using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using OpenTK.Graphics.OpenGL; using OpenTK; using Toolbox.Library; using Toolbox.Library.Rendering; using Toolbox.Library.IO; using LayoutBXLYT.Cafe; namespace LayoutBXLYT { public partial class LayoutViewer : LayoutControlDocked { public List SelectedPanes = new List(); public Camera2D Camera = new Camera2D(); public class Camera2D { public Matrix4 ModelViewMatrix = Matrix4.Identity; public float Zoom = 1; public Vector2 Position; } private LayoutEditor ParentEditor; private RenderableTex backgroundTex; public BxlytHeader LayoutFile; public List LayoutFiles = new List(); private Dictionary Textures; private void glControl1_Load(object sender, EventArgs e) { } public void ResetCamera() { Camera = new Camera2D(); } public void ResetLayout(BxlytHeader bxlyt) { LayoutFile = bxlyt; UpdateViewport(); } public GLControl GetGLControl() => glControl1; public LayoutViewer(LayoutEditor editor, BxlytHeader bxlyt, Dictionary textures) { InitializeComponent(); ParentEditor = editor; Text = bxlyt.FileName; Textures = textures; LoadLayout(bxlyt); } public void LoadLayout(BxlytHeader bxlyt) { LayoutFile = bxlyt; LayoutFiles.Add(bxlyt); if (bxlyt.Textures.Count > 0) { var textures = bxlyt.GetTextures; foreach (var tex in textures) if (!Textures.ContainsKey(tex.Key)) Textures.Add(tex.Key, tex.Value); } } public override void OnControlClosing() { foreach (var tex in LayoutFile.Textures) { if (Textures.ContainsKey(tex)) { Textures[tex].DisposeRenderable(); Textures.Remove(tex); } } } public void UpdateViewport() { glControl1.Invalidate(); } private void glControl1_Paint(object sender, PaintEventArgs e) { if (!Runtime.OpenTKInitialized) return; glControl1.Context.MakeCurrent(glControl1.WindowInfo); OnRender(); } private BxlytShader GlobalShader; public bool GameWindow = false; public bool UseOrtho => Runtime.LayoutEditor.UseOrthographicView; private Color BackgroundColor => Runtime.LayoutEditor.BackgroundColor; private void OnRender() { if (LayoutFile == null) return; if (!GameWindow) { if (ParentEditor != null) ParentEditor.GamePreviewWindow?.UpdateViewport(); } if (GameWindow) RenderGameWindow(); else RenderEditor(); } private void RenderGameWindow() { int WindowWidth = (int)LayoutFile.RootPane.Width; int WindowHeight = (int)LayoutFile.RootPane.Height; GL.Viewport(0, 0, glControl1.Width, glControl1.Height); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); if (UseOrtho) { float halfW = WindowWidth, halfH = WindowHeight; var orthoMatrix = Matrix4.CreateOrthographic(halfW, halfH, -10000, 10000); GL.LoadMatrix(ref orthoMatrix); GL.MatrixMode(MatrixMode.Modelview); Camera.ModelViewMatrix = orthoMatrix; } else { var cameraPosition = new Vector3(0, 0, -600); var perspectiveMatrix = Matrix4.CreateTranslation(cameraPosition) * Matrix4.CreatePerspectiveFieldOfView(1.3f, WindowWidth / WindowHeight, 0.01f, 100000); GL.LoadMatrix(ref perspectiveMatrix); GL.MatrixMode(MatrixMode.Modelview); Camera.ModelViewMatrix = perspectiveMatrix; } RenderScene(); } private void RenderEditor() { GL.Viewport(0, 0, glControl1.Width, glControl1.Height); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); if (UseOrtho) { float halfW = glControl1.Width / 2.0f, halfH = glControl1.Height / 2.0f; var orthoMatrix = Matrix4.CreateOrthographic(halfW, halfH, -10000, 10000); GL.LoadMatrix(ref orthoMatrix); GL.MatrixMode(MatrixMode.Modelview); Camera.ModelViewMatrix = orthoMatrix; } else { var cameraPosition = new Vector3(Camera.Position.X, Camera.Position.Y, -(Camera.Zoom * 500)); var perspectiveMatrix = Matrix4.CreateTranslation(cameraPosition) * Matrix4.CreatePerspectiveFieldOfView(1.3f, glControl1.Width / glControl1.Height, 0.01f, 100000); GL.LoadMatrix(ref perspectiveMatrix); GL.MatrixMode(MatrixMode.Modelview); Camera.ModelViewMatrix = perspectiveMatrix; } RenderScene(); } private void RenderScene() { GL.ClearColor(BackgroundColor); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // GL.Disable(EnableCap.CullFace); GL.Enable(EnableCap.Blend); GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Always, 0f); GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); GL.Enable(EnableCap.ColorMaterial); GL.Enable(EnableCap.Texture2D); GL.BindTexture(TextureTarget.Texture2D, 0); GL.BlendEquation(BlendEquationMode.FuncAdd); if (UseOrtho && !GameWindow) { GL.PushMatrix(); GL.Scale(Camera.Zoom, Camera.Zoom, 1); GL.Translate(Camera.Position.X, Camera.Position.Y, 0); } if (!GameWindow) { DrawRootPane(LayoutFile.RootPane); DrawGrid(); DrawXyLines(); } GL.BindTexture(TextureTarget.Texture2D, 0); if (GlobalShader == null) { GlobalShader = new BxlytShader(); GlobalShader.Compile(); } foreach (var layout in LayoutFiles) RenderPanes(GlobalShader, layout.RootPane, true, 255, false, null, 0); if (UseOrtho) GL.PopMatrix(); GL.UseProgram(0); glControl1.SwapBuffers(); } private bool test = true; private void RenderPanes(BxlytShader shader, BasePane pane, bool isRoot, byte parentAlpha, bool parentAlphaInfluence, BasePane partPane = null, int stage = 0) { if (!pane.DisplayInEditor || !pane.animController.Visibile) return; GL.PushMatrix(); //Check XY rotation and draw the pane before it was rotated bool isRotatedXY = pane.Rotate.X != 0 || pane.Rotate.Y != 0; if (isRotatedXY && SelectedPanes.Contains(pane)) { GL.PushMatrix(); GL.Translate(pane.Translate.X, pane.Translate.Y, 0); GL.Rotate(pane.Rotate.Z, 0, 0, 1); GL.Scale(pane.Scale.X, pane.Scale.Y, 1); DrawDefaultPane(shader, pane, true); GL.PopMatrix(); } var translate = pane.Translate; var rotate = pane.Rotate; var scale = pane.Scale; foreach (var animItem in pane.animController.PaneSRT) { switch (animItem.Key) { case LPATarget.RotateX: rotate.X = animItem.Value; break; case LPATarget.RotateY: rotate.Y = animItem.Value; break; case LPATarget.RotateZ: rotate.Z = animItem.Value; break; case LPATarget.ScaleX: scale.X = animItem.Value; break; case LPATarget.ScaleY: scale.Y = animItem.Value; break; case LPATarget.TranslateX: translate.X = animItem.Value; break; case LPATarget.TranslateY: translate.Y = animItem.Value; break; case LPATarget.TranslateZ: translate.Z = animItem.Value; break; } } if (partPane != null) { translate = translate + pane.Translate; scale = scale * pane.Scale; rotate = rotate + pane.Rotate; } GL.Translate(translate.X, translate.Y, 0); //Rotate normally unless the object uses shaders/materials //Rotation matrix + shaders works accurately with X/Y rotation axis //Todo, do everything by shaders bool HasMaterials = pane is IWindowPane || pane is IPicturePane || pane is BFLYT.PRT1; if (!HasMaterials) { GL.Rotate(rotate.X, 1, 0, 0); GL.Rotate(rotate.Y, 0, 1, 0); GL.Rotate(rotate.Z, 0, 0, 1); } GL.Scale(scale.X, scale.Y, 1); byte alpha = pane.Alpha; if (pane.animController.PaneVertexColors.ContainsKey(LVCTarget.PaneAlpha)) alpha = (byte)pane.animController.PaneVertexColors[LVCTarget.PaneAlpha]; byte effectiveAlpha = (byte)(parentAlpha == 255 ? alpha : (alpha * parentAlpha) / 255); if (!parentAlphaInfluence) effectiveAlpha = alpha; parentAlphaInfluence = parentAlphaInfluence || pane.InfluenceAlpha; if (!isRoot) { if (pane is IPicturePane) BxlytToGL.DrawPictureBox(pane, GameWindow, effectiveAlpha, Textures); else if (pane is IWindowPane) BxlytToGL.DrawWindowPane(pane, GameWindow, effectiveAlpha, Textures); else if (pane is IBoundryPane) BxlytToGL.DrawBoundryPane(pane, GameWindow, effectiveAlpha, SelectedPanes); else if (pane is ITextPane && Runtime.LayoutEditor.DisplayTextPane) { var textPane = (ITextPane)pane; Bitmap bitmap = null; if (textPane.RenderableFont == null) { if (pane is BFLYT.TXT1) { foreach (var fontFile in FirstPlugin.PluginRuntime.BxfntFiles) { if (Utils.CompareNoExtension(fontFile.Name, textPane.FontName)) { bitmap = fontFile.GetBitmap(textPane.Text, false, pane); } } } } if (bitmap != null) BxlytToGL.DrawTextbox(pane, GameWindow, bitmap, effectiveAlpha, Textures, SelectedPanes, textPane.RenderableFont == null); else DrawDefaultPane(shader, pane); } else if (pane is BFLYT.SCR1) BxlytToGL.DrawScissorPane(pane, GameWindow, effectiveAlpha, SelectedPanes); else if (pane is BFLYT.ALI1) BxlytToGL.DrawAlignmentPane(pane, GameWindow, effectiveAlpha, SelectedPanes); else if (pane is BFLYT.PRT1) DrawPartsPane(shader, (BFLYT.PRT1)pane, effectiveAlpha, parentAlphaInfluence); else DrawDefaultPane(shader, pane); } else isRoot = false; byte childAlpha = pane.InfluenceAlpha || parentAlphaInfluence ? effectiveAlpha : byte.MaxValue; foreach (var childPane in pane.Childern) RenderPanes(shader, childPane, isRoot, childAlpha, parentAlphaInfluence, partPane); GL.PopMatrix(); } private void DrawRootPane(BasePane pane) { Color color = Color.Black; if (SelectedPanes.Contains(pane)) color = Color.Red; CustomRectangle rect = pane.CreateRectangle(); //Draw a quad which is the backcolor but lighter GL.Begin(PrimitiveType.Quads); GL.Color3(BackgroundColor.Lighten(10)); GL.Vertex2(rect.LeftPoint, rect.TopPoint); GL.Vertex2(rect.RightPoint, rect.TopPoint); GL.Vertex2(rect.RightPoint, rect.BottomPoint); GL.Vertex2(rect.LeftPoint, rect.BottomPoint); GL.End(); //Draw outline of root pane GL.Begin(PrimitiveType.LineLoop); GL.PolygonOffset(0.5f, 2); GL.LineWidth(33); GL.Color3(color); GL.Vertex2(rect.LeftPoint, rect.TopPoint); GL.Vertex2(rect.RightPoint, rect.TopPoint); GL.Vertex2(rect.RightPoint, rect.BottomPoint); GL.Vertex2(rect.LeftPoint, rect.BottomPoint); GL.End(); } private void DrawDefaultPane(BxlytShader shader, BasePane pane, bool isSelectionBox = false) { if (!Runtime.LayoutEditor.DisplayNullPane && !isSelectionBox || GameWindow || Runtime.LayoutEditor.IsGamePreview) return; Vector2[] TexCoords = new Vector2[] { new Vector2(1,1), new Vector2(0,1), new Vector2(0,0), new Vector2(1,0) }; Color color = Color.White; if (SelectedPanes.Contains(pane)) color = Color.Red; Color[] Colors = new Color[] { color, color, color, color, }; BxlytToGL.DrawRectangle(pane, GameWindow, pane.Rectangle, TexCoords, Colors); } private void DrawPartsPane(BxlytShader shader, BFLYT.PRT1 pane, byte effectiveAlpha, bool parentInfluenceAlpha) { pane.UpdateTextureData(this.Textures); var partPane = pane.GetExternalPane(); if (partPane != null) RenderPanes(shader,partPane, true, effectiveAlpha, parentInfluenceAlpha); else DrawDefaultPane(shader, pane); if (pane.Properties != null) { foreach (var prop in pane.Properties) { if (prop.Property != null) { RenderPanes(shader,prop.Property, false, effectiveAlpha, parentInfluenceAlpha || pane.InfluenceAlpha); } } } } private void DrawBackground() { if (backgroundTex == null) { /* backgroundTex = RenderableTex.FromBitmap(Properties.Resources.GridBackground); backgroundTex.TextureWrapR = TextureWrapMode.Repeat; backgroundTex.TextureWrapT = TextureWrapMode.Repeat; GL.Enable(EnableCap.Texture2D); GL.BindTexture(TextureTarget.Texture2D, backgroundTex.TexID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)backgroundTex.TextureWrapR); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)backgroundTex.TextureWrapT); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)backgroundTex.TextureMagFilter); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)backgroundTex.TextureMinFilter); float UVscale = 15; int PanelWidth = 9000; int PanelWHeight = 9000; Vector2 scaleCenter = new Vector2(0.5f, 0.5f); Vector2[] TexCoords = new Vector2[] { new Vector2(1,1), new Vector2(0,1), new Vector2(0,0), new Vector2(1,0), }; for (int i = 0; i < TexCoords.Length; i++) TexCoords[i] = (TexCoords[i] - scaleCenter) * 20 + scaleCenter; GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.PushMatrix(); GL.Scale(1, 1, 1); GL.Translate(0, 0, 0); GL.Color4(Color.White); GL.Begin(PrimitiveType.Quads); GL.TexCoord2(TexCoords[0]); GL.Vertex3(PanelWidth, PanelWHeight, 0); GL.TexCoord2(TexCoords[1]); GL.Vertex3(-PanelWidth, PanelWHeight, 0); GL.TexCoord2(TexCoords[2]); GL.Vertex3(-PanelWidth, -PanelWHeight, 0); GL.TexCoord2(TexCoords[3]); GL.Vertex3(PanelWidth, -PanelWHeight, 0); GL.End(); GL.BindTexture(TextureTarget.Texture2D, 0); GL.PopMatrix();*/ } } public void UpdateBackgroundColor(Color color) { Runtime.LayoutEditor.BackgroundColor = color; glControl1.Invalidate(); Config.Save(); } private void DrawXyLines() { if (GameWindow || Runtime.LayoutEditor.IsGamePreview) return; int lineLength = 20; GL.Color3(Color.Green); GL.Begin(PrimitiveType.Lines); GL.Vertex2(0, 0); GL.Vertex2(0, lineLength); GL.End(); GL.Color3(Color.Red); GL.Begin(PrimitiveType.Lines); GL.Vertex2(0, 0); GL.Vertex2(lineLength, 0); GL.End(); } private void DrawGrid() { if (!Runtime.LayoutEditor.DisplayGrid) return; var size = 40; var amount = 300; GL.LineWidth(0.001f); GL.Color3(BackgroundColor.Darken(20)); GL.Begin(PrimitiveType.Lines); int squareGridCounter = 0; for (var i = -amount; i <= amount; i++) { if (squareGridCounter > 5) { squareGridCounter = 0; GL.LineWidth(33f); } else { GL.LineWidth(0.001f); } GL.Vertex2(new Vector2(-amount * size, i * size)); GL.Vertex2(new Vector2(amount * size, i * size)); GL.Vertex2(new Vector2(i * size, -amount * size)); GL.Vertex2(new Vector2(i * size, amount * size)); squareGridCounter++; } GL.End(); GL.Color3(Color.Transparent); GL.PopAttrib(); } private bool mouseHeldDown = false; private bool isPicked = false; private Point originMouse; private void glControl1_MouseDown(object sender, MouseEventArgs e) { SelectedPanes.Clear(); //Pick an object for moving if (Control.ModifierKeys == Keys.Alt && e.Button == MouseButtons.Left) { BasePane hitPane = null; SearchHit(LayoutFile.RootPane, e.X, e.Y, ref hitPane); if (hitPane != null) { SelectedPanes.Add(hitPane); UpdateViewport(); isPicked = true; } } else if (e.Button == MouseButtons.Left) { mouseHeldDown = true; originMouse = e.Location; BasePane hitPane = null; foreach (var child in LayoutFile.RootPane.Childern) SearchHit(child, e.X, e.Y, ref hitPane); Console.WriteLine($"Has Hit " + hitPane != null); if (hitPane != null) { SelectedPanes.Add(hitPane); UpdateViewport(); } glControl1.Invalidate(); } Console.WriteLine("SelectedPanes " + SelectedPanes.Count); } private void SearchHit(BasePane pane, int X, int Y, ref BasePane SelectedPane) { if (pane.IsHit(X, Y)) { SelectedPane = pane; return; } foreach (var childPane in pane.Childern) SearchHit(childPane, X, Y, ref SelectedPane); } private void glControl1_MouseUp(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { mouseHeldDown = false; isPicked = false; glControl1.Invalidate(); } } private void glControl1_MouseMove(object sender, MouseEventArgs e) { if (mouseHeldDown) { var pos = new Vector2(e.Location.X - originMouse.X, e.Location.Y - originMouse.Y); Camera.Position.X += pos.X; Camera.Position.Y -= pos.Y; originMouse = e.Location; glControl1.Invalidate(); } } protected override void OnMouseWheel(MouseEventArgs e) { base.OnMouseWheel(e); if (UseOrtho) { if (e.Delta > 0 && Camera.Zoom > 0) Camera.Zoom += 0.1f; if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0.1) Camera.Zoom -= 0.1f; } else { if (e.Delta > 0 && Camera.Zoom > 0.1) Camera.Zoom -= 0.1f; if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0) Camera.Zoom += 0.1f; } glControl1.Invalidate(); } private void glControl1_Resize(object sender, EventArgs e) { glControl1.Invalidate(); } } }