeldaLib.CtrModelBinary.Types.TestFunc.Gequal: return AlphaFunction.Gequal;
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case ZeldaLib.CtrModelBinary.Types.TestFunc.Greater: return AlphaFunction.Greater;
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case ZeldaLib.CtrModelBinary.Types.TestFunc.Lequal: return AlphaFunction.Lequal;
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case ZeldaLib.CtrModelBinary.Types.TestFunc.Less: return AlphaFunction.Less;
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case ZeldaLib.CtrModelBinary.Types.TestFunc.Never: return AlphaFunction.Never;
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case ZeldaLib.CtrModelBinary.Types.TestFunc.Notequal: return AlphaFunction.Notequal;
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default: return AlphaFunction.Always;
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}
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}
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private BlendingFactor ConvertBlendFunc(ZeldaLib.CtrModelBinary.Types.BlendFunc factor)
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{
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switch (factor)
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{
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.ConstantAlpha: return BlendingFactor.ConstantAlpha;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.ConstantColor: return BlendingFactor.ConstantColor;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.DestinationAlpha: return BlendingFactor.DstAlpha;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.DestinationColor: return BlendingFactor.DstColor;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.One: return BlendingFactor.One;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusConstantAlpha: return BlendingFactor.OneMinusConstantAlpha;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusConstantColor: return BlendingFactor.OneMinusConstantColor;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusDestinationAlpha: return BlendingFactor.OneMinusDstAlpha;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusDestinationColor: return BlendingFactor.OneMinusDstColor;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusSourceAlpha: return BlendingFactor.OneMinusSrcAlpha;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.OneMinusSourceColor: return BlendingFactor.OneMinusSrcColor;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.SourceAlpha: return BlendingFactor.SrcAlpha;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.SourceColor: return BlendingFactor.SrcColor;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.SourceAlphaSaturate: return BlendingFactor.SrcAlphaSaturate;
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case ZeldaLib.CtrModelBinary.Types.BlendFunc.Zero: return BlendingFactor.Zero;
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default: return BlendingFactor.Zero;
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}
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}
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private void SetGLCullMode(ZeldaLib.CtrModelBinary.Types.CullMode CullMode)
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{
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GL.Enable(EnableCap.CullFace);
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if (CullMode == ZeldaLib.CtrModelBinary.Types.CullMode.Back)
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GL.CullFace(CullFaceMode.Back);
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if (CullMode == ZeldaLib.CtrModelBinary.Types.CullMode.Front)
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GL.CullFace(CullFaceMode.Front);
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if (CullMode == ZeldaLib.CtrModelBinary.Types.CullMode.Both)
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GL.CullFace(CullFaceMode.FrontAndBack);
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if (CullMode == ZeldaLib.CtrModelBinary.Types.CullMode.None)
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GL.Disable(EnableCap.CullFace);
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}
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public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
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string activeTex = tex.Name;
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foreach (var texture in TextureList)
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{
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if (TextureList.IndexOf(texture) == ((CMB.CMBTextureMapWrapper)tex).TextureIndex)
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{
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BindGLTexture(tex, shader, TextureList[((CMB.CMBTextureMapWrapper)tex).TextureIndex]);
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return tex.textureUnit + 1;
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}
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}
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return tex.textureUnit + 1;
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}
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}
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}
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