using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using SFGraphics.GLObjects.Textures; using SFGraphics.GLObjects.Textures.TextureFormats; using OpenTK; using OpenTK.Graphics.OpenGL; using Toolbox.Library.IO; using GL_EditorFramework.GL_Core; namespace Toolbox.Library { public class RenderTools { public static void ResetSpecularCubeMap() { specularpbr = null; } public static void ResetDiffuseCubeMap() { diffusepbr = null; } public static STGenericTexture defaulttex; public static STGenericTexture defaultTex { get { if (defaulttex == null) { defaulttex = new GenericBitmapTexture(Properties.Resources.DefaultTexture); defaulttex.LoadOpenGLTexture(); defaulttex.RenderableTex.Bind(); } return defaulttex; } set { defaulttex = value; } } private static TextureCubeMap diffusepbr; public static TextureCubeMap diffusePbr { get { if (diffusepbr == null) { if (System.IO.File.Exists(Runtime.PBR.DiffuseCubeMapPath)) { DDS diffuseSdr = new DDS(Runtime.PBR.DiffuseCubeMapPath); diffusepbr = DDS.CreateGLCubeMap(diffuseSdr); } else { DDS diffuseSdr = new DDS(Properties.Resources.diffuseSDR); diffusepbr = DDS.CreateGLCubeMap(diffuseSdr); } } return diffusepbr; } set { diffusepbr = value; } } private static TextureCubeMap specularpbr; public static TextureCubeMap specularPbr { get { if (specularpbr == null) { if (System.IO.File.Exists(Runtime.PBR.SpecularCubeMapPath)) { DDS specularSdr = new DDS(Runtime.PBR.SpecularCubeMapPath); specularpbr = DDS.CreateGLCubeMap(specularSdr); if (specularSdr.MipCount <= 1) { GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap); } } else { DDS specularSdr = new DDS(Properties.Resources.specularSDR); specularpbr = DDS.CreateGLCubeMap(specularSdr); } } return specularpbr; } set { specularpbr = value; } } public static STGenericTexture uvtestPattern; public static STGenericTexture uvTestPattern { get { if (uvtestPattern == null) { uvTestPattern = new GenericBitmapTexture(Properties.Resources.UVPattern); uvTestPattern.LoadOpenGLTexture(); uvTestPattern.RenderableTex.Bind(); } return uvtestPattern; } set { uvtestPattern = value; } } private static Texture2D boneWeightGradient; public static Texture2D BoneWeightGradient { get { if (boneWeightGradient == null) { boneWeightGradient = new Texture2D(); boneWeightGradient.LoadImageData(Properties.Resources.boneWeightGradient); boneWeightGradient.TextureWrapR = TextureWrapMode.Repeat; boneWeightGradient.TextureWrapS = TextureWrapMode.Repeat; boneWeightGradient.TextureWrapT = TextureWrapMode.Repeat; } return boneWeightGradient; } set { boneWeightGradient = value; } } private static Texture2D boneWeightGradient2; public static Texture2D BoneWeightGradient2 { get { if (boneWeightGradient2 == null) { boneWeightGradient2 = new Texture2D(); boneWeightGradient2.LoadImageData(Properties.Resources.boneWeightGradient2); boneWeightGradient2.TextureWrapR = TextureWrapMode.Repeat; boneWeightGradient2.TextureWrapS = TextureWrapMode.Repeat; boneWeightGradient2.TextureWrapT = TextureWrapMode.Repeat; } return boneWeightGradient2; } set { boneWeightGradient = value; } } private static Texture2D brdfpbr; public static Texture2D brdfPbr { get { if (brdfpbr == null) { DDS brdf = new DDS(Properties.Resources.brsf); var tex = DDS.GetArrayFaces(brdf, 1); brdfpbr = new Texture2D(); brdfpbr.LoadImageData((int)brdf.header.width, (int)brdf.header.height, tex[0].mipmaps[0], new TextureFormatUncompressed(PixelInternalFormat.Rgba, PixelFormat.Rgba, PixelType.UnsignedByte)); // Don't use mipmaps. diffusePbr.MinFilter = TextureMinFilter.Linear; diffusePbr.MagFilter = TextureMagFilter.Linear; } return brdfpbr; } set { brdfpbr = value; } } public static void LoadTextures() { } public static void DisposeTextures() { defaultTex = null; uvTestPattern = null; brdfPbr = null; diffusePbr = null; specularPbr = null; } public static void DrawSkyBox(Matrix4 RotationMatrix) { } private static void DrawScreenTriangle(ShaderProgram shader) { float[] vertices = { -1f, -1f, 0.0f, 3f, -1f, 0.0f, -1f, 3f, 0.0f }; int vao; GL.GenVertexArrays(1, out vao); GL.BindVertexArray(vao); int vbo; GL.GenBuffers(1, out vbo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(sizeof(float) * vertices.Length), vertices, BufferUsageHint.StaticDraw); GL.VertexAttribPointer(shader.GetAttribute("position"), 3, VertexAttribPointerType.Float, false, sizeof(float) * 3, 0); GL.EnableVertexAttribArray(0); GL.DrawArrays(PrimitiveType.Triangles, 0, 3); } public static void DrawCube(Vector3 center, float size) { DrawRectangularPrism(center, size, size, size, false); } public static void DrawRectangularPrism(Vector3 center, float sizeX, float sizeY, float sizeZ, bool useWireFrame = false) { PrimitiveType primitiveType = PrimitiveType.Quads; if (useWireFrame) { GL.LineWidth(2); primitiveType = PrimitiveType.LineLoop; } GL.Begin(primitiveType); GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ); GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ); GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ); GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ); GL.End(); GL.Begin(primitiveType); GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ); GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ); GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ); GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ); GL.End(); GL.Begin(primitiveType); GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ); GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ); GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ); GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ); GL.End(); GL.Begin(primitiveType); GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ); GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ); GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ); GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ); GL.End(); GL.Begin(primitiveType); GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ); GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ); GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ); GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ); GL.End(); GL.Begin(primitiveType); GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ); GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ); GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ); GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ); GL.End(); } } }