Add bmd drawing
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@ -8,12 +8,16 @@ using System.Windows.Forms;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library.Forms;
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using Switch_Toolbox.Library.Forms;
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using Switch_Toolbox.Library.Rendering;
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using SuperBMDLib;
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using SuperBMDLib;
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using System.Drawing;
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using System.Drawing;
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using SuperBMDLib.Rigging;
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using SuperBMDLib.Geometry.Enums;
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using SuperBMDLib.Util;
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namespace FirstPlugin
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namespace FirstPlugin
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{
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{
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public class BMD : TreeNodeFile, IFileFormat, IContextMenuNode
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public class BMD : TreeNodeFile, IFileFormat, IContextMenuNode, ITextureContainer
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{
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{
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public FileType FileType { get; set; } = FileType.Layout;
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public FileType FileType { get; set; } = FileType.Layout;
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@ -44,6 +48,51 @@ namespace FirstPlugin
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return types.ToArray();
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return types.ToArray();
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}
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}
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}
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}
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Viewport viewport
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{
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get
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{
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var editor = LibraryGUI.GetObjectEditor();
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return editor.GetViewport();
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}
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set
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{
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var editor = LibraryGUI.GetObjectEditor();
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editor.LoadViewport(value);
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}
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}
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public Dictionary<string, STGenericTexture> Textures { get; set; }
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bool DrawablesLoaded = false;
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public override void OnClick(TreeView treeView)
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{
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if (Runtime.UseOpenGL && !Runtime.UseLegacyGL)
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{
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if (viewport == null)
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{
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viewport = new Viewport(ObjectEditor.GetDrawableContainers());
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viewport.Dock = DockStyle.Fill;
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}
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if (!DrawablesLoaded)
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{
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ObjectEditor.AddContainer(DrawableContainer);
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DrawablesLoaded = true;
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}
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viewport.ReloadDrawables(DrawableContainer);
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LibraryGUI.LoadEditor(viewport);
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viewport.Text = Text;
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}
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}
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public BMD_Renderer Renderer;
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public DrawableContainer DrawableContainer = new DrawableContainer();
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public Model BMDFile;
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public Model BMDFile;
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private TreeNode TextureFolder;
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private TreeNode TextureFolder;
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private TreeNode ShapeFolder;
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private TreeNode ShapeFolder;
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@ -53,6 +102,14 @@ namespace FirstPlugin
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Text = FileName;
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Text = FileName;
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CanSave = true;
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CanSave = true;
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//Set renderer
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Renderer = new BMD_Renderer();
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DrawableContainer.Name = FileName;
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DrawableContainer.Drawables.Add(Renderer);
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Textures = new Dictionary<string, STGenericTexture>();
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BMD_Renderer.TextureContainers.Add(this);
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ShapeFolder = new TreeNode("Shapes");
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ShapeFolder = new TreeNode("Shapes");
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TextureFolder = new TreeNode("Textures");
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TextureFolder = new TreeNode("Textures");
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Nodes.Add(ShapeFolder);
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Nodes.Add(ShapeFolder);
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@ -62,15 +119,75 @@ namespace FirstPlugin
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for (int i = 0; i < BMDFile.Shapes.Shapes.Count; i++)
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for (int i = 0; i < BMDFile.Shapes.Shapes.Count; i++)
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{
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{
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var shpWrapper = new BMDShapeWrapper(BMDFile.Shapes.Shapes[i]);
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var shpWrapper = new BMDShapeWrapper(BMDFile.Shapes.Shapes[i], BMDFile, i);
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shpWrapper.Text = $"Shape {i}";
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shpWrapper.Text = $"Shape {i}";
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ShapeFolder.Nodes.Add(shpWrapper);
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ShapeFolder.Nodes.Add(shpWrapper);
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Renderer.Meshes.Add(shpWrapper);
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var polyGroup = new STGenericPolygonGroup();
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shpWrapper.PolygonGroups.Add(polyGroup);
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var curShape = BMDFile.Shapes.Shapes[i];
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var VertexAttributes = BMDFile.VertexData.Attributes;
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int vertexID = 0;
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foreach (SuperBMDLib.Geometry.Packet pack in curShape.Packets)
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{
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foreach (SuperBMDLib.Geometry.Primitive prim in pack.Primitives)
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{
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List<SuperBMDLib.Geometry.Vertex> triVertices = J3DUtility.PrimitiveToTriangles(prim);
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for (int triIndex = 0; triIndex < triVertices.Count; triIndex += 3)
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{
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polyGroup.faces.AddRange(new int[] { vertexID + 2, vertexID + 1, vertexID });
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for (int triVertIndex = 0; triVertIndex < 3; triVertIndex++)
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{
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SuperBMDLib.Geometry.Vertex vert = triVertices[triIndex + triVertIndex];
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Vertex vertex = new Vertex();
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vertex.pos = VertexAttributes.Positions[(int)vert.GetAttributeIndex(GXVertexAttribute.Position)];
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shpWrapper.vertices.Add(vertex);
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if (curShape.Descriptor.CheckAttribute(GXVertexAttribute.Normal))
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vertex.nrm = VertexAttributes.Normals[(int)vert.NormalIndex];
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if (curShape.Descriptor.CheckAttribute(GXVertexAttribute.Color0))
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{
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var color0 = VertexAttributes.Color_0[(int)vert.Color0Index];
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vertex.col = new OpenTK.Vector4(color0.R, color0.G, color0.B, color0.A);
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}
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for (int texCoordNum = 0; texCoordNum < 8; texCoordNum++)
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{
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if (curShape.Descriptor.CheckAttribute(GXVertexAttribute.Tex0 + texCoordNum))
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{
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switch (texCoordNum)
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{
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case 0:
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vertex.uv0 = VertexAttributes.TexCoord_0[(int)vert.TexCoord0Index];
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break;
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case 1:
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vertex.uv1 = VertexAttributes.TexCoord_0[(int)vert.TexCoord0Index];
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break;
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case 2:
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vertex.uv2 = VertexAttributes.TexCoord_0[(int)vert.TexCoord0Index];
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break;
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}
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}
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}
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vertexID++;
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}
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}
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}
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}
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}
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}
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for (int i = 0; i < BMDFile.Textures.Textures.Count; i++)
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for (int i = 0; i < BMDFile.Textures.Textures.Count; i++)
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{
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{
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var texWrapper = new BMDTextureWrapper(BMDFile.Textures.Textures[i]);
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var texWrapper = new BMDTextureWrapper(BMDFile.Textures.Textures[i]);
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TextureFolder.Nodes.Add(texWrapper);
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TextureFolder.Nodes.Add(texWrapper);
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Textures.Add(texWrapper.Text, texWrapper);
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}
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}
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}
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}
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@ -6,18 +6,47 @@ using System.Threading.Tasks;
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using System.Windows.Forms;
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using System.Windows.Forms;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library.Rendering;
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using Switch_Toolbox.Library.Forms;
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using Switch_Toolbox.Library.Forms;
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using SuperBMDLib.Geometry;
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using SuperBMDLib.Geometry;
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namespace FirstPlugin
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namespace FirstPlugin
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{
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{
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public class BMDShapeWrapper : STGenericObject
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public class BMDShapeWrapper : GenericRenderedObject
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{
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{
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SuperBMDLib.Model ParentModel;
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Shape BMDShape;
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Shape BMDShape;
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public BMDShapeWrapper(Shape shape)
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private STGenericMaterial material;
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public BMDShapeWrapper(Shape shape, SuperBMDLib.Model model, int Index)
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{
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{
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BMDShape = shape;
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BMDShape = shape;
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ParentModel = model;
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material = new STGenericMaterial();
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// material.Text = $"Material {Index}";
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var mat = model.Materials.m_Materials[Index];
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int textureUnit = 1;
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if (mat.TextureIndices[0] != -1)
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{
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int texIndex = mat.TextureIndices[0];
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STGenericMatTexture matTexture = new STGenericMatTexture();
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matTexture.Name = ParentModel.Textures[texIndex].Name;
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matTexture.Type = STGenericMatTexture.TextureType.Diffuse;
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matTexture.textureUnit = textureUnit++;
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matTexture.wrapModeS = 0;
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matTexture.wrapModeT = 0;
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material.TextureMaps.Add(matTexture);
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}
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}
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public override STGenericMaterial GetMaterial()
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{
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return material;
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}
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}
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public override void OnClick(TreeView treeView)
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public override void OnClick(TreeView treeView)
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21
Switch_FileFormatsMain/GL/BMD_Renderer.cs
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21
Switch_FileFormatsMain/GL/BMD_Renderer.cs
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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 Switch_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 OpenTK;
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using OpenTK.Graphics.OpenGL;
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namespace FirstPlugin
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{
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public class BMD_Renderer : GenericModelRenderer
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{
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public override void OnRender(GLControl control)
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{
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}
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}
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}
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@ -253,6 +253,7 @@
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<Compile Include="FileFormats\Audio\Archives\BFGRP.cs" />
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<Compile Include="FileFormats\Audio\Archives\BFGRP.cs" />
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<Compile Include="FileFormats\Texture\TPL.cs" />
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<Compile Include="FileFormats\Texture\TPL.cs" />
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<Compile Include="FileFormats\Rom\GCDisk.cs" />
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<Compile Include="FileFormats\Rom\GCDisk.cs" />
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<Compile Include="GL\BMD_Renderer.cs" />
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<Compile Include="libWiiSharp\TPL.cs" />
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<Compile Include="libWiiSharp\TPL.cs" />
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<Compile Include="FileFormats\GFBMDL\GFBMDL.cs" />
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<Compile Include="FileFormats\GFBMDL\GFBMDL.cs" />
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<Compile Include="FileFormats\GFBMDL\GFBMDL_Wrappers.cs" />
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<Compile Include="FileFormats\GFBMDL\GFBMDL_Wrappers.cs" />
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13
Switch_Toolbox_Library/Interfaces/ITextureContainer.cs
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Switch_Toolbox_Library/Interfaces/ITextureContainer.cs
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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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namespace Switch_Toolbox.Library
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{
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public interface ITextureContainer
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{
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Dictionary<string, STGenericTexture> Textures { get; set; }
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}
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}
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@ -14,6 +14,8 @@ namespace Switch_Toolbox.Library.Rendering
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{
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{
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public class GenericModelRenderer : AbstractGlDrawable
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public class GenericModelRenderer : AbstractGlDrawable
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{
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{
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public static List<ITextureContainer> TextureContainers = new List<ITextureContainer>();
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public List<GenericRenderedObject> Meshes = new List<GenericRenderedObject>();
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public List<GenericRenderedObject> Meshes = new List<GenericRenderedObject>();
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public STSkeleton Skeleton = new STSkeleton();
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public STSkeleton Skeleton = new STSkeleton();
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@ -309,14 +311,14 @@ namespace Switch_Toolbox.Library.Rendering
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string activeTex = tex.Name;
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string activeTex = tex.Name;
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/* foreach (var bntx in TextureContainers)
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foreach (var container in TextureContainers)
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{
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{
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if (TextureContainers.ContainsKey(activeTex))
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if (container.Textures.ContainsKey(activeTex))
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{
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{
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BindGLTexture(bntx, tex, shader, activeTex);
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BindGLTexture(tex, shader, container.Textures[activeTex]);
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return tex.textureUnit + 1;
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return tex.textureUnit + 1;
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}
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}
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}*/
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}
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return tex.textureUnit + 1;
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return tex.textureUnit + 1;
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}
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}
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<Compile Include="Compression\YAZ0.cs" />
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<Compile Include="Compression\YAZ0.cs" />
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<Compile Include="Compression\ZCMP.cs" />
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<Compile Include="Compression\ZCMP.cs" />
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<Compile Include="Config.cs" />
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<Compile Include="Config.cs" />
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<Compile Include="Interfaces\ITextureContainer.cs" />
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<Compile Include="Rendering\GenericModelRenderer\GenericModelRenderer.cs" />
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<Compile Include="Rendering\GenericModelRenderer\GenericModelRenderer.cs" />
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<Compile Include="Rendering\GenericModelRenderer\GenericRenderedObject.cs" />
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<Compile Include="Rendering\GenericModelRenderer\GenericRenderedObject.cs" />
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<Compile Include="Security\Cryptography\crc32.cs" />
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<Compile Include="Security\Cryptography\crc32.cs" />
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