mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 04:53:09 +00:00
491 lines
20 KiB
C#
491 lines
20 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 Toolbox.Library.IO;
|
|
using Toolbox.Library;
|
|
using OpenTK;
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
namespace Toolbox.Library.Rendering
|
|
{
|
|
public class GenericModelRenderer : AbstractGlDrawable
|
|
{
|
|
public static List<ITextureContainer> TextureContainers = new List<ITextureContainer>();
|
|
|
|
public List<GenericRenderedObject> Meshes = new List<GenericRenderedObject>();
|
|
public STSkeleton Skeleton = new STSkeleton();
|
|
|
|
public Matrix4 ModelTransform = Matrix4.Identity;
|
|
|
|
public virtual bool UsePBR { get; set; } = false;
|
|
|
|
// 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;
|
|
|
|
GenericRenderedObject.DisplayVertex[] Vertices;
|
|
int[] Faces;
|
|
|
|
int poffset = 0;
|
|
int voffset = 0;
|
|
List<GenericRenderedObject.DisplayVertex> Vs = new List<GenericRenderedObject.DisplayVertex>();
|
|
List<int> Ds = new List<int>();
|
|
|
|
foreach (GenericRenderedObject shape in Meshes)
|
|
{
|
|
List<GenericRenderedObject.DisplayVertex> pv = shape.CreateDisplayVertices();
|
|
Vs.AddRange(pv);
|
|
|
|
int GroupOffset = 0;
|
|
int groupIndex = 0;
|
|
if (shape.PolygonGroups.Count > 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;
|
|
}
|
|
|
|
voffset += pv.Count;
|
|
}
|
|
else if (shape.lodMeshes.Count > 0)
|
|
{
|
|
shape.Offset = poffset * 4;
|
|
|
|
for (int i = 0; i < shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize; i++)
|
|
{
|
|
Ds.Add(shape.display[i] + voffset);
|
|
}
|
|
poffset += shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize;
|
|
voffset += pv.Count;
|
|
}
|
|
}
|
|
|
|
// Binds
|
|
Vertices = Vs.ToArray();
|
|
Faces = Ds.ToArray();
|
|
|
|
// Bind only once!
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.BufferData<GenericRenderedObject.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * GenericRenderedObject.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.UpdateViewport();
|
|
}
|
|
|
|
public void UpdateTextureMaps()
|
|
{
|
|
if (!Runtime.OpenTKInitialized)
|
|
return;
|
|
|
|
LibraryGUI.UpdateViewport();
|
|
}
|
|
|
|
public ShaderProgram defaultShaderProgram;
|
|
|
|
public override void Prepare(GL_ControlModern control)
|
|
{
|
|
if (UsePBR)
|
|
{
|
|
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GFBModel.frag");
|
|
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GFBModel.vert");
|
|
string pathPbrUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\PbrUtility.frag";
|
|
string pathUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\Utility.frag";
|
|
|
|
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
|
|
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
|
|
var pbrUtiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathPbrUtiltyFrag));
|
|
var utiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathUtiltyFrag));
|
|
|
|
defaultShaderProgram = new ShaderProgram(new Shader[]
|
|
{ utiltyFrag, pbrUtiltyFrag, defaultVert, defaultFrag }, control);
|
|
}
|
|
else
|
|
{
|
|
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GenericShader.frag");
|
|
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GenericShader.vert");
|
|
string pathUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\Utility.frag";
|
|
|
|
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
|
|
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
|
|
var utiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathUtiltyFrag));
|
|
|
|
defaultShaderProgram = new ShaderProgram(new Shader[]
|
|
{ utiltyFrag, 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);
|
|
|
|
OnRender(control);
|
|
|
|
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);
|
|
GL.CullFace(CullFaceMode.Back);
|
|
}
|
|
|
|
public virtual void OnRender(GLControl control)
|
|
{
|
|
|
|
}
|
|
|
|
private static void SetBoneUniforms(GLControl control, ShaderProgram shader, STSkeleton Skeleton, STGenericObject mesh)
|
|
{
|
|
int i = 0;
|
|
foreach (var bone in 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(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
|
|
{
|
|
|
|
}
|
|
|
|
private static void SetUniforms(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
|
|
{
|
|
//UV Scale
|
|
shader.SetFloat("ColorUVScaleU", 1);
|
|
shader.SetFloat("ColorUVScaleV", 1);
|
|
|
|
//UV Translate
|
|
shader.SetFloat("ColorUVTranslateU", 0);
|
|
shader.SetFloat("ColorUVTranslateV", 0);
|
|
}
|
|
|
|
private static void SetUniformData(STGenericMaterial mat, ShaderProgram shader, string propertyName)
|
|
{
|
|
|
|
}
|
|
|
|
private static void LoadDebugTextureMaps(ShaderProgram 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);
|
|
}
|
|
|
|
private void SetTextureUniforms(STGenericMaterial mat, STGenericObject m, ShaderProgram shader)
|
|
{
|
|
SetDefaultTextureAttributes(mat, shader);
|
|
LoadDebugTextureMaps(shader);
|
|
|
|
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 void TextureUniform(ShaderProgram shader, STGenericMaterial 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 virtual 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 container in TextureContainers)
|
|
{
|
|
if (container.Textures.ContainsKey(activeTex))
|
|
{
|
|
BindGLTexture(tex, shader, container.Textures[activeTex]);
|
|
return tex.textureUnit + 1;
|
|
}
|
|
}
|
|
|
|
return tex.textureUnit + 1;
|
|
}
|
|
|
|
public static void BindGLTexture(STGenericMatTexture tex, ShaderProgram shader, STGenericTexture texture)
|
|
{
|
|
if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
|
|
texture.LoadOpenGLTexture();
|
|
|
|
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)tex.wrapModeS);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)tex.wrapModeT);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)tex.minFilter);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)tex.magFilter);
|
|
GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
|
|
}
|
|
|
|
private static void SetDefaultTextureAttributes(STGenericMaterial mat, ShaderProgram shader)
|
|
{
|
|
}
|
|
|
|
private void SetRenderSettings(ShaderProgram shader)
|
|
{
|
|
shader.SetInt("renderType", (int)Runtime.viewportShading);
|
|
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
|
|
shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
|
|
shader.SetInt("uvChannel", (int)Runtime.uvChannel);
|
|
}
|
|
|
|
public virtual void DrawModels(ShaderProgram shader, GL_ControlModern control)
|
|
{
|
|
shader.EnableVertexAttributes();
|
|
foreach (STGenericObject shp in Meshes)
|
|
{
|
|
if (shp.Checked)
|
|
DrawModel(control, Skeleton, shp.GetMaterial(), shp, shader);
|
|
}
|
|
shader.DisableVertexAttributes();
|
|
}
|
|
|
|
private void SetVertexAttributes(STGenericObject m, ShaderProgram shader)
|
|
{
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 0); //+12
|
|
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 12); //+12
|
|
GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 24); //+12
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 36); //+8
|
|
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 44); //+16
|
|
GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, GenericRenderedObject.DisplayVertex.Size, new IntPtr(60)); //+16
|
|
GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 76);//+16
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 92);//+8
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 100);//+8
|
|
GL.VertexAttribPointer(shader.GetAttribute("vBinormal"), 3, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 108); //+12
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
|
|
}
|
|
|
|
public void DrawModel(GLControl control, STSkeleton Skeleton, STGenericMaterial Material, STGenericObject m, ShaderProgram shader)
|
|
{
|
|
if (m.PolygonGroups.Count > 0)
|
|
{
|
|
foreach (var group in m.PolygonGroups)
|
|
{
|
|
if (group.faces.Count <= 3)
|
|
return;
|
|
|
|
SetRenderData(Material, shader, m);
|
|
SetUniforms(Material, shader, m);
|
|
SetUniformBlocks(Material, shader, m);
|
|
SetBoneUniforms(control, shader, Skeleton, m);
|
|
SetVertexAttributes(m, shader);
|
|
SetTextureUniforms(Material, m, shader);
|
|
|
|
if (m.IsSelected)
|
|
{
|
|
DrawModelSelection(group, shader);
|
|
}
|
|
else
|
|
{
|
|
if (Runtime.RenderModels)
|
|
{
|
|
GL.DrawElements(PrimitiveType.Triangles, group.displayFaceSize, DrawElementsType.UnsignedInt, group.Offset);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (m.lodMeshes.Count <= 0 || m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
|
|
return;
|
|
|
|
SetUniforms(Material, shader, m);
|
|
SetUniformBlocks(Material, shader, m);
|
|
SetBoneUniforms(control, shader, Skeleton, m);
|
|
SetVertexAttributes(m, shader);
|
|
SetTextureUniforms(Material, m, shader);
|
|
|
|
if (m.IsSelected)
|
|
{
|
|
DrawModelSelection(m, shader);
|
|
}
|
|
else
|
|
{
|
|
if (Runtime.RenderModels)
|
|
{
|
|
GL.DrawElements(PrimitiveType.Triangles, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
private static void DrawModelSelection(STGenericObject 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.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
|
GL.Uniform1(shader["colorOverride"], 0);
|
|
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.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);
|
|
}
|
|
}
|
|
}
|