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Switch-Toolbox/Switch_Toolbox_Library/Rendering/RenderableTex.cs
KillzXGaming 644d94090f A big layout editor update.
Added support for previewing layout animations.
This includes pane SRT, tex SRT, material color (white/black blending), texture patterns, pane visibilty, and vertex colors.
Added textbox previewing.  The scaling will be off, and more features is planned (caching font data to disk for faster loading, improve rendering, etc).
Rotations now render correctly for X/Y axis.
Added game window preview. This removes any editor only drawn objects and also fits the layout to the screen (aka root pane) size.
Add support for rendering custom blending with layout materials.
Add support for loading character icons for mk8d. These are hardcoded and have been manually set. Note these will only load if within the menu.szs.
2019-09-28 17:27:48 -04:00

533 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using System.Drawing.Imaging;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
using System.Runtime.InteropServices;
namespace Toolbox.Library.Rendering
{
//Parts roughly based on this helpful gl wrapper https://github.com/ScanMountGoat/SFGraphics/blob/89f96b754e17078153315a259baef3859ef5984d/Projects/SFGraphics/GLObjects/Textures/Texture.cs
public class RenderableTex
{
public int width, height;
public int TexID = -1;
public PixelInternalFormat pixelInternalFormat;
public OpenTK.Graphics.OpenGL.PixelFormat pixelFormat;
public PixelType pixelType = PixelType.UnsignedByte;
public TextureTarget TextureTarget = TextureTarget.Texture2D;
public bool GLInitialized = false;
public int ImageSize;
public bool IsCubeMap = false;
public TextureWrapMode TextureWrapS
{
get { return textureWrapS; }
set
{
textureWrapS = value;
SetTextureParameter(TextureParameterName.TextureWrapS, (int)value);
}
}
public TextureWrapMode TextureWrapT
{
get { return textureWrapT; }
set
{
textureWrapT = value;
SetTextureParameter(TextureParameterName.TextureWrapT, (int)value);
}
}
public TextureWrapMode TextureWrapR
{
get { return textureWrapR; }
set
{
textureWrapR = value;
SetTextureParameter(TextureParameterName.TextureWrapR, (int)value);
}
}
public TextureMinFilter TextureMinFilter
{
get { return textureMinFilter; }
set
{
textureMinFilter = value;
SetTextureParameter(TextureParameterName.TextureMinFilter, (int)value);
}
}
public TextureMagFilter TextureMagFilter
{
get { return textureMagFilter; }
set
{
textureMagFilter = value;
SetTextureParameter(TextureParameterName.TextureMinFilter, (int)value);
}
}
private TextureWrapMode textureWrapS = TextureWrapMode.Repeat;
private TextureWrapMode textureWrapT = TextureWrapMode.Repeat;
private TextureWrapMode textureWrapR = TextureWrapMode.Clamp;
private TextureMinFilter textureMinFilter = TextureMinFilter.Linear;
private TextureMagFilter textureMagFilter = TextureMagFilter.Linear;
public void Dispose()
{
if (TexID != -1)
GL.DeleteTexture(TexID);
}
public void SetTextureParameter(TextureParameterName param, int value)
{
Bind();
GL.TexParameter(TextureTarget, param, value);
}
public static RenderableTex FromBitmap(Bitmap bitmap)
{
RenderableTex tex = new RenderableTex();
tex.TextureTarget = TextureTarget.Texture2D;
tex.TextureWrapS = TextureWrapMode.Repeat;
tex.TextureWrapT = TextureWrapMode.Repeat;
tex.TextureMinFilter = TextureMinFilter.Linear;
tex.TextureMagFilter = TextureMagFilter.Linear;
tex.width = bitmap.Width;
tex.height = bitmap.Height;
tex.pixelInternalFormat = PixelInternalFormat.Rgb8;
tex.pixelFormat = OpenTK.Graphics.OpenGL.PixelFormat.Rgba;
tex.GLInitialized = true;
tex.TexID = GenerateOpenGLTexture(tex, bitmap);
return tex;
}
public void UpdateFromBitmap(Bitmap bitmap)
{
width = bitmap.Width;
height = bitmap.Height;
TexID = GenerateOpenGLTexture(this, bitmap);
}
private bool UseMipmaps = false;
private bool UseOpenGLDecoder = true;
public void LoadOpenGLTexture(STGenericTexture GenericTexture, int ArrayStartIndex = 0, bool LoadArrayLevels = false)
{
if (!Runtime.OpenTKInitialized || GLInitialized || Runtime.UseLegacyGL)
return;
width = (int)GenericTexture.Width;
height = (int)GenericTexture.Height;
if (Runtime.DisableLoadingGLHighResTextures)
{
if (width >= 3000 || height >= 3000)
return;
}
switch (GenericTexture.SurfaceType)
{
case STSurfaceType.Texture1D:
TextureTarget = TextureTarget.Texture1D;
break;
case STSurfaceType.Texture2D:
TextureTarget = TextureTarget.Texture2D;
break;
case STSurfaceType.Texture2D_Array:
TextureTarget = TextureTarget.Texture2DArray;
break;
case STSurfaceType.Texture2D_Mulitsample:
TextureTarget = TextureTarget.Texture2DMultisample;
break;
case STSurfaceType.Texture2D_Multisample_Array:
TextureTarget = TextureTarget.Texture2DMultisampleArray;
break;
case STSurfaceType.Texture3D:
TextureTarget = TextureTarget.Texture3D;
break;
case STSurfaceType.TextureCube:
TextureTarget = TextureTarget.TextureCubeMap;
break;
case STSurfaceType.TextureCube_Array:
TextureTarget = TextureTarget.TextureCubeMapArray;
break;
}
if (GenericTexture.ArrayCount == 0)
GenericTexture.ArrayCount = 1;
List<STGenericTexture.Surface> Surfaces = new List<STGenericTexture.Surface>();
if (UseMipmaps && GenericTexture.ArrayCount <= 1)
{
//Load surfaces with mip maps
Surfaces = GenericTexture.GetSurfaces(ArrayStartIndex, false, 6);
}
else
{
//Only load first mip level. Will be generated after
for (int i = 0; i < GenericTexture.ArrayCount; i++)
{
if (i >= ArrayStartIndex && i <= ArrayStartIndex + 6) //Only load up to 6 faces
{
Surfaces.Add(new STGenericTexture.Surface()
{
mipmaps = new List<byte[]>() { GenericTexture.GetImageData(i, 0) }
});
}
}
}
if (Surfaces.Count == 0 || Surfaces[0].mipmaps[0].Length == 0)
return;
IsCubeMap = Surfaces.Count == 6;
ImageSize = Surfaces[0].mipmaps[0].Length;
if (IsCubeMap)
TextureTarget = TextureTarget.TextureCubeMap;
//Force RGBA and use ST for decoding for weird width/heights
//Open GL decoder has issues with certain width/heights
Console.WriteLine($"width pow {width} {IsPow2(width)}");
Console.WriteLine($"height pow {height} {IsPow2(height)}");
if (!IsPow2(width) || !IsPow2(height))
UseOpenGLDecoder = false;
pixelInternalFormat = PixelInternalFormat.Rgba;
pixelFormat = OpenTK.Graphics.OpenGL.PixelFormat.Rgba;
if (GenericTexture.PlatformSwizzle == PlatformSwizzle.Platform_3DS ||
GenericTexture.PlatformSwizzle == PlatformSwizzle.Platform_Gamecube)
{
UseOpenGLDecoder = false;
pixelFormat = OpenTK.Graphics.OpenGL.PixelFormat.Bgra;
}
if (UseOpenGLDecoder)
SetPixelFormats(GenericTexture.Format);
GLInitialized = true;
for (int i = 0; i < Surfaces.Count; i++)
{
for (int MipLevel = 0; MipLevel < Surfaces[i].mipmaps.Count; MipLevel++)
{
uint width = Math.Max(1, GenericTexture.Width >> MipLevel);
uint height = Math.Max(1, GenericTexture.Height >> MipLevel);
Surfaces[i].mipmaps[MipLevel] = DecodeWithoutOpenGLDecoder(Surfaces[i].mipmaps[MipLevel], width, height, GenericTexture);
}
}
TexID = GenerateOpenGLTexture(this, Surfaces);
if (IsCubeMap)
{
TextureWrapS = TextureWrapMode.Clamp;
TextureWrapT = TextureWrapMode.Clamp;
TextureWrapR = TextureWrapMode.Clamp;
TextureMinFilter = TextureMinFilter.LinearMipmapLinear;
TextureMagFilter = TextureMagFilter.Linear;
}
Surfaces.Clear();
}
static bool IsPow2(int Value)
{
return Value != 0 && (Value & (Value - 1)) == 0;
}
private void SetPixelFormats(TEX_FORMAT Format)
{
switch (Format)
{
case TEX_FORMAT.BC1_UNORM:
pixelInternalFormat = PixelInternalFormat.CompressedRgbaS3tcDxt1Ext;
break;
case TEX_FORMAT.BC1_UNORM_SRGB:
pixelInternalFormat = PixelInternalFormat.CompressedRgbaS3tcDxt1Ext;
break;
case TEX_FORMAT.BC2_UNORM:
pixelInternalFormat = PixelInternalFormat.CompressedRgbaS3tcDxt3Ext;
break;
case TEX_FORMAT.BC2_UNORM_SRGB:
pixelInternalFormat = PixelInternalFormat.CompressedRgbaS3tcDxt3Ext;
break;
case TEX_FORMAT.BC3_UNORM:
pixelInternalFormat = PixelInternalFormat.CompressedRgbaS3tcDxt5Ext;
break;
case TEX_FORMAT.BC3_UNORM_SRGB:
pixelInternalFormat = PixelInternalFormat.CompressedRgbaS3tcDxt5Ext;
break;
case TEX_FORMAT.BC4_UNORM:
case TEX_FORMAT.BC4_SNORM:
//Convert to rgb to prevent red output
//While shaders could prevent this, converting is easier and works fine across all editors
if (Runtime.UseDirectXTexDecoder)
{
pixelInternalFormat = PixelInternalFormat.Rgba;
pixelFormat = OpenTK.Graphics.OpenGL.PixelFormat.Rgba;
}
else
{
pixelInternalFormat = PixelInternalFormat.CompressedRedRgtc1;
pixelInternalFormat = PixelInternalFormat.CompressedSignedRedRgtc1;
}
break;
case TEX_FORMAT.BC5_SNORM:
pixelInternalFormat = PixelInternalFormat.Rgba;
pixelFormat = OpenTK.Graphics.OpenGL.PixelFormat.Rgba;
break;
case TEX_FORMAT.BC5_UNORM:
pixelInternalFormat = PixelInternalFormat.CompressedRgRgtc2;
break;
case TEX_FORMAT.BC6H_UF16:
pixelInternalFormat = PixelInternalFormat.CompressedRgbBptcUnsignedFloat;
break;
case TEX_FORMAT.BC6H_SF16:
pixelInternalFormat = PixelInternalFormat.CompressedRgbBptcSignedFloat;
break;
case TEX_FORMAT.BC7_UNORM:
pixelInternalFormat = PixelInternalFormat.CompressedRgbaBptcUnorm;
break;
case TEX_FORMAT.BC7_UNORM_SRGB:
pixelInternalFormat = PixelInternalFormat.CompressedSrgbAlphaBptcUnorm;
break;
case TEX_FORMAT.R8G8B8A8_UNORM:
pixelInternalFormat = PixelInternalFormat.Rgba;
pixelFormat = OpenTK.Graphics.OpenGL.PixelFormat.Rgba;
break;
case TEX_FORMAT.R8G8B8A8_UNORM_SRGB:
pixelInternalFormat = PixelInternalFormat.Rgba;
pixelFormat = OpenTK.Graphics.OpenGL.PixelFormat.Rgba;
break;
default:
if (Runtime.UseDirectXTexDecoder)
{
pixelInternalFormat = PixelInternalFormat.Rgba;
pixelFormat = OpenTK.Graphics.OpenGL.PixelFormat.Rgba;
}
break;
}
}
private byte[] DecodeWithoutOpenGLDecoder(byte[] ImageData, uint width, uint height, STGenericTexture GenericTexture)
{
if (!UseOpenGLDecoder)
{
return STGenericTexture.ConvertBgraToRgba(
STGenericTexture.DecodeBlock(ImageData,
width,
height,
GenericTexture.Format,
GenericTexture.GetPaletteData(),
GenericTexture.Parameters,
GenericTexture.PaletteFormat,
GenericTexture.PlatformSwizzle));
}
switch (GenericTexture.Format)
{
case TEX_FORMAT.BC1_UNORM:
case TEX_FORMAT.BC1_UNORM_SRGB:
case TEX_FORMAT.BC2_UNORM:
case TEX_FORMAT.BC2_UNORM_SRGB:
case TEX_FORMAT.BC3_UNORM:
case TEX_FORMAT.BC3_UNORM_SRGB:
case TEX_FORMAT.BC5_UNORM:
case TEX_FORMAT.BC6H_SF16:
case TEX_FORMAT.BC6H_UF16:
case TEX_FORMAT.BC7_UNORM:
case TEX_FORMAT.BC7_UNORM_SRGB:
case TEX_FORMAT.R8G8B8A8_UNORM:
case TEX_FORMAT.R8G8B8A8_UNORM_SRGB:
return ImageData;
case TEX_FORMAT.BC5_SNORM:
return (DDSCompressor.DecompressBC5(ImageData,
(int)width, (int)height, true, true));
default:
if (Runtime.UseDirectXTexDecoder)
{
return STGenericTexture.ConvertBgraToRgba(
STGenericTexture.DecodeBlock(ImageData,
width,
height,
GenericTexture.Format,
GenericTexture.GetPaletteData(),
GenericTexture.Parameters,
GenericTexture.PaletteFormat,
GenericTexture.PlatformSwizzle));
}
else
return ImageData;
}
}
public static int GenerateOpenGLTexture(RenderableTex t, Bitmap bitmap, bool generateMips = false)
{
if (!t.GLInitialized)
return -1;
int texID = GL.GenTexture();
GL.BindTexture(t.TextureTarget, texID);
BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
bitmap.UnlockBits(data);
if (generateMips)
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
return texID;
}
public static int GenerateOpenGLTexture(RenderableTex t, List<STGenericTexture.Surface> ImageData)
{
if (!t.GLInitialized)
return -1;
int texID = GL.GenTexture();
GL.BindTexture(t.TextureTarget, texID);
if (t.IsCubeMap)
{
if (t.pixelInternalFormat != PixelInternalFormat.Rgba)
{
for (int mipLevel = 0; mipLevel < ImageData[0].mipmaps.Count; mipLevel++)
{
int width = Math.Max(1, t.width >> mipLevel);
int height = Math.Max(1, t.height >> mipLevel);
for (int i = 0; i < 6; i++)
t.LoadCompressedMips(TextureTarget.TextureCubeMapPositiveX + i, ImageData[i], width, height, mipLevel);
break;
}
}
else
{
for (int mipLevel = 0; mipLevel < ImageData[0].mipmaps.Count; mipLevel++)
{
int width = Math.Max(1, t.width >> mipLevel);
int height = Math.Max(1, t.height >> mipLevel);
for (int i = 0; i < 6; i++)
t.LoadUncompressedMips(TextureTarget.TextureCubeMapPositiveX + i, ImageData[i], width, height, mipLevel);
break;
}
}
GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap);
// if (ImageData[0].mipmaps.Count == 1)
}
else
{
if (t.pixelInternalFormat != PixelInternalFormat.Rgba)
{
for (int mipLevel = 0; mipLevel < ImageData[0].mipmaps.Count; mipLevel++)
t.LoadCompressedMips(t.TextureTarget, ImageData[0], t.width, t.height, mipLevel);
}
else
{
for (int mipLevel = 0; mipLevel < ImageData[0].mipmaps.Count; mipLevel++)
t.LoadUncompressedMips(t.TextureTarget, ImageData[0], t.width, t.height, mipLevel);
}
if (ImageData[0].mipmaps.Count == 1)
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
}
return texID;
}
public void LoadUncompressedMips(TextureTarget textureTarget, STGenericTexture.Surface ImageData,int mipwidth, int mipheight, int MipLevel = 0)
{
GL.TexImage2D<byte>(textureTarget, MipLevel, pixelInternalFormat, mipwidth, mipheight, 0,
pixelFormat, PixelType.UnsignedByte, ImageData.mipmaps[MipLevel]);
// GL.GenerateMipmap((GenerateMipmapTarget)textureTarget);
}
public void LoadCompressedMips(TextureTarget textureTarget, STGenericTexture.Surface ImageData, int mipwidth, int mipheight, int MipLevel = 0)
{
GL.CompressedTexImage2D<byte>(textureTarget, MipLevel, (InternalFormat)pixelInternalFormat,
mipwidth, mipheight, 0, getImageSize(this), ImageData.mipmaps[MipLevel]);
// GL.GenerateMipmap((GenerateMipmapTarget)textureTarget);
}
public void LoadParameters()
{
}
public void Bind()
{
if (TexID == -1) return;
GL.BindTexture(TextureTarget, TexID);
Console.WriteLine($"binding {TextureTarget} {TexID}");
}
private static int getImageSize(RenderableTex t)
{
switch (t.pixelInternalFormat)
{
case PixelInternalFormat.CompressedRgbaS3tcDxt1Ext:
case PixelInternalFormat.CompressedSrgbAlphaS3tcDxt1Ext:
case PixelInternalFormat.CompressedRedRgtc1:
case PixelInternalFormat.CompressedSignedRedRgtc1:
return (t.width * t.height / 2);
case PixelInternalFormat.CompressedRgbaS3tcDxt3Ext:
case PixelInternalFormat.CompressedSrgbAlphaS3tcDxt3Ext:
case PixelInternalFormat.CompressedRgbaS3tcDxt5Ext:
case PixelInternalFormat.CompressedSrgbAlphaS3tcDxt5Ext:
case PixelInternalFormat.CompressedSignedRgRgtc2:
case PixelInternalFormat.CompressedRgRgtc2:
case PixelInternalFormat.CompressedRgbaBptcUnorm:
case PixelInternalFormat.CompressedSrgbAlphaBptcUnorm:
return (t.width * t.height);
case PixelInternalFormat.Rgba:
return t.ImageSize;
default:
return t.ImageSize;
}
}
public unsafe Bitmap ToBitmap()
{
Bitmap bitmap = new Bitmap(width, height);
System.Drawing.Imaging.BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.BindTexture(TextureTarget.Texture2D, TexID);
GL.GetTexImage(TextureTarget.Texture2D, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bitmapData.Scan0);
bitmap.UnlockBits(bitmapData);
return bitmap;
}
public static unsafe Bitmap GLTextureToBitmap(RenderableTex t)
{
Bitmap bitmap = new Bitmap(t.width, t.height);
System.Drawing.Imaging.BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, t.width, t.height), System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.BindTexture(TextureTarget.Texture2D, t.TexID);
GL.GetTexImage(TextureTarget.Texture2D, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bitmapData.Scan0);
bitmap.UnlockBits(bitmapData);
return bitmap;
}
}
}