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mirror of synced 2024-11-14 11:07:39 +01:00
Switch-Toolbox/File_Format_Library/FileFormats/Layout/BxlytToGL.cs
KillzXGaming 9e0f3e0516 Some byaml improvements
Add XML format to byaml text editor.
Disable reference nodes in text editor for now till i find a better method to handle them.
2020-02-16 11:55:47 -05:00

1639 lines
72 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using System.Drawing.Imaging;
using OpenTK.Graphics.OpenGL;
using Toolbox.Library;
using Toolbox.Library.IO;
using Toolbox.Library.Rendering;
using OpenTK;
namespace LayoutBXLYT
{
public class BxlytToGL
{
public static int ConvertTextureWrap(WrapMode wrapMode)
{
switch (wrapMode)
{
case WrapMode.Clamp: return (int)TextureWrapMode.ClampToEdge;
case WrapMode.Mirror: return (int)TextureWrapMode.MirroredRepeat;
case WrapMode.Repeat: return (int)TextureWrapMode.Repeat;
default: return (int)TextureWrapMode.Clamp;
}
}
public static int ConvertMagFilterMode(FilterMode filterMode)
{
switch (filterMode)
{
case FilterMode.Linear: return (int)TextureMagFilter.Linear;
case FilterMode.Near: return (int)TextureMagFilter.Nearest;
default: return (int)TextureMagFilter.Linear;
}
}
public static int ConvertMinFilterMode(FilterMode filterMode)
{
switch (filterMode)
{
case FilterMode.Linear: return (int)TextureMinFilter.Linear;
case FilterMode.Near: return (int)TextureMinFilter.Nearest;
default: return (int)TextureMinFilter.Linear;
}
}
public static void DrawPictureBox(BasePane pane, LayoutViewer.Camera2D camera, bool gameWindow, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures, bool isSelected)
{
if (!Runtime.LayoutEditor.DisplayPicturePane)
return;
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
if (pane is Cafe.PIC1)
{
var pic1Pane = pane as Cafe.PIC1;
STColor8[] stColors = SetupVertexColors(pane,
pic1Pane.ColorBottomRight, pic1Pane.ColorBottomLeft,
pic1Pane.ColorTopLeft, pic1Pane.ColorTopRight);
Color[] Colors = new Color[] {
stColors[0].Color,
stColors[1].Color,
stColors[2].Color,
stColors[3].Color,
};
var mat = pic1Pane.Material as Cafe.Material;
var mvp = camera.ModelViewMatrix;
ShaderLoader.CafeShader.Enable();
ShaderLoader.CafeShader.SetMatrix("modelViewMatrix", ref mvp);
BflytShader.SetMaterials(ShaderLoader.CafeShader, mat, pane, Textures);
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha, isSelected);
ShaderLoader.CafeShader.Disable();
}
else if (pane is CTR.PIC1)
{
var pic1Pane = pane as CTR.PIC1;
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorTopRight.Color,
pic1Pane.ColorTopLeft.Color,
};
var mat = pic1Pane.Material as CTR.Material;
ShaderLoader.CtrShader.Enable();
BclytShader.SetMaterials(ShaderLoader.CtrShader, (CTR.Material)mat, pane, Textures);
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha, isSelected);
ShaderLoader.CtrShader.Disable();
}
else if (pane is Revolution.PIC1)
{
var pic1Pane = pane as Revolution.PIC1;
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorTopRight.Color,
pic1Pane.ColorTopLeft.Color,
};
var mat = pic1Pane.Material as Revolution.Material;
RenderBRLYTMaterial(pic1Pane, mat, Textures);
if (pic1Pane.TexCoords.Length > 0)
{
List<Vector2> texCoords = new List<Vector2>();
if (mat.TexCoordGens.Count > 0) {
for (int i = 0; i < mat.TexCoordGens.Count; i++)
{
var texCoord = pic1Pane.TexCoords[(int)mat.TexCoordGens[i].Source - 4];
texCoords.Add(texCoord.BottomLeft.ToTKVector2());
texCoords.Add(texCoord.BottomRight.ToTKVector2());
texCoords.Add(texCoord.TopRight.ToTKVector2());
texCoords.Add(texCoord.TopLeft.ToTKVector2());
}
TexCoords = texCoords.ToArray();
}
else if (pic1Pane.TexCoords.Length > 0)
{
var texCoord = pic1Pane.TexCoords[0];
texCoords.Add(texCoord.BottomLeft.ToTKVector2());
texCoords.Add(texCoord.BottomRight.ToTKVector2());
texCoords.Add(texCoord.TopRight.ToTKVector2());
texCoords.Add(texCoord.TopLeft.ToTKVector2());
TexCoords = texCoords.ToArray();
}
}
DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha, isSelected);
mat.Shader.Disable();
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.Disable(EnableCap.Texture2D);
// ShaderLoader.RevShader.Disable();
}
else if (pane is GCBLO.PIC1)
{
var pic1Pane = pane as GCBLO.PIC1;
ShaderLoader.BLOShader.Enable();
BloShader.SetMaterials(ShaderLoader.BLOShader, (GCBLO.Material)pic1Pane.Material, pane, Textures);
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorTopRight.Color,
pic1Pane.ColorTopLeft.Color,
};
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha, isSelected);
ShaderLoader.BLOShader.Disable();
}
else if (pane is GCBLO.PIC2)
{
var pic1Pane = pane as GCBLO.PIC2;
ShaderLoader.BLOShader.Enable();
BloShader.SetMaterials(ShaderLoader.BLOShader, (GCBLO.Material)pic1Pane.Material, pane, Textures);
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorTopRight.Color,
pic1Pane.ColorTopLeft.Color,
};
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha, isSelected);
ShaderLoader.BLOShader.Disable();
}
else
{
var pic1Pane = pane as IPicturePane;
Color[] Colors = new Color[] {
pic1Pane.ColorBottomLeft.Color,
pic1Pane.ColorBottomRight.Color,
pic1Pane.ColorTopRight.Color,
pic1Pane.ColorTopLeft.Color,
};
if (pic1Pane.TexCoords.Length > 0)
{
TexCoords = new Vector2[] {
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
};
}
DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha, isSelected);
}
// GL.BindTexture(TextureTarget.Texture2D, 0);
// GL.Disable(EnableCap.Texture2D);
// GL.UseProgram(0);
}
public static void RenderBRLYTMaterial(BasePane pane, Revolution.Material mat, Dictionary<string, STGenericTexture> textures)
{
// ShaderLoader.RevShader.Enable();
if (mat.Shader == null)
{
List<int> texIds = new List<int>();
if (mat.TextureMaps.Length > 0)
{
for (int i = 0; i < mat.TextureMaps.Length; i++)
{
string TexName = mat.TextureMaps[i].Name;
if (mat.animController.TexturePatterns.ContainsKey((LTPTarget)i))
TexName = mat.animController.TexturePatterns[(LTPTarget)i];
if (textures.ContainsKey(TexName))
{
bool binded = BindGLTexture(mat.TextureMaps[i], textures[TexName]);
if (binded)
texIds.Add(textures[TexName].RenderableTex.TexID);
}
}
}
mat.Shader = new Revolution.Shader(mat, (uint)mat.TextureMaps.Length);
mat.Shader.Compile();
}
var alphaCompare = (Revolution.AlphaCompare)mat.AlphaCompare;
var alphaFunc = BxlytToGL.ConvertAlphaFunc(alphaCompare.Comp0);
var alphaFunc2 = BxlytToGL.ConvertAlphaFunc(alphaCompare.Comp1);
var srcFactor = BxlytToGL.ConvertBlendFactor(mat.BlendMode.SourceFactor);
var destFactor = BxlytToGL.ConvertBlendFactor(mat.BlendMode.DestFactor);
var blendOp = BxlytToGL.ConvertBlendOperation(mat.BlendMode.BlendOp);
var logicOp = BxlytToGL.ConvertLogicOperation(mat.BlendMode.LogicOp);
GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(alphaFunc, alphaCompare.Ref0 / 255f);
GL.AlphaFunc(alphaFunc2, alphaCompare.Ref1 / 255f);
if (mat.BlendMode.BlendOp != 0)
{
GL.Enable(EnableCap.Blend);
GL.BlendEquation(blendOp);
}
else
{
GL.Disable(EnableCap.Blend);
}
GL.BlendFunc(srcFactor, destFactor);
GL.LogicOp(logicOp);
for (int i = 0; i < 3; i++) {
var matTranslate = Matrix4.CreateTranslation(0 / 1 - 0.5f, 0 / 1 - 0.5f, 0);
mat.Shader.SetMatrix4(String.Format("textureTransforms[{0}]", i), ref matTranslate);
}
mat.Shader.Enable();
mat.Shader.SetInt("debugShading", (int)Runtime.LayoutEditor.Shading);
var paneRotate = pane.Rotate;
if (pane.animController.PaneSRT?.Count > 0)
{
foreach (var animItem in pane.animController.PaneSRT)
{
switch (animItem.Key)
{
case LPATarget.RotateX:
paneRotate.X = animItem.Value; break;
case LPATarget.RotateY:
paneRotate.Y = animItem.Value; break;
case LPATarget.RotateZ:
paneRotate.Z = animItem.Value; break;
}
}
}
Matrix4 rotationX = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(paneRotate.X));
Matrix4 rotationY = Matrix4.CreateRotationY(MathHelper.DegreesToRadians(paneRotate.Y));
Matrix4 rotationZ = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(paneRotate.Z));
var rotationMatrix = rotationX * rotationY * rotationZ;
mat.Shader.SetMatrix4("rotationMatrix", ref rotationMatrix);
//Do uv test pattern
GL.ActiveTexture(TextureUnit.Texture10);
mat.Shader.SetInt("uvTestPattern", 10);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID);
if (mat.TextureMaps.Length > 0 || Runtime.LayoutEditor.Shading == Runtime.LayoutEditor.DebugShading.UVTestPattern)
GL.Enable(EnableCap.Texture2D);
int id = 1;
for (int i = 0; i < mat.TextureMaps.Length; i++)
{
string TexName = mat.TextureMaps[i].Name;
if (mat.animController.TexturePatterns.ContainsKey((LTPTarget)i))
TexName = mat.animController.TexturePatterns[(LTPTarget)i];
mat.Shader.SetInt($"hasTexture{i}", 0);
if (textures.ContainsKey(TexName))
{
GL.ActiveTexture(TextureUnit.Texture0 + id);
mat.Shader.SetInt($"textures{i}", id);
bool binded = BindGLTexture(mat.TextureMaps[i], textures[TexName]);
mat.Shader.SetInt($"hasTexture{i}", binded ? 1 : 0);
var scale = new Syroot.Maths.Vector2F(1, 1);
float rotate = 0;
var translate = new Syroot.Maths.Vector2F(0, 0);
int index = (int)mat.TexCoordGens[i].MatrixSource / 3 - 10;
if (mat.TextureTransforms.Length > index)
{
var transform = mat.TextureTransforms[index];
scale = transform.Scale;
rotate = transform.Rotate;
translate = transform.Translate;
foreach (var animItem in mat.animController.TextureSRTS)
{
switch (animItem.Key)
{
case LTSTarget.ScaleS: scale.X = animItem.Value; break;
case LTSTarget.ScaleT: scale.Y = animItem.Value; break;
case LTSTarget.Rotate: rotate = animItem.Value; break;
case LTSTarget.TranslateS: translate.X = animItem.Value; break;
case LTSTarget.TranslateT: translate.Y = animItem.Value; break;
}
}
}
Matrix4 matTransform = Matrix4.Identity;
var matScale = Matrix4.CreateScale(scale.X, scale.Y, 1.0f);
var matRotate = Matrix4.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.DegreesToRadians(rotate));
var matTranslate = Matrix4.CreateTranslation(
translate.X / scale.X - 0.5f,
translate.Y / scale.Y - 0.5f,0);
matTransform = matRotate * matTranslate * matScale;
mat.Shader.SetMatrix4(String.Format("textureTransforms[{0}]", i), ref matTransform);
id++;
}
}
mat.Shader.RefreshColors(mat);
}
public static void DrawBoundryPane(BasePane pane, bool gameWindow, byte effectiveAlpha, bool isSelected)
{
if (!Runtime.LayoutEditor.DisplayBoundryPane || 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.DarkGreen;
if (isSelected)
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha, isSelected);
}
public static void DrawAlignmentPane(BasePane pane, bool gameWindow, byte effectiveAlpha, bool isSelected)
{
if (!Runtime.LayoutEditor.DisplayAlignmentPane || 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.Orange;
if (isSelected)
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
}
public static void DrawScissorPane(BasePane pane, bool gameWindow, byte effectiveAlpha, bool isSelected)
{
if (!Runtime.LayoutEditor.DisplayScissorPane || 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.Yellow;
if (isSelected)
color = Color.Red;
color = Color.FromArgb(70, color);
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, gameWindow, pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
}
public static void DrawTextbox(BasePane pane, LayoutViewer.Camera2D camera, bool gameWindow, Bitmap fontBitmap, byte effectiveAlpha,
Dictionary<string, STGenericTexture> Textures, List<BasePane> SelectedPanes, bool updateBitmap, bool isSelected)
{
GL.Enable(EnableCap.Texture2D);
var textBox = (ITextPane)pane;
if (updateBitmap)
BindFontBitmap(pane, fontBitmap);
SetupShaders(pane, textBox.Material, Textures);
GL.ActiveTexture(TextureUnit.Texture0 + 1);
SetupTextboxShader(pane, textBox.Material);
GL.BindTexture(TextureTarget.Texture2D, textBox.RenderableFont.TexID);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, ConvertChannel(STChannelType.Red));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, ConvertChannel(STChannelType.Green));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, ConvertChannel(STChannelType.Blue));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, ConvertChannel(STChannelType.Alpha));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,(int)TextureWrapMode.Clamp);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Clamp);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
Vector2[] texCoords = new Vector2[] {
new Vector2(0, 1),
new Vector2(1, 1),
new Vector2(1, 0),
new Vector2(0, 0),
};
Color[] Colors = new Color[] {
Color.White,
Color.White,
Color.White,
Color.White,
};
DrawRectangle(pane, gameWindow, pane.Rectangle, texCoords, Colors, false, effectiveAlpha, isSelected);
GL.Disable(EnableCap.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.PopAttrib();
GL.UseProgram(0);
}
private static void BindFontBitmap(BasePane pane, Bitmap fontBitmap)
{
var textBox = (ITextPane)pane;
switch ($"{textBox.HorizontalAlignment}_{textBox.VerticalAlignment}")
{
case "Center_Center":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, b.Width / 2f - fontBitmap.Width / 2f, b.Height / 2f - fontBitmap.Height / 2f);
fontBitmap = b;
}
break;
case "Left_Center":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, 0, b.Height / 2f - fontBitmap.Height / 2f);
fontBitmap = b;
}
break;
case "Right_Center":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, 0, b.Height / 2f - fontBitmap.Height / 2f);
fontBitmap = b;
}
break;
case "Center_Top":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, b.Width - fontBitmap.Width, b.Height / 2f - fontBitmap.Height / 2f);
fontBitmap = b;
}
break;
case "Center_Bottom":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, b.Width / 2f - fontBitmap.Width / 2f, b.Height - fontBitmap.Height);
fontBitmap = b;
}
break;
case "Left_Top":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, 0, 0);
fontBitmap = b;
}
break;
case "Right_Top":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, b.Width - fontBitmap.Width, 0);
fontBitmap = b;
}
break;
case "Left_Bottom":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, 0, b.Height - fontBitmap.Height);
fontBitmap = b;
}
break;
case "Right_Bottom":
{
Bitmap b = new Bitmap((int)pane.Width, (int)pane.Height);
using (Graphics g = Graphics.FromImage(b))
g.DrawImage(fontBitmap, b.Width - fontBitmap.Width, b.Height - fontBitmap.Height);
fontBitmap = b;
}
break;
}
if (textBox.RenderableFont == null)
textBox.RenderableFont = RenderableTex.FromBitmap(fontBitmap);
else
textBox.RenderableFont.UpdateFromBitmap(fontBitmap);
textBox.RenderableFont.TextureWrapS = TextureWrapMode.Clamp;
textBox.RenderableFont.TextureWrapT = TextureWrapMode.Clamp;
}
//Huge thanks to layout studio for the window pane rendering code
//https://github.com/Treeki/LayoutStudio/blob/master/layoutgl/widget.cpp
public static void DrawWindowPane(BasePane pane, LayoutViewer.Camera2D camera, bool gameWindow, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures, bool isSelected)
{
if (!Runtime.LayoutEditor.DisplayWindowPane)
return;
BxlytShader shader = null;
if (pane is Cafe.PAN1)
shader = ShaderLoader.CafeShader;
if (pane is CTR.PAN1)
shader = ShaderLoader.CtrShader;
if (pane is Revolution.PAN1)
shader = ShaderLoader.RevShader;
if (pane is GCBLO.PAN1)
shader = ShaderLoader.BLOShader;
var window = (IWindowPane)pane;
float dX = DrawnVertexX(pane.Width, pane.originX);
float dY = DrawnVertexY(pane.Height, pane.originY);
float frameLeft = 0;
float frameRight = 0;
float frameTop = 0;
float frameBottom = 0;
switch (window.FrameCount)
{
case 1:
float oneW, oneH;
GetTextureSize(window.WindowFrames[0].Material, Textures, out oneW, out oneH);
frameLeft = frameRight = oneW;
frameTop = frameBottom = oneH;
break;
case 4:
case 8:
GetTextureSize(window.WindowFrames[0].Material, Textures, out frameLeft, out frameTop);
GetTextureSize(window.WindowFrames[3].Material, Textures, out frameRight, out frameBottom);
break;
}
if (frameLeft == 0) frameLeft = window.FrameElementLeft;
if (frameRight == 0) frameRight = window.FrameElementRight;
if (frameTop == 0) frameTop = window.FrameElementTop;
if (frameBottom == 0) frameBottom = window.FrameElementBottm;
Vector2[] texCoords = new Vector2[] {
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
if (window.Content.TexCoords.Count > 0)
{
texCoords = new Vector2[] {
window.Content.TexCoords[0].TopLeft.ToTKVector2(),
window.Content.TexCoords[0].TopRight.ToTKVector2(),
window.Content.TexCoords[0].BottomRight.ToTKVector2(),
window.Content.TexCoords[0].BottomLeft.ToTKVector2(),
};
}
//Setup vertex colors
Color[] colors = new Color[] {
window.Content.ColorBottomLeft.Color,
window.Content.ColorBottomRight.Color,
window.Content.ColorTopRight.Color,
window.Content.ColorTopLeft.Color,
};
float contentWidth = ((window.StretchLeft + (pane.Width - frameLeft)) - frameRight) + window.StretchRight;
float contentHeight = ((window.StretchTop + (pane.Height - frameTop)) - frameBottom) + window.StretchBottm;
if (window.WindowKind == WindowKind.Horizontal)
contentHeight = pane.Height;
//Apply pane alpha
for (int i = 0; i < colors.Length; i++)
{
uint setalpha = (uint)((colors[i].A * effectiveAlpha) / 255);
colors[i] = Color.FromArgb((int)setalpha, colors[i]);
}
if (!window.NotDrawnContent && window.WindowKind != WindowKind.HorizontalNoContent)
{
SetupShaders(pane, window.Content.Material, Textures);
if (window.WindowKind == WindowKind.Horizontal)
{
DrawQuad(gameWindow, dX + frameLeft - window.StretchLeft,
dY,
contentWidth,
contentHeight,
texCoords, colors, isSelected);
}
else
{
DrawQuad(gameWindow, dX + frameLeft - window.StretchLeft,
dY - frameTop + window.StretchTop,
contentWidth,
contentHeight,
texCoords, colors, isSelected);
}
}
//After the content is draw, check this
//If it's disabled, frames do not use vertex color
if (!window.UseVertexColorForAll)
{
colors = new Color[] {
Color.FromArgb(effectiveAlpha, 255,255,255),
Color.FromArgb(effectiveAlpha, 255,255,255),
Color.FromArgb(effectiveAlpha, 255,255,255),
Color.FromArgb(effectiveAlpha, 255,255,255),
};
}
bool hasTextures = true;
switch (window.FrameCount)
{
case 2: //2 frame. 2 textures for corners sides (horizontal)
case 1: //1 frame. 1 texture for corners (around) or sides (horizontal)
{
var windowFrame = window.WindowFrames[0];
SetupShaders(pane, windowFrame.Material, Textures);
SetWindowTextureFlip(shader, windowFrame.Material, window.WindowFrames[0].TextureFlip);
hasTextures = windowFrame.Material.TextureMaps?.Length > 0;
//2 sides, no corners
if (window.WindowKind == WindowKind.Horizontal)
{
//Left
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
colors = new Color[] {
window.Content.ColorTopRight.Color,
window.Content.ColorTopRight.Color,
window.Content.ColorBottomRight.Color,
window.Content.ColorBottomRight.Color,
};
DrawQuad(gameWindow, dX, dY, frameLeft, pane.Height, texCoords, colors, isSelected, hasTextures);
//Right
if (window.FrameCount == 2)
{
SetupShaders(pane, window.WindowFrames[1].Material, Textures);
hasTextures = windowFrame.Material.TextureMaps?.Length > 0;
}
texCoords = new Vector2[]
{
new Vector2(1, 0),
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 1),
};
colors = new Color[] {
window.Content.ColorTopLeft.Color,
window.Content.ColorTopLeft.Color,
window.Content.ColorBottomLeft.Color,
window.Content.ColorBottomLeft.Color,
};
DrawQuad(gameWindow, dX + frameRight + contentWidth, dY, frameRight, pane.Height, texCoords, colors, isSelected, hasTextures);
}
else if (window.WindowKind == WindowKind.HorizontalNoContent)
{
//Right
hasTextures = windowFrame.Material.TextureMaps?.Length > 0;
texCoords = new Vector2[]
{
new Vector2((pane.Width - frameRight) / frameRight, 0),
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2((pane.Width - frameRight) / frameRight, 1),
};
colors = new Color[] {
//Top Right
window.Content.ColorTopRight.Color,
//Top Left
VertexColorHelper.Mix(window.Content.ColorTopLeft.Color,
window.Content.ColorTopRight.Color,
(frameLeft / frameLeft)),
//Bottom Left
VertexColorHelper.Mix(window.Content.ColorBottomLeft.Color,
window.Content.ColorBottomRight.Color,
(frameLeft / frameLeft)),
//Bottom Right
window.Content.ColorBottomRight.Color,
};
DrawQuad(gameWindow, dX + frameLeft, dY, pane.Width - frameLeft, pane.Height, texCoords, colors, isSelected, hasTextures);
//Left
if (window.FrameCount == 2)
{
SetupShaders(pane, window.WindowFrames[1].Material, Textures);
hasTextures = window.WindowFrames[1].Material.TextureMaps?.Length > 0;
}
colors = new Color[] {
//Top Left
window.Content.ColorTopLeft.Color,
//Top Right
VertexColorHelper.Mix(window.Content.ColorTopLeft.Color,
window.Content.ColorTopRight.Color,
1),
//Bottom Right
VertexColorHelper.Mix(window.Content.ColorBottomLeft.Color,
window.Content.ColorBottomRight.Color,
1),
//Bottom Left
window.Content.ColorBottomLeft.Color,
};
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX, dY, pane.Width - frameLeft, pane.Height, texCoords, colors, isSelected, hasTextures);
}
else if (window.WindowKind == WindowKind.Around)
{
hasTextures = windowFrame.Material.TextureMaps?.Length > 0;
// top left
float pieceWidth = pane.Width - frameRight;
float pieceHeight = frameTop;
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX, dY, pieceWidth, pieceHeight, texCoords, colors, isSelected, hasTextures);
// top right
pieceWidth = frameRight;
pieceHeight = pane.Height - frameBottom;
texCoords = new Vector2[]
{
new Vector2(1, 0),
new Vector2(0, 0),
new Vector2(0,(pane.Height - frameTop) / frameTop),
new Vector2(1,(pane.Height - frameTop) / frameTop),
};
DrawQuad(gameWindow, dX + pane.Width - frameRight, dY, pieceWidth, pieceHeight, texCoords, colors, isSelected, hasTextures);
// bottom left
pieceWidth = frameLeft;
pieceHeight = pane.Height - frameTop;
texCoords = new Vector2[]
{
new Vector2(0,(pane.Height - frameBottom) / frameBottom),
new Vector2(1,(pane.Height - frameBottom) / frameBottom),
new Vector2(1, 0),
new Vector2(0, 0),
};
DrawQuad(gameWindow, dX, dY - frameTop, pieceWidth, pieceHeight, texCoords, colors, isSelected, hasTextures);
// bottom right
pieceWidth = pane.Width - frameLeft;
pieceHeight = frameBottom;
texCoords = new Vector2[]
{
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
};
DrawQuad(gameWindow, dX + frameLeft, dY - pane.Height + frameBottom, pieceWidth, pieceHeight, texCoords, colors, isSelected, hasTextures);
}
}
break;
//4 or more will always be around types
case 4: //4 each corner
{
var matTL = window.WindowFrames[0].Material;
var matTR = window.WindowFrames[1].Material;
var matBL = window.WindowFrames[2].Material;
var matBR = window.WindowFrames[3].Material;
//Todo check this
if (window.UseOneMaterialForAll)
{
/* matTR = matTL;
matBL = matTL;
matBR = matTL;*/
}
if (matTL.TextureMaps.Length > 0)
{
SetupShaders(pane, matTL, Textures);
SetWindowTextureFlip(shader, matTL, window.WindowFrames[0].TextureFlip);
float pieceWidth = pane.Width - frameRight;
float pieceHeight = frameTop;
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX, dY, pieceWidth, pieceHeight, texCoords, colors, isSelected);
}
if (matTR.TextureMaps.Length > 0)
{
SetupShaders(pane, matTR, Textures);
SetWindowTextureFlip(shader, matTR, window.WindowFrames[1].TextureFlip);
float pieceWidth = frameRight;
float pieceHeight = pane.Height - frameBottom;
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1,(pane.Height - frameTop) / frameTop),
new Vector2(0,(pane.Height - frameTop) / frameTop),
};
DrawQuad(gameWindow, dX + pane.Width - frameRight, dY, pieceWidth, pieceHeight, texCoords, colors, isSelected);
}
if (matBL.TextureMaps.Length > 0)
{
SetupShaders(pane, matBL, Textures);
SetWindowTextureFlip(shader, matBL, window.WindowFrames[2].TextureFlip);
float pieceWidth = frameLeft;
float pieceHeight = pane.Height - frameTop;
texCoords = new Vector2[]
{
new Vector2(0,1 - ((pane.Height - frameTop) / frameTop)),
new Vector2(1,1 - ((pane.Height - frameTop) / frameTop)),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX, dY - frameTop, pieceWidth, pieceHeight, texCoords, colors, isSelected);
}
if (matBR.TextureMaps.Length > 0)
{
SetupShaders(pane, matBR, Textures);
SetWindowTextureFlip(shader, matBR, window.WindowFrames[3].TextureFlip);
float pieceWidth = pane.Width - frameLeft;
float pieceHeight = frameBottom;
texCoords = new Vector2[]
{
new Vector2(1 - ((pane.Width - frameLeft) / frameLeft), 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(1 - ((pane.Width - frameLeft) / frameLeft), 1),
};
DrawQuad(gameWindow, dX + frameLeft, dY - pane.Height + frameBottom, pieceWidth, pieceHeight, texCoords, colors, isSelected);
}
}
break;
case 8: //4 per corner, 4 per side
{
var matTL = window.WindowFrames[0].Material;
var matTR = window.WindowFrames[1].Material;
var matBL = window.WindowFrames[2].Material;
var matBR = window.WindowFrames[3].Material;
var matL = window.WindowFrames[4].Material;
var matR = window.WindowFrames[5].Material;
var matT = window.WindowFrames[6].Material;
var matB = window.WindowFrames[7].Material;
//Todo check this
if (window.UseOneMaterialForAll)
{
/* matTR = matTL;
matBL = matTL;
matBR = matTL;
matT = matTL;
matB = matTL;
matL = matTL;
matR = matTL;*/
}
if (matTL.TextureMaps.Length > 0)
{
SetupShaders(pane, matTL, Textures);
SetWindowTextureFlip(shader, matTL, window.WindowFrames[0].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX, dY, frameLeft, frameTop, texCoords, colors, isSelected);
}
if (matTR.TextureMaps.Length > 0)
{
SetupShaders(pane, matTR, Textures);
SetWindowTextureFlip(shader, matTR, window.WindowFrames[1].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX + pane.Width - frameRight, dY, frameRight, frameTop, texCoords, colors, isSelected);
}
if (matBL.TextureMaps.Length > 0)
{
SetupShaders(pane, matBL, Textures);
SetWindowTextureFlip(shader, matBL, window.WindowFrames[2].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX, dY - pane.Height + frameTop, frameLeft, frameBottom, texCoords, colors, isSelected);
}
if (matBR.TextureMaps.Length > 0)
{
SetupShaders(pane, matBR, Textures);
SetWindowTextureFlip(shader, matBR, window.WindowFrames[3].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX + pane.Width - frameLeft, dY - pane.Height + frameBottom, frameRight, frameBottom, texCoords, colors, isSelected);
}
if (matT.TextureMaps.Length > 0)
{
SetupShaders(pane, matT, Textures);
SetWindowTextureFlip(shader, matT, window.WindowFrames[4].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 0),
new Vector2((pane.Width - frameLeft) / frameLeft, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX + frameLeft, dY, contentWidth, frameTop, texCoords, colors, isSelected);
}
if (matB.TextureMaps.Length > 0)
{
SetupShaders(pane, matB, Textures);
SetWindowTextureFlip(shader, matB, window.WindowFrames[5].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(1-((pane.Width - frameLeft) / frameLeft), 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(1-((pane.Width - frameLeft) / frameLeft), 1),
};
DrawQuad(gameWindow, dX + frameRight, dY - (pane.Height - frameBottom), contentWidth, frameTop, texCoords, colors, isSelected);
}
if (matL.TextureMaps.Length > 0)
{
SetupShaders(pane, matL, Textures);
SetWindowTextureFlip(shader, matL, window.WindowFrames[6].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0,1-((pane.Height - frameTop) / frameTop)),
new Vector2(1,1-((pane.Height - frameTop) / frameTop)),
new Vector2(1, 1),
new Vector2(0, 1),
};
DrawQuad(gameWindow, dX, dY - frameTop, frameLeft, contentHeight, texCoords, colors, isSelected);
}
if (matR.TextureMaps.Length > 0)
{
SetupShaders(pane, matR, Textures);
SetWindowTextureFlip(shader, matR, window.WindowFrames[7].TextureFlip);
texCoords = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1,(pane.Height - frameBottom) / frameBottom),
new Vector2(0,(pane.Height - frameBottom) / frameBottom),
};
DrawQuad(gameWindow, dX + (pane.Width - frameRight), dY - frameTop, frameRight, contentHeight, texCoords, colors, isSelected);
}
}
break;
}
GL.Disable(EnableCap.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.UseProgram(0);
}
private static void SetWindowTextureFlip(BxlytShader shader, BxlytMaterial mat, WindowFrameTexFlip flip)
{
if (mat is Revolution.Material)
((Revolution.Material)mat).Shader.SetInt("flipTexture", (int)flip);
else
shader.SetInt("flipTexture", (int)flip);
}
private static void GetTextureSize(BxlytMaterial pane, Dictionary<string, STGenericTexture> Textures, out float width, out float height)
{
width = 0;
height = 0;
if (pane.TextureMaps.Length > 0)
{
if (Textures.ContainsKey(pane.TextureMaps[0].Name))
{
var tex = Textures[pane.TextureMaps[0].Name];
width = tex.Width;
height = tex.Height;
}
}
}
private static float DrawnVertexX(float width, OriginX originX)
{
switch (originX)
{
case OriginX.Center: return -width / 2.0f;
case OriginX.Right: return -width;
default: return 0.0f;
}
}
private static float DrawnVertexY(float height, OriginY originX)
{
switch (originX)
{
case OriginY.Center: return height / 2.0f;
case OriginY.Bottom: return height;
default: return 0.0f;
}
}
private static void DrawQuad(bool gameWindow, float x, float y, float w, float h, Vector2[] texCoords, Color[] colors, bool isSelected, bool hasTextures = true)
{
if (!gameWindow && !Runtime.LayoutEditor.IsGamePreview)
{
GL.Disable(EnableCap.Texture2D);
GL.Disable(EnableCap.AlphaTest);
GL.Disable(EnableCap.Blend);
GL.LineWidth(0.5f);
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(isSelected ? Color.Red : Color.Green);
GL.Vertex2(x, y);
GL.Vertex2(x + w, y);
GL.Vertex2(x + w, y - h);
GL.Vertex2(x, y - h);
GL.End();
GL.LineWidth(1f);
GL.Enable(EnableCap.AlphaTest);
GL.Enable(EnableCap.Blend);
GL.Enable(EnableCap.Texture2D);
}
if (!hasTextures && !gameWindow)
{
GL.Begin(PrimitiveType.LineLoop);
GL.Vertex2(x, y);
GL.Vertex2(x + w, y);
GL.Vertex2(x + w, y - h);
GL.Vertex2(x, y - h);
GL.End();
}
else
{
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(x, y);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(x + w, y);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(x + w, y - h);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(x, y - h);
GL.End();
}
}
enum FrameType
{
LeftTop,
Left,
LeftBottom,
Top,
Bottom,
RightTop,
Right,
RightBottom,
}
private static Vector2 GetFramePosition(uint paneWidth, uint paneHeight, IWindowPane window, FrameType type)
{
Vector2 pos = new Vector2();
switch (type)
{
case FrameType.LeftTop:
break;
}
return pos;
}
private static void SetupShaders(BasePane pane, BxlytMaterial mat, Dictionary<string, STGenericTexture> textures)
{
if (mat is Cafe.Material)
{
ShaderLoader.CafeShader.Enable();
BflytShader.SetMaterials(ShaderLoader.CafeShader, (Cafe.Material)mat, pane, textures);
}
else if (mat is Revolution.Material)
{
RenderBRLYTMaterial(pane, (Revolution.Material)mat, textures);
}
else if (mat is CTR.Material)
{
ShaderLoader.CtrShader.Enable();
BclytShader.SetMaterials(ShaderLoader.CtrShader, (CTR.Material)mat, pane, textures);
}
else if (mat is GCBLO.Material)
{
ShaderLoader.BLOShader.Enable();
BloShader.SetMaterials(ShaderLoader.CtrShader, (GCBLO.Material)mat, pane, textures);
}
}
//Todo make a method to get the shaders and set the values that way
//Shader loading for brlyt is still experimental and not done the same way
private static void SetupTextboxShader(BasePane pane, BxlytMaterial mat)
{
if (mat is Cafe.Material)
{
ShaderLoader.CafeShader.SetInt($"numTextureMaps", 1);
ShaderLoader.CafeShader.SetInt($"textures0", 1);
ShaderLoader.CafeShader.SetInt($"hasTexture0", 1);
}
else if (mat is CTR.Material)
{
ShaderLoader.CtrShader.SetInt($"numTextureMaps", 1);
ShaderLoader.CtrShader.SetInt($"textures0", 1);
ShaderLoader.CtrShader.SetInt($"hasTexture0", 1);
}
else if (mat is Revolution.Material)
{
//Make sure the text pane texture count is 1 to bind bitmap font to
if (((Revolution.Material)mat).Shader.TextureCount != 1) {
((Revolution.Material)mat).Shader.TextureCount = 1;
((Revolution.Material)mat).Shader.Compile();
Console.WriteLine($"Updating text pane texture renderer {pane.Name}");
}
//Reload transforms
for (int i = 0; i < 3; i++) {
var matTranslate = Matrix4.CreateTranslation(0 / 1 - 0.5f, 0 / 1 - 0.5f, 0);
((Revolution.Material)mat).Shader.SetMatrix4(String.Format("textureTransforms[{0}]", i), ref matTranslate);
}
//Load ids and enable the bitmap font texture
((Revolution.Material)mat).Shader.SetInt($"numTextureMaps", 1);
((Revolution.Material)mat).Shader.SetInt($"textures0", 1);
((Revolution.Material)mat).Shader.SetInt($"hasTexture0", 1);
}
}
private static void RenderWindowContent(BasePane pane, uint sizeX, uint sizeY, BxlytWindowContent content,
byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
{
var mat = content.Material;
var rect = pane.CreateRectangle(sizeX, sizeY);
SetupShaders(pane, mat, Textures);
Vector2[] texCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color[] colors = new Color[] {
content.ColorBottomLeft.Color,
content.ColorBottomRight.Color,
content.ColorTopRight.Color,
content.ColorTopLeft.Color,
};
if (content.TexCoords.Count > 0)
{
texCoords = new Vector2[] {
content.TexCoords[0].BottomLeft.ToTKVector2(),
content.TexCoords[0].BottomRight.ToTKVector2(),
content.TexCoords[0].TopRight.ToTKVector2(),
content.TexCoords[0].TopLeft.ToTKVector2(),
};
}
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(rect.BottomLeftPoint);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(rect.BottomRightPoint);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(rect.TopRightPoint);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(rect.TopLeftPoint);
GL.End();
}
public static bool BindGLTexture(BxlytTextureRef tex, STGenericTexture texture)
{
if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
texture.LoadOpenGLTexture();
//If the texture is still not initialized then return
if (!texture.RenderableTex.GLInitialized)
return false;
GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, ConvertChannel(texture.RedChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, ConvertChannel(texture.GreenChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, ConvertChannel(texture.BlueChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, ConvertChannel(texture.AlphaChannel));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, ConvertTextureWrap(tex.WrapModeU));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, ConvertTextureWrap(tex.WrapModeV));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, ConvertMagFilterMode(tex.MaxFilterMode));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, ConvertMinFilterMode(tex.MinFilterMode));
return true;
}
private static int ConvertChannel(STChannelType type)
{
switch (type)
{
case STChannelType.Red: return (int)TextureSwizzle.Red;
case STChannelType.Green: return (int)TextureSwizzle.Green;
case STChannelType.Blue: return (int)TextureSwizzle.Blue;
case STChannelType.Alpha: return (int)TextureSwizzle.Alpha;
case STChannelType.Zero: return (int)TextureSwizzle.Zero;
case STChannelType.One: return (int)TextureSwizzle.One;
default: return 0;
}
}
public static BlendingFactor ConvertBlendFactor(BxlytBlendMode.GX2BlendFactor blendFactor)
{
switch (blendFactor)
{
case BxlytBlendMode.GX2BlendFactor.DestAlpha: return BlendingFactor.DstAlpha;
case BxlytBlendMode.GX2BlendFactor.DestColor: return BlendingFactor.DstColor;
case BxlytBlendMode.GX2BlendFactor.DestInvAlpha: return BlendingFactor.OneMinusDstAlpha;
case BxlytBlendMode.GX2BlendFactor.DestInvColor: return BlendingFactor.OneMinusDstColor;
case BxlytBlendMode.GX2BlendFactor.Factor0: return BlendingFactor.Zero;
case BxlytBlendMode.GX2BlendFactor.Factor1: return BlendingFactor.One;
case BxlytBlendMode.GX2BlendFactor.SourceAlpha: return BlendingFactor.SrcAlpha;
case BxlytBlendMode.GX2BlendFactor.SourceColor: return BlendingFactor.SrcColor;
case BxlytBlendMode.GX2BlendFactor.SourceInvAlpha: return BlendingFactor.OneMinusSrcAlpha;
case BxlytBlendMode.GX2BlendFactor.SourceInvColor: return BlendingFactor.OneMinusSrcColor;
default: return BlendingFactor.Zero;
}
}
public static LogicOp ConvertLogicOperation(BxlytBlendMode.GX2LogicOp blendOp)
{
switch (blendOp)
{
case BxlytBlendMode.GX2LogicOp.And: return LogicOp.And;
case BxlytBlendMode.GX2LogicOp.Clear: return LogicOp.Clear;
case BxlytBlendMode.GX2LogicOp.Copy: return LogicOp.Copy;
case BxlytBlendMode.GX2LogicOp.Equiv: return LogicOp.Equiv;
case BxlytBlendMode.GX2LogicOp.Inv: return LogicOp.Invert;
case BxlytBlendMode.GX2LogicOp.Nand: return LogicOp.Nand;
case BxlytBlendMode.GX2LogicOp.NoOp: return LogicOp.Noop;
case BxlytBlendMode.GX2LogicOp.Nor: return LogicOp.Nor;
case BxlytBlendMode.GX2LogicOp.Or: return LogicOp.Or;
case BxlytBlendMode.GX2LogicOp.RevAnd: return LogicOp.AndReverse;
case BxlytBlendMode.GX2LogicOp.RevOr: return LogicOp.OrReverse;
case BxlytBlendMode.GX2LogicOp.Set: return LogicOp.Set;
case BxlytBlendMode.GX2LogicOp.Xor: return LogicOp.Xor;
case BxlytBlendMode.GX2LogicOp.Disable:
GL.Disable(EnableCap.ColorLogicOp);
return LogicOp.Noop;
default: return LogicOp.Noop;
}
}
public static AlphaFunction ConvertAlphaFunc(GfxAlphaFunction alphaFunc)
{
switch (alphaFunc)
{
case GfxAlphaFunction.Always: return AlphaFunction.Always;
case GfxAlphaFunction.Equal: return AlphaFunction.Equal;
case GfxAlphaFunction.Greater: return AlphaFunction.Greater;
case GfxAlphaFunction.GreaterOrEqual: return AlphaFunction.Gequal;
case GfxAlphaFunction.Less: return AlphaFunction.Less;
case GfxAlphaFunction.LessOrEqual: return AlphaFunction.Lequal;
case GfxAlphaFunction.Never: return AlphaFunction.Never;
case GfxAlphaFunction.NotEqual: return AlphaFunction.Notequal;
default: return AlphaFunction.Always;
}
}
public static BlendEquationMode ConvertBlendOperation(BxlytBlendMode.GX2BlendOp blendOp)
{
switch (blendOp)
{
case BxlytBlendMode.GX2BlendOp.Add: return BlendEquationMode.FuncAdd;
case BxlytBlendMode.GX2BlendOp.ReverseSubtract: return BlendEquationMode.FuncReverseSubtract;
case BxlytBlendMode.GX2BlendOp.SelectMax: return BlendEquationMode.Max;
case BxlytBlendMode.GX2BlendOp.SelectMin: return BlendEquationMode.Min;
case BxlytBlendMode.GX2BlendOp.Subtract: return BlendEquationMode.FuncSubtract;
case BxlytBlendMode.GX2BlendOp.Disable:
GL.Disable(EnableCap.Blend);
return BlendEquationMode.FuncAdd;
default: return BlendEquationMode.FuncAdd;
}
}
enum TextureSwizzle
{
Zero = All.Zero,
One = All.One,
Red = All.Red,
Green = All.Green,
Blue = All.Blue,
Alpha = All.Alpha,
}
private static STColor8[] SetupVertexColors(BasePane pane,
STColor8 ColorBottomRight, STColor8 ColorBottomLeft,
STColor8 ColorTopLeft, STColor8 ColorTopRight)
{
STColor8[] outColors = new STColor8[4];
outColors[0] = ColorBottomLeft;
outColors[1] = ColorBottomRight;
outColors[2] = ColorTopRight;
outColors[3] = ColorTopLeft;
foreach (var animItem in pane.animController.PaneVertexColors)
{
switch (animItem.Key)
{
case LVCTarget.LeftBottomRed: outColors[0].R = (byte)animItem.Value; break;
case LVCTarget.LeftBottomGreen: outColors[0].G = (byte)animItem.Value; break;
case LVCTarget.LeftBottomBlue: outColors[0].B = (byte)animItem.Value; break;
case LVCTarget.LeftBottomAlpha: outColors[0].A = (byte)animItem.Value; break;
case LVCTarget.RightBottomRed: outColors[1].R = (byte)animItem.Value; break;
case LVCTarget.RightBottomGreen: outColors[1].G = (byte)animItem.Value; break;
case LVCTarget.RightBottomBlue: outColors[1].B = (byte)animItem.Value; break;
case LVCTarget.RightBottomAlpha: outColors[1].A = (byte)animItem.Value; break;
case LVCTarget.RightTopRed: outColors[2].R = (byte)animItem.Value; break;
case LVCTarget.RightTopGreen: outColors[2].G = (byte)animItem.Value; break;
case LVCTarget.RightTopBlue: outColors[2].B = (byte)animItem.Value; break;
case LVCTarget.RightTopAlpha: outColors[2].A = (byte)animItem.Value; break;
case LVCTarget.LeftTopRed: outColors[3].R = (byte)animItem.Value; break;
case LVCTarget.LeftTopGreen: outColors[3].G = (byte)animItem.Value; break;
case LVCTarget.LeftTopBlue: outColors[3].B = (byte)animItem.Value; break;
case LVCTarget.LeftTopAlpha: outColors[3].A = (byte)animItem.Value; break;
}
}
return outColors;
}
public static void DrawRectangle(BasePane pane, bool gameWindow, CustomRectangle rect, Vector2[] texCoords,
Color[] colors, bool useLines = true, byte alpha = 255, bool selectionOutline = false)
{
for (int i = 0; i < colors.Length; i++)
{
float outAlpha = BasePane.MixColors(colors[i].A, (float)(alpha * (float)alpha) / 255f);
colors[i] = Color.FromArgb(Utils.FloatToIntClamp(outAlpha), colors[i]);
}
if (LayoutEditor.UseLegacyGL)
{
if (useLines)
{
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(selectionOutline ? Color.Red : colors[0]);
GL.Vertex2(rect.BottomLeftPoint);
GL.Vertex2(rect.BottomRightPoint);
GL.Vertex2(rect.TopRightPoint);
GL.Vertex2(rect.TopLeftPoint);
GL.End();
}
else
{
int numTexCoord = texCoords.Length >= 4 ? 4 / texCoords.Length : 0;
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
for (int i = 0; i < numTexCoord; i++)
GL.MultiTexCoord2(TextureUnit.Texture0 + i, texCoords[0 + (i * 4)].X, texCoords[0 + (i * 4)].Y);
GL.Vertex2(rect.BottomLeftPoint);
GL.Color4(colors[1]);
for (int i = 0; i < numTexCoord; i++)
GL.MultiTexCoord2(TextureUnit.Texture0 + i, texCoords[1 + (i * 4)].X, texCoords[1 + (i * 4)].Y);
GL.Vertex2(rect.BottomRightPoint);
GL.Color4(colors[2]);
for (int i = 0; i < numTexCoord; i++)
GL.MultiTexCoord2(TextureUnit.Texture0 + i, texCoords[2 + (i * 4)].X, texCoords[2 + (i * 4)].Y);
GL.Vertex2(rect.TopRightPoint);
GL.Color4(colors[3]);
for (int i = 0; i < numTexCoord; i++)
GL.MultiTexCoord2(TextureUnit.Texture0 + i, texCoords[3 + (i * 4)].X, texCoords[3 + (i * 4)].Y);
GL.Vertex2(rect.TopLeftPoint);
GL.End();
}
}
else
{
if (pane.renderablePane == null)
pane.renderablePane = new RenderablePane();
Vector3[] vertices = new Vector3[4];
vertices[0] = new Vector3(rect.BottomLeftPoint.X, rect.BottomLeftPoint.Y, 0);
vertices[1] = new Vector3(rect.BottomRightPoint.X, rect.BottomRightPoint.Y, 0);
vertices[2] = new Vector3(rect.TopRightPoint.X, rect.TopRightPoint.Y, 0);
vertices[3] = new Vector3(rect.TopLeftPoint.X, rect.TopLeftPoint.Y, 0);
Vector4[] vertexColors = new Vector4[4];
// pane.renderablePane.Render(vertices, vertexColors, texCoords);
}
}
}
}