Switch-Toolbox/Switch_FileFormatsMain/GL/BCRES_Render.cs
KillzXGaming 5081e39414 More format additions and fixes.
Fixed MKAGPDX models a bit so they aren't all missing mesh data. Skinned ones are still buggy!
 BMD wip support using SuperBMDLib.
 Adjusted gui loading a little bit.
2019-07-11 17:22:59 -04:00

364 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Rendering;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using BcresLibrary;
namespace FirstPlugin
{
public class BCRES_Render : AbstractGlDrawable
{
public Matrix4 ModelTransform = Matrix4.Identity;
public List<CMDLWrapper> Models = new List<CMDLWrapper>();
// gl buffer objects
int vbo_position;
int ibo_elements;
private void GenerateBuffers()
{
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_elements);
UpdateVertexData();
UpdateTextureMaps();
}
public void Destroy()
{
GL.DeleteBuffer(vbo_position);
GL.DeleteBuffer(ibo_elements);
}
public void UpdateVertexData()
{
if (!Runtime.OpenTKInitialized)
return;
SOBJWrapper.DisplayVertex[] Vertices;
int[] Faces;
int poffset = 0;
int voffset = 0;
List<SOBJWrapper.DisplayVertex> Vs = new List<SOBJWrapper.DisplayVertex>();
List<int> Ds = new List<int>();
foreach (CMDLWrapper m in Models)
{
foreach (SOBJWrapper shape in m.Shapes)
{
shape.Offset = poffset * 4;
List<SOBJWrapper.DisplayVertex> pv = shape.CreateDisplayVertices();
Vs.AddRange(pv);
for (int i = 0; i < shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize; i++)
{
Ds.Add(shape.display[i] + voffset);
}
poffset += shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize;
voffset += pv.Count;
}
}
// Binds
Vertices = Vs.ToArray();
Faces = Ds.ToArray();
// Bind only once!
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<SOBJWrapper.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * SOBJWrapper.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 void UpdateTextureMaps()
{
if (!Runtime.OpenTKInitialized)
return;
foreach (BCRESGroupNode bcresTexGroup in PluginRuntime.bcresTexContainers)
{
foreach (var tex in bcresTexGroup.ResourceNodes)
{
if (!((TXOBWrapper)tex.Value).RenderableTex.GLInitialized)
((TXOBWrapper)tex.Value).LoadOpenGLTexture();
}
}
LibraryGUI.UpdateViewport();
}
public ShaderProgram defaultShaderProgram;
public override void Prepare(GL_ControlModern control)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.frag";
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.vert";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert, control);
}
public override void Prepare(GL_ControlLegacy control)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.frag";
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.vert";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert, control);
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
if (!Runtime.OpenTKInitialized)
return;
}
public override void Draw(GL_ControlModern control, Pass pass)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
if (!buffersWereInitialized)
GenerateBuffers();
ShaderProgram shader = defaultShaderProgram;
control.CurrentShader = shader;
control.UpdateModelMatrix(Matrix4.CreateScale(Runtime.previewScale) * ModelTransform);
Matrix4 camMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
Matrix4 invertedCamera = Matrix4.Identity;
if (invertedCamera.Determinant != 0)
invertedCamera = camMat.Inverted();
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
shader.SetVector3("difLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
// GL.Enable(EnableCap.AlphaTest);
// GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
SetRenderSettings(shader);
DrawModels(shader, control);
GL.UseProgram(0);
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
}
private static void SetBoneUniforms(GLControl control, ShaderProgram shader, CMDLWrapper fmdl, SOBJWrapper fshp)
{
foreach (var FaceGroup in fshp.Shape.FaceGroups)
{
if (FaceGroup.BoneIndexList == null)
continue;
for (int i = 0; i < FaceGroup.BoneIndexList.Length; i++)
{
GL.Uniform1(GL.GetUniformLocation(shader.programs[control], String.Format("boneIds[{0}]", i)), FaceGroup.BoneIndexList[i]);
Matrix4 transform = fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].invert * fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].Transform;
GL.UniformMatrix4(GL.GetUniformLocation(shader.programs[control], String.Format("bones[{0}]", i)), false, ref transform);
}
}
}
private void SetUniformBlocks(MTOBWrapper mat, ShaderProgram shader, SOBJWrapper m, int id)
{
/* shader.UniformBlockBinding("TexCoord1", 3);
GL.GetActiveUniformBlock(shader.program,
shader.GetUniformBlockIndex("TexCoord1"),
ActiveUniformBlockParameter.UniformBlockBinding, out int binding);*/
/* GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer);
GL.BufferData(BufferTarget.UniformBuffer,
(IntPtr)MTOBWrapper.TexCoord1.Size,
ref mat.TexCoord1Buffer,
BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.UniformBuffer, 0);
GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, TexCoord1Buffer, (IntPtr)0,
MTOBWrapper.TexCoord1.Size);
GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer);
GL.BINDBUFFER*/
}
private static void SetUniforms(MTOBWrapper mat, ShaderProgram shader, SOBJWrapper m, int id)
{
shader.SetBoolToInt("RigidSkinning", m.Shape.FaceGroups[0].SkinnningMode == BcresLibrary.Enums.SkinnningMode.Rigid);
shader.SetBoolToInt("NoSkinning", m.Shape.FaceGroups[0].SkinnningMode == BcresLibrary.Enums.SkinnningMode.None);
}
private static void SetTextureUniforms(MTOBWrapper mat, SOBJWrapper m, ShaderProgram shader)
{
SetDefaultTextureAttributes(mat, shader);
GL.ActiveTexture(TextureUnit.Texture0 + 1);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
GL.Uniform1(shader["debugOption"], 2);
GL.ActiveTexture(TextureUnit.Texture11);
GL.Uniform1(shader["weightRamp1"], 11);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient.Id);
GL.ActiveTexture(TextureUnit.Texture12);
GL.Uniform1(shader["weightRamp2"], 12);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient2.Id);
GL.ActiveTexture(TextureUnit.Texture10);
GL.Uniform1(shader["UVTestPattern"], 10);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID);
foreach (STGenericMatTexture matex in mat.TextureMaps)
{
if (matex.Type == STGenericMatTexture.TextureType.Diffuse)
TextureUniform(shader, mat, true, "DiffuseMap", matex);
}
}
private static void TextureUniform(ShaderProgram shader, MTOBWrapper mat, bool hasTex, string name, STGenericMatTexture 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));
}
}
public static int BindTexture(STGenericMatTexture tex)
{
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
string activeTex = tex.Name;
foreach (var bcresTexContainer in PluginRuntime.bcresTexContainers)
{
if (bcresTexContainer.ResourceNodes.ContainsKey(activeTex))
{
TXOBWrapper txob = (TXOBWrapper)bcresTexContainer.ResourceNodes[activeTex];
if (txob.RenderableTex == null || !txob.RenderableTex.GLInitialized)
txob.LoadOpenGLTexture();
BindGLTexture(tex, txob.RenderableTex.TexID);
break;
}
}
return tex.textureUnit + 1;
}
private static void BindGLTexture(STGenericMatTexture tex, int texid)
{
// GL.ActiveTexture(TextureUnit.Texture0 + texid);
GL.BindTexture(TextureTarget.Texture2D, texid);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)STGenericMatTexture.wrapmode[tex.wrapModeS]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)STGenericMatTexture.wrapmode[tex.wrapModeT]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)STGenericMatTexture.minfilter[tex.minFilter]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)STGenericMatTexture.magfilter[tex.magFilter]);
GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
}
private static void SetDefaultTextureAttributes(MTOBWrapper mat, ShaderProgram shader)
{
}
private void SetRenderSettings(ShaderProgram shader)
{
shader.SetInt("renderType", (int)Runtime.viewportShading);
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
}
private void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
foreach (CMDLWrapper mdl in Models)
{
if (mdl.Checked)
{
foreach (SOBJWrapper shp in mdl.Shapes)
{
DrawModel(control, shp, mdl, shader, mdl.IsSelected);
}
}
}
shader.DisableVertexAttributes();
}
private void SetVertexAttributes(SOBJWrapper m, ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 0); //+12
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 12); //+12
GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 24); //+12
GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 36); //+8
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 44); //+16
GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, SOBJWrapper.DisplayVertex.Size, new IntPtr(60)); //+16
GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 76);//+16
GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 92);//+8
GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 100);//+8
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
}
private void DrawModel(GLControl control, SOBJWrapper m, CMDLWrapper mdl, ShaderProgram shader, bool drawSelection)
{
if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
return;
SetUniforms(m.MaterialWrapper, shader, m, m.DisplayId);
SetUniformBlocks(m.MaterialWrapper, shader, m, m.DisplayId);
SetBoneUniforms(control,shader, mdl, m);
SetVertexAttributes(m, shader);
SetTextureUniforms(m.MaterialWrapper, m, shader);
if ((m.IsSelected))
{
DrawModelSelection(m, shader);
}
else
{
if (Runtime.RenderModels)
{
GL.DrawElements(PrimitiveType.Triangles, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
}
}
}
private static void DrawModelSelection(STGenericObject p, ShaderProgram 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);
}
}
}