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mirror of synced 2024-11-28 17:30:57 +01:00
Switch-Toolbox/File_Format_Library/GL/CMB_Renderer.cs
2020-01-14 19:19:02 -05:00

147 lines
5.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Toolbox.Library.Rendering;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Toolbox.Library;
using Grezzo.CmbEnums;
namespace FirstPlugin
{
//Rendering methods based on noclip
//https://github.com/magcius/noclip.website/blob/master/src/oot3d/render.ts
public class CMB_Renderer : GenericModelRenderer
{
public override float PreviewScale { get; set; } = 0.01f;
public List<CTXB.TextureWrapper> TextureList = new List<CTXB.TextureWrapper>();
private string FragmentShader()
{
string frag = "";
return frag;
}
private string GenerateAlphaTestCompare(AlphaFunction compare, int reference)
{
float refSingle = (float)reference;
switch (compare)
{
case AlphaFunction.Never: return "false";
case AlphaFunction.Less: return $"t_CmbOut.a < {refSingle}";
case AlphaFunction.Lequal: return $"t_CmbOut.a <= {refSingle}";
case AlphaFunction.Equal: return $"t_CmbOut.a == {refSingle}";
case AlphaFunction.Notequal: return $"t_CmbOut.a != {refSingle}";
case AlphaFunction.Greater: return $"t_CmbOut.a > ${refSingle}";
case AlphaFunction.Gequal: return $"t_CmbOut.a >= ${refSingle}";
case AlphaFunction.Always: return "true";
default: throw new Exception("Unsupported alpha function");
}
}
private string GenerateTextureEnvironment()
{
string vale = $"";
return vale;
}
public override void OnRender(GLControl control)
{
GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
}
public override void DrawModels(ShaderProgram shader, GL_ControlModern control)
{
shader.EnableVertexAttributes();
List<STGenericObject> opaque = new List<STGenericObject>();
List<STGenericObject> transparent = new List<STGenericObject>();
for (int m = 0; m < Meshes.Count; m++)
{
if (((CMB.CMBMaterialWrapper)Meshes[m].GetMaterial()).CMBMaterial.IsTransparent)
transparent.Add(Meshes[m]);
else
opaque.Add(Meshes[m]);
}
for (int m = 0; m < transparent.Count; m++)
{
DrawModel(control, Skeleton, transparent[m].GetMaterial(), transparent[m], shader);
}
for (int m = 0; m < opaque.Count; m++)
{
DrawModel(control, Skeleton, opaque[m].GetMaterial(), opaque[m], shader);
}
shader.DisableVertexAttributes();
}
public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{
var cmbMaterial = ((CMB.CMBMaterialWrapper)mat).CMBMaterial;
var cmbMesh = ((CMB.CmbMeshWrapper)m);
bool HasNoNormals = cmbMesh.Shape.Normal.VertexData == null || cmbMesh.Shape.Normal.VertexData.Length == 0;
shader.SetBoolToInt("HasNoNormals", HasNoNormals);
shader.SetBoolToInt("isTransparent", cmbMaterial.BlendEnaled);
SetGLCullMode(cmbMaterial.CullMode);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(cmbMaterial.BlendingFactorSrcAlpha, cmbMaterial.BlendingFactorDestAlpha);
GL.BlendColor(1.0f, 1.0f, 1.0f, cmbMaterial.BlendColorA);
if (cmbMaterial.AlphaTestEnable)
GL.Enable(EnableCap.AlphaTest);
else
GL.Disable(EnableCap.AlphaTest);
GL.AlphaFunc(cmbMaterial.AlphaTestFunction, cmbMaterial.AlphaTestReference);
}
private void SetGLCullMode(CullMode CullMode)
{
GL.Enable(EnableCap.CullFace);
if (CullMode == CullMode.BACK)
GL.CullFace(CullFaceMode.Back);
if (CullMode == CullMode.FRONT)
GL.CullFace(CullFaceMode.Front);
if (CullMode == CullMode.FRONT_AND_BACK)
GL.CullFace(CullFaceMode.FrontAndBack);
if (CullMode == CullMode.NONE)
GL.Disable(EnableCap.CullFace);
}
public override 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 texture in TextureList)
{
if (TextureList.IndexOf(texture) == ((CMB.CMBTextureMapWrapper)tex).TextureIndex)
{
BindGLTexture(tex, shader, TextureList[((CMB.CMBTextureMapWrapper)tex).TextureIndex]);
return tex.textureUnit + 1;
}
}
return tex.textureUnit + 1;
}
}
}