Switch-Toolbox/File_Format_Library/GL/KCL_Render.cs
KillzXGaming 232c44a605 Major KCL update.
KCL support has been greatly improved.
- High poly collisions can now be created (even higher than 65k+).
Collision should still be made with the game limitations and performance in mind!
- Support for all KCL versions (GC, Wii, DS, 3DS, etc). Keep in mind for various games to work, you must create a preset and configure the settings used for individual games. I will be adding many more soon to support a wide range of games.
- KCL files can now have the endianness switched and saved back allowing for direct conversion.
- OBJ importing will auto map materials by name COL_## (## being hex value). This allows to export and reimport collisions with all the data intact.
- File sizes are more optmized and improved.
- Speed signifcantly improved and is much faster for both exporting and replacing.
-Materials are now split in the node view for a KCL.  This is to select and easily see all the material types and so they can be highlighted.
2020-08-16 11:42:39 -04:00

448 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Threading.Tasks;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Toolbox.Library;
using Toolbox.Library.Rendering;
namespace FirstPlugin
{
public class KCLRendering : AbstractGlDrawable
{
public bool DrawGlobalOctrees = false;
public Vector3 Max = new Vector3(0);
public Vector3 Min = new Vector3(0);
public List<ushort> SelectedTypes = new List<ushort>();
public Vector3 position = new Vector3(0, 0, 0);
public bool UseOverlay = false;
protected bool Selected = false;
protected bool Hovered = false;
// public override bool IsSelected() => Selected;
// public override bool IsSelected(int partIndex) => Selected;
public bool IsHovered() => Selected;
// gl buffer objects
int vbo_position;
int ibo_elements;
//Set the game's material list
public KCL.GameSet GameMaterialSet = KCL.GameSet.MarioKart8D;
public List<KCL.KCLModel> models = new List<KCL.KCLModel>();
private void GenerateBuffers()
{
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_elements);
}
public void Destroy()
{
GL.DeleteBuffer(vbo_position);
GL.DeleteBuffer(ibo_elements);
}
public void UpdateVertexData()
{
if (!Runtime.OpenTKInitialized)
return;
KCL.DisplayVertex[] Vertices;
int[] Faces;
int poffset = 0;
int voffset = 0;
List<KCL.DisplayVertex> Vs = new List<KCL.DisplayVertex>();
List<int> Ds = new List<int>();
foreach (KCL.KCLModel m in models)
{
m.Offset = poffset * 4;
List<KCL.DisplayVertex> pv = m.CreateDisplayVertices();
Vs.AddRange(pv);
for (int i = 0; i < m.displayFaceSize; i++)
{
Ds.Add(m.display[i] + voffset);
}
poffset += m.displayFaceSize;
voffset += pv.Count;
}
// Binds
Vertices = Vs.ToArray();
Faces = Ds.ToArray();
// Bind only once!
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<KCL.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * KCL.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 GLShaderGeneric Shader;
public ShaderProgram defaultShaderProgram;
public ShaderProgram solidColorShaderProgram;
public override void Prepare(GL_ControlModern control)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader") + "\\KCL.frag";
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader") + "\\KCL.vert";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
var solidColorFrag = new FragmentShader(
@"#version 330
uniform vec4 color;
out vec4 FragColor;
void main(){
FragColor = color;
}");
var solidColorVert = new VertexShader(
@"#version 330
in vec3 vPosition;
in vec3 vNormal;
in vec3 vColor;
out vec3 normal;
out vec3 color;
out vec3 position;
uniform mat4 mtxMdl;
uniform mat4 mtxCam;
void main(){
normal = vNormal;
color = vColor;
position = vPosition;
gl_Position = mtxMdl * mtxCam * vec4(vPosition.xyz, 1.0);
}");
Shader = new GLShaderGeneric()
{
FragmentShader = File.ReadAllText(pathFrag),
VertexShader = File.ReadAllText(pathVert),
};
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert, control);
solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control);
}
public override void Prepare(GL_ControlLegacy control)
{
}
private void CheckBuffers()
{
if (!Runtime.OpenTKInitialized)
return;
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
if (!buffersWereInitialized)
{
GenerateBuffers();
UpdateVertexData();
}
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
if (!Runtime.OpenTKInitialized || defaultShaderProgram == null || !Visible)
return;
Matrix4 mvpMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
Matrix4 invertedCamera = Matrix4.Identity;
if (invertedCamera.Determinant != 0)
invertedCamera = mvpMat.Inverted();
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
Vector3 difLightDirection = Vector3.TransformNormal(lightDirection, invertedCamera).Normalized();
GL.Disable(EnableCap.Texture2D);
GL.Enable(EnableCap.DepthTest);
foreach (var model in models)
{
if (Runtime.RenderModels && model.Checked && model.Checked)
{
List<int> faces = model.getDisplayFace();
GL.Begin(PrimitiveType.Triangles);
foreach (var index in faces)
{
Vertex vert = model.vertices[index];
float normal = Vector3.Dot(difLightDirection, vert.nrm) * 0.5f + 0.5f;
GL.Color3(new Vector3(normal));
GL.Vertex3(vert.pos);
}
GL.End();
}
}
GL.Enable(EnableCap.Texture2D);
}
public override void Draw(GL_ControlModern control, Pass pass)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT || defaultShaderProgram == null || !Visible)
return;
if (UseOverlay && pass == Pass.PICKING)
return;
CheckBuffers();
Matrix4 camMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
control.CurrentShader = defaultShaderProgram;
if (UseOverlay)
{
control.UpdateModelMatrix(
Matrix4.CreateScale(1.0002f));
}
else
{
control.UpdateModelMatrix(
Matrix4.CreateScale(Runtime.previewScale));
}
SetRenderSettings(defaultShaderProgram);
GL.Disable(EnableCap.CullFace);
GL.Uniform3(defaultShaderProgram["difLightDirection"], Vector3.TransformNormal(new Vector3(0f, 0f, -1f), camMat.Inverted()).Normalized());
GL.Uniform3(defaultShaderProgram["difLightColor"], new Vector3(1));
GL.Uniform3(defaultShaderProgram["ambLightColor"], new Vector3(1));
defaultShaderProgram.EnableVertexAttributes();
foreach (KCL.KCLModel mdl in models)
{
DrawModel(mdl, defaultShaderProgram);
}
defaultShaderProgram.DisableVertexAttributes();
GL.UseProgram(0);
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
}
private void SetRenderSettings(ShaderProgram shader)
{
shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
GL.Uniform1(defaultShaderProgram["renderType"], (int)Runtime.viewportShading);
}
private void DrawModel(KCL.KCLModel m, ShaderProgram shader, bool drawSelection = false)
{
if (m.faces.Count <= 3)
return;
SetVertexAttributes(m, shader);
if (m.Checked)
{
if (UseOverlay)
{
DrawOverlayWireframe(m, shader);
}
else if ((m.IsSelected))
{
DrawModelSelection(m, shader);
}
else
{
if (Runtime.RenderModelWireframe)
{
DrawModelWireframe(m, shader);
}
if (Runtime.RenderModels)
{
GL.DrawElements(PrimitiveType.Triangles, m.displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
}
}
}
}
private static void DrawModelSelection(KCL.KCLModel p, ShaderProgram shader)
{
//This part needs to be reworked for proper outline. Currently would make model disappear
GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.Enable(EnableCap.StencilTest);
// use vertex color for wireframe color
GL.Uniform1(shader["colorOverride"], 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.5f);
GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.Uniform1(shader["colorOverride"], 0);
GL.Enable(EnableCap.DepthTest);
}
private void SetVertexAttributes(KCL.KCLModel m, ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 0);
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 12);
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 24);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
}
private static void DrawOverlayWireframe(KCL.KCLModel p, ShaderProgram shader)
{
GL.Enable(EnableCap.PolygonOffsetFill);
GL.PolygonOffset(0, -1);
// use vertex color for wireframe color
GL.Uniform1(shader["colorOverride"], 1);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.2f);
GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.Uniform1(shader["colorOverride"], 0);
GL.Disable(EnableCap.PolygonOffsetFill);
}
private static void DrawModelWireframe(KCL.KCLModel p, ShaderProgram shader)
{
// use vertex color for wireframe color
GL.Uniform1(shader["colorOverride"], 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.5f);
GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.Uniform1(shader["colorOverride"], 0);
}
/* public override BoundingBox GetSelectionBox()
{
Vector3 Min = new Vector3(0);
Vector3 Max = new Vector3(0);
foreach (var model in models)
{
foreach (var vertex in model.vertices)
{
Min.X = Math.Min(Min.X, vertex.pos.X);
Min.Y = Math.Min(Min.Y, vertex.pos.Y);
Min.Z = Math.Min(Min.Z, vertex.pos.Z);
Max.X = Math.Max(Max.X, vertex.pos.X);
Max.Y = Math.Max(Max.Y, vertex.pos.Y);
Max.Z = Math.Max(Max.Z, vertex.pos.Z);
}
}
return new BoundingBox()
{
minX = Min.X,
minY = Min.Y,
minZ = Min.Z,
maxX = Max.X,
maxY = Max.Y,
maxZ = Max.Z,
};
}
public override LocalOrientation GetLocalOrientation(int partIndex)
{
return new LocalOrientation(position);
}
public override bool TryStartDragging(DragActionType actionType, int hoveredPart, out LocalOrientation localOrientation, out bool dragExclusively)
{
localOrientation = new LocalOrientation(position);
dragExclusively = false;
return Selected;
}
public override bool IsInRange(float range, float rangeSquared, Vector3 pos)
{
range = 20000; //Make the range large for now. Todo go back to this
BoundingBox box = GetSelectionBox();
if (pos.X < box.maxX + range && pos.X > box.minX - range &&
pos.Y < box.maxY + range && pos.Y > box.minY - range &&
pos.Z < box.maxZ + range && pos.Z > box.minZ - range)
return true;
return false;
}
public override uint SelectAll(GL_ControlBase control)
{
Selected = true;
return REDRAW;
}
public override uint SelectDefault(GL_ControlBase control)
{
Selected = true;
return REDRAW;
}
public override uint Select(int partIndex, GL_ControlBase control)
{
Selected = true;
return REDRAW;
}
public override uint Deselect(int partIndex, GL_ControlBase control)
{
Selected = false;
return REDRAW;
}
public override uint DeselectAll(GL_ControlBase control)
{
Selected = false;
return REDRAW;
}
public override Vector3 Position
{
get
{
return position;
}
set
{
position = value;
}
}*/
}
}