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Switch-Toolbox/File_Format_Library/FileFormats/Layout/BxlytToGL.cs

717 lines
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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
using Toolbox.Library;
using Toolbox.Library.IO;
using OpenTK;
using LayoutBXLYT.Cafe;
namespace LayoutBXLYT
{
public class BxlytToGL
{
public static int ConvertTextureWrap(WrapMode wrapMode)
{
switch (wrapMode)
{
case WrapMode.Clamp: return (int)TextureWrapMode.Clamp;
case WrapMode.Mirror: return (int)TextureWrapMode.MirroredRepeat;
case WrapMode.Repeat: return (int)TextureWrapMode.Repeat;
default: return (int)TextureWrapMode.Clamp;
}
}
public static int ConvertMagFilterMode(FilterMode filterMode)
{
switch (filterMode)
{
case FilterMode.Linear: return (int)TextureMagFilter.Linear;
case FilterMode.Near: return (int)TextureMagFilter.Nearest;
default: return (int)TextureMagFilter.Linear;
}
}
public static int ConvertMinFilterMode(FilterMode filterMode)
{
switch (filterMode)
{
case FilterMode.Linear: return (int)TextureMinFilter.Linear;
case FilterMode.Near: return (int)TextureMinFilter.Nearest;
default: return (int)TextureMinFilter.Linear;
}
}
public static void DrawPictureBox(BasePane pane, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
{
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if (!Runtime.LayoutEditor.DisplayPicturePane)
return;
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
if (pane is Cafe.BFLYT.PIC1)
{
var pic1Pane = pane as Cafe.BFLYT.PIC1;
Color[] Colors = new Color[] {
pic1Pane.ColorTopLeft.Color,
pic1Pane.ColorTopRight.Color,
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorBottomLeft.Color,
};
var mat = pic1Pane.Material;
if (mat.Shader == null)
{
mat.Shader = new BflytShader(mat);
mat.Shader.Compile();
}
mat.Shader.Enable();
((BflytShader)mat.Shader).SetMaterials(Textures);
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
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pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
mat.Shader.Disable();
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.PopAttrib();
}
else if (pane is BCLYT.PIC1)
{
var pic1Pane = pane as BCLYT.PIC1;
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
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pic1Pane.ColorBottomRight.Color,
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pic1Pane.ColorTopRight.Color,
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pic1Pane.ColorTopLeft.Color,
};
var mat = pic1Pane.Material;
if (mat.Shader == null)
{
mat.Shader = new BclytShader(mat);
mat.Shader.Compile();
}
mat.Shader.Enable();
((BclytShader)mat.Shader).SetMaterials(Textures);
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
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pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
mat.Shader.Disable();
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.PopAttrib();
}
else if (pane is BRLYT.PIC1)
{
var pic1Pane = pane as BRLYT.PIC1;
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
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pic1Pane.ColorBottomRight.Color,
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pic1Pane.ColorTopRight.Color,
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pic1Pane.ColorTopLeft.Color,
};
var mat = pic1Pane.Material;
if (mat.Shader == null)
{
mat.Shader = new BrlytShader(mat);
mat.Shader.Compile();
}
mat.Shader.Enable();
((BrlytShader)mat.Shader).SetMaterials(Textures);
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
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pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
mat.Shader.Disable();
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.PopAttrib();
}
}
public static void DrawBoundryPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
{
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if (!Runtime.LayoutEditor.DisplayBoundryPane)
return;
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color color = Color.DarkGreen;
if (SelectedPanes.Contains(pane))
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
}
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public static void DrawAlignmentPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
{
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if (!Runtime.LayoutEditor.DisplayAlignmentPane)
return;
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Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color color = Color.Orange;
if (SelectedPanes.Contains(pane))
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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}
public static void DrawScissorPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
{
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if (!Runtime.LayoutEditor.DisplayScissorPane)
return;
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Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color color = Color.Yellow;
if (SelectedPanes.Contains(pane))
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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}
public static void DrawWindowPane(BasePane pane, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
{
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if (!Runtime.LayoutEditor.DisplayWindowPane)
return;
uint sizeX = (uint)pane.Width;
uint sizeY = (uint)pane.Height;
var window = (IWindowPane)pane;
ushort FrameRight = window.FrameElementRight;
ushort FrameLeft = window.FrameElementLeft;
ushort FrameBottom = window.FrameElementBottm;
ushort FrameTop = window.FrameElementTop;
if (FrameRight == 0) FrameRight = 1;
if (FrameLeft == 0) FrameLeft = 1;
if (FrameBottom == 0) FrameBottom = 1;
if (FrameTop == 0) FrameTop = 1;
switch (window.WindowKind)
{
case WindowKind.Around:
if (window.FrameCount == 1) //1 texture for all
{
var mat = window.WindowFrames[0].Material;
if (mat.TextureMaps.Length == 0)
RenderWindowContent(pane, sizeX, sizeY, window.Content, effectiveAlpha, Textures);
else
{
var texture = mat.TextureMaps[0].Name;
if (!Textures.ContainsKey(texture))
{
RenderWindowContent(pane, sizeX, sizeY, window.Content, effectiveAlpha, Textures);
break;
}
var image = Textures[texture];
FrameRight = (ushort)image.Width;
FrameLeft = (ushort)image.Width;
FrameTop = (ushort)image.Height;
FrameBottom = (ushort)image.Height;
uint contentWidth = sizeX - (uint)FrameRight - (uint)FrameLeft;
uint contentHeight = sizeY - (uint)FrameTop - (uint)FrameBottom;
RenderWindowContent(pane,
contentWidth,
contentHeight,
window.Content, effectiveAlpha, Textures);
// _________
//|______| |
//| | | |
//| |___|__|
//|__|______|
//Top Left
SetupShaders(mat, Textures);
mat.Shader.SetInt("flipTexture", (int)window.WindowFrames[0].TextureFlip);
CustomRectangle rect;
GL.PushMatrix();
{
uint pieceWidth = sizeX - FrameRight;
uint pieceHeight = FrameTop;
int pieceX = (int)-(FrameRight / 2);
int pieceY = (int)((sizeY / 2) - (pieceHeight / 2));
GL.Translate(pieceX, pieceY, 0);
rect = pane.CreateRectangle(pieceWidth, pieceHeight);
GL.Begin(PrimitiveType.Quads);
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 1);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / FrameRight, 1);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / FrameRight, 0);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
GL.PopMatrix();
//Top Right
GL.PushMatrix();
{
uint pieceWidth = FrameRight;
uint pieceHeight = sizeY - FrameBottom;
int pieceX = (int)((contentWidth / 2) + (pieceWidth / 2));
int pieceY = (int)(FrameBottom / 2);
GL.Translate(pieceX, pieceY, 0);
rect = pane.CreateRectangle(pieceWidth, pieceHeight);
GL.Begin(PrimitiveType.Quads);
GL.MultiTexCoord2(TextureUnit.Texture0, 0, pieceHeight / FrameBottom);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 1, pieceHeight / FrameBottom);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 1, 0);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
GL.PopMatrix();
//Bottom Right
GL.PushMatrix();
{
uint pieceWidth = FrameLeft;
uint pieceHeight = sizeY - FrameTop;
int pieceX = (int)-((contentWidth / 2) + (pieceWidth / 2));
int pieceY = (int)-(FrameTop / 2);
GL.Translate(pieceX, pieceY, 0);
rect = pane.CreateRectangle(pieceWidth, pieceHeight);
GL.Begin(PrimitiveType.Quads);
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 1, 0);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 1, pieceHeight / FrameTop);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 0, pieceHeight / FrameTop);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
GL.PopMatrix();
//Bottom Right
GL.PushMatrix();
{
uint pieceWidth = sizeX - FrameLeft;
uint pieceHeight = FrameBottom;
int pieceX = (int)(FrameLeft / 2);
int pieceY = (int)(-(sizeY / 2) + (pieceHeight / 2));
GL.Translate(pieceX, pieceY, 0);
rect = pane.CreateRectangle(pieceWidth, pieceHeight);
GL.Begin(PrimitiveType.Quads);
GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / FrameLeft, 1);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 1);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / FrameLeft, 0);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
GL.PopMatrix();
}
}
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else if (window.FrameCount == 4) //4 corners with specific texture mapping
{
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// _________
//|______| |
//| | | |
//| |___|__|
//|__|______|
var frame1 = window.WindowFrames[0];
var frame2 = window.WindowFrames[0];
var frame3 = window.WindowFrames[0];
var frame4 = window.WindowFrames[0];
uint contentWidth = sizeX - (uint)FrameRight - (uint)FrameLeft;
uint contentHeight = sizeY - (uint)FrameTop - (uint)FrameBottom;
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RenderWindowContent(pane,
contentWidth,
contentHeight,
window.Content, effectiveAlpha, Textures);
}
break;
case WindowKind.Horizontal:
break;
case WindowKind.HorizontalNoContent:
break;
}
GL.UseProgram(0);
}
enum FrameType
{
LeftTop,
Left,
LeftBottom,
Top,
Bottom,
RightTop,
Right,
RightBottom,
}
private static Vector2 GetFramePosition(uint paneWidth, uint paneHeight, IWindowPane window, FrameType type)
{
Vector2 pos = new Vector2();
switch (type)
{
case FrameType.LeftTop:
break;
}
return pos;
}
private static void SetupShaders(BxlytMaterial mat, Dictionary<string, STGenericTexture> textures)
{
if (mat.Shader == null)
{
if (mat is Cafe.BFLYT.Material)
{
mat.Shader = new BflytShader((Cafe.BFLYT.Material)mat);
mat.Shader.Compile();
}
}
mat.Shader.Enable();
if (mat is Cafe.BFLYT.Material)
((BflytShader)mat.Shader).SetMaterials(textures);
}
private static void RenderWindowContent(BasePane pane, uint sizeX, uint sizeY, BxlytWindowContent content,
byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
{
var mat = content.Material;
var rect = pane.CreateRectangle(sizeX, sizeY);
SetupShaders(mat, Textures);
Vector2[] texCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color[] colors = new Color[] {
content.ColorBottomLeft.Color,
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content.ColorBottomRight.Color,
content.ColorTopRight.Color,
content.ColorTopLeft.Color,
};
if (content.TexCoords.Count > 0)
{
texCoords = new Vector2[] {
content.TexCoords[0].BottomLeft.ToTKVector2(),
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content.TexCoords[0].BottomRight.ToTKVector2(),
content.TexCoords[0].TopRight.ToTKVector2(),
content.TexCoords[0].TopLeft.ToTKVector2(),
};
}
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
public static bool BindGLTexture(BxlytTextureRef tex, STGenericTexture texture)
{
if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
texture.LoadOpenGLTexture();
//If the texture is still not initialized then return
if (!texture.RenderableTex.GLInitialized)
return false;
GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, ConvertChannel(texture.RedChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, ConvertChannel(texture.GreenChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, ConvertChannel(texture.BlueChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, ConvertChannel(texture.AlphaChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, ConvertTextureWrap(tex.WrapModeU));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, ConvertTextureWrap(tex.WrapModeV));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, ConvertMagFilterMode(tex.MaxFilterMode));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, ConvertMinFilterMode(tex.MinFilterMode));
return true;
}
private static int ConvertChannel(STChannelType type)
{
switch (type)
{
case STChannelType.Red: return (int)TextureSwizzle.Red;
case STChannelType.Green: return (int)TextureSwizzle.Green;
case STChannelType.Blue: return (int)TextureSwizzle.Blue;
case STChannelType.Alpha: return (int)TextureSwizzle.Alpha;
case STChannelType.Zero: return (int)TextureSwizzle.Zero;
case STChannelType.One: return (int)TextureSwizzle.One;
default: return 0;
}
}
private static BlendingFactor ConvertBlendFactor(BlendMode.GX2BlendFactor blendFactor)
{
switch (blendFactor)
{
case BlendMode.GX2BlendFactor.DestAlpha: return BlendingFactor.DstAlpha;
case BlendMode.GX2BlendFactor.DestColor: return BlendingFactor.DstColor;
case BlendMode.GX2BlendFactor.DestInvAlpha: return BlendingFactor.OneMinusDstAlpha;
case BlendMode.GX2BlendFactor.DestInvColor: return BlendingFactor.OneMinusDstColor;
case BlendMode.GX2BlendFactor.Factor0: return BlendingFactor.Zero;
case BlendMode.GX2BlendFactor.Factor1: return BlendingFactor.One;
case BlendMode.GX2BlendFactor.SourceAlpha: return BlendingFactor.SrcAlpha;
case BlendMode.GX2BlendFactor.SourceColor: return BlendingFactor.SrcColor;
case BlendMode.GX2BlendFactor.SourceInvAlpha: return BlendingFactor.OneMinusSrcAlpha;
case BlendMode.GX2BlendFactor.SourceInvColor: return BlendingFactor.OneMinusSrcColor;
default: return BlendingFactor.Zero;
}
}
private static LogicOp ConvertLogicOperation(BlendMode.GX2LogicOp blendOp)
{
switch (blendOp)
{
case BlendMode.GX2LogicOp.And: return LogicOp.And;
case BlendMode.GX2LogicOp.Clear: return LogicOp.Clear;
case BlendMode.GX2LogicOp.Copy: return LogicOp.Copy;
case BlendMode.GX2LogicOp.Equiv: return LogicOp.Equiv;
case BlendMode.GX2LogicOp.Inv: return LogicOp.Invert;
case BlendMode.GX2LogicOp.Nand: return LogicOp.Nand;
case BlendMode.GX2LogicOp.NoOp: return LogicOp.Noop;
case BlendMode.GX2LogicOp.Nor: return LogicOp.Nor;
case BlendMode.GX2LogicOp.Or: return LogicOp.Or;
case BlendMode.GX2LogicOp.RevAnd: return LogicOp.AndReverse;
case BlendMode.GX2LogicOp.RevOr: return LogicOp.OrReverse;
case BlendMode.GX2LogicOp.Set: return LogicOp.Set;
case BlendMode.GX2LogicOp.Xor: return LogicOp.Xor;
case BlendMode.GX2LogicOp.Disable:
GL.Disable(EnableCap.ColorLogicOp);
return LogicOp.Noop;
default: return LogicOp.Noop;
}
}
private static BlendEquationMode ConvertBlendOperation(BlendMode.GX2BlendOp blendOp)
{
switch (blendOp)
{
case BlendMode.GX2BlendOp.Add: return BlendEquationMode.FuncAdd;
case BlendMode.GX2BlendOp.ReverseSubtract: return BlendEquationMode.FuncReverseSubtract;
case BlendMode.GX2BlendOp.SelectMax: return BlendEquationMode.Max;
case BlendMode.GX2BlendOp.SelectMin: return BlendEquationMode.Min;
case BlendMode.GX2BlendOp.Subtract: return BlendEquationMode.FuncSubtract;
case BlendMode.GX2BlendOp.Disable:
GL.Disable(EnableCap.Blend);
return BlendEquationMode.FuncAdd;
default: return BlendEquationMode.FuncAdd;
}
}
enum TextureSwizzle
{
Zero = All.Zero,
One = All.One,
Red = All.Red,
Green = All.Green,
Blue = All.Blue,
Alpha = All.Alpha,
}
public static void DrawRectangle(BasePane pane, CustomRectangle rect, Vector2[] texCoords,
Color[] colors, bool useLines = true, byte alpha = 255)
{
for (int i = 0; i < colors.Length; i++)
{
uint setalpha = (uint)((colors[i].A * alpha) / 255);
colors[i] = Color.FromArgb((int)setalpha, colors[i]);
}
if (LayoutEditor.UseLegacyGL)
{
if (useLines)
{
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(colors[0]);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
else
{
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1f);
GL.PolygonOffset(1f, 1f);
GL.Begin(PrimitiveType.Quads);
GL.Color4(Color.Green);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.PolygonOffset(0f, 0f);
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
}
else
{
if (pane.renderablePane == null)
pane.renderablePane = new RenderablePane();
Vector3[] vertices = new Vector3[4];
vertices[0] = new Vector3(rect.LeftPoint, rect.BottomPoint, 0);
vertices[1] = new Vector3(rect.RightPoint, rect.BottomPoint, 0);
vertices[2] = new Vector3(rect.RightPoint, rect.TopPoint, 0);
vertices[3] = new Vector3(rect.LeftPoint, rect.TopPoint, 0);
Vector4[] vertexColors = new Vector4[4];
pane.renderablePane.Render(vertices, vertexColors, texCoords);
}
}
}
}