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Switch-Toolbox/File_Format_Library/FileFormats/Layout/RenderablePane.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

93 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace LayoutBXLYT
{
public class RenderablePane
{
int vbo_position;
int ibo_position;
public struct Vertex
{
public Vector2 Position;
public Vector4 Color;
public Vector2 TexCoord0;
public Vector2 TexCoord1;
public Vector2 TexCoord2;
public static int SizeInBytes = 4 * (2 + 4 + 2 + 2 + 2);
}
private void GenerateBuffers(Vector2[] positions, Vector4[] colors, Vector2[] texCoords0)
{
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out ibo_position);
UpdateVertexData(positions, colors, texCoords0);
}
public void Destroy()
{
bool buffersWereInitialized = vbo_position != 0 && ibo_position != 0;
if (!buffersWereInitialized)
return;
GL.DeleteBuffer(vbo_position);
GL.DeleteBuffer(vbo_position);
}
public Vertex[] Vertices;
ushort[] Indices = new ushort[] { 0, 1, 2, 3 };
public void Render(BxlytShader shader, Vector2[] positions, Vector4[] colors, Vector2[] texCoords0)
{
shader.Enable();
bool buffersWereInitialized = vbo_position != 0 && ibo_position != 0;
if (!buffersWereInitialized)
GenerateBuffers(positions, colors, texCoords0);
shader.EnableVertexAttributes();
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0);
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 8);
GL.VertexAttribPointer(shader.GetAttribute("vTexCoord0"), 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 24);
GL.VertexAttribPointer(shader.GetAttribute("vTexCoord1"), 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 32);
GL.VertexAttribPointer(shader.GetAttribute("vTexCoord2"), 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 40);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_position);
GL.DrawElements(PrimitiveType.Quads, 4, DrawElementsType.UnsignedShort, IntPtr.Zero);
shader.DisableVertexAttributes();
}
public void UpdateVertexData(Vector2[] positions, Vector4[] colors, Vector2[] texCoords0)
{
Vertices = new Vertex[positions.Length];
for (int v = 0; v < Vertices.Length; v++)
{
Vertices[v] = new Vertex();
Vertices[v].Position = positions[v];
Vertices[v].Color = colors[v];
Vertices[v].TexCoord0 = texCoords0[v];
}
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_position);
GL.BufferData(
BufferTarget.ElementArrayBuffer,
(IntPtr)(Indices.Length * sizeof(ushort)),
Indices,
BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<Vertex>(BufferTarget.ArrayBuffer,
new IntPtr(Vertices.Length * Vertex.SizeInBytes),
Vertices, BufferUsageHint.StaticDraw);
}
}
}