Improve legacy support and a few fixes.
Cursor for param editing doesn't reset anymore to the top right of the screen. Fixed some direct c tex issues with loading.
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79ca72bc98
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@ -199,6 +199,40 @@ namespace FirstPlugin
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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.Disable(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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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.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_ControlModern control)
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@ -540,6 +574,8 @@ namespace FirstPlugin
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public static int BindTexture(SF.Shader shader, MatTexture tex, FMAT material, bool IsWiiU)
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{
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BFRES bfres = (BFRES)material.Parent.Parent.Parent.Parent;
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if (material.Parent == null || bfres == null) //Bfres disposed
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return -1;
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GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
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@ -144,15 +144,17 @@ namespace Switch_Toolbox.Library
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boneInd = mesh.Bones.IndexOf(bone); //Set the index of the bone for the vertex weight
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}
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int MinWeightAmount = 0;
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//Check if the max amount of weights is higher than the current bone id
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if (v.boneWeights.Count > j && v.boneWeights[j] > 0)
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if (v.boneWeights.Count > j && v.boneWeights[j] > MinWeightAmount)
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{
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if (v.boneWeights[j] <= 1)
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mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, v.boneWeights[j]));
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else
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mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1));
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}
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else if (v.boneWeights.Count == 0 || v.boneWeights[j] > 0)
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else if (v.boneWeights.Count == 0 || v.boneWeights[j] > MinWeightAmount)
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mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1));
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}
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}
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@ -217,6 +217,7 @@ namespace BarSlider
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if (TextEditorActive)
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return;
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if (prevPos.X != 0 && prevPos.Y != 0)
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Cursor.Position = prevPos;
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Cursor.Show();
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}
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@ -53,10 +53,16 @@ namespace Switch_Toolbox.Library
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if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
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return;
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if (Runtime.boneXrayDisplay)
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GL.Disable(EnableCap.DepthTest);
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GL.Disable(EnableCap.Texture2D);
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foreach (STBone bn in bones)
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{
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bn.RenderLegacy();
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}
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.DepthTest);
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}
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public override void Draw(GL_ControlLegacy control, Pass pass)
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@ -64,10 +70,16 @@ namespace Switch_Toolbox.Library
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if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
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return;
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if (Runtime.boneXrayDisplay)
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GL.Disable(EnableCap.DepthTest);
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GL.Disable(EnableCap.Texture2D);
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foreach (STBone bn in bones)
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{
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bn.RenderLegacy();
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}
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.DepthTest);
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}
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private static List<Vector4> screenPositions = new List<Vector4>()
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@ -91,14 +91,13 @@ namespace Switch_Toolbox.Library.Rendering
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return;
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GL.MatrixMode(MatrixMode.Projection);
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.Enable(EnableCap.DepthTest);
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GL.DepthFunc(DepthFunction.Lequal);
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GL.Disable(EnableCap.Texture2D);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.Begin(PrimitiveType.TriangleStrip);
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GL.Color3(Runtime.backgroundGradientTop);
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GL.Vertex3(1, 1, 0.99998);
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@ -111,6 +110,8 @@ namespace Switch_Toolbox.Library.Rendering
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GL.UseProgram(0);
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GL.Enable(EnableCap.CullFace);
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GL.PopMatrix();
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}
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public override void Prepare(GL_ControlModern control)
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@ -127,6 +127,7 @@ namespace Switch_Toolbox.Library.Rendering
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var color = Runtime.gridSettings.color;
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GL.UseProgram(0);
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GL.Disable(EnableCap.Texture2D);
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// GL.MatrixMode(MatrixMode.Modelview);
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GL.PushAttrib(AttribMask.AllAttribBits);
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@ -146,6 +147,7 @@ namespace Switch_Toolbox.Library.Rendering
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GL.End();
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GL.Color3(Color.Transparent);
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GL.PopAttrib();
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GL.Enable(EnableCap.Texture2D);
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}
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public override void Prepare(GL_ControlModern control)
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@ -98,7 +98,6 @@ namespace Switch_Toolbox.Library.Rendering
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GL.UseProgram(0);
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GL.Disable(EnableCap.CullFace);
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GL.Disable(EnableCap.DepthTest);
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control.CurrentShader = solidColorShaderProgram;
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@ -143,7 +142,7 @@ namespace Switch_Toolbox.Library.Rendering
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var color = Runtime.gridSettings.color;
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GL.UseProgram(0);
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// GL.MatrixMode(MatrixMode.Modelview);
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GL.Disable(EnableCap.Texture2D);
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GL.PushAttrib(AttribMask.AllAttribBits);
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var trans = Matrix4.Identity;
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@ -162,6 +161,7 @@ namespace Switch_Toolbox.Library.Rendering
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GL.End();
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GL.Color3(Color.Transparent);
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GL.PopAttrib();
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GL.Enable(EnableCap.Texture2D);
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}
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public override void Prepare(GL_ControlModern control)
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@ -466,9 +466,6 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Projects\Recent\DUMMY.txt" />
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<Content Include="Lib\x64\DirectXTexNetImpl.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Lib\x86\DirectXTexNetImpl.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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