mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 04:53:09 +00:00
cd57a856fc
PBR shader slghtly improved. Skyobx toggle now works while viewport is active, Cubemaps now have a check wether or not the file given is a valid cube map dds. Update column sizing so forms load much faster Option to right click and clear paths in settings if set
153 lines
7.1 KiB
C#
153 lines
7.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using GL_EditorFramework.EditorDrawables;
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using Switch_Toolbox.Library.IO;
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namespace Switch_Toolbox.Library.Rendering
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{
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public class DrawableSkybox : AbstractGlDrawable
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{
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ShaderProgram defaultShaderProgram;
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public override void Prepare(GL_ControlModern control)
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{
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string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "HDRSkyBox") + "\\HDRSkyBox.frag";
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string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "HDRSkyBox") + "\\HDRSkyBox.vert";
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var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
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var defaultVert = new VertexShader(File.ReadAllText(pathVert));
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defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);
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}
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public override void Prepare(GL_ControlLegacy control)
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{
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}
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public override void Draw(GL_ControlLegacy control, Pass pass)
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{
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if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
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return;
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}
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SFGraphics.GLObjects.Textures.TextureCubeMap specularPbr;
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public override void Draw(GL_ControlModern control, Pass pass)
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{
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if (!Runtime.OpenTKInitialized || !Runtime.PBR.UseSkybox || pass == Pass.TRANSPARENT)
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return;
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GL.Enable(EnableCap.DepthTest);
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GL.DepthFunc(DepthFunction.Lequal);
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GL.Enable(EnableCap.LineSmooth);
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GL.Enable(EnableCap.StencilTest);
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GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
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control.CurrentShader = defaultShaderProgram;
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// enable seamless cubemap sampling for lower mip levels in the pre-filter map.
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GL.Enable(EnableCap.TextureCubeMapSeamless);
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Matrix4 proj = Matrix4.Identity;
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Matrix4 rot = Matrix4.CreateFromQuaternion(control.ModelMatrix.ExtractRotation());
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GL.UniformMatrix4(defaultShaderProgram["projection"], false, ref proj);
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GL.UniformMatrix4(defaultShaderProgram["rotView"], false, ref rot);
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if (Runtime.PBR.UseDiffuseSkyTexture)
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{
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//Load Cubemap
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if (RenderTools.diffusePbr != null)
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{
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GL.ActiveTexture(TextureUnit.Texture0);
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RenderTools.diffusePbr.Bind();
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}
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}
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else
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{
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//Load Cubemap
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if (RenderTools.specularPbr != null)
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{
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GL.ActiveTexture(TextureUnit.Texture0);
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RenderTools.specularPbr.Bind();
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}
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}
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int cubeVBO = 0;
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if (cubeVBO == 0)
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{
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float[] vertices = {
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// back face
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
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// front face
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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// left face
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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// right face
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
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// bottom face
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
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1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
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-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
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// top face
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
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1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
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1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
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1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
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-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
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};
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GL.GenVertexArrays(1, out cubeVBO);
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GL.GenBuffers(1, out cubeVBO);
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GL.BindBuffer(BufferTarget.ArrayBuffer, cubeVBO);
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GL.BufferData(BufferTarget.ArrayBuffer, 4 * vertices.Length, vertices, BufferUsageHint.StaticDraw);
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GL.BindVertexArray(cubeVBO);
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GL.EnableVertexAttribArray(0);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (IntPtr)0);
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GL.EnableVertexAttribArray(1);
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GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (IntPtr)(3 * sizeof(float)));
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GL.EnableVertexAttribArray(2);
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GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 8 * sizeof(float), (IntPtr)(6 * sizeof(float)));
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindVertexArray(0);
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}
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GL.BindVertexArray(cubeVBO);
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GL.DrawArrays(PrimitiveType.Triangles, 0, 36);
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GL.BindVertexArray(0);
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}
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}
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}
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