Switch-Toolbox/Switch_Toolbox_Library/Rendering/RenderTools.cs

287 lines
9.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFGraphics.GLObjects.Textures;
using SFGraphics.GLObjects.Textures.TextureFormats;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Switch_Toolbox.Library.IO;
using GL_EditorFramework.GL_Core;
namespace Switch_Toolbox.Library
{
public class RenderTools
{
public static void ResetSpecularCubeMap()
{
specularpbr = null;
}
public static void ResetDiffuseCubeMap()
{
diffusepbr = null;
}
public static STGenericTexture defaulttex;
public static STGenericTexture defaultTex
{
get
{
if (defaulttex == null)
{
defaulttex = new GenericBitmapTexture(Properties.Resources.DefaultTexture);
defaulttex.LoadOpenGLTexture();
defaulttex.RenderableTex.Bind();
}
return defaulttex;
}
set
{
defaulttex = value;
}
}
private static TextureCubeMap diffusepbr;
public static TextureCubeMap diffusePbr
{
get
{
if (diffusepbr == null)
{
if (System.IO.File.Exists(Runtime.PBR.DiffuseCubeMapPath))
{
DDS diffuseSdr = new DDS(Runtime.PBR.DiffuseCubeMapPath);
diffusepbr = DDS.CreateGLCubeMap(diffuseSdr);
}
else
{
DDS diffuseSdr = new DDS(Properties.Resources.diffuseSDR);
diffusepbr = DDS.CreateGLCubeMap(diffuseSdr);
}
}
return diffusepbr;
}
set
{
diffusepbr = value;
}
}
private static TextureCubeMap specularpbr;
public static TextureCubeMap specularPbr
{
get
{
if (specularpbr == null)
{
if (System.IO.File.Exists(Runtime.PBR.SpecularCubeMapPath))
{
DDS specularSdr = new DDS(Runtime.PBR.SpecularCubeMapPath);
specularpbr = DDS.CreateGLCubeMap(specularSdr);
if (specularSdr.MipCount <= 1)
{
GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap);
}
}
else
{
DDS specularSdr = new DDS(Properties.Resources.specularSDR);
specularpbr = DDS.CreateGLCubeMap(specularSdr);
}
}
return specularpbr;
}
set
{
specularpbr = value;
}
}
public static STGenericTexture uvtestPattern;
public static STGenericTexture uvTestPattern
{
get
{
if (uvtestPattern == null)
{
uvTestPattern = new GenericBitmapTexture(Properties.Resources.UVPattern);
uvTestPattern.LoadOpenGLTexture();
uvTestPattern.RenderableTex.Bind();
}
return uvtestPattern;
}
set
{
uvtestPattern = value;
}
}
private static Texture2D boneWeightGradient;
public static Texture2D BoneWeightGradient
{
get
{
if (boneWeightGradient == null)
{
boneWeightGradient = new Texture2D();
boneWeightGradient.LoadImageData(Properties.Resources.boneWeightGradient);
boneWeightGradient.TextureWrapR = TextureWrapMode.Repeat;
boneWeightGradient.TextureWrapS = TextureWrapMode.Repeat;
boneWeightGradient.TextureWrapT = TextureWrapMode.Repeat;
}
return boneWeightGradient;
}
set
{
boneWeightGradient = value;
}
}
private static Texture2D boneWeightGradient2;
public static Texture2D BoneWeightGradient2
{
get
{
if (boneWeightGradient2 == null)
{
boneWeightGradient2 = new Texture2D();
boneWeightGradient2.LoadImageData(Properties.Resources.boneWeightGradient2);
boneWeightGradient2.TextureWrapR = TextureWrapMode.Repeat;
boneWeightGradient2.TextureWrapS = TextureWrapMode.Repeat;
boneWeightGradient2.TextureWrapT = TextureWrapMode.Repeat;
}
return boneWeightGradient2;
}
set
{
boneWeightGradient = value;
}
}
private static Texture2D brdfpbr;
public static Texture2D brdfPbr
{
get
{
if (brdfpbr == null)
{
DDS brdf = new DDS(Properties.Resources.brsf);
var tex = DDS.GetArrayFaces(brdf, 1);
brdfpbr = new Texture2D();
brdfpbr.LoadImageData((int)brdf.header.width, (int)brdf.header.height, tex[0].mipmaps[0],
new TextureFormatUncompressed(PixelInternalFormat.Rgba, PixelFormat.Rgba, PixelType.UnsignedByte));
// Don't use mipmaps.
diffusePbr.MinFilter = TextureMinFilter.Linear;
diffusePbr.MagFilter = TextureMagFilter.Linear;
}
return brdfpbr;
}
set
{
brdfpbr = value;
}
}
public static void LoadTextures()
{
}
public static void DisposeTextures()
{
defaultTex = null;
uvTestPattern = null;
brdfPbr = null;
diffusePbr = null;
specularPbr = null;
}
public static void DrawSkyBox(Matrix4 RotationMatrix)
{
}
private static void DrawScreenTriangle(ShaderProgram shader)
{
float[] vertices =
{
-1f, -1f, 0.0f,
3f, -1f, 0.0f,
-1f, 3f, 0.0f
};
int vao;
GL.GenVertexArrays(1, out vao);
GL.BindVertexArray(vao);
int vbo;
GL.GenBuffers(1, out vbo);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(sizeof(float) * vertices.Length), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(shader.GetAttribute("position"), 3, VertexAttribPointerType.Float, false, sizeof(float) * 3, 0);
GL.EnableVertexAttribArray(0);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
}
public static void DrawCube(Vector3 center, float size)
{
DrawRectangularPrism(center, size, size, size, false);
}
public static void DrawRectangularPrism(Vector3 center, float sizeX, float sizeY, float sizeZ, bool useWireFrame = false)
{
PrimitiveType primitiveType = PrimitiveType.Quads;
if (useWireFrame)
{
GL.LineWidth(2);
primitiveType = PrimitiveType.LineLoop;
}
GL.Begin(primitiveType);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.End();
}
}
}