mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-27 15:01:06 +00:00
1193 lines
48 KiB
C#
1193 lines
48 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Drawing;
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using Syroot.NintenTools.NSW.Bfres;
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using Syroot.NintenTools.NSW.Bfres.Helpers;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System.Windows.Forms;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Rendering;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library.Forms;
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using ResU = Syroot.NintenTools.Bfres;
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using Bfres.Structs;
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using GL_EditorFramework.EditorDrawables;
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using static GL_EditorFramework.EditorDrawables.EditorSceneBase;
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namespace FirstPlugin
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{
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public class BFRESRender : EditableObject
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{
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public Matrix4 ModelTransform = Matrix4.Identity;
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Vector3 position = new Vector3(0);
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protected bool Selected = false;
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public bool Hovered = false;
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public override bool IsSelected() => Selected;
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public override bool IsSelected(int partIndex) => Selected;
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// gl buffer objects
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int vbo_position;
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int ibo_elements;
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public List<FMDL> models
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{
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get
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{
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List<FMDL> fmdls = new List<FMDL>();
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foreach (var node in ResFileNode.Nodes)
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{
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if (node is BFRESGroupNode &&
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((BFRESGroupNode)node).Type == BRESGroupType.Models)
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{
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foreach (FMDL mdl in ((BFRESGroupNode)node).Nodes)
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fmdls.Add(mdl);
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}
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}
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return fmdls;
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}
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}
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public BFRES ResFileNode;
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public BFRESRender()
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{
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}
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private void GenerateBuffers()
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{
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GL.GenBuffers(1, out vbo_position);
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GL.GenBuffers(1, out ibo_elements);
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UpdateVertexData();
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UpdateTextureMaps();
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}
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public void Destroy()
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{
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bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
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if (!buffersWereInitialized)
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return;
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GL.DeleteBuffer(vbo_position);
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GL.DeleteBuffer(ibo_elements);
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}
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#region Rendering
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public ShaderProgram BotwShaderProgram;
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public ShaderProgram normalsShaderProgram;
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public ShaderProgram debugShaderProgram;
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public ShaderProgram pbrShaderProgram;
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public ShaderProgram defaultShaderProgram;
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public ShaderProgram solidColorShaderProgram;
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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", "Bfres") + "\\BFRES.frag";
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string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES.vert";
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string pathBotwFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES_Botw.frag";
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string pathPbrFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES_PBR.frag";
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string pathBfresUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES_utility.frag";
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string pathBfresTurboShadow = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRESTurboShadow.frag";
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string pathUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\Utility.frag";
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string pathDebugFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\BFRES_Debug.frag";
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string pathNormalsFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\Normals.frag";
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string pathNormalsVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\Normals.vert";
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string pathNormalGeom = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bfres") + "\\Normals.geom";
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var defaultFrag = new FragmentShader(System.IO.File.ReadAllText(pathFrag));
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var defaultVert = new VertexShader(System.IO.File.ReadAllText(pathVert));
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var BotwtFrag = new FragmentShader(System.IO.File.ReadAllText(pathBotwFrag));
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var shadowMapAGL = new FragmentShader(System.IO.File.ReadAllText(pathBfresTurboShadow));
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var PbrFrag = new FragmentShader(System.IO.File.ReadAllText(pathPbrFrag));
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var debugFrag = new FragmentShader(System.IO.File.ReadAllText(pathDebugFrag));
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var normalsVert = new VertexShader(System.IO.File.ReadAllText(pathNormalsVert));
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var normalsFrag = new FragmentShader(System.IO.File.ReadAllText(pathNormalsFrag));
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var normalsGeom = new GeomertyShader(System.IO.File.ReadAllText(pathNormalGeom));
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var bfresUtiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathBfresUtiltyFrag));
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var utiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathUtiltyFrag));
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var solidColorFrag = new FragmentShader(
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@"#version 330
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uniform vec4 color;
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out vec4 fragColor;
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void main(){
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fragColor = color;
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}");
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var solidColorVert = new VertexShader(
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@"#version 330
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in vec3 vPosition;
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in vec3 vNormal;
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in vec3 vColor;
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uniform mat4 mtxMdl;
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uniform mat4 mtxCam;
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out vec3 normal;
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out vec3 color;
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out vec3 position;
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void main(){
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normal = vNormal;
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color = vColor;
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position = vPosition;
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gl_Position = mtxMdl * mtxCam * vec4(vPosition.xyz, 1.0);
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}");
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defaultShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, defaultFrag, defaultVert, utiltyFrag, shadowMapAGL });
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BotwShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, BotwtFrag, defaultVert, utiltyFrag, shadowMapAGL });
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normalsShaderProgram = new ShaderProgram(new Shader[] { normalsFrag, normalsVert, normalsGeom });
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debugShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, debugFrag, defaultVert, utiltyFrag, shadowMapAGL });
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pbrShaderProgram = new ShaderProgram(new Shader[] { bfresUtiltyFrag, utiltyFrag, PbrFrag, defaultVert, shadowMapAGL });
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solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
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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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private void DrawBoundingBoxes()
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{
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var boundings = GetSelectionBox();
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DrawableBoundingBox.DrawBoundingBox(
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new Vector3(boundings.minX, boundings.minY, boundings.minZ),
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new Vector3(boundings.maxX, boundings.maxY, boundings.maxZ),
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new Vector3(0)
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);
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return;
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foreach (FMDL mdl in models)
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{
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foreach (FSHP m in mdl.shapes)
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{
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if (m.IsSelected)
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GL.Color4(Color.GhostWhite);
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else
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GL.Color4(Color.OrangeRed);
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foreach (FSHP.BoundingBox box in m.boundingBoxes)
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{
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RenderTools.DrawRectangularPrism(box.Center, box.Extend.X, box.Extend.Y, box.Extend.Z, true);
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}
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}
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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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bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
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if (!buffersWereInitialized)
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GenerateBuffers();
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if (!Runtime.OpenTKInitialized)
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return;
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}
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public void FrameSelection(GL_ControlModern control)
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{
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var spheres = new List<Vector4>();
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foreach (var model in models)
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{
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foreach (var shape in model.shapes)
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{
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List<Vector3> vertexPositions = new List<Vector3>();
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foreach (var vertex in shape.vertices)
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{
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vertexPositions.Add(vertex.pos);
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}
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spheres.Add(SFGraphics.Utils.BoundingSphereGenerator.GenerateBoundingSphere(vertexPositions));
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}
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}
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//Depth sort meshes
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DepthSortMeshes(control.CameraTarget);
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}
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public static Vector4 GenerateBoundingSphere(IEnumerable<Vector4> boundingSpheres)
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{
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// The initial max/min should be the first point.
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Vector3 min = boundingSpheres.FirstOrDefault().Xyz - new Vector3(boundingSpheres.FirstOrDefault().W);
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Vector3 max = boundingSpheres.FirstOrDefault().Xyz + new Vector3(boundingSpheres.FirstOrDefault().W);
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// Calculate the end points using the center and radius
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foreach (var sphere in boundingSpheres)
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{
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min = Vector3.ComponentMin(min, sphere.Xyz - new Vector3(sphere.W));
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max = Vector3.ComponentMax(max, sphere.Xyz + new Vector3(sphere.W));
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}
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return GetBoundingSphereFromSpheres(min, max);
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}
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private static Vector4 GetBoundingSphereFromSpheres(Vector3 min, Vector3 max)
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{
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Vector3 lengths = max - min;
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float maxLength = Math.Max(lengths.X, Math.Max(lengths.Y, lengths.Z));
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Vector3 center = (max + min) / 2.0f;
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float radius = maxLength / 2.0f;
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return new Vector4(center, radius);
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}
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public override void Draw(GL_ControlModern control, Pass pass) {
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DrawBfres(control, pass);
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}
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public override void Draw(GL_ControlModern control, Pass pass, EditorSceneBase editorScene) {
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DrawBfres(control, pass);
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}
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private void DrawBfres(GL_ControlModern 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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bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
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if (!buffersWereInitialized)
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GenerateBuffers();
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if (Hovered == true)
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throw new Exception("model selected");
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ShaderProgram shader = defaultShaderProgram;
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if (Runtime.EnablePBR)
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shader = pbrShaderProgram;
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if (models.Count > 0)
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{
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if (models[0].shapes.Count > 0)
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{
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if (models[0].shapes[0].GetMaterial().shaderassign.ShaderModel == "uking_mat")
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shader = BotwShaderProgram;
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}
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}
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if (Runtime.viewportShading != Runtime.ViewportShading.Default)
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shader = debugShaderProgram;
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control.CurrentShader = shader;
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control.UpdateModelMatrix(Matrix4.CreateScale(Runtime.previewScale) * ModelTransform);
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Matrix4 camMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
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Matrix4 sphereMatrix = camMat;
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if (sphereMatrix.Determinant != 0)
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sphereMatrix.Invert();
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sphereMatrix.Transpose();
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shader.SetMatrix4x4("sphereMatrix", ref sphereMatrix);
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SetRenderSettings(shader);
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Vector4 pickingColor = control.NextPickingColor();
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shader.SetVector3("difLightColor", new Vector3(1));
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shader.SetVector3("ambLightColor", new Vector3(1));
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Matrix4 invertedCamera = Matrix4.Identity;
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if (invertedCamera.Determinant != 0)
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invertedCamera = camMat.Inverted();
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Vector3 lightDirection = new Vector3(0f, 0f, -1f);
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//Todo. Maybe change direction via AAMP file (configs shader data)
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shader.SetVector3("specLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
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shader.SetVector3("difLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
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GL.Enable(EnableCap.AlphaTest);
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GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
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DrawModels(shader, control);
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if (Runtime.renderNormalsPoints)
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{
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control.CurrentShader = normalsShaderProgram;
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Matrix4 projection = control.ProjectionMatrix;
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Matrix4 camMtx = control.CameraMatrix;
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normalsShaderProgram.SetMatrix4x4("mtxProj", ref projection);
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normalsShaderProgram.SetMatrix4x4("camMtx", ref camMtx);
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normalsShaderProgram.SetFloat("normalsLength", Runtime.normalsLineLength);
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DrawModels(normalsShaderProgram, control);
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}
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GL.UseProgram(0);
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GL.Disable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.CullFace);
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DrawBoundingBoxes();
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}
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private void DrawModels(ShaderProgram shader, GL_ControlModern control)
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{
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shader.EnableVertexAttributes();
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foreach (FMDL mdl in models)
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{
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if (mdl.Checked)
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{
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List<FSHP> opaque = new List<FSHP>();
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List<FSHP> transparent = new List<FSHP>();
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foreach (FSHP m in mdl.depthSortedMeshes)
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{
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if (m.GetMaterial().isTransparent)
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transparent.Add(m);
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else
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opaque.Add(m);
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}
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foreach (FSHP shp in mdl.shapes)
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{
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DrawModel(shp, mdl, shader, mdl.IsSelected);
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}
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}
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}
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shader.DisableVertexAttributes();
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}
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public void DepthSortMeshes(Vector3 cameraPosition)
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{
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foreach (FMDL fmdl in models)
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{
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List<FSHP> unsortedMeshes = new List<FSHP>();
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foreach (FSHP m in fmdl.shapes)
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{
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m.sortingDistance = m.CalculateSortingDistance(cameraPosition);
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unsortedMeshes.Add(m);
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}
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fmdl.depthSortedMeshes = unsortedMeshes.OrderBy(o => (o.sortingDistance)).ToList();
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}
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// Order by the distance from the camera to the closest point on the bounding sphere.
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// Positive values are usually closer to camera. Negative values are usually farther away.
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}
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private void SetRenderSettings(ShaderProgram shader)
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{
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shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
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shader.SetBoolToInt("useNormalMap", Runtime.useNormalMap);
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shader.SetBoolToInt("renderR", Runtime.renderR);
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shader.SetBoolToInt("renderG", Runtime.renderG);
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shader.SetBoolToInt("renderB", Runtime.renderB);
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shader.SetBoolToInt("renderAlpha", Runtime.renderAlpha);
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shader.SetInt("renderType", (int)Runtime.viewportShading);
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shader.SetInt("uvChannel", (int)Runtime.uvChannel);
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shader.SetBoolToInt("renderFog", Runtime.renderFog);
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shader.SetBoolToInt("renderDiffuse", Runtime.renderDiffuse);
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shader.SetBoolToInt("renderSpecular", Runtime.renderSpecular);
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shader.SetBoolToInt("renderFresnel", Runtime.renderFresnel);
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}
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private static void SetDefaultTextureAttributes(FMAT mat, ShaderProgram shader)
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{
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shader.SetBoolToInt("HasDiffuse", mat.HasDiffuseMap);
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shader.SetBoolToInt("HasDiffuseLayer", mat.HasDiffuseLayer);
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shader.SetBoolToInt("HasNormalMap", mat.HasNormalMap);
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shader.SetBoolToInt("HasEmissionMap", mat.HasEmissionMap);
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shader.SetBoolToInt("HasLightMap", mat.HasLightMap);
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shader.SetBoolToInt("HasShadowMap", mat.HasShadowMap);
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shader.SetBoolToInt("HasSpecularMap", mat.HasSpecularMap);
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shader.SetBoolToInt("HasTeamColorMap", mat.HasTeamColorMap);
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shader.SetBoolToInt("HasSphereMap", mat.HasSphereMap);
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shader.SetBoolToInt("HasSubSurfaceScatteringMap", mat.HasSubSurfaceScatteringMap);
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//Unused atm untill I do PBR shader
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shader.SetBoolToInt("HasMetalnessMap", mat.HasMetalnessMap);
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shader.SetBoolToInt("HasRoughnessMap", mat.HasRoughnessMap);
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shader.SetBoolToInt("HasMRA", mat.HasMRA);
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}
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private static void SetBoneUniforms(ShaderProgram shader, FMDL fmdl, FSHP fshp)
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{
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for (int i = 0; i < fmdl.Skeleton.Node_Array.Length; i++)
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{
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GL.Uniform1(GL.GetUniformLocation(shader.program, String.Format("boneIds[{0}]", i)), fmdl.Skeleton.Node_Array[i]);
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Matrix4 transform = fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].invert * fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].Transform;
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GL.UniformMatrix4(GL.GetUniformLocation(shader.program, String.Format("bones[{0}]", i)), false, ref transform);
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}
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}
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private static void SetTextureUniforms(FMAT mat, FSHP m, ShaderProgram shader)
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{
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SetDefaultTextureAttributes(mat, shader);
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GL.ActiveTexture(TextureUnit.Texture0 + 1);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id);
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GL.ActiveTexture(TextureUnit.Texture11);
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GL.Uniform1(shader["weightRamp1"], 11);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient.Id);
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GL.ActiveTexture(TextureUnit.Texture12);
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GL.Uniform1(shader["weightRamp2"], 12);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient2.Id);
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GL.Uniform1(shader["debugOption"], 2);
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GL.ActiveTexture(TextureUnit.Texture10);
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GL.Uniform1(shader["UVTestPattern"], 10);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.Id);
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GL.Uniform1(shader["normalMap"], 0);
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GL.Uniform1(shader["BakeShadowMap"], 0);
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LoadPBRMaps(shader);
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foreach (MatTexture matex in mat.TextureMaps)
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{
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if (matex.Type == MatTexture.TextureType.Diffuse)
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TextureUniform(shader, mat, mat.HasDiffuseMap, "DiffuseMap", matex);
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else if (matex.Type == MatTexture.TextureType.Normal)
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TextureUniform(shader, mat, mat.HasNormalMap, "NormalMap", matex);
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else if (matex.Type == MatTexture.TextureType.Emission)
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TextureUniform(shader, mat, mat.HasEmissionMap, "EmissionMap", matex);
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else if (matex.Type == MatTexture.TextureType.Specular)
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|
TextureUniform(shader, mat, mat.HasSpecularMap, "SpecularMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.Shadow)
|
|
TextureUniform(shader, mat, mat.HasShadowMap, "BakeShadowMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.Light)
|
|
TextureUniform(shader, mat, mat.HasLightMap, "BakeLightMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.Metalness)
|
|
TextureUniform(shader, mat, mat.HasMetalnessMap, "MetalnessMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.Roughness)
|
|
TextureUniform(shader, mat, mat.HasRoughnessMap, "RoughnessMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.TeamColor)
|
|
TextureUniform(shader, mat, mat.HasTeamColorMap, "TeamColorMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.Transparency)
|
|
TextureUniform(shader, mat, mat.HasTransparencyMap, "TransparencyMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.DiffuseLayer2)
|
|
TextureUniform(shader, mat, mat.HasDiffuseLayer, "DiffuseLayer", matex);
|
|
else if (matex.Type == MatTexture.TextureType.SphereMap)
|
|
TextureUniform(shader, mat, mat.HasSphereMap, "SphereMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.SubSurfaceScattering)
|
|
TextureUniform(shader, mat, mat.HasSubSurfaceScatteringMap, "SubSurfaceScatteringMap", matex);
|
|
else if (matex.Type == MatTexture.TextureType.MRA)
|
|
TextureUniform(shader, mat, mat.HasMRA, "MRA", matex);
|
|
}
|
|
}
|
|
|
|
private static void LoadPBRMaps(ShaderProgram shader)
|
|
{
|
|
GL.ActiveTexture(TextureUnit.Texture0 + 26);
|
|
RenderTools.specularPbr.Bind();
|
|
GL.Uniform1(shader["specularIbl"], 26);
|
|
// GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap);
|
|
|
|
// PBR IBL
|
|
GL.ActiveTexture(TextureUnit.Texture0 + 25);
|
|
RenderTools.diffusePbr.Bind();
|
|
GL.Uniform1(shader["irradianceMap"], 25);
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0 + 27);
|
|
RenderTools.brdfPbr.Bind();
|
|
GL.Uniform1(shader["brdfLUT"], 27);
|
|
|
|
}
|
|
|
|
private static void TextureUniform(ShaderProgram shader, FMAT mat, bool hasTex, string name, MatTexture 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, mat.GetResFileU() != null));
|
|
}
|
|
}
|
|
public static int BindTexture(MatTexture tex, bool IsWiiU)
|
|
{
|
|
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
|
|
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id);
|
|
|
|
string activeTex = tex.Name;
|
|
if (tex.animatedTexName != "")
|
|
activeTex = tex.animatedTexName;
|
|
|
|
if (IsWiiU)
|
|
{
|
|
foreach (var ftexContainer in PluginRuntime.ftexContainers)
|
|
{
|
|
|
|
if (ftexContainer.ResourceNodes.ContainsKey(activeTex))
|
|
{
|
|
FTEX ftex = (FTEX)ftexContainer.ResourceNodes[activeTex];
|
|
|
|
if (ftex.RenderableTex == null || !ftex.RenderableTex.GLInitialized)
|
|
ftex.LoadOpenGLTexture();
|
|
|
|
BindGLTexture(tex, ftex.RenderableTex.TexID);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (var bntx in PluginRuntime.bntxContainers)
|
|
{
|
|
if (bntx.Textures.ContainsKey(activeTex))
|
|
{
|
|
if (bntx.Textures[activeTex].RenderableTex == null ||
|
|
!bntx.Textures[activeTex].RenderableTex.GLInitialized)
|
|
{
|
|
bntx.Textures[activeTex].LoadOpenGLTexture();
|
|
}
|
|
|
|
BindGLTexture(tex, bntx.Textures[activeTex].RenderableTex.TexID);
|
|
}
|
|
}
|
|
}
|
|
return tex.textureUnit + 1;
|
|
}
|
|
private static void BindGLTexture(MatTexture tex, int texid)
|
|
{
|
|
// GL.ActiveTexture(TextureUnit.Texture0 + texid);
|
|
GL.BindTexture(TextureTarget.Texture2D, texid);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)MatTexture.wrapmode[tex.wrapModeS]);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)MatTexture.wrapmode[tex.wrapModeT]);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)MatTexture.minfilter[tex.minFilter]);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)MatTexture.magfilter[tex.magFilter]);
|
|
GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
|
|
}
|
|
private void DrawModel(FSHP m, FMDL mdl, ShaderProgram shader, bool drawSelection)
|
|
{
|
|
if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
|
|
return;
|
|
|
|
var mat = m.GetMaterial();
|
|
|
|
if (shader != normalsShaderProgram)
|
|
{
|
|
SetRenderPass(mat, shader, m, m.DisplayId);
|
|
SetUniforms(mat, shader, m, m.DisplayId);
|
|
SetTextureUniforms(mat, m, shader);
|
|
}
|
|
SetBoneUniforms(shader, mdl, m);
|
|
ApplyTransformFix(mdl, m, shader);
|
|
SetVertexAttributes(m, shader);
|
|
|
|
//Check the binded bone if it's visible from bone visual anims
|
|
// if (!mdl.Skeleton.bones[m.boneIndx].Visible)
|
|
// m.Checked = false;
|
|
|
|
if (m.Checked && mdl.Skeleton.bones.Count > 0 && mdl.Skeleton.bones[m.BoneIndex].Visible && mat.Enabled)
|
|
{
|
|
shader.SetVector3("materialSelectColor", new Vector3(0));
|
|
if (m.GetMaterial().IsSelected)
|
|
{
|
|
shader.SetVector3("materialSelectColor", ColorUtility.ToVector3(Color.FromArgb(0,163,204)));
|
|
DrawModelSelection(m, shader);
|
|
}
|
|
else if ((m.IsSelected))
|
|
{
|
|
DrawModelSelection(m, shader);
|
|
}
|
|
else
|
|
{
|
|
if (Runtime.RenderModelWireframe)
|
|
{
|
|
DrawModelWireframe(m, shader);
|
|
}
|
|
if (Runtime.RenderModels)
|
|
{
|
|
DrawMdoelHoverSelection(m, shader, IsSelected(), Hovered);
|
|
|
|
PrimitiveType primitiveType = PrimitiveType.Triangles;
|
|
|
|
switch (m.lodMeshes[m.DisplayLODIndex].PrimitiveType)
|
|
{
|
|
case STPolygonType.Line:
|
|
primitiveType = PrimitiveType.Lines;
|
|
break;
|
|
case STPolygonType.LineStrip:
|
|
primitiveType = PrimitiveType.LineStrip;
|
|
break;
|
|
case STPolygonType.Point:
|
|
primitiveType = PrimitiveType.Points;
|
|
break;
|
|
case STPolygonType.Triangle:
|
|
primitiveType = PrimitiveType.Triangles;
|
|
break;
|
|
}
|
|
|
|
GL.DrawElements(primitiveType, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
private static void ApplyTransformFix(FMDL fmdl, FSHP m, ShaderProgram shader)
|
|
{
|
|
Matrix4 idenity = Matrix4.Identity;
|
|
shader.SetInt("NoSkinning", 0);
|
|
shader.SetInt("RigidSkinning", 0);
|
|
shader.SetInt("SingleBoneIndex", m.BoneIndex);
|
|
|
|
shader.SetMatrix4x4("SingleBoneBindTransform", ref idenity);
|
|
//Some objects will have no weights or indices. These will weigh to the bone index in the shape section.
|
|
|
|
if (m.VertexSkinCount == 1)
|
|
{
|
|
shader.SetInt("RigidSkinning", 1);
|
|
}
|
|
if (m.VertexSkinCount == 0)
|
|
{
|
|
if (fmdl.Skeleton.bones.Count > 0)
|
|
{
|
|
Matrix4 transform = fmdl.Skeleton.bones[m.BoneIndex].invert * fmdl.Skeleton.bones[m.BoneIndex].Transform;
|
|
|
|
shader.SetMatrix4x4("SingleBoneBindTransform", ref transform);
|
|
shader.SetInt("NoSkinning", 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool Loaded = false;
|
|
public void UpdateVertexData()
|
|
{
|
|
if (!Runtime.OpenTKInitialized)
|
|
return;
|
|
|
|
STProgressBar progressBar = new STProgressBar();
|
|
progressBar.Task = "Updating Vertex Data...";
|
|
progressBar.Value = 0;
|
|
progressBar.StartPosition = FormStartPosition.CenterScreen;
|
|
progressBar.Show();
|
|
progressBar.Refresh();
|
|
|
|
Loaded = false;
|
|
|
|
DisplayVertex[] Vertices;
|
|
int[] Faces;
|
|
|
|
int poffset = 0;
|
|
int voffset = 0;
|
|
List<DisplayVertex> Vs = new List<DisplayVertex>();
|
|
List<int> Ds = new List<int>();
|
|
|
|
int TotalShapeCount = models.Sum(b => b.shapes.Count);
|
|
|
|
int curShape = 0;
|
|
int value = 0;
|
|
|
|
foreach (FMDL mdl in models)
|
|
{
|
|
foreach (FSHP m in mdl.shapes)
|
|
{
|
|
progressBar.Task = "Updating Shape... " + m.Text;
|
|
value = ((curShape * 100) / TotalShapeCount);
|
|
progressBar.Value = value;
|
|
progressBar.Refresh();
|
|
|
|
m.Offset = poffset * 4;
|
|
List<DisplayVertex> pv = m.CreateDisplayVertices();
|
|
Vs.AddRange(pv);
|
|
|
|
for (int i = 0; i < m.lodMeshes[m.DisplayLODIndex].displayFaceSize; i++)
|
|
{
|
|
Ds.Add(m.display[i] + voffset);
|
|
}
|
|
poffset += m.lodMeshes[m.DisplayLODIndex].displayFaceSize;
|
|
voffset += pv.Count;
|
|
|
|
curShape++;
|
|
}
|
|
}
|
|
|
|
progressBar.Value = 100;
|
|
progressBar.Close();
|
|
|
|
// Binds
|
|
Vertices = Vs.ToArray();
|
|
Faces = Ds.ToArray();
|
|
|
|
// Bind only once!
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.BufferData<DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * 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.Instance.UpdateViewport();
|
|
|
|
Loaded = true;
|
|
}
|
|
public void UpdateSingleMaterialTextureMaps(FMAT mat)
|
|
{
|
|
if (!Runtime.OpenTKInitialized)
|
|
return;
|
|
|
|
foreach (BNTX bntx in PluginRuntime.bntxContainers)
|
|
{
|
|
foreach (var t in mat.TextureMaps)
|
|
{
|
|
if (bntx.Textures.ContainsKey(t.Name))
|
|
{
|
|
if (!bntx.Textures[t.Name].RenderableTex.GLInitialized)
|
|
bntx.Textures[t.Name].LoadOpenGLTexture();
|
|
}
|
|
}
|
|
}
|
|
|
|
LibraryGUI.Instance.UpdateViewport();
|
|
}
|
|
public void UpdateTextureMaps()
|
|
{
|
|
if (!Runtime.OpenTKInitialized)
|
|
return;
|
|
|
|
foreach (BNTX bntx in PluginRuntime.bntxContainers)
|
|
{
|
|
if (!bntx.AllGLInitialized)
|
|
{
|
|
foreach (var tex in bntx.Textures)
|
|
{
|
|
if (!tex.Value.RenderableTex.GLInitialized)
|
|
tex.Value.LoadOpenGLTexture();
|
|
}
|
|
}
|
|
}
|
|
foreach (BFRESGroupNode ftexCont in PluginRuntime.ftexContainers)
|
|
{
|
|
foreach (var tex in ftexCont.ResourceNodes)
|
|
{
|
|
if (!((FTEX)tex.Value).RenderableTex.GLInitialized)
|
|
((FTEX)tex.Value).LoadOpenGLTexture();
|
|
}
|
|
}
|
|
|
|
LibraryGUI.Instance.UpdateViewport();
|
|
}
|
|
|
|
private static void SetRenderPass(FMAT mat, ShaderProgram shader, FSHP m, int id)
|
|
{
|
|
if (mat.shaderassign.ShaderArchive == "Turbo_UBER")
|
|
{
|
|
AglShaderTurbo aglShader = new AglShaderTurbo();
|
|
|
|
foreach (var renderInfo in mat.renderinfo)
|
|
aglShader.LoadRenderInfo(renderInfo);
|
|
|
|
aglShader.LoadRenderPass(mat, shader);
|
|
}
|
|
}
|
|
|
|
private static void SetUniforms(FMAT mat, ShaderProgram shader, FSHP m, int id)
|
|
{
|
|
shader.SetBoolToInt("isTransparent", mat.isTransparent);
|
|
|
|
shader.SetFloat("ao_density", 1);
|
|
shader.SetFloat("normal_map_weight", 1);
|
|
|
|
//Bake map UV coordinate ST
|
|
shader.SetVector4("gsys_bake_st0", new Vector4(1, 1, 0, 0));
|
|
shader.SetVector4("gsys_bake_st1", new Vector4(1, 1, 0, 0));
|
|
|
|
|
|
//Colors
|
|
shader.SetVector4("const_color0", new Vector4(1, 1, 1, 1));
|
|
shader.SetVector4("base_color_mul_color", new Vector4(1, 1, 1, 1));
|
|
shader.SetVector3("albedo_tex_color", new Vector3(1, 1, 1));
|
|
shader.SetVector3("emission_color", new Vector3(1, 1, 1));
|
|
shader.SetVector3("specular_color", new Vector3(1, 1, 1));
|
|
|
|
shader.SetFloat("fuv1_mtx", 0);
|
|
|
|
//SRT
|
|
shader.SetVector4("tex_mtx0", new Vector4(1, 1, 1, 1));
|
|
shader.SetVector2("SRT_Scale", new Vector2(1, 1));
|
|
shader.SetFloat("SRT_Rotate", 0);
|
|
shader.SetVector2("SRT_Translate", new Vector2(0, 0));
|
|
|
|
|
|
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
|
|
|
|
SetUniformData(mat, shader, "base_color_mul_color");
|
|
|
|
shader.SetInt("enableCellShading", 0);
|
|
bool HasTans = m.vertexAttributes.Any(x => x.Name == "_t0");
|
|
shader.SetBoolToInt("hasTangents", HasTans);
|
|
|
|
SetUniformData(mat, shader, "fuv1_mtx");
|
|
|
|
SetUniformData(mat, shader, "gsys_bake_st0");
|
|
SetUniformData(mat, shader, "gsys_bake_st1");
|
|
|
|
SetUniformData(mat, shader, "ao_density");
|
|
SetUniformData(mat, shader, "normal_map_weight");
|
|
|
|
SetUniformData(mat, shader, "const_color0");
|
|
SetUniformData(mat, shader, "base_color_mul_color");
|
|
SetUniformData(mat, shader, "albedo_tex_color");
|
|
SetUniformData(mat, shader, "emission_color");
|
|
SetUniformData(mat, shader, "specular_color");
|
|
|
|
|
|
//This uniform sets various maps for BOTW to use second UV channel
|
|
SetUniformData(mat, shader, "uking_texture2_texcoord");
|
|
|
|
SetUniformData(mat, shader, "tex_mtx0");
|
|
|
|
//Sets shadow type
|
|
//0 = Ambient occusion bake map
|
|
//1 = Shadow
|
|
//2 = Shadow + Ambient occusion map
|
|
SetUniformData(mat, shader, "bake_shadow_type");
|
|
SetUniformData(mat, shader, "bake_light_type");
|
|
SetUniformData(mat, shader, "gsys_bake_light_scale");
|
|
|
|
SetUniformData(mat, shader, "enable_projection_light");
|
|
SetUniformData(mat, shader, "enable_actor_light");
|
|
|
|
SetUniformData(mat, shader, "bake_calc_type");
|
|
}
|
|
private static void SetUniformData(FMAT mat, ShaderProgram shader, string propertyName)
|
|
{
|
|
if (mat.shaderassign.options.ContainsKey(propertyName))
|
|
{
|
|
float value = float.Parse(mat.shaderassign.options[propertyName]);
|
|
shader.SetFloat(propertyName, value);
|
|
}
|
|
if (mat.matparam.ContainsKey(propertyName))
|
|
{
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.Float)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
mat.matparam[propertyName].ValueFloat[0] = mat.anims[propertyName][0];
|
|
shader.SetFloat(propertyName, mat.matparam[propertyName].ValueFloat[0]);
|
|
}
|
|
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.Float2)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.matparam[propertyName].ValueFloat = new float[2] {
|
|
mat.anims[propertyName][0], mat.anims[propertyName][1]};
|
|
}
|
|
|
|
shader.SetVector2(propertyName, Utils.ToVec2(mat.matparam[propertyName].ValueFloat));
|
|
}
|
|
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.Float3)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.matparam[propertyName].ValueFloat = new float[3] {
|
|
mat.anims[propertyName][0],
|
|
mat.anims[propertyName][1],
|
|
mat.anims[propertyName][2]};
|
|
}
|
|
|
|
shader.SetVector3(propertyName, Utils.ToVec3(mat.matparam[propertyName].ValueFloat));
|
|
}
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.Float4)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.matparam[propertyName].ValueFloat = new float[4] {
|
|
mat.anims[propertyName][0], mat.anims[propertyName][1],
|
|
mat.anims[propertyName][2], mat.anims[propertyName][3]};
|
|
}
|
|
|
|
shader.SetVector4(propertyName, Utils.ToVec4(mat.matparam[propertyName].ValueFloat));
|
|
}
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.TexSrt)
|
|
{
|
|
// Vector 2 Scale
|
|
// 1 roation float
|
|
// Vector2 translate
|
|
TexSrt texSRT = mat.matparam[propertyName].ValueTexSrt;
|
|
|
|
shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
|
|
shader.SetFloat("SRT_Rotate", texSRT.Rotation);
|
|
shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
|
|
}
|
|
}
|
|
|
|
if (mat.animatedMatParams.ContainsKey(propertyName))
|
|
{
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
mat.animatedMatParams[propertyName].ValueFloat[0] = mat.anims[propertyName][0];
|
|
shader.SetFloat(propertyName, mat.animatedMatParams[propertyName].ValueFloat[0]);
|
|
}
|
|
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float2)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.animatedMatParams[propertyName].ValueFloat = new float[2] {
|
|
mat.anims[propertyName][0], mat.anims[propertyName][1]};
|
|
}
|
|
|
|
shader.SetVector2(propertyName, Utils.ToVec2(mat.animatedMatParams[propertyName].ValueFloat));
|
|
}
|
|
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float3)
|
|
{
|
|
Console.WriteLine(propertyName + " " + mat.animatedMatParams[propertyName].ValueFloat);
|
|
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.animatedMatParams[propertyName].ValueFloat = new float[3] {
|
|
mat.anims[propertyName][0],
|
|
mat.anims[propertyName][1],
|
|
mat.anims[propertyName][2]};
|
|
}
|
|
|
|
shader.SetVector3(propertyName, Utils.ToVec3(mat.animatedMatParams[propertyName].ValueFloat));
|
|
}
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float4)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.animatedMatParams[propertyName].ValueFloat = new float[4] {
|
|
mat.anims[propertyName][0], mat.anims[propertyName][1],
|
|
mat.anims[propertyName][2], mat.anims[propertyName][3]};
|
|
}
|
|
|
|
shader.SetVector4(propertyName, Utils.ToVec4(mat.animatedMatParams[propertyName].ValueFloat));
|
|
}
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.TexSrt)
|
|
{
|
|
// Vector 2 Scale
|
|
// 1 roation float
|
|
// Vector2 translate
|
|
TexSrt texSRT = mat.animatedMatParams[propertyName].ValueTexSrt;
|
|
|
|
shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
|
|
shader.SetFloat("SRT_Rotate", texSRT.Rotation);
|
|
shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
|
|
}
|
|
}
|
|
}
|
|
private void SetVertexAttributes(FSHP m, ShaderProgram shader)
|
|
{
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 0);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 12);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 24);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vBitangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 36);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 48);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 56);
|
|
GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, DisplayVertex.Size, new IntPtr(72));
|
|
GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 88);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 104);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 112);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vPosition2"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 124);
|
|
GL.VertexAttribPointer(shader.GetAttribute("vPosition3"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 136);
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
|
|
}
|
|
|
|
private static void DrawMdoelHoverSelection(STGenericObject p, ShaderProgram shader,
|
|
bool IsSelected, bool IsHovered)
|
|
{
|
|
if (IsHovered && IsSelected)
|
|
GL.Uniform4(shader["pickingColor"], hoverColor);
|
|
else if (IsHovered || IsSelected)
|
|
GL.Uniform4(shader["pickingColor"], selectColor);
|
|
else
|
|
GL.Uniform4(shader["pickingColor"], new Vector4(1));
|
|
}
|
|
|
|
private static void DrawModelWireframe(STGenericObject p, ShaderProgram shader)
|
|
{
|
|
// use vertex color for wireframe color
|
|
shader.SetInt("colorOverride", 1);
|
|
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
|
|
GL.Enable(EnableCap.LineSmooth);
|
|
GL.LineWidth(1.5f);
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
|
shader.SetInt("colorOverride", 0);
|
|
}
|
|
private static void DrawModelSelection(STGenericObject p, ShaderProgram shader)
|
|
{
|
|
//This part needs to be reworked for proper outline. Currently would make model disappear
|
|
/* GL.Enable(EnableCap.DepthTest);
|
|
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
|
|
|
|
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
|
|
|
|
GL.StencilMask(0x00);
|
|
|
|
GL.StencilFunc(StencilFunction.Always, 1, 0xFF); // all fragments should update the stencil buffer
|
|
GL.StencilMask(0xFF); // enable writing to the stencil buffer
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
|
|
GL.StencilFunc(StencilFunction.Notequal, 1, 0xFF);
|
|
GL.StencilMask(0x00); // enable writing to the stencil buffer
|
|
GL.Disable(EnableCap.DepthTest);
|
|
|
|
shader.SetInt("colorOverride", 1);
|
|
|
|
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
|
|
GL.LineWidth(2.0f);
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
|
|
|
shader.SetInt("colorOverride", 0);
|
|
|
|
GL.StencilMask(0xFF);
|
|
GL.Enable(EnableCap.DepthTest);*/
|
|
|
|
// Override the model color with white in the 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);
|
|
}
|
|
|
|
public override BoundingBox GetSelectionBox()
|
|
{
|
|
Vector3 Min = new Vector3(0);
|
|
Vector3 Max = new Vector3(0);
|
|
|
|
foreach (var model in models)
|
|
{
|
|
foreach (var shape in model.shapes)
|
|
{
|
|
foreach (var vertex in shape.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 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 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 DeselectAll(GL_ControlBase control)
|
|
{
|
|
Selected = false;
|
|
return REDRAW;
|
|
}
|
|
|
|
public override Vector3 Position
|
|
{
|
|
get
|
|
{
|
|
return position;
|
|
}
|
|
set
|
|
{
|
|
position = value;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|