public static FigureSurface[] MakeSurfaces(Device device, int surfaceCount, Quad[] allFaces, int[] controlFaceMap, int[] surfaceMap, float[] faceTransparencies)
    {
        List <List <Quad> > opaqueFacesBySurface      = Enumerable.Range(0, surfaceCount).Select(idx => new List <Quad>()).ToList();
        List <List <Quad> > transparentFacesBySurface = Enumerable.Range(0, surfaceCount).Select(idx => new List <Quad>()).ToList();

        for (int faceIdx = 0; faceIdx < allFaces.Length; ++faceIdx)
        {
            int   controlFaceIdx = controlFaceMap[faceIdx];
            int   surfaceIdx     = surfaceMap[controlFaceIdx];
            float transparency   = faceTransparencies[controlFaceIdx];
            bool  isOpaque       = MathUtil.IsZero(transparency);

            if (isOpaque)
            {
                opaqueFacesBySurface[surfaceIdx].Add(allFaces[faceIdx]);
            }
            else
            {
                transparentFacesBySurface[surfaceIdx].Add(allFaces[faceIdx]);
            }
        }

        var surfaces = Enumerable.Range(0, surfaceCount)
                       .Select(surfaceIdx => {
            var opaqueFaces      = opaqueFacesBySurface[surfaceIdx];
            var transparentFaces = transparentFacesBySurface[surfaceIdx];
            return(FigureSurface.MakeSurface(device, opaqueFaces, transparentFaces));
        })
                       .ToArray();

        return(surfaces);
    }
Beispiel #2
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    public FigureRenderer Load(IArchiveDirectory figureDir, MaterialSetAndVariantOption materialSetOption)
    {
        SurfaceProperties surfaceProperties = Persistance.Load <SurfaceProperties>(figureDir.File("surface-properties.dat"));

        var refinementDirectory = figureDir.Subdirectory("refinement");

        var controlMeshDirectory = refinementDirectory.Subdirectory("control");

        int[] surfaceMap = controlMeshDirectory.File("surface-map.array").ReadArray <int>();

        var             refinedMeshDirectory = refinementDirectory.Subdirectory("level-" + surfaceProperties.SubdivisionLevel);
        SubdivisionMesh mesh = SubdivisionMeshPersistance.Load(refinedMeshDirectory);

        int[] controlFaceMap = refinedMeshDirectory.File("control-face-map.array").ReadArray <int>();

        var materialSet = MaterialSet.LoadActive(device, shaderCache, textureCache, dataDir, figureDir, materialSetOption, surfaceProperties);
        var materials   = materialSet.Materials;

        Scatterer scatterer = surfaceProperties.PrecomputeScattering ? Scatterer.Load(device, shaderCache, figureDir, materialSetOption.MaterialSet.Label) : null;

        var uvSetName = materials[0].UvSet;
        IArchiveDirectory uvSetDirectory = figureDir.Subdirectory("uv-sets").Subdirectory(uvSetName);

        var texturedVertexInfos = uvSetDirectory.File("textured-vertex-infos.array").ReadArray <TexturedVertexInfo>();

        Quad[] texturedFaces = uvSetDirectory.File("textured-faces.array").ReadArray <Quad>();

        var vertexRefiner = new VertexRefiner(device, shaderCache, mesh, texturedVertexInfos);

        FigureSurface[] surfaces = FigureSurface.MakeSurfaces(device, materials.Length, texturedFaces, controlFaceMap, surfaceMap, materialSet.FaceTransparencies);

        HashSet <int> visitedSurfaceIndices = new HashSet <int>();
        List <int>    surfaceOrder          = new List <int>(surfaces.Length);

        bool[] areUnorderedTransparent = new bool[surfaces.Length];

        //first add surfaces with an explicity-set render order
        foreach (int surfaceIdx in surfaceProperties.RenderOrder)
        {
            visitedSurfaceIndices.Add(surfaceIdx);
            surfaceOrder.Add(surfaceIdx);
            areUnorderedTransparent[surfaceIdx] = false;
        }

        //then add any remaining surfaces
        for (int surfaceIdx = 0; surfaceIdx < surfaces.Length; ++surfaceIdx)
        {
            if (visitedSurfaceIndices.Contains(surfaceIdx))
            {
                continue;
            }
            surfaceOrder.Add(surfaceIdx);
            areUnorderedTransparent[surfaceIdx] = true;
        }

        var isOneSided = figureDir.Name == "genesis-3-female";         //hack

        return(new FigureRenderer(device, shaderCache, scatterer, vertexRefiner, materialSet, surfaces, isOneSided, surfaceOrder.ToArray(), areUnorderedTransparent));
    }