mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 22:40:27 +00:00
255 lines
8 KiB
C#
255 lines
8 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.Text;
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using System.Threading.Tasks;
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using Toolbox.Library;
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using Toolbox.Library.Rendering;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using Bfres.Structs;
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using OpenTK.Graphics.OpenGL;
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using OpenTK;
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namespace FirstPlugin
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{
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public class BFRESRenderBase : AbstractGlDrawable, IMeshContainer
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{
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public Matrix4 ModelTransform = Matrix4.Identity;
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// gl buffer objects
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internal int vbo_position;
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internal int ibo_elements;
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public BFRES ResFileNode;
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public List<STGenericObject> Meshes
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{
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get
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{
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List<STGenericObject> meshes = new List<STGenericObject>();
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for (int m = 0; m < models.Count; m++)
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{
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for (int s = 0; s < models[m].shapes.Count; s++)
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meshes.Add(models[m].shapes[s]);
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}
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return meshes;
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}
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}
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private List<FMDL> _models = new List<FMDL>();
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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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return _models;
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}
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}
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internal bool Disposing = false;
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public void UpdateModelList()
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{
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_models.Clear();
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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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_models.Add(mdl);
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}
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}
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}
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private void TransformBones()
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{
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for (int mdl = 0; mdl < models.Count; mdl++)
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{
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for (int b = 0; b < models[mdl].Skeleton.bones.Count; b++)
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{
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models[mdl].Skeleton.bones[b].ModelMatrix = ModelTransform;
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}
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}
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}
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internal 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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TransformBones();
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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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Disposing = true;
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}
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public virtual void UpdateVertexData()
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{
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}
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public virtual void UpdateTextureMaps()
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{
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if (!Runtime.OpenTKInitialized)
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return;
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foreach (BNTX bntx in PluginRuntime.bntxContainers)
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{
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if (!bntx.AllGLInitialized)
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{
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foreach (var tex in bntx.Textures)
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{
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if (tex.Value.RenderableTex != null && !tex.Value.RenderableTex.GLInitialized)
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tex.Value.LoadOpenGLTexture();
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}
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}
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}
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foreach (BFRESGroupNode ftexCont in PluginRuntime.ftexContainers)
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{
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foreach (var tex in ftexCont.ResourceNodes)
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{
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if (!((FTEX)tex.Value).RenderableTex.GLInitialized)
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((FTEX)tex.Value).LoadOpenGLTexture();
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}
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}
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}
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public void UpdateSingleMaterialTextureMaps(FMAT mat)
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{
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if (!Runtime.OpenTKInitialized)
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return;
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foreach (BNTX bntx in PluginRuntime.bntxContainers)
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{
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foreach (var t in mat.TextureMaps)
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{
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if (bntx.Textures.ContainsKey(t.Name))
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{
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if (!bntx.Textures[t.Name].RenderableTex.GLInitialized)
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bntx.Textures[t.Name].LoadOpenGLTexture();
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}
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}
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}
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LibraryGUI.UpdateViewport();
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}
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public override void Prepare(GL_ControlModern control)
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{
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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 (Disposing || pass == Pass.TRANSPARENT) 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 (!Runtime.OpenTKInitialized)
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return;
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Matrix4 mvpMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
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Matrix4 invertedCamera = Matrix4.Identity;
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if (invertedCamera.Determinant != 0)
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invertedCamera = mvpMat.Inverted();
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Vector3 lightDirection = new Vector3(0f, 0f, -1f);
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Vector3 difLightDirection = Vector3.TransformNormal(lightDirection, invertedCamera).Normalized();
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.DepthTest);
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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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if (Runtime.RenderModels && model.Checked && shape.Checked)
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{
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var mat = shape.GetMaterial();
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List<int> faces = shape.lodMeshes[shape.DisplayLODIndex].getDisplayFace();
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GL.Begin(PrimitiveType.Triangles);
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foreach (var index in faces)
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{
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Vertex vert = shape.vertices[index];
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float normal = Vector3.Dot(difLightDirection, vert.nrm) * 0.5f + 0.5f;
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GL.Color3(new Vector3(normal));
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GL.TexCoord2(vert.uv0);
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GL.Vertex3(vert.pos);
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}
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GL.End();
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}
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}
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}
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GL.Enable(EnableCap.Texture2D);
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}
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public void CenterCamera(GL_ControlBase control)
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{
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if (!Runtime.FrameCamera)
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return;
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var spheres = new List<Vector4>();
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for (int mdl = 0; mdl < models.Count; mdl++)
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{
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for (int shp = 0; shp < models[mdl].shapes.Count; shp++)
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{
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var vertexPositions = models[mdl].shapes[shp].vertices.Select(x => x.pos).Distinct();
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spheres.Add(control.GenerateBoundingSphere(vertexPositions));
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}
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}
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control.FrameSelect(spheres);
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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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}
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}
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}
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