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Switch-Toolbox/File_Format_Library/GL/GFBMDL_Render.cs
KillzXGaming 4df4c13828 Add support for GFBMDL saving and model editing.
- Models can be swapped with DAE files. You can use custom rigs, custom bones, and also import additional meshes. Materials are selected in the import settings and you can swap and export them as .json. Note there are a few models (ie trees) which break atm.
- Adds support for proper GFBMDL wrap modes from texture params.
2019-12-10 18:46:16 -05:00

474 lines
20 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 Toolbox.Library.Rendering;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace FirstPlugin
{
public class GFBMDL_Render : AbstractGlDrawable, IMeshContainer
{
public GFBMDL GfbmdlFile;
public List<STGenericObject> Meshes { get; set; } = new List<STGenericObject>();
public Matrix4 ModelTransform = Matrix4.Identity;
// 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;
GFLXMesh.DisplayVertex[] Vertices;
int[] Faces;
int poffset = 0;
int voffset = 0;
List<GFLXMesh.DisplayVertex> Vs = new List<GFLXMesh.DisplayVertex>();
List<int> Ds = new List<int>();
foreach (GFLXMesh shape in Meshes)
{
List<GFLXMesh.DisplayVertex> pv = shape.CreateDisplayVertices();
Vs.AddRange(pv);
int GroupOffset = 0;
int groupIndex = 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;
Console.WriteLine($"GroupOffset {groupIndex++} " + GroupOffset);
}
voffset += pv.Count;
}
// Binds
Vertices = Vs.ToArray();
Faces = Ds.ToArray();
// Bind only once!
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<GFLXMesh.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * GFLXMesh.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)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GFBModel.frag");
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "GFBModel.vert");
string pathUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\Utility.frag";
string pathPbrUtiltyFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Utility") + "\\PbrUtility.frag";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
var utiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathUtiltyFrag));
var pbrUtiltyFrag = new FragmentShader(System.IO.File.ReadAllText(pathPbrUtiltyFrag));
defaultShaderProgram = new ShaderProgram(new Shader[]
{ utiltyFrag, pbrUtiltyFrag, 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) * ModelTransform);
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);
}
private static void SetBoneUniforms(GLControl control, ShaderProgram shader, GFLXMesh mesh)
{
int i = 0;
foreach (var bone in mesh.ParentModel.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(GFLXMaterialData mat, ShaderProgram shader, GFLXMesh m, int id)
{
/* shader.UniformBlockBinding("TexCoord1", 3);
GL.GetActiveUniformBlock(shader.program,
shader.GetUniformBlockIndex("TexCoord1"),
ActiveUniformBlockParameter.UniformBlockBinding, out int binding);*/
/* GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer);
GL.BufferData(BufferTarget.UniformBuffer,
(IntPtr)MTOBWrapper.TexCoord1.Size,
ref mat.TexCoord1Buffer,
BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.UniformBuffer, 0);
GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, TexCoord1Buffer, (IntPtr)0,
MTOBWrapper.TexCoord1.Size);
GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer);
GL.BINDBUFFER*/
}
private static void SetUniforms(GFLXMaterialData mat, ShaderProgram shader, GFLXMesh m, int id)
{
// Texture Maps
/* shader.SetBoolToInt("useColorTex", false);
shader.SetBoolToInt("EmissionMaskUse", false);
shader.SetBoolToInt("SwitchPriority", false);
shader.SetBoolToInt("Layer1Enable", false);
shader.SetBoolToInt("AmbientMapEnable", false);
shader.SetBoolToInt("NormalMapEnable", false);
shader.SetBoolToInt("LightTableEnable", false);
shader.SetBoolToInt("BaseColorAddEnable", false);
shader.SetBoolToInt("SphereMapEnable", false);
shader.SetBoolToInt("EffectVal", false);*/
//Switch UVs
shader.SetBoolToInt("SwitchEmissionMaskTexUV", false);
shader.SetBoolToInt("SwitchAmbientTexUV", false);
shader.SetBoolToInt("SwitchNormalMapUV", false);
//UV Scale
shader.SetFloat("ColorUVScaleU", 1);
shader.SetFloat("ColorUVScaleV", 1);
//UV Translate
shader.SetFloat("ColorUVTranslateU", 0);
shader.SetFloat("ColorUVTranslateV", 0);
SetUniformData(mat, shader, "ColorUVScaleU");
SetUniformData(mat, shader, "ColorUVScaleV");
SetUniformData(mat, shader, "ColorUVTranslateU");
SetUniformData(mat, shader, "ColorUVTranslateV");
}
private static void SetUniformData(GFLXMaterialData mat, ShaderProgram shader, string propertyName)
{
if (mat.SwitchParams.ContainsKey(propertyName))
{
bool Value = (bool)mat.SwitchParams[propertyName].Value;
shader.SetBoolToInt(propertyName, Value);
}
if (mat.ValueParams.ContainsKey(propertyName))
{
var Value = mat.ValueParams[propertyName].Value;
shader.SetFloat(propertyName, (float)Value);
}
if (mat.ColorParams.ContainsKey(propertyName))
{
Vector3 Value = (Vector3)mat.ColorParams[propertyName].Value;
shader.SetVector3(propertyName, Value);
}
}
private static void SetTextureUniforms(GFLXMaterialData mat, GFLXMesh m, ShaderProgram shader)
{
SetDefaultTextureAttributes(mat, 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);
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);
}
if (matex.Type == STGenericMatTexture.TextureType.Normal)
{
shader.SetBoolToInt("HasNormalMap", true);
TextureUniform(shader, mat, true, "NormalMap", matex);
}
if (matex.Type == STGenericMatTexture.TextureType.AO)
{
shader.SetBoolToInt("HasAmbientMap", true);
TextureUniform(shader, mat, true, "AmbientMap", 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 static void TextureUniform(ShaderProgram shader, GFLXMaterialData 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 static 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 bntx in PluginRuntime.bntxContainers)
{
if (bntx.Textures.ContainsKey(activeTex))
{
BindBNTX(bntx, tex, shader, activeTex);
return tex.textureUnit + 1;
}
}
return tex.textureUnit + 1;
}
private static void BindBNTX(BNTX bntx, STGenericMatTexture tex, ShaderProgram shader, string activeTex)
{
if (bntx.Textures[activeTex].RenderableTex == null ||
!bntx.Textures[activeTex].RenderableTex.GLInitialized)
{
bntx.Textures[activeTex].LoadOpenGLTexture();
}
BindGLTexture(tex, shader, bntx.Textures[activeTex]);
}
private static void BindGLTexture(STGenericMatTexture tex, ShaderProgram shader, STGenericTexture texture)
{
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(GFLXMaterialData mat, ShaderProgram shader)
{
}
private void SetRenderSettings(ShaderProgram shader)
{
shader.SetInt("renderType", (int)Runtime.viewportShading);
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
}
private void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
foreach (GFLXMesh shp in Meshes)
{
if (shp.Checked && shp.AnimationController.IsVisible)
DrawModel(control, shp, shader);
}
shader.DisableVertexAttributes();
}
private void SetVertexAttributes(GFLXMesh m, ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 0); //+12
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 12); //+12
GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 24); //+12
GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 36); //+8
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 44); //+16
GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, GFLXMesh.DisplayVertex.Size, new IntPtr(60)); //+16
GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 76);//+16
GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 92);//+8
GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 100);//+8
GL.VertexAttribPointer(shader.GetAttribute("vBinormal"), 3, VertexAttribPointerType.Float, false, GFLXMesh.DisplayVertex.Size, 108); //+12
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
}
private void DrawModel(GLControl control, GFLXMesh m, ShaderProgram shader)
{
foreach (var group in m.PolygonGroups)
{
if (group.faces.Count <= 3)
return;
var Material = m.ParentModel.GenericMaterials[group.MaterialIndex];
SetUniforms(m.GetMaterial(group), shader, m, m.DisplayId);
SetUniformBlocks(m.GetMaterial(group), shader, m, m.DisplayId);
SetBoneUniforms(control, shader, m);
SetVertexAttributes(m, shader);
SetTextureUniforms(m.GetMaterial(group), m, shader);
if (m.IsSelected)
{
DrawModelSelection(group, shader);
}
else
{
if (Runtime.RenderModels)
{
GL.DrawElements(PrimitiveType.Triangles, group.displayFaceSize, DrawElementsType.UnsignedInt, group.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(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.Uniform1(shader["colorOverride"], 0);
GL.DrawElements(PrimitiveType.Triangles, p.displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
}
}
}