Switch-Toolbox/Switch_Toolbox_Library/OpenGL/Viewport2D.cs
KillzXGaming e4722ed1af Alot of additions.
General
- Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML)
- Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code.
- Add flat buffer templates for gfbmdl and gfbanm.
- Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres.
- Auto compress bfres with .sbfres extension.

BFLYT:
-Add animation reference list to panes if they have any animations.
- Note the animation editor in it is not functional yet.

GFBMDL
- Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why.
- Add new texture map display with UV coordinates shown. Displays how transforms are handled.
- Add option to export materials and models entirely as .json files.

DAE
- improve bone/joint check.
2019-12-07 20:16:13 -05:00

462 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Toolbox.Library;
using Toolbox.Library.OpenGL2D;
namespace Toolbox.Library.Forms
{
public class Viewport2D : UserControl
{
public virtual float PreviewScale => 1f;
public virtual bool UseOrtho { get; set; } = true;
public virtual bool UseGrid { get; set; } = true;
public Camera2D Camera = new Camera2D();
public class Camera2D
{
public Matrix4 ViewMatrix = Matrix4.Identity;
public Matrix4 ProjectionMatrix = Matrix4.Identity;
public Matrix4 ModelViewMatrix
{
get
{
return ViewMatrix * ProjectionMatrix;
}
}
public float Zoom = 1;
public Vector2 Position;
}
private GLControl glControl1;
public Color BackgroundColor = Color.FromArgb(40, 40, 40);
private List<IPickable2DObject> SelectedObjects = new List<IPickable2DObject>();
private PickAction pickAction = PickAction.None;
private PickAxis pickAxis = PickAxis.All;
public Viewport2D()
{
glControl1 = new GLControl();
glControl1.Dock = DockStyle.Fill;
glControl1.MouseDown += glControl1_MouseDown;
glControl1.MouseUp += glControl1_MouseUp;
glControl1.MouseMove += glControl1_MouseMove;
glControl1.KeyDown += glControl1_KeyDown;
glControl1.Paint += glControl1_Paint;
glControl1.Resize += glControl1_Resize;
Controls.Add(glControl1);
}
public void UpdateViewport() {
if (!Runtime.OpenTKInitialized)
return;
glControl1.Invalidate();
}
private void glControl1_Paint(object sender, PaintEventArgs e)
{
if (!Runtime.OpenTKInitialized)
return;
glControl1.Context.MakeCurrent(glControl1.WindowInfo);
RenderEditor();
SetupScene();
}
private void RenderEditor()
{
glControl1.MakeCurrent();
GL.Viewport(0, 0, glControl1.Width, glControl1.Height);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
if (UseOrtho)
{
float halfW = glControl1.Width / 2.0f, halfH = glControl1.Height / 2.0f;
var orthoMatrix = Matrix4.CreateOrthographic(halfW, halfH, -10000, 10000);
GL.LoadMatrix(ref orthoMatrix);
GL.MatrixMode(MatrixMode.Modelview);
Camera.ProjectionMatrix = orthoMatrix;
Matrix4 scaleMat = Matrix4.CreateScale(Camera.Zoom * PreviewScale, Camera.Zoom * PreviewScale, 1);
Matrix4 transMat = Matrix4.CreateTranslation(Camera.Position.X, Camera.Position.Y, 0);
Camera.ViewMatrix = scaleMat * transMat;
}
else
{
var cameraPosition = new Vector3(Camera.Position.X, Camera.Position.Y, -(Camera.Zoom * 500));
var perspectiveMatrix = Matrix4.CreatePerspectiveFieldOfView(1.3f, glControl1.Width / glControl1.Height, 0.01f, 100000);
GL.LoadMatrix(ref perspectiveMatrix);
GL.MatrixMode(MatrixMode.Modelview);
Camera.ViewMatrix = Matrix4.CreateTranslation(cameraPosition);
Camera.ProjectionMatrix = perspectiveMatrix;
GL.LoadMatrix(ref Camera.ViewMatrix);
}
GL.ClearColor(BackgroundColor);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (UseOrtho)
{
GL.PushMatrix();
GL.Scale(Camera.Zoom * PreviewScale, Camera.Zoom * PreviewScale, 1);
GL.Translate(Camera.Position.X, Camera.Position.Y, 0);
}
}
public virtual List<IPickable2DObject> GetPickableObjects()
{
return new List<IPickable2DObject>();
}
private List<IPickable2DObject> SearchHit(float X, float Y)
{
List<IPickable2DObject> picks = new List<IPickable2DObject>();
foreach (var pickObj in GetPickableObjects())
{
if (pickObj.IsHit(X, Y))
picks.Add(pickObj);
}
return picks;
}
private void SetupScene()
{
GL.Enable(EnableCap.Blend);
GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(AlphaFunction.Always, 0f);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
GL.Enable(EnableCap.ColorMaterial);
GL.Enable(EnableCap.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BlendEquation(BlendEquationMode.FuncAdd);
if (UseGrid)
Render2D.DrawGrid(BackgroundColor);
RenderSceme();
if (showSelectionBox)
{
GL.PushAttrib(AttribMask.DepthBufferBit);
GL.Disable(EnableCap.DepthTest);
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(Color.Red);
GL.Vertex2(SelectionBox.LeftPoint, SelectionBox.BottomPoint);
GL.Vertex2(SelectionBox.RightPoint, SelectionBox.BottomPoint);
GL.Vertex2(SelectionBox.RightPoint, SelectionBox.TopPoint);
GL.Vertex2(SelectionBox.LeftPoint, SelectionBox.TopPoint);
GL.End();
GL.Enable(EnableCap.DepthTest);
GL.PopAttrib();
}
if (UseOrtho)
GL.PopMatrix();
GL.UseProgram(0);
glControl1.SwapBuffers();
}
private STRectangle SelectionBox;
private bool showSelectionBox = false;
private void DrawSelectionBox(Point point1, Point point2)
{
SelectedObjects.Clear();
int left = point1.X;
int right = point2.X;
int top = point1.Y;
int bottom = point2.Y;
//Determine each point direction to see what is left/right/top/bottom
if (bottom > top)
{
top = point2.Y;
bottom = point1.Y;
}
if (left > right)
{
right = point1.X;
left = point2.X;
}
showSelectionBox = true;
SelectionBox = new STRectangle(left, right, top, bottom);
UpdateViewport();
}
public virtual void RenderSceme()
{
}
private Point pickOriginMouse;
private Point originMouse;
private bool mouseCameraDown;
private bool isPicked;
private bool mouseDown = false;
private Vector2 GetMouseCoords(Point screenMouse)
{
RenderEditor();
var coords = OpenGLHelper.convertScreenToWorldCoords(screenMouse.X, screenMouse.Y);
GL.PopMatrix();
return new Vector2(coords.X, coords.Y);
}
private void glControl1_MouseDown(object sender, MouseEventArgs e)
{
if (Control.ModifierKeys == Keys.Shift && e.Button == MouseButtons.Left ||
e.Button == MouseButtons.Middle)
{
originMouse = e.Location;
mouseCameraDown = true;
glControl1.Invalidate();
}
else if (e.Button == MouseButtons.Left)
{
mouseDown = true;
var mouseCoords = GetMouseCoords(e.Location);
var picks = SearchHit(mouseCoords.X, mouseCoords.Y);
if (picks.Count > 0)
{
if (!SelectedObjects.Contains(picks[0]))
{
if (Control.ModifierKeys != Keys.Control)
UnselectAll();
SelectedObjects.Add(picks[0]);
picks[0].IsSelected = true;
}
pickAction = PickAction.Translate;
isPicked = true;
}
else if (Control.ModifierKeys != Keys.Control)
UnselectAll();
pickOriginMouse = e.Location;
glControl1.Invalidate();
}
}
private void glControl1_MouseUp(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left || e.Button == MouseButtons.Middle)
{
pickAction = PickAction.None;
mouseCameraDown = false;
mouseDown = false;
isPicked = false;
showSelectionBox = false;
glControl1.Invalidate();
}
}
private void UnselectAll()
{
foreach (var pick in SelectedObjects)
pick.IsSelected = false;
SelectedObjects.Clear();
}
private void glControl1_MouseMove(object sender, MouseEventArgs e)
{
var mouseCoords = GetMouseCoords(e.Location);
var picks = SearchHit(mouseCoords.X, mouseCoords.Y);
if (picks.Count > 0)
{
if (!picks[0].IsSelected)
{
picks[0].IsHovered = true;
glControl1.Invalidate();
}
}
else
{
foreach (var obj in GetPickableObjects())
obj.IsHovered = false;
glControl1.Invalidate();
}
if (mouseCameraDown)
{
var pos = new Vector2(e.Location.X - originMouse.X, e.Location.Y - originMouse.Y);
Camera.Position.X += pos.X;
Camera.Position.Y -= pos.Y;
originMouse = e.Location;
glControl1.Invalidate();
}
if (!showSelectionBox && isPicked)
{
Console.WriteLine(pickAction);
RenderEditor();
var temp = e.Location;
var curPos = OpenGLHelper.convertScreenToWorldCoords(temp.X, temp.Y);
var prevPos = OpenGLHelper.convertScreenToWorldCoords(pickOriginMouse.X, pickOriginMouse.Y);
var pickMouse = new Point((int)(prevPos.X - curPos.X), (int)(prevPos.Y - curPos.Y));
Console.WriteLine("curPos " + curPos);
Console.WriteLine("prevPos " + prevPos);
GL.PopMatrix();
if (pickAction == PickAction.Translate)
{
foreach (var pickObject in SelectedObjects)
{
if (pickOriginMouse != Point.Empty)
{
float posX = 0;
float posY = 0;
float posZ = 0;
if (pickAxis == PickAxis.X)
posX = pickMouse.X;
if (pickAxis == PickAxis.Y)
posY = pickMouse.Y;
if (pickAxis == PickAxis.All)
{
posX = pickMouse.X;
posY = pickMouse.Y;
}
pickObject.PickTranslate(posX, posY, posZ);
}
}
}
if (pickAction == PickAction.Rotate)
{
foreach (var pickObject in SelectedObjects)
{
if (pickOriginMouse != Point.Empty)
{
float rotX = 0;
float rotY = 0;
float rotZ = 0;
if (pickAxis == PickAxis.X)
rotX = pickMouse.X * -0.015625f;
if (pickAxis == PickAxis.Y)
rotY = pickMouse.Y;
if (pickAxis == PickAxis.All)
{
rotX = pickMouse.X * -0.015625f;
// rotY = pickMouse.Y;
}
pickObject.PickRotate(rotX, rotY, rotZ);
}
}
}
pickOriginMouse = temp;
glControl1.Invalidate();
}
if (mouseDown && !isPicked)
{
RenderEditor();
var temp = e.Location;
var curPos = OpenGLHelper.convertScreenToWorldCoords(temp.X, temp.Y);
var prevPos = OpenGLHelper.convertScreenToWorldCoords(pickOriginMouse.X, pickOriginMouse.Y);
GL.PopMatrix();
DrawSelectionBox(prevPos, curPos);
}
}
private void glControl1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.R)
{
if (isPicked)
pickAction = PickAction.Rotate;
}
if (e.KeyCode == Keys.G)
{
if (isPicked)
pickAction = PickAction.Translate;
}
}
private void glControl1_Resize(object sender, EventArgs e)
{
glControl1.Invalidate();
}
protected override void OnMouseWheel(MouseEventArgs e)
{
base.OnMouseWheel(e);
if (UseOrtho)
{
if (e.Delta > 0 && Camera.Zoom > 0)
Camera.Zoom += 0.1f;
if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0.1)
Camera.Zoom -= 0.1f;
}
else
{
if (e.Delta > 0 && Camera.Zoom > 0.1)
Camera.Zoom -= 0.1f;
if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0)
Camera.Zoom += 0.1f;
}
glControl1.Invalidate();
}
private void InitializeComponent()
{
this.SuspendLayout();
//
// Viewport2D
//
this.Name = "Viewport2D";
this.Size = new System.Drawing.Size(405, 404);
this.ResumeLayout(false);
}
}
}