using System; using System.Collections.Generic; using System.Linq; using System.IO; using System.Threading.Tasks; using GL_EditorFramework.GL_Core; using GL_EditorFramework.Interfaces; using OpenTK; using OpenTK.Graphics.OpenGL; using Toolbox.Library; using Toolbox.Library.Rendering; namespace FirstPlugin { public class KCLRendering : AbstractGlDrawable { public bool DrawGlobalOctrees = false; public Vector3 Max = new Vector3(0); public Vector3 Min = new Vector3(0); public List SelectedTypes = new List(); public Vector3 position = new Vector3(0, 0, 0); public bool UseOverlay = false; protected bool Selected = false; protected bool Hovered = false; // public override bool IsSelected() => Selected; // public override bool IsSelected(int partIndex) => Selected; public bool IsHovered() => Selected; // gl buffer objects int vbo_position; int ibo_elements; //Set the game's material list public KCL.GameSet GameMaterialSet = KCL.GameSet.MarioKart8D; public List models = new List(); private void GenerateBuffers() { GL.GenBuffers(1, out vbo_position); GL.GenBuffers(1, out ibo_elements); } public void Destroy() { GL.DeleteBuffer(vbo_position); GL.DeleteBuffer(ibo_elements); } public void UpdateVertexData() { if (!Runtime.OpenTKInitialized) return; KCL.DisplayVertex[] Vertices; int[] Faces; int poffset = 0; int voffset = 0; List Vs = new List(); List Ds = new List(); foreach (KCL.KCLModel m in models) { m.Offset = poffset * 4; List pv = m.CreateDisplayVertices(); Vs.AddRange(pv); for (int i = 0; i < m.displayFaceSize; i++) { Ds.Add(m.display[i] + voffset); } poffset += m.displayFaceSize; voffset += pv.Count; } // Binds Vertices = Vs.ToArray(); Faces = Ds.ToArray(); // Bind only once! GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * KCL.DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw); LibraryGUI.UpdateViewport(); } public GLShaderGeneric Shader; public ShaderProgram defaultShaderProgram; public ShaderProgram solidColorShaderProgram; public override void Prepare(GL_ControlModern control) { string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader") + "\\KCL.frag"; string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader") + "\\KCL.vert"; var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag)); var defaultVert = new VertexShader(File.ReadAllText(pathVert)); var solidColorFrag = new FragmentShader( @"#version 330 uniform vec4 color; out vec4 FragColor; void main(){ FragColor = color; }"); var solidColorVert = new VertexShader( @"#version 330 in vec3 vPosition; in vec3 vNormal; in vec3 vColor; out vec3 normal; out vec3 color; out vec3 position; uniform mat4 mtxMdl; uniform mat4 mtxCam; void main(){ normal = vNormal; color = vColor; position = vPosition; gl_Position = mtxMdl * mtxCam * vec4(vPosition.xyz, 1.0); }"); Shader = new GLShaderGeneric() { FragmentShader = File.ReadAllText(pathFrag), VertexShader = File.ReadAllText(pathVert), }; defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert, control); solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control); } public override void Prepare(GL_ControlLegacy control) { } private void CheckBuffers() { if (!Runtime.OpenTKInitialized) return; bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0; if (!buffersWereInitialized) { GenerateBuffers(); UpdateVertexData(); } } public override void Draw(GL_ControlLegacy control, Pass pass) { if (!Runtime.OpenTKInitialized || defaultShaderProgram == null || !Visible) return; Matrix4 mvpMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix; Matrix4 invertedCamera = Matrix4.Identity; if (invertedCamera.Determinant != 0) invertedCamera = mvpMat.Inverted(); Vector3 lightDirection = new Vector3(0f, 0f, -1f); Vector3 difLightDirection = Vector3.TransformNormal(lightDirection, invertedCamera).Normalized(); GL.Disable(EnableCap.Texture2D); GL.Enable(EnableCap.DepthTest); foreach (var model in models) { if (Runtime.RenderModels && model.Checked && model.Checked) { List faces = model.getDisplayFace(); GL.Begin(PrimitiveType.Triangles); foreach (var index in faces) { Vertex vert = model.vertices[index]; float normal = Vector3.Dot(difLightDirection, vert.nrm) * 0.5f + 0.5f; GL.Color3(new Vector3(normal)); GL.Vertex3(vert.pos); } GL.End(); } } GL.Enable(EnableCap.Texture2D); } public override void Draw(GL_ControlModern control, Pass pass) { if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT || defaultShaderProgram == null || !Visible) return; if (UseOverlay && pass == Pass.PICKING) return; CheckBuffers(); Matrix4 camMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix; control.CurrentShader = defaultShaderProgram; if (UseOverlay) { control.UpdateModelMatrix( Matrix4.CreateScale(1.0002f)); } else { control.UpdateModelMatrix( Matrix4.CreateScale(Runtime.previewScale)); } SetRenderSettings(defaultShaderProgram); GL.Disable(EnableCap.CullFace); GL.Uniform3(defaultShaderProgram["difLightDirection"], Vector3.TransformNormal(new Vector3(0f, 0f, -1f), camMat.Inverted()).Normalized()); GL.Uniform3(defaultShaderProgram["difLightColor"], new Vector3(1)); GL.Uniform3(defaultShaderProgram["ambLightColor"], new Vector3(1)); defaultShaderProgram.EnableVertexAttributes(); foreach (KCL.KCLModel mdl in models) { DrawModel(mdl, defaultShaderProgram); } defaultShaderProgram.DisableVertexAttributes(); GL.UseProgram(0); GL.Disable(EnableCap.DepthTest); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); } private void SetRenderSettings(ShaderProgram shader) { shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor); GL.Uniform1(defaultShaderProgram["renderType"], (int)Runtime.viewportShading); } private void DrawModel(KCL.KCLModel m, ShaderProgram shader, bool drawSelection = false) { if (m.faces.Count <= 3) return; SetVertexAttributes(m, shader); if (m.Checked) { if (UseOverlay) { DrawOverlayWireframe(m, shader); } else if ((m.IsSelected)) { DrawModelSelection(m, shader); } else { if (Runtime.RenderModelWireframe) { DrawModelWireframe(m, shader); } if (Runtime.RenderModels) { GL.DrawElements(PrimitiveType.Triangles, m.displayFaceSize, DrawElementsType.UnsignedInt, m.Offset); } } } } private static void DrawModelSelection(KCL.KCLModel p, ShaderProgram shader) { //This part needs to be reworked for proper outline. Currently would make model disappear GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); GL.Enable(EnableCap.StencilTest); // use vertex color for wireframe color GL.Uniform1(shader["colorOverride"], 1); GL.PolygonMode(MaterialFace.Front, PolygonMode.Line); GL.Enable(EnableCap.LineSmooth); GL.LineWidth(1.5f); GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); GL.Uniform1(shader["colorOverride"], 0); GL.Enable(EnableCap.DepthTest); } private void SetVertexAttributes(KCL.KCLModel m, ShaderProgram shader) { GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 0); GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 12); GL.VertexAttribPointer(shader.GetAttribute("vColor"), 3, VertexAttribPointerType.Float, false, KCL.DisplayVertex.Size, 24); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); } private static void DrawOverlayWireframe(KCL.KCLModel p, ShaderProgram shader) { GL.Enable(EnableCap.PolygonOffsetFill); GL.PolygonOffset(0, -1); // use vertex color for wireframe color GL.Uniform1(shader["colorOverride"], 1); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line); GL.Enable(EnableCap.LineSmooth); GL.LineWidth(1.2f); GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); GL.Uniform1(shader["colorOverride"], 0); GL.Disable(EnableCap.PolygonOffsetFill); } private static void DrawModelWireframe(KCL.KCLModel p, ShaderProgram shader) { // use vertex color for wireframe color GL.Uniform1(shader["colorOverride"], 1); GL.PolygonMode(MaterialFace.Front, PolygonMode.Line); GL.Enable(EnableCap.LineSmooth); GL.LineWidth(1.5f); GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); GL.Uniform1(shader["colorOverride"], 0); } /* public override BoundingBox GetSelectionBox() { Vector3 Min = new Vector3(0); Vector3 Max = new Vector3(0); foreach (var model in models) { foreach (var vertex in model.vertices) { Min.X = Math.Min(Min.X, vertex.pos.X); Min.Y = Math.Min(Min.Y, vertex.pos.Y); Min.Z = Math.Min(Min.Z, vertex.pos.Z); Max.X = Math.Max(Max.X, vertex.pos.X); Max.Y = Math.Max(Max.Y, vertex.pos.Y); Max.Z = Math.Max(Max.Z, vertex.pos.Z); } } return new BoundingBox() { minX = Min.X, minY = Min.Y, minZ = Min.Z, maxX = Max.X, maxY = Max.Y, maxZ = Max.Z, }; } public override LocalOrientation GetLocalOrientation(int partIndex) { return new LocalOrientation(position); } public override bool TryStartDragging(DragActionType actionType, int hoveredPart, out LocalOrientation localOrientation, out bool dragExclusively) { localOrientation = new LocalOrientation(position); dragExclusively = false; return Selected; } public override bool IsInRange(float range, float rangeSquared, Vector3 pos) { range = 20000; //Make the range large for now. Todo go back to this BoundingBox box = GetSelectionBox(); if (pos.X < box.maxX + range && pos.X > box.minX - range && pos.Y < box.maxY + range && pos.Y > box.minY - range && pos.Z < box.maxZ + range && pos.Z > box.minZ - range) return true; return false; } public override uint SelectAll(GL_ControlBase control) { Selected = true; return REDRAW; } public override uint SelectDefault(GL_ControlBase control) { Selected = true; return REDRAW; } public override uint Select(int partIndex, GL_ControlBase control) { Selected = true; return REDRAW; } public override uint Deselect(int partIndex, GL_ControlBase control) { Selected = false; return REDRAW; } public override uint DeselectAll(GL_ControlBase control) { Selected = false; return REDRAW; } public override Vector3 Position { get { return position; } set { position = value; } }*/ } }