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mirror of synced 2024-11-28 01:10:51 +01:00

Add more bmd material conversion. Reorder bmd object draw, and check transparency

This commit is contained in:
KillzXGaming 2019-07-12 21:48:56 -04:00
parent 97dbb145ad
commit 5fc6522449
11 changed files with 209 additions and 16 deletions

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@ -15,6 +15,14 @@ namespace FirstPlugin
public Material Material; public Material Material;
SuperBMDLib.Model ParentModel; SuperBMDLib.Model ParentModel;
public bool isTransparent
{
get
{
return (Material.Flag & 3) == 0;
}
}
public BMDMaterialWrapper(Material mat, SuperBMDLib.Model model) public BMDMaterialWrapper(Material mat, SuperBMDLib.Model model)
{ {
Material = mat; Material = mat;

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@ -22,25 +22,54 @@ namespace FirstPlugin
} }
public override void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
List<STGenericObject> opaque = new List<STGenericObject>();
List<STGenericObject> transparent = new List<STGenericObject>();
for (int m = 0; m < Meshes.Count; m++)
{
if (((BMDMaterialWrapper)Meshes[m].GetMaterial()).isTransparent)
transparent.Add(Meshes[m]);
else
opaque.Add(Meshes[m]);
}
for (int m = 0; m < transparent.Count; m++)
{
DrawModel(control, Skeleton, transparent[m].GetMaterial(), transparent[m], shader);
}
for (int m = 0; m < opaque.Count; m++)
{
DrawModel(control, Skeleton, opaque[m].GetMaterial(), opaque[m], shader);
}
shader.DisableVertexAttributes();
}
public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m) public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{ {
var bmdMaterial = (BMDMaterialWrapper)mat; var bmdMaterial = (BMDMaterialWrapper)mat;
switch (bmdMaterial.Material.CullMode) shader.SetBoolToInt("isTransparent", bmdMaterial.isTransparent);
GXToOpenGL.SetBlendState(bmdMaterial.Material.BMode);
GXToOpenGL.SetCullState(bmdMaterial.Material.CullMode);
GXToOpenGL.SetDepthState(bmdMaterial.Material.ZMode, false);
GXToOpenGL.SetDitherEnabled(bmdMaterial.Material.Dither);
}
public static TextureMagFilter GetMagFilter(SuperBMDLib.Materials.BinaryTextureImage.FilterMode fromMode)
{
switch (fromMode)
{ {
case CullMode.None: case SuperBMDLib.Materials.BinaryTextureImage.FilterMode.Nearest: return TextureMagFilter.Nearest;
GL.Disable(EnableCap.CullFace); case SuperBMDLib.Materials.BinaryTextureImage.FilterMode.Linear: return TextureMagFilter.Linear;
break;
case CullMode.Back:
GL.CullFace(CullFaceMode.Back);
break;
case CullMode.Front:
GL.CullFace(CullFaceMode.Front);
break;
case CullMode.All:
GL.CullFace(CullFaceMode.FrontAndBack);
break;
} }
return TextureMagFilter.Nearest;
} }
public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader) public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader)

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@ -0,0 +1,154 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
using OpenTK;
using SuperBMDLib.Materials;
using SuperBMDLib.Materials.Enums;
namespace FirstPlugin
{
//From https://github.com/LordNed/JStudio/blob/b9c4eabb1c7e80a8da7f63f8d5003df704de369c/JStudio/GXToOpenGL.cs
public static class GXToOpenGL
{
public static TextureWrapMode GetWrapMode(BinaryTextureImage.WrapModes fromMode)
{
switch (fromMode)
{
case BinaryTextureImage.WrapModes.ClampToEdge: return TextureWrapMode.ClampToEdge;
case BinaryTextureImage.WrapModes.Repeat: return TextureWrapMode.Repeat;
case BinaryTextureImage.WrapModes.MirroredRepeat: return TextureWrapMode.MirroredRepeat;
}
return TextureWrapMode.Repeat;
}
public static TextureMinFilter GetMinFilter(BinaryTextureImage.FilterMode fromMode)
{
switch (fromMode)
{
case BinaryTextureImage.FilterMode.Nearest: return TextureMinFilter.Nearest;
case BinaryTextureImage.FilterMode.Linear: return TextureMinFilter.Linear;
case BinaryTextureImage.FilterMode.NearestMipmapNearest: return TextureMinFilter.NearestMipmapNearest;
case BinaryTextureImage.FilterMode.NearestMipmapLinear: return TextureMinFilter.NearestMipmapLinear;
case BinaryTextureImage.FilterMode.LinearMipmapNearest: return TextureMinFilter.LinearMipmapNearest;
case BinaryTextureImage.FilterMode.LinearMipmapLinear: return TextureMinFilter.LinearMipmapLinear;
}
return TextureMinFilter.Nearest;
}
public static TextureMagFilter GetMagFilter(BinaryTextureImage.FilterMode fromMode)
{
switch (fromMode)
{
case BinaryTextureImage.FilterMode.Nearest: return TextureMagFilter.Nearest;
case BinaryTextureImage.FilterMode.Linear: return TextureMagFilter.Linear;
}
return TextureMagFilter.Nearest;
}
public static void SetBlendState(SuperBMDLib.Materials.BlendMode blendMode)
{
if (blendMode.Type == SuperBMDLib.Materials.Enums.BlendMode.Blend)
{
GL.Enable(EnableCap.Blend);
GL.BlendFunc(GetBlendFactorSrc(blendMode.SourceFact), GetBlendFactorDest(blendMode.DestinationFact));
}
else if (blendMode.Type == SuperBMDLib.Materials.Enums.BlendMode.None)
{
GL.Disable(EnableCap.Blend);
}
else
{
// Logic, Subtract?
}
}
public static BlendingFactor GetBlendFactorSrc(BlendModeControl sourceFactor)
{
switch (sourceFactor)
{
case BlendModeControl.Zero: return BlendingFactor.Zero;
case BlendModeControl.One: return BlendingFactor.One;
case BlendModeControl.SrcColor: return BlendingFactor.SrcColor;
case BlendModeControl.InverseSrcColor: return BlendingFactor.OneMinusSrcColor;
case BlendModeControl.SrcAlpha: return BlendingFactor.SrcAlpha;
case BlendModeControl.InverseSrcAlpha: return BlendingFactor.OneMinusSrcAlpha;
case BlendModeControl.DstAlpha: return BlendingFactor.DstAlpha;
case BlendModeControl.InverseDstAlpha: return BlendingFactor.OneMinusDstAlpha;
default:
Console.WriteLine("Unsupported GXBlendModeControl: \"{0}\" in GetOpenGLBlendSrc!", sourceFactor);
return BlendingFactor.SrcAlpha;
}
}
public static BlendingFactor GetBlendFactorDest(BlendModeControl destinationFactor)
{
switch (destinationFactor)
{
case BlendModeControl.Zero: return BlendingFactor.Zero;
case BlendModeControl.One: return BlendingFactor.One;
case BlendModeControl.SrcColor: return BlendingFactor.SrcColor;
case BlendModeControl.InverseSrcColor: return BlendingFactor.OneMinusSrcColor;
case BlendModeControl.SrcAlpha: return BlendingFactor.SrcAlpha;
case BlendModeControl.InverseSrcAlpha: return BlendingFactor.OneMinusSrcAlpha;
case BlendModeControl.DstAlpha: return BlendingFactor.DstAlpha;
case BlendModeControl.InverseDstAlpha: return BlendingFactor.OneMinusDstAlpha;
default:
Console.WriteLine("Unsupported GXBlendModeControl: \"{0}\" in GetOpenGLBlendDest!", destinationFactor);
return BlendingFactor.OneMinusSrcAlpha;
}
}
public static void SetCullState(CullMode cullState)
{
GL.Enable(EnableCap.CullFace);
switch (cullState)
{
case CullMode.None: GL.Disable(EnableCap.CullFace); break;
case CullMode.Front: GL.CullFace(CullFaceMode.Front); break;
case CullMode.Back: GL.CullFace(CullFaceMode.Back); break;
case CullMode.All: GL.CullFace(CullFaceMode.FrontAndBack); break;
}
}
public static void SetDepthState(ZMode depthState, bool bDepthOnlyPrePass)
{
if (depthState.Enable || bDepthOnlyPrePass)
{
GL.Enable(EnableCap.DepthTest);
GL.DepthMask(depthState.UpdateEnable || bDepthOnlyPrePass);
switch (depthState.Function)
{
case CompareType.Never: GL.DepthFunc(DepthFunction.Never); break;
case CompareType.Less: GL.DepthFunc(DepthFunction.Less); break;
case CompareType.Equal: GL.DepthFunc(DepthFunction.Equal); break;
case CompareType.LEqual: GL.DepthFunc(DepthFunction.Lequal); break;
case CompareType.Greater: GL.DepthFunc(DepthFunction.Greater); break;
case CompareType.NEqual: GL.DepthFunc(DepthFunction.Notequal); break;
case CompareType.GEqual: GL.DepthFunc(DepthFunction.Gequal); break;
case CompareType.Always: GL.DepthFunc(DepthFunction.Always); break;
default: Console.WriteLine("Unsupported GXCompareType: \"{0}\" in GetOpenGLDepthFunc!", depthState.Function); break;
}
}
else
{
GL.Disable(EnableCap.DepthTest);
GL.DepthMask(false);
}
}
public static void SetDitherEnabled(bool ditherEnabled)
{
if (ditherEnabled)
GL.Enable(EnableCap.Dither);
else
GL.Disable(EnableCap.Dither);
}
}
}

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@ -173,6 +173,7 @@ namespace FirstPlugin.Forms
public List<int> KeyFrames = new List<int>(); //Used for getting the frame of the list item public List<int> KeyFrames = new List<int>(); //Used for getting the frame of the list item
public bool IsLoading = false; public bool IsLoading = false;
private Thread Thread;
private void LoadAniamtion(MaterialAnimation anim, MaterialAnimation.SamplerKeyGroup activeSampler) private void LoadAniamtion(MaterialAnimation anim, MaterialAnimation.SamplerKeyGroup activeSampler)
{ {
if (activeSampler == null || IsLoading) if (activeSampler == null || IsLoading)
@ -200,7 +201,7 @@ namespace FirstPlugin.Forms
} }
} }
Thread Thread = new Thread((ThreadStart)(() => Thread = new Thread((ThreadStart)(() =>
{ {
for (int Frame = 0; Frame <= anim.FrameCount; Frame++) for (int Frame = 0; Frame <= anim.FrameCount; Frame++)
{ {

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@ -256,6 +256,7 @@
<Compile Include="FileFormats\Texture\TPL.cs" /> <Compile Include="FileFormats\Texture\TPL.cs" />
<Compile Include="FileFormats\Rom\GCDisk.cs" /> <Compile Include="FileFormats\Rom\GCDisk.cs" />
<Compile Include="GL\BMD_Renderer.cs" /> <Compile Include="GL\BMD_Renderer.cs" />
<Compile Include="GL\GXToOpenGL.cs" />
<Compile Include="GUI\BMD\BMDModelImportSettings.cs"> <Compile Include="GUI\BMD\BMDModelImportSettings.cs">
<SubType>Form</SubType> <SubType>Form</SubType>
</Compile> </Compile>

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@ -378,7 +378,7 @@ namespace Switch_Toolbox.Library.Rendering
shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor); shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
} }
private void DrawModels(ShaderProgram shader, GL_ControlModern control) public virtual void DrawModels(ShaderProgram shader, GL_ControlModern control)
{ {
shader.EnableVertexAttributes(); shader.EnableVertexAttributes();
foreach (STGenericObject shp in Meshes) foreach (STGenericObject shp in Meshes)
@ -405,7 +405,7 @@ namespace Switch_Toolbox.Library.Rendering
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
} }
private void DrawModel(GLControl control, STSkeleton Skeleton, STGenericMaterial Material, STGenericObject m, ShaderProgram shader) public void DrawModel(GLControl control, STSkeleton Skeleton, STGenericMaterial Material, STGenericObject m, ShaderProgram shader)
{ {
if (m.PolygonGroups.Count > 0) if (m.PolygonGroups.Count > 0)
{ {