e4722ed1af
General - Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML) - Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code. - Add flat buffer templates for gfbmdl and gfbanm. - Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres. - Auto compress bfres with .sbfres extension. BFLYT: -Add animation reference list to panes if they have any animations. - Note the animation editor in it is not functional yet. GFBMDL - Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why. - Add new texture map display with UV coordinates shown. Displays how transforms are handled. - Add option to export materials and models entirely as .json files. DAE - improve bone/joint check.
463 lines
14 KiB
C#
463 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Data;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Toolbox.Library;
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using Toolbox.Library.OpenGL2D;
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namespace Toolbox.Library.Forms
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{
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public class Viewport2D : UserControl
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{
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public virtual float PreviewScale => 1f;
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public virtual bool UseOrtho { get; set; } = true;
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public virtual bool UseGrid { get; set; } = true;
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public Camera2D Camera = new Camera2D();
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public class Camera2D
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{
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public Matrix4 ViewMatrix = Matrix4.Identity;
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public Matrix4 ProjectionMatrix = Matrix4.Identity;
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public Matrix4 ModelViewMatrix
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{
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get
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{
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return ViewMatrix * ProjectionMatrix;
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}
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}
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public float Zoom = 1;
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public Vector2 Position;
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}
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private GLControl glControl1;
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public Color BackgroundColor = Color.FromArgb(40, 40, 40);
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private List<IPickable2DObject> SelectedObjects = new List<IPickable2DObject>();
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private PickAction pickAction = PickAction.None;
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private PickAxis pickAxis = PickAxis.All;
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public Viewport2D()
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{
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glControl1 = new GLControl();
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glControl1.Dock = DockStyle.Fill;
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glControl1.MouseDown += glControl1_MouseDown;
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glControl1.MouseUp += glControl1_MouseUp;
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glControl1.MouseMove += glControl1_MouseMove;
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glControl1.KeyDown += glControl1_KeyDown;
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glControl1.Paint += glControl1_Paint;
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glControl1.Resize += glControl1_Resize;
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Controls.Add(glControl1);
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}
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public void UpdateViewport() {
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if (!Runtime.OpenTKInitialized)
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return;
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glControl1.Invalidate();
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}
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private void glControl1_Paint(object sender, PaintEventArgs e)
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{
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if (!Runtime.OpenTKInitialized)
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return;
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glControl1.Context.MakeCurrent(glControl1.WindowInfo);
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RenderEditor();
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SetupScene();
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}
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private void RenderEditor()
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{
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glControl1.MakeCurrent();
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GL.Viewport(0, 0, glControl1.Width, glControl1.Height);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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if (UseOrtho)
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{
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float halfW = glControl1.Width / 2.0f, halfH = glControl1.Height / 2.0f;
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var orthoMatrix = Matrix4.CreateOrthographic(halfW, halfH, -10000, 10000);
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GL.LoadMatrix(ref orthoMatrix);
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GL.MatrixMode(MatrixMode.Modelview);
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Camera.ProjectionMatrix = orthoMatrix;
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Matrix4 scaleMat = Matrix4.CreateScale(Camera.Zoom * PreviewScale, Camera.Zoom * PreviewScale, 1);
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Matrix4 transMat = Matrix4.CreateTranslation(Camera.Position.X, Camera.Position.Y, 0);
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Camera.ViewMatrix = scaleMat * transMat;
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}
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else
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{
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var cameraPosition = new Vector3(Camera.Position.X, Camera.Position.Y, -(Camera.Zoom * 500));
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var perspectiveMatrix = Matrix4.CreatePerspectiveFieldOfView(1.3f, glControl1.Width / glControl1.Height, 0.01f, 100000);
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GL.LoadMatrix(ref perspectiveMatrix);
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GL.MatrixMode(MatrixMode.Modelview);
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Camera.ViewMatrix = Matrix4.CreateTranslation(cameraPosition);
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Camera.ProjectionMatrix = perspectiveMatrix;
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GL.LoadMatrix(ref Camera.ViewMatrix);
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}
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GL.ClearColor(BackgroundColor);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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if (UseOrtho)
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{
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GL.PushMatrix();
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GL.Scale(Camera.Zoom * PreviewScale, Camera.Zoom * PreviewScale, 1);
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GL.Translate(Camera.Position.X, Camera.Position.Y, 0);
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}
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}
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public virtual List<IPickable2DObject> GetPickableObjects()
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{
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return new List<IPickable2DObject>();
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}
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private List<IPickable2DObject> SearchHit(float X, float Y)
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{
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List<IPickable2DObject> picks = new List<IPickable2DObject>();
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foreach (var pickObj in GetPickableObjects())
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{
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if (pickObj.IsHit(X, Y))
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picks.Add(pickObj);
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}
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return picks;
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}
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private void SetupScene()
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{
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GL.Enable(EnableCap.Blend);
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GL.Enable(EnableCap.AlphaTest);
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GL.AlphaFunc(AlphaFunction.Always, 0f);
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GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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GL.Enable(EnableCap.ColorMaterial);
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GL.Enable(EnableCap.Texture2D);
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.BlendEquation(BlendEquationMode.FuncAdd);
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if (UseGrid)
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Render2D.DrawGrid(BackgroundColor);
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RenderSceme();
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if (showSelectionBox)
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{
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GL.PushAttrib(AttribMask.DepthBufferBit);
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GL.Disable(EnableCap.DepthTest);
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GL.Begin(PrimitiveType.LineLoop);
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GL.Color4(Color.Red);
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GL.Vertex2(SelectionBox.LeftPoint, SelectionBox.BottomPoint);
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GL.Vertex2(SelectionBox.RightPoint, SelectionBox.BottomPoint);
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GL.Vertex2(SelectionBox.RightPoint, SelectionBox.TopPoint);
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GL.Vertex2(SelectionBox.LeftPoint, SelectionBox.TopPoint);
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GL.End();
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GL.Enable(EnableCap.DepthTest);
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GL.PopAttrib();
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}
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if (UseOrtho)
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GL.PopMatrix();
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GL.UseProgram(0);
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glControl1.SwapBuffers();
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}
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private STRectangle SelectionBox;
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private bool showSelectionBox = false;
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private void DrawSelectionBox(Point point1, Point point2)
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{
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SelectedObjects.Clear();
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int left = point1.X;
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int right = point2.X;
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int top = point1.Y;
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int bottom = point2.Y;
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//Determine each point direction to see what is left/right/top/bottom
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if (bottom > top)
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{
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top = point2.Y;
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bottom = point1.Y;
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}
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if (left > right)
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{
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right = point1.X;
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left = point2.X;
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}
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showSelectionBox = true;
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SelectionBox = new STRectangle(left, right, top, bottom);
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UpdateViewport();
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}
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public virtual void RenderSceme()
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{
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}
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private Point pickOriginMouse;
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private Point originMouse;
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private bool mouseCameraDown;
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private bool isPicked;
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private bool mouseDown = false;
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private Vector2 GetMouseCoords(Point screenMouse)
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{
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RenderEditor();
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var coords = OpenGLHelper.convertScreenToWorldCoords(screenMouse.X, screenMouse.Y);
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GL.PopMatrix();
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return new Vector2(coords.X, coords.Y);
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}
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private void glControl1_MouseDown(object sender, MouseEventArgs e)
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{
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if (Control.ModifierKeys == Keys.Shift && e.Button == MouseButtons.Left ||
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e.Button == MouseButtons.Middle)
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{
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originMouse = e.Location;
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mouseCameraDown = true;
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glControl1.Invalidate();
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}
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else if (e.Button == MouseButtons.Left)
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{
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mouseDown = true;
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var mouseCoords = GetMouseCoords(e.Location);
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var picks = SearchHit(mouseCoords.X, mouseCoords.Y);
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if (picks.Count > 0)
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{
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if (!SelectedObjects.Contains(picks[0]))
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{
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if (Control.ModifierKeys != Keys.Control)
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UnselectAll();
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SelectedObjects.Add(picks[0]);
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picks[0].IsSelected = true;
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}
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pickAction = PickAction.Translate;
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isPicked = true;
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}
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else if (Control.ModifierKeys != Keys.Control)
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UnselectAll();
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pickOriginMouse = e.Location;
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glControl1.Invalidate();
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}
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}
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private void glControl1_MouseUp(object sender, MouseEventArgs e)
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{
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if (e.Button == MouseButtons.Left || e.Button == MouseButtons.Middle)
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{
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pickAction = PickAction.None;
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mouseCameraDown = false;
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mouseDown = false;
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isPicked = false;
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showSelectionBox = false;
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glControl1.Invalidate();
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}
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}
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private void UnselectAll()
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{
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foreach (var pick in SelectedObjects)
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pick.IsSelected = false;
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SelectedObjects.Clear();
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}
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private void glControl1_MouseMove(object sender, MouseEventArgs e)
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{
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var mouseCoords = GetMouseCoords(e.Location);
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var picks = SearchHit(mouseCoords.X, mouseCoords.Y);
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if (picks.Count > 0)
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{
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if (!picks[0].IsSelected)
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{
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picks[0].IsHovered = true;
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glControl1.Invalidate();
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}
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}
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else
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{
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foreach (var obj in GetPickableObjects())
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obj.IsHovered = false;
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glControl1.Invalidate();
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}
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if (mouseCameraDown)
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{
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var pos = new Vector2(e.Location.X - originMouse.X, e.Location.Y - originMouse.Y);
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Camera.Position.X += pos.X;
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Camera.Position.Y -= pos.Y;
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originMouse = e.Location;
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glControl1.Invalidate();
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}
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if (!showSelectionBox && isPicked)
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{
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Console.WriteLine(pickAction);
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RenderEditor();
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var temp = e.Location;
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var curPos = OpenGLHelper.convertScreenToWorldCoords(temp.X, temp.Y);
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var prevPos = OpenGLHelper.convertScreenToWorldCoords(pickOriginMouse.X, pickOriginMouse.Y);
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var pickMouse = new Point((int)(prevPos.X - curPos.X), (int)(prevPos.Y - curPos.Y));
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Console.WriteLine("curPos " + curPos);
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Console.WriteLine("prevPos " + prevPos);
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GL.PopMatrix();
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if (pickAction == PickAction.Translate)
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{
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foreach (var pickObject in SelectedObjects)
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{
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if (pickOriginMouse != Point.Empty)
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{
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float posX = 0;
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float posY = 0;
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float posZ = 0;
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if (pickAxis == PickAxis.X)
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posX = pickMouse.X;
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if (pickAxis == PickAxis.Y)
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posY = pickMouse.Y;
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if (pickAxis == PickAxis.All)
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{
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posX = pickMouse.X;
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posY = pickMouse.Y;
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}
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pickObject.PickTranslate(posX, posY, posZ);
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}
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}
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}
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if (pickAction == PickAction.Rotate)
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{
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foreach (var pickObject in SelectedObjects)
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{
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if (pickOriginMouse != Point.Empty)
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{
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float rotX = 0;
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float rotY = 0;
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float rotZ = 0;
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if (pickAxis == PickAxis.X)
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rotX = pickMouse.X * -0.015625f;
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if (pickAxis == PickAxis.Y)
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rotY = pickMouse.Y;
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if (pickAxis == PickAxis.All)
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{
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rotX = pickMouse.X * -0.015625f;
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// rotY = pickMouse.Y;
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}
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pickObject.PickRotate(rotX, rotY, rotZ);
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}
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}
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}
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pickOriginMouse = temp;
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glControl1.Invalidate();
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}
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if (mouseDown && !isPicked)
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{
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RenderEditor();
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var temp = e.Location;
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var curPos = OpenGLHelper.convertScreenToWorldCoords(temp.X, temp.Y);
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var prevPos = OpenGLHelper.convertScreenToWorldCoords(pickOriginMouse.X, pickOriginMouse.Y);
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GL.PopMatrix();
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DrawSelectionBox(prevPos, curPos);
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}
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}
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private void glControl1_KeyDown(object sender, KeyEventArgs e)
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{
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if (e.KeyCode == Keys.R)
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{
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if (isPicked)
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pickAction = PickAction.Rotate;
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}
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if (e.KeyCode == Keys.G)
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{
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if (isPicked)
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pickAction = PickAction.Translate;
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}
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}
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private void glControl1_Resize(object sender, EventArgs e)
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{
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glControl1.Invalidate();
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}
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protected override void OnMouseWheel(MouseEventArgs e)
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{
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base.OnMouseWheel(e);
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if (UseOrtho)
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{
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if (e.Delta > 0 && Camera.Zoom > 0)
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Camera.Zoom += 0.1f;
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if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0.1)
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Camera.Zoom -= 0.1f;
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}
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else
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{
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if (e.Delta > 0 && Camera.Zoom > 0.1)
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Camera.Zoom -= 0.1f;
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if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0)
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Camera.Zoom += 0.1f;
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}
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glControl1.Invalidate();
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}
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private void InitializeComponent()
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{
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this.SuspendLayout();
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//
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// Viewport2D
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//
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this.Name = "Viewport2D";
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this.Size = new System.Drawing.Size(405, 404);
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this.ResumeLayout(false);
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}
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}
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}
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