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Switch-Toolbox/Switch_Toolbox_Library/Rendering/GenericModelRenderer/GenericModelRenderer.cs
KillzXGaming e2cd3ff150 Fix typos
2019-11-16 16:41:16 -05:00

558 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using Toolbox.Library.IO;
using Toolbox.Library;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace Toolbox.Library.Rendering
{
public class GenericModelRenderer : AbstractGlDrawable
{
public virtual float PreviewScale { get; set; } = 1.0f;
public static List<ITextureContainer> TextureContainers = new List<ITextureContainer>();
public List<GenericRenderedObject> Meshes = new List<GenericRenderedObject>();
public STSkeleton Skeleton = new STSkeleton();
public Matrix4 ModelTransform = Matrix4.Identity;
public virtual bool UsePBR { get; set; } = false;
// gl buffer objects
int vbo_position;
int ibo_elements;
private void GenerateBuffers()
{
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_elements);
UpdateVertexData();
UpdateTextureMaps();
}
public void Destroy()
{
GL.DeleteBuffer(vbo_position);
GL.DeleteBuffer(ibo_elements);
}
public void UpdateVertexData()
{
if (!Runtime.OpenTKInitialized)
return;
GenericRenderedObject.DisplayVertex[] Vertices;
int[] Faces;
int poffset = 0;
int voffset = 0;
List<GenericRenderedObject.DisplayVertex> Vs = new List<GenericRenderedObject.DisplayVertex>();
List<int> Ds = new List<int>();
foreach (GenericRenderedObject shape in Meshes)
{
List<GenericRenderedObject.DisplayVertex> pv = shape.CreateDisplayVertices();
Vs.AddRange(pv);
int GroupOffset = 0;
int groupIndex = 0;
if (shape.PolygonGroups.Count > 0)
{
foreach (var group in shape.PolygonGroups)
{
group.Offset = poffset * 4;
for (int i = 0; i < group.displayFaceSize; i++)
{
Ds.Add(shape.display[GroupOffset + i] + voffset);
}
poffset += group.displayFaceSize;
GroupOffset += group.displayFaceSize;
}
voffset += pv.Count;
}
else if (shape.lodMeshes.Count > 0)
{
shape.Offset = poffset * 4;
for (int i = 0; i < shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize; i++)
{
Ds.Add(shape.display[i] + voffset);
}
poffset += shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize;
voffset += pv.Count;
}
}
// Binds
Vertices = Vs.ToArray();
Faces = Ds.ToArray();
// Bind only once!
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<GenericRenderedObject.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * GenericRenderedObject.DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
GL.BufferData<int>(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw);
LibraryGUI.UpdateViewport();
}
public void UpdateTextureMaps()
{
if (!Runtime.OpenTKInitialized)
return;
LibraryGUI.UpdateViewport();
}
public ShaderProgram defaultShaderProgram;
public override void Prepare(GL_ControlModern control)
{
if (UsePBR)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GFBModel.frag");
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GFBModel.vert");
string pathPbrUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\PbrUtility.frag";
string pathUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\Utility.frag";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
var pbrUtiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathPbrUtiltyFrag));
var utiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathUtiltyFrag));
defaultShaderProgram = new ShaderProgram(new Shader[]
{ utiltyFrag, pbrUtiltyFrag, defaultVert, defaultFrag }, control);
}
else
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GenericShader.frag");
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GenericShader.vert");
string pathUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\Utility.frag";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
var utiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathUtiltyFrag));
defaultShaderProgram = new ShaderProgram(new Shader[]
{ utiltyFrag, defaultVert, defaultFrag }, control);
}
}
public override void Prepare(GL_ControlLegacy control)
{
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
if (!Runtime.OpenTKInitialized)
return;
}
public override void Draw(GL_ControlModern control, Pass pass)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
if (!buffersWereInitialized)
GenerateBuffers();
ShaderProgram shader = defaultShaderProgram;
control.CurrentShader = shader;
control.UpdateModelMatrix(Matrix4.CreateScale(Runtime.previewScale * PreviewScale) * ModelTransform);
OnRender(control);
Matrix4 camMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
Matrix4 invertedCamera = Matrix4.Identity;
if (invertedCamera.Determinant != 0)
invertedCamera = camMat.Inverted();
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
shader.SetVector3("difLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
// GL.Enable(EnableCap.AlphaTest);
// GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
SetRenderSettings(shader);
DrawModels(shader, control);
GL.UseProgram(0);
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
GL.CullFace(CullFaceMode.Back);
}
public virtual void OnRender(GLControl control)
{
}
private static void SetBoneUniforms(GLControl control, ShaderProgram shader, STSkeleton Skeleton, STGenericObject mesh)
{
int i = 0;
foreach (var bone in Skeleton.bones)
{
Matrix4 transform = bone.invert * bone.Transform;
GL.UniformMatrix4(GL.GetUniformLocation(shader.programs[control], String.Format("bones[{0}]", i++)), false, ref transform);
}
/* foreach (var FaceGroup in fshp.Shape.FaceGroups)
{
if (FaceGroup.BoneIndexList == null)
continue;
for (int i = 0; i < FaceGroup.BoneIndexList.Length; i++)
{
GL.Uniform1(GL.GetUniformLocation(shader.programs[control], String.Format("boneIds[{0}]", i)), FaceGroup.BoneIndexList[i]);
Matrix4 transform = fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].invert * fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].Transform;
GL.UniformMatrix4(GL.GetUniformLocation(shader.programs[control], String.Format("bones[{0}]", i)), false, ref transform);
}
}*/
}
private void SetUniformBlocks(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{
}
public virtual void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{
}
private static void SetUniforms(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{
//UV Scale
shader.SetFloat("ColorUVScaleU", 1);
shader.SetFloat("ColorUVScaleV", 1);
//UV Translate
shader.SetFloat("ColorUVTranslateU", 0);
shader.SetFloat("ColorUVTranslateV", 0);
}
private static void SetUniformData(STGenericMaterial mat, ShaderProgram shader, string propertyName)
{
}
private static void LoadDebugTextureMaps(ShaderProgram shader)
{
GL.ActiveTexture(TextureUnit.Texture0 + 1);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
GL.Uniform1(shader["debugOption"], 2);
GL.ActiveTexture(TextureUnit.Texture11);
GL.Uniform1(shader["weightRamp1"], 11);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient.Id);
GL.ActiveTexture(TextureUnit.Texture12);
GL.Uniform1(shader["weightRamp2"], 12);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient2.Id);
GL.ActiveTexture(TextureUnit.Texture10);
GL.Uniform1(shader["UVTestPattern"], 10);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID);
}
private void SetTextureUniforms(STGenericMaterial mat, STGenericObject m, ShaderProgram shader)
{
SetDefaultTextureAttributes(mat, shader);
LoadDebugTextureMaps(shader);
shader.SetInt("RedChannel", 0);
shader.SetInt("GreenChannel", 1);
shader.SetInt("BlueChannel", 2);
shader.SetInt("AlphaChannel", 3);
LoadPBRMaps(shader);
foreach (STGenericMatTexture matex in mat.TextureMaps)
{
if (matex.Type == STGenericMatTexture.TextureType.Diffuse)
{
shader.SetBoolToInt("HasDiffuse", true);
TextureUniform(shader, mat, true, "DiffuseMap", matex);
}
}
}
private static void LoadPBRMaps(ShaderProgram shader)
{
GL.ActiveTexture(TextureUnit.Texture0 + 26);
RenderTools.specularPbr.Bind();
shader.SetInt("specularIbl", 26);
// GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap);
// PBR IBL
GL.ActiveTexture(TextureUnit.Texture0 + 25);
RenderTools.diffusePbr.Bind();
shader.SetInt("irradianceMap", 25);
GL.ActiveTexture(TextureUnit.Texture0 + 27);
RenderTools.brdfPbr.Bind();
shader.SetInt("brdfLUT", 27);
}
private void TextureUniform(ShaderProgram shader, STGenericMaterial mat, bool hasTex, string name, STGenericMatTexture mattex)
{
if (mattex.textureState == STGenericMatTexture.TextureState.Binded)
return;
// Bind the texture and create the uniform if the material has the right textures.
if (hasTex)
{
GL.Uniform1(shader[name], BindTexture(mattex, shader));
}
}
public virtual int BindTexture(STGenericMatTexture tex, ShaderProgram shader)
{
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
string activeTex = tex.Name;
foreach (var container in TextureContainers)
{
for (int i = 0; i < container.TextureList?.Count; i++)
{
if (activeTex == container.TextureList[i].Text)
{
BindGLTexture(tex, shader, container.TextureList[i]);
return tex.textureUnit + 1;
}
}
}
return tex.textureUnit + 1;
}
public static void BindGLTexture(STGenericMatTexture tex, ShaderProgram shader, STGenericTexture texture)
{
if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
texture.LoadOpenGLTexture();
if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
{
shader.SetInt("RedChannel", (int)texture.RedChannel);
shader.SetInt("GreenChannel", (int)texture.GreenChannel);
shader.SetInt("BlueChannel", (int)texture.BlueChannel);
shader.SetInt("AlphaChannel", (int)texture.AlphaChannel);
}
// GL.ActiveTexture(TextureUnit.Texture0 + texid);
GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)STGenericMatTexture.wrapmode[tex.WrapModeS]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)STGenericMatTexture.wrapmode[tex.WrapModeT]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)STGenericMatTexture.minfilter[tex.MinFilter]);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)STGenericMatTexture.magfilter[tex.MagFilter]);
GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
}
private static void SetDefaultTextureAttributes(STGenericMaterial mat, ShaderProgram shader)
{
}
private void SetRenderSettings(ShaderProgram shader)
{
shader.SetInt("renderType", (int)Runtime.viewportShading);
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
shader.SetInt("uvChannel", (int)Runtime.uvChannel);
}
public virtual void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
foreach (STGenericObject shp in Meshes)
{
if (shp.Checked)
DrawModel(control, Skeleton, shp.GetMaterial(), shp, shader);
}
shader.DisableVertexAttributes();
}
private void SetVertexAttributes(STGenericObject m, ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 0); //+12
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 12); //+12
GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 24); //+12
GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 36); //+8
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 44); //+16
GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, GenericRenderedObject.DisplayVertex.Size, new IntPtr(60)); //+16
GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 76);//+16
GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 92);//+8
GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 100);//+8
GL.VertexAttribPointer(shader.GetAttribute("vBinormal"), 3, VertexAttribPointerType.Float, false, GenericRenderedObject.DisplayVertex.Size, 108); //+12
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
}
public void DrawModel(GLControl control, STSkeleton Skeleton, STGenericMaterial Material, STGenericObject m, ShaderProgram shader)
{
if (m.PolygonGroups.Count > 0)
{
foreach (var group in m.PolygonGroups)
{
if (group.faces.Count <= 3)
return;
SetRenderData(Material, shader, m);
SetUniforms(Material, shader, m);
SetUniformBlocks(Material, shader, m);
SetBoneUniforms(control, shader, Skeleton, m);
SetVertexAttributes(m, shader);
SetTextureUniforms(Material, m, shader);
if (m.IsSelected || m.GetMaterial().IsSelected)
{
DrawModelSelection(group, shader);
}
else if (Runtime.RenderModelWireframe)
{
DrawModelWireframe(group, shader);
}
else
{
if (Runtime.RenderModels)
{
GL.DrawElements(GetPrimitiveType(group), group.displayFaceSize, DrawElementsType.UnsignedInt, group.Offset);
}
}
}
}
else
{
if (m.lodMeshes.Count <= 0 || m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
return;
SetUniforms(Material, shader, m);
SetUniformBlocks(Material, shader, m);
SetBoneUniforms(control, shader, Skeleton, m);
SetVertexAttributes(m, shader);
SetTextureUniforms(Material, m, shader);
if (m.IsSelected)
{
DrawModelSelection(m, shader);
}
else if (Runtime.RenderModelWireframe)
{
DrawModelWireframe(m, shader);
}
else
{
if (Runtime.RenderModels)
{
GL.DrawElements(GetPrimitiveType(m.lodMeshes[m.DisplayLODIndex]), m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
}
}
}
}
private static void DrawModelWireframe(STGenericObject p, ShaderProgram shader)
{
// use vertex color for wireframe color
shader.SetInt("colorOverride", 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.5f);
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
shader.SetInt("colorOverride", 0);
}
private static PrimitiveType GetPrimitiveType(STGenericObject.LOD_Mesh p)
{
switch (p.PrimativeType)
{
case STPrimitiveType.Triangles: return PrimitiveType.Triangles;
case STPrimitiveType.TrangleStrips: return PrimitiveType.TriangleStrip;
case STPrimitiveType.Quads: return PrimitiveType.Quads;
case STPrimitiveType.Points: return PrimitiveType.Points;
case STPrimitiveType.LineStrips: return PrimitiveType.LineStrip;
case STPrimitiveType.Lines: return PrimitiveType.Lines;
default: return PrimitiveType.Triangles;
}
}
private static PrimitiveType GetPrimitiveType(STGenericPolygonGroup p)
{
switch (p.PrimativeType)
{
case STPrimitiveType.Triangles: return PrimitiveType.Triangles;
case STPrimitiveType.TrangleStrips: return PrimitiveType.TriangleStrip;
case STPrimitiveType.Quads: return PrimitiveType.Quads;
case STPrimitiveType.Points: return PrimitiveType.Points;
case STPrimitiveType.LineStrips: return PrimitiveType.LineStrip;
case STPrimitiveType.Lines: return PrimitiveType.Lines;
default: return PrimitiveType.Triangles;
}
}
private static void DrawModelWireframe(STGenericPolygonGroup p, ShaderProgram shader)
{
// use vertex color for wireframe color
shader.SetInt("colorOverride", 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.5f);
GL.DrawElements(GetPrimitiveType(p), p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
shader.SetInt("colorOverride", 0);
}
private static void DrawModelSelection(STGenericObject p, ShaderProgram shader)
{
GL.Uniform1(shader["colorOverride"], 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.3f);
GL.DrawElements(GetPrimitiveType(p.lodMeshes[p.DisplayLODIndex]), p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.Uniform1(shader["colorOverride"], 0);
GL.DrawElements(GetPrimitiveType(p.lodMeshes[p.DisplayLODIndex]), p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
}
private static void DrawModelSelection(STGenericPolygonGroup p, ShaderProgram shader)
{
GL.Uniform1(shader["colorOverride"], 1);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1.3f);
GL.DrawElements(GetPrimitiveType(p), p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.Uniform1(shader["colorOverride"], 0);
GL.DrawElements(GetPrimitiveType(p), p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
}
}
}