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Switch-Toolbox/Switch_Toolbox_Library/Runtime.cs
KillzXGaming 50ea4183ef Tons of stuff!
- Compress BC1 with alpha.
- Add GFPAK rebuilding.
- Fix some lag issues with bntx textures loading
- Fix saving multiple files.
- Support DDS cubemap importing
- Support rigged DAE/FBX files.
- Support animation playing thanks to smash forge.
- Some minor stuff to prepare custom animations.
- Many bug fixes.
2018-11-22 10:20:12 -05:00

171 lines
5.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using WeifenLuo.WinFormsUI.Docking;
using System.Drawing;
using GL_Core.Interfaces;
namespace Switch_Toolbox.Library
{
//Thanks to Smash Forge for a few of these!
// https://github.com/jam1garner/Smash-Forge/blob/master/Smash%20Forge/Runtime.cs
public class Runtime
{
public static List<AbstractGlDrawable> abstractGlDrawables = new List<AbstractGlDrawable>();
public static DockState objectListDockState = DockState.DockLeft;
public static int Yaz0CompressionLevel = 3;
public static bool RenderModels = true;
public static bool RenderModelSelection = true;
public static bool RenderModelWireframe = false;
public static ViewportShading viewportShading;
public static bool IsDebugMode = false; //Enables experimental features and other things to debug.
public static bool DisableViewport = false;
public static bool EnablePBR = false;
public static bool enableVSync = false;
public static float floorSize = 30f;
public static Color floorColor = Color.Gray;
public static FloorStyle floorStyle = FloorStyle.WireFrame;
public static PictureBoxBG pictureBoxStyle = PictureBoxBG.Checkerboard;
public static float previewScale = 1.0f;
public static bool renderFloorLines = true;
//Viewport Background
public static BackgroundStyle backgroundStyle = BackgroundStyle.Gradient;
public static bool renderBackGround = true;
public static string backgroundTexFilePath = "";
public static Color backgroundGradientTop = Color.FromArgb(255, 26, 26, 26);
public static Color backgroundGradientBottom = Color.FromArgb(255, 77, 77, 77);
public static float zoomspeed = 1.25f;
public static float zoomModifierScale = 2.0f;
public static bool cameraLight = false;
public static bool DisplayPolyCount = true;
public static float PolyCount = 0;
public static float VertCount = 0;
public static bool enableOpenTKDebugOutput = false;
public static bool OpenStartupWindow = true;
// Toggle Render Passes
public static bool renderDiffuse = true;
public static bool renderFresnel = true;
public static bool renderSpecular = true;
public static bool renderReflection = true;
public static bool renderBoundingBoxes = true;
public static bool renderNormalMap = true;
public static bool renderVertColor = true;
public static bool renderBfresPbr = false;
public static bool stereoscopy = false;
public static bool UseLegacyGL = false;
public static bool useNormalMap = true;
public static CameraMovement cameraMovement;
public static CameraView cameraView;
public static ThumbnailSize thumbnailSize = ThumbnailSize.Small;
public static float CameraNear = 0.1f;
public static float CameraFar = 100000.0f;
public static ActiveGame activeGame = ActiveGame.SMO;
public enum ActiveGame
{
SMO,
MK8D,
ARMs,
Splatoon2,
BOTW,
KSA,
}
public enum PictureBoxBG
{
Checkerboard,
Black,
}
public enum CameraMovement
{
Inspect,
Walk,
}
public enum CameraView
{
Perspective,
Orthographic,
}
public enum ThumbnailSize
{
Small,
Medium,
Large
}
public enum BackgroundStyle
{
Gradient = 0,
UserTexture = 1,
Solid = 2,
}
public enum FloorStyle
{
WireFrame = 0,
UserTexture = 1,
Solid = 2,
}
public enum ViewportShading
{
Default = 0,
Normal = 1,
Lighting = 2,
Diffuse = 3,
NormalMap = 4,
VertColor = 5,
AmbientOcclusion = 6,
UVCoords = 7,
UVTestPattern = 8,
Tangents = 9,
Bitangents = 10,
LightMap = 11,
SelectedBoneWeights = 12,
SpecularMap = 13,
ShadowMap = 14,
MetalnessMap = 15,
RoughnessMap = 16,
SubSurfaceScatteringMap = 17,
EmmissionMap = 18,
}
public enum UVChannel
{
Channel1 = 1,
Channel2 = 2,
Channel3 = 3
}
// Debug Shading
public static bool renderR = true;
public static bool renderG = true;
public static bool renderB = true;
public static bool renderAlpha = true;
public static UVChannel uvChannel = UVChannel.Channel1;
// OpenGL System Information
public static string renderer = "";
public static string openGLVersion = "";
public static string GLSLVersion = "";
}
}