32fb5444e7
Add support for bayonetta/astral chain dat. Add support for darc archives. Support previewing window panes for bflyt (1 frame atm with around kind) Add bflan reading. Saving needs more testing and will be enabled soon. Bflyt editor will keep the editor open within an archive when saved. A custom dialog will be added soon to customize saving parameters. Bflims will be loaded if in the same folder as the bflyt when opened.
534 lines
22 KiB
C#
534 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Drawing;
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using System.Threading.Tasks;
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using OpenTK.Graphics.OpenGL;
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using Toolbox.Library;
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using Toolbox.Library.IO;
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using OpenTK;
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namespace LayoutBXLYT
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{
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public class BxlytToGL
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{
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public static int ConvertTextureWrap(WrapMode wrapMode)
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{
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switch (wrapMode)
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{
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case WrapMode.Clamp: return (int)TextureWrapMode.Clamp;
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case WrapMode.Mirror: return (int)TextureWrapMode.MirroredRepeat;
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case WrapMode.Repeat: return (int)TextureWrapMode.Repeat;
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default: return (int)TextureWrapMode.Clamp;
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}
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}
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public static int ConvertMagFilterMode(FilterMode filterMode)
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{
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switch (filterMode)
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{
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case FilterMode.Linear: return (int)TextureMagFilter.Linear;
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case FilterMode.Near: return (int)TextureMagFilter.Nearest;
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default: return (int)TextureMagFilter.Linear;
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}
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}
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public static int ConvertMinFilterMode(FilterMode filterMode)
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{
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switch (filterMode)
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{
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case FilterMode.Linear: return (int)TextureMinFilter.Linear;
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case FilterMode.Near: return (int)TextureMinFilter.Nearest;
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default: return (int)TextureMinFilter.Linear;
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}
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}
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public static void DrawPictureBox(BasePane pane, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
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{
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Vector2[] TexCoords = new Vector2[] {
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new Vector2(1,1),
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new Vector2(0,1),
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new Vector2(0,0),
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new Vector2(1,0)
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};
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if (pane is Cafe.BFLYT.PIC1)
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{
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var pic1Pane = pane as Cafe.BFLYT.PIC1;
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Color[] Colors = new Color[] {
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pic1Pane.ColorTopLeft.Color,
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pic1Pane.ColorTopRight.Color,
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pic1Pane.ColorBottomRight.Color,
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pic1Pane.ColorBottomLeft.Color,
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};
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var mat = pic1Pane.Material;
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if (mat.Shader == null)
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{
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mat.Shader = new BflytShader(mat);
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mat.Shader.Compile();
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}
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mat.Shader.Enable();
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((BflytShader)mat.Shader).SetMaterials(Textures);
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if (pic1Pane.TexCoords.Length > 0)
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{
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TexCoords = new Vector2[] {
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pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
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pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
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};
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}
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DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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mat.Shader.Disable();
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.PopAttrib();
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}
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else if (pane is BCLYT.PIC1)
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{
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var pic1Pane = pane as BCLYT.PIC1;
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Color[] Colors = new Color[] {
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pic1Pane.ColorBottomLeft.Color,
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pic1Pane.ColorBottomRight.Color,
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pic1Pane.ColorTopRight.Color,
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pic1Pane.ColorTopLeft.Color,
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};
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var mat = pic1Pane.Material;
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if (mat.Shader == null)
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{
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mat.Shader = new BclytShader(mat);
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mat.Shader.Compile();
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}
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mat.Shader.Enable();
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((BclytShader)mat.Shader).SetMaterials(Textures);
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if (pic1Pane.TexCoords.Length > 0)
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{
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TexCoords = new Vector2[] {
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pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
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pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
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};
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}
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DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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mat.Shader.Disable();
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.PopAttrib();
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}
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else if (pane is BRLYT.PIC1)
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{
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var pic1Pane = pane as BRLYT.PIC1;
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Color[] Colors = new Color[] {
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pic1Pane.ColorBottomLeft.Color,
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pic1Pane.ColorBottomRight.Color,
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pic1Pane.ColorTopRight.Color,
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pic1Pane.ColorTopLeft.Color,
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};
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var mat = pic1Pane.Material;
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if (mat.Shader == null)
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{
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mat.Shader = new BrlytShader(mat);
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mat.Shader.Compile();
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}
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mat.Shader.Enable();
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((BrlytShader)mat.Shader).SetMaterials(Textures);
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if (pic1Pane.TexCoords.Length > 0)
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{
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TexCoords = new Vector2[] {
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pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
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pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
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pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
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};
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}
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DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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mat.Shader.Disable();
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.PopAttrib();
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}
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}
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public static void DrawBoundryPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
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{
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Vector2[] TexCoords = new Vector2[] {
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new Vector2(1,1),
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new Vector2(0,1),
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new Vector2(0,0),
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new Vector2(1,0)
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};
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Color color = Color.DarkGreen;
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if (SelectedPanes.Contains(pane))
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color = Color.Red;
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color = Color.FromArgb(70, color);
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Color[] Colors = new Color[] {
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color,
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color,
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color,
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color,
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};
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BxlytToGL.DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
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}
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public static void DrawWindowPane(BasePane pane, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
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{
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uint sizeX = (uint)pane.Width;
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uint sizeY = (uint)pane.Height;
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var window = (IWindowPane)pane;
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switch (window.WindowKind)
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{
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case WindowKind.Around:
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if (window.FrameCount == 1) //1 texture for all
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{
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var mat = window.WindowFrames[0].Material;
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if (mat.TextureMaps.Length == 0)
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RenderWindowContent(pane, sizeX, sizeY, window.Content, effectiveAlpha, Textures);
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else
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{
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var texture = mat.TextureMaps[0].Name;
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if (!Textures.ContainsKey(texture))
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{
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RenderWindowContent(pane, sizeX, sizeY, window.Content, effectiveAlpha, Textures);
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break;
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}
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var image = Textures[texture];
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uint contentWidth = sizeX - (uint)window.FrameElementRight - (uint)window.FrameElementLeft;
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uint contentHeight = sizeY - (uint)window.FrameElementTop - (uint)window.FrameElementBottm;
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RenderWindowContent(pane,
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contentWidth,
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contentHeight,
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window.Content, effectiveAlpha, Textures);
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// _________
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//|______| |
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//| | | |
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//| |___|__|
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//|__|______|
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//Top Left
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SetupShaders(mat, Textures);
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mat.Shader.SetInt("flipTexture", (int)window.WindowFrames[0].TextureFlip);
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CustomRectangle rect;
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GL.PushMatrix();
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{
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uint pieceWidth = sizeX - window.FrameElementRight;
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uint pieceHeight = window.FrameElementTop;
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int pieceX = (int)-(window.FrameElementRight / 2);
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int pieceY = (int)((sizeY / 2) - (pieceHeight / 2));
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GL.Translate(pieceX, pieceY, 0);
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rect = pane.CreateRectangle(pieceWidth, pieceHeight);
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GL.Begin(PrimitiveType.Quads);
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GL.MultiTexCoord2(TextureUnit.Texture0, 0, 1);
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GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / window.FrameElementRight, 1);
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GL.Vertex2(rect.RightPoint, rect.BottomPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / window.FrameElementRight, 0);
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GL.Vertex2(rect.RightPoint, rect.TopPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
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GL.Vertex2(rect.LeftPoint, rect.TopPoint);
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GL.End();
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}
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GL.PopMatrix();
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//Top Right
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GL.PushMatrix();
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{
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uint pieceWidth = window.FrameElementRight;
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uint pieceHeight = sizeY - window.FrameElementBottm;
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int pieceX = (int)((contentWidth / 2) + (pieceWidth / 2));
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int pieceY = (int)(window.FrameElementBottm / 2);
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GL.Translate(pieceX, pieceY, 0);
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rect = pane.CreateRectangle(pieceWidth, pieceHeight);
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GL.Begin(PrimitiveType.Quads);
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GL.MultiTexCoord2(TextureUnit.Texture0, 0, pieceHeight / window.FrameElementBottm);
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GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 1, pieceHeight / window.FrameElementBottm);
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GL.Vertex2(rect.RightPoint, rect.BottomPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
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GL.Vertex2(rect.RightPoint, rect.TopPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 1, 0);
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GL.Vertex2(rect.LeftPoint, rect.TopPoint);
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GL.End();
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}
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GL.PopMatrix();
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//Bottom Right
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GL.PushMatrix();
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{
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uint pieceWidth = window.FrameElementLeft;
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uint pieceHeight = sizeY - window.FrameElementTop;
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int pieceX = (int)-((contentWidth / 2) + (pieceWidth / 2));
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int pieceY = (int)-(window.FrameElementTop / 2);
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GL.Translate(pieceX, pieceY, 0);
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rect = pane.CreateRectangle(pieceWidth, pieceHeight);
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GL.Begin(PrimitiveType.Quads);
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GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
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GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 1, 0);
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GL.Vertex2(rect.RightPoint, rect.BottomPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 1, pieceHeight / window.FrameElementTop);
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GL.Vertex2(rect.RightPoint, rect.TopPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 0, pieceHeight / window.FrameElementTop);
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GL.Vertex2(rect.LeftPoint, rect.TopPoint);
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GL.End();
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}
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GL.PopMatrix();
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//Bottom Right
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GL.PushMatrix();
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{
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uint pieceWidth = sizeX - window.FrameElementLeft;
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uint pieceHeight = window.FrameElementBottm;
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int pieceX = (int)(window.FrameElementLeft / 2);
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int pieceY = (int)(-(sizeY / 2) + (pieceHeight / 2));
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GL.Translate(pieceX, pieceY, 0);
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rect = pane.CreateRectangle(pieceWidth, pieceHeight);
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GL.Begin(PrimitiveType.Quads);
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GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / window.FrameElementLeft, 1);
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GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 0, 1);
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GL.Vertex2(rect.RightPoint, rect.BottomPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
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GL.Vertex2(rect.RightPoint, rect.TopPoint);
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GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / window.FrameElementLeft, 0);
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GL.Vertex2(rect.LeftPoint, rect.TopPoint);
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GL.End();
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}
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GL.PopMatrix();
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}
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}
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else if (window.FrameCount == 4)
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{
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}
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break;
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case WindowKind.Horizontal:
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break;
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case WindowKind.HorizontalNoContent:
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break;
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}
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GL.UseProgram(0);
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}
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enum FrameType
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{
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LeftTop,
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Left,
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LeftBottom,
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Top,
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Bottom,
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RightTop,
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Right,
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RightBottom,
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}
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private static Vector2 GetFramePosition(uint paneWidth, uint paneHeight, IWindowPane window, FrameType type)
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{
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Vector2 pos = new Vector2();
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switch (type)
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{
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case FrameType.LeftTop:
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break;
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}
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return pos;
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}
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private static void SetupShaders(BxlytMaterial mat, Dictionary<string, STGenericTexture> textures)
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{
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if (mat.Shader == null)
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{
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if (mat is Cafe.BFLYT.Material)
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{
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mat.Shader = new BflytShader((Cafe.BFLYT.Material)mat);
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mat.Shader.Compile();
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}
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}
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mat.Shader.Enable();
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if (mat is Cafe.BFLYT.Material)
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((BflytShader)mat.Shader).SetMaterials(textures);
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}
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private static void RenderWindowContent(BasePane pane, uint sizeX, uint sizeY, BxlytWindowContent content,
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byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
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{
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var mat = content.Material;
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var rect = pane.CreateRectangle(sizeX, sizeY);
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SetupShaders(mat, Textures);
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Vector2[] texCoords = new Vector2[] {
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new Vector2(1,1),
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new Vector2(0,1),
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new Vector2(0,0),
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new Vector2(1,0)
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};
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Color[] colors = new Color[] {
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content.ColorTopLeft.Color,
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content.ColorTopRight.Color,
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content.ColorBottomRight.Color,
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content.ColorBottomLeft.Color,
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};
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if (content.TexCoords.Count > 0)
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{
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texCoords = new Vector2[] {
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content.TexCoords[0].TopLeft.ToTKVector2(),
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content.TexCoords[0].TopRight.ToTKVector2(),
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content.TexCoords[0].BottomRight.ToTKVector2(),
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content.TexCoords[0].BottomLeft.ToTKVector2(),
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};
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}
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GL.Begin(PrimitiveType.Quads);
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GL.Color4(colors[0]);
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GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
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GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
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GL.Color4(colors[1]);
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GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
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GL.Vertex2(rect.RightPoint, rect.BottomPoint);
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GL.Color4(colors[2]);
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GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
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GL.Vertex2(rect.RightPoint, rect.TopPoint);
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GL.Color4(colors[3]);
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GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
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GL.Vertex2(rect.LeftPoint, rect.TopPoint);
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GL.End();
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}
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public static bool BindGLTexture(BxlytTextureRef tex, STGenericTexture texture)
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{
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if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
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texture.LoadOpenGLTexture();
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//If the texture is still not initialized then return
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if (!texture.RenderableTex.GLInitialized)
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return false;
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GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, ConvertChannel(texture.RedChannel));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, ConvertChannel(texture.GreenChannel));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, ConvertChannel(texture.BlueChannel));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, ConvertChannel(texture.AlphaChannel));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, ConvertTextureWrap(tex.WrapModeU));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, ConvertTextureWrap(tex.WrapModeV));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, ConvertMagFilterMode(tex.MaxFilterMode));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, ConvertMinFilterMode(tex.MinFilterMode));
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return true;
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}
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private static int ConvertChannel(STChannelType type)
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{
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switch (type)
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{
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case STChannelType.Red: return (int)TextureSwizzle.Red;
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case STChannelType.Green: return (int)TextureSwizzle.Green;
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case STChannelType.Blue: return (int)TextureSwizzle.Blue;
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case STChannelType.Alpha: return (int)TextureSwizzle.Alpha;
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case STChannelType.Zero: return (int)TextureSwizzle.Zero;
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case STChannelType.One: return (int)TextureSwizzle.One;
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default: return 0;
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}
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}
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enum TextureSwizzle
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{
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Zero = All.Zero,
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One = All.One,
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Red = All.Red,
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Green = All.Green,
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Blue = All.Blue,
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Alpha = All.Alpha,
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}
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public static void DrawRectangle(CustomRectangle rect, Vector2[] texCoords,
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Color[] colors, bool useLines = true, byte alpha = 255)
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{
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for (int i = 0; i < colors.Length; i++)
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{
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uint setalpha = (uint)((colors[i].A * alpha) / 255);
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colors[i] = Color.FromArgb((int)setalpha, colors[i]);
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}
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if (useLines)
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{
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GL.Begin(PrimitiveType.LineLoop);
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GL.Color4(colors[0]);
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GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
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GL.Vertex2(rect.RightPoint, rect.BottomPoint);
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GL.Vertex2(rect.RightPoint, rect.TopPoint);
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GL.Vertex2(rect.LeftPoint, rect.TopPoint);
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GL.End();
|
|
}
|
|
else
|
|
{
|
|
GL.Begin(PrimitiveType.Quads);
|
|
GL.Color4(colors[0]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.Color4(colors[1]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.Color4(colors[2]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.Color4(colors[3]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
|
|
//Draw outline
|
|
GL.Begin(PrimitiveType.LineLoop);
|
|
GL.LineWidth(3);
|
|
GL.Color4(colors[0]);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
}
|
|
}
|
|
}
|
|
}
|