Beispiel #1
0
    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));
    }
Beispiel #2
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    public static Scatterer Load(Device device, ShaderCache shaderCache, IArchiveDirectory figureDir, String materialSetName)
    {
        var             l0GeometryDir = figureDir.Subdirectory("refinement").Subdirectory("level-0");
        SubdivisionMesh level0Mesh    = SubdivisionMeshPersistance.Load(l0GeometryDir);

        var scatteringDir      = figureDir.Subdirectory("scattering").Subdirectory(materialSetName);
        var formFactorSegments = scatteringDir.File(FormFactorSegmentsFilename).ReadArray <ArraySegment>();
        var formFactorElements = scatteringDir.File(FormFactoryElementsFilename).ReadArray <Vector3WeightedIndex>();
        var formFactors        = new PackedLists <Vector3WeightedIndex>(formFactorSegments, formFactorElements);

        return(new Scatterer(device, shaderCache, level0Mesh, formFactors));
    }
    public ShapeNormals Load(IArchiveDirectory figureDir, Shape shape)
    {
        var file = shape.Directory?.File("shape-normals.dat");

        if (file == null)
        {
            return(null);
        }

        var recipe = Persistance.Load <ShapeNormalsRecipe>(file);

        var uvSetName = recipe.UvSetName;
        IArchiveDirectory uvSetsDirectory = figureDir.Subdirectory("uv-sets");
        IArchiveDirectory uvSetDirectory  = uvSetsDirectory.Subdirectory(uvSetName);
        var texturedVertexInfos           = uvSetDirectory.File("textured-vertex-infos.array").ReadArray <TexturedVertexInfo>();

        var texturesDirectory   = dataDir.Subdirectory("textures");
        var textureLoader       = new TextureLoader(device, textureCache, texturesDirectory);
        var normalMapsBySurface = recipe.TextureNamesBySurface
                                  .Select(name => name != ShapeNormalsRecipe.DefaultTextureName ? name : null)
                                  .Select(name => textureLoader.Load(name, TextureLoader.DefaultMode.Bump))
                                  .ToArray();

        return(new ShapeNormals(textureLoader, texturedVertexInfos, normalMapsBySurface));
    }
    public static FigureDefinition Load(IArchiveDirectory dataDir, string name, FigureDefinition parent)
    {
        IArchiveDirectory figureDir = dataDir.Subdirectory("figures").Subdirectory(name);

        var channelSystemRecipe = Persistance.Load <ChannelSystemRecipe>(figureDir.File("channel-system-recipe.dat"));
        var channelSystem       = channelSystemRecipe.Bake(parent?.ChannelSystem);

        BoneSystem boneSystem;

        RigidTransform[] childToParentBindPoseTransforms;
        if (parent != null)
        {
            boneSystem = parent.BoneSystem;
            childToParentBindPoseTransforms = Persistance.Load <RigidTransform[]>(figureDir.File("child-to-parent-bind-pose-transforms.dat"));
        }
        else
        {
            var boneSystemRecipe = Persistance.Load <BoneSystemRecipe>(figureDir.File("bone-system-recipe.dat"));
            boneSystem = boneSystemRecipe.Bake(channelSystem.ChannelsByName);
            childToParentBindPoseTransforms = null;
        }

        var shapeOptions       = Shape.LoadAllForFigure(figureDir, channelSystem);
        var materialSetOptions = MaterialSetOption.LoadAllForFigure(figureDir);

        return(new FigureDefinition(name, figureDir,
                                    channelSystem, boneSystem,
                                    childToParentBindPoseTransforms,
                                    shapeOptions, materialSetOptions));
    }
Beispiel #5
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 public static IArchiveFile File(this IArchiveDirectory dir, string[] path)
 {
     for (int i = 0; i < path.Length - 1; ++i)
     {
         dir = dir.Subdirectory(path[i]);
     }
     return(dir.File(path[path.Length - 1]));
 }
Beispiel #6
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    public static List <Character> LoadList(IArchiveDirectory dataDir)
    {
        var dir        = dataDir.Subdirectory("characters");
        var characters = dir.GetFiles()
                         .Select(file => Persistance.Load <Character>(file))
                         .ToList();

        return(characters);
    }
    public static List <Outfit> LoadList(IArchiveDirectory dataDir)
    {
        var outfitsDir = dataDir.Subdirectory("outfits");
        var outfits    = outfitsDir.GetFiles()
                         .Select(outfitFile => Persistance.Load <Outfit>(outfitFile))
                         .Concat(new List <Outfit> {
            Naked
        })
                         .ToList();

        return(outfits);
    }
    public static IMenuLevel MakeMenuLevel(IArchiveDirectory dataDir, ImageBasedLightingEnvironment environment)
    {
        var environmentsDir = dataDir.Subdirectory("environments");

        List <IMenuItem> items = new List <IMenuItem>()
        {
            MakeRotationItem(environment)
        };

        items.AddRange(MakeEnvironmentsMenuItems(environmentsDir, environment));

        return(new StaticMenuLevel(items.ToArray()));
    }
    public static List <MaterialSetOption> LoadAllForFigure(IArchiveDirectory figureDir)
    {
        List <MaterialSetOption> materialSets = new List <MaterialSetOption>();

        IArchiveDirectory materialSetsDirectory = figureDir.Subdirectory("material-sets");

        foreach (var materialSetDirectory in materialSetsDirectory.Subdirectories)
        {
            var materialSet = MaterialSetOption.Load(materialSetDirectory);
            materialSets.Add(materialSet);
        }

        return(materialSets);
    }
    public static MaterialSet LoadActive(Device device, ShaderCache shaderCache, TextureCache textureCache, IArchiveDirectory dataDir, IArchiveDirectory figureDir, MaterialSetAndVariantOption materialSetOption, SurfaceProperties surfaceProperties)
    {
        var materialSetDirectory = materialSetOption.MaterialSet.Directory;

        var texturesDirectory = dataDir.Subdirectory("textures");

        var textureLoader = new TextureLoader(device, textureCache, texturesDirectory);

        var materialSettingsBySurface = materialSetOption.PerSurfaceSettings;
        var materials = materialSettingsBySurface.Select(settings => settings.Load(device, shaderCache, textureLoader)).ToArray();

        float[] faceTransparencies = materialSetDirectory.File("face-transparencies.array").ReadArray <float>();

        return(new MaterialSet(textureLoader, materials, faceTransparencies));
    }
    public CompanionWindow(Device device, ShaderCache shaderCache, StandardSamplers standardSamplers, string title, IArchiveDirectory dataDir)
    {
        this.device           = device;
        this.standardSamplers = standardSamplers;

        form = new RenderForm(title);

        // SwapChain description
        var desc = new SwapChainDescription()
        {
            BufferCount     = 1,
            ModeDescription =
                new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                    default(Rational), Format.R8G8B8A8_UNorm_SRgb),
            IsWindowed        = true,
            OutputHandle      = form.Handle,
            SampleDescription = new SampleDescription(1, 0),
            SwapEffect        = SwapEffect.Discard,      //TODO: consider using flip
            Usage             = Usage.RenderTargetOutput
        };

        using (var factory = new Factory1()) {
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
            swapChain = new SwapChain(factory, device, desc);
        }

        form.UserResized += OnUserResized;

        SetupBackbufferAndViewport();

        copyFromSourceVertexShader = shaderCache.GetVertexShader <CompanionWindow>("viewer/companion-window/CopyFromSource");
        copyFromSourcePixelShader  = shaderCache.GetPixelShader <CompanionWindow>("viewer/companion-window/CopyFromSource");

        uiBlendState = MakeUiBlendState(device);

        aspectRatiosBufferManager = new ConstantBufferManager <AspectRatios>(device);

        overlay = Overlay.Load(device, shaderCache, dataDir.Subdirectory("ui").File("put-on-headset-overlay.dds"));

        form.KeyPress  += OnKeyPress;
        form.MouseDown += OnMouseDown;
        form.MouseUp   += OnMouseUp;
        form.MouseMove += OnMouseMove;


        DebugInitialize();
    }
Beispiel #12
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    public static MaterialSet LoadActive(Device device, ShaderCache shaderCache, TextureCache textureCache, IArchiveDirectory dataDir, IArchiveDirectory figureDir, string materialSetName, SurfaceProperties surfaceProperties)
    {
        var materialsDirectory = figureDir
                                 .Subdirectory("material-sets")
                                 .Subdirectory(materialSetName);

        var texturesDirectory = surfaceProperties.ShareTextures != null?
                                dataDir.Subdirectory("textures").Subdirectory(surfaceProperties.ShareTextures) :
                                    materialsDirectory;

        var textureLoader         = new TextureLoader(device, textureCache, texturesDirectory);
        var multiMaterialSettings = Persistance.Load <MultiMaterialSettings>(materialsDirectory.File("material-settings.dat"));
        var materials             = multiMaterialSettings.PerMaterialSettings.Select(settings => settings.Load(device, shaderCache, textureLoader)).ToArray();

        float[] faceTransparencies = materialsDirectory.File("face-transparencies.array").ReadArray <float>();

        return(new MaterialSet(textureLoader, materials, faceTransparencies));
    }
Beispiel #13
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    public static List <Shape> LoadAllForFigure(IArchiveDirectory figureDir, ChannelSystem channelSystem)
    {
        List <Shape> shapes = new List <Shape>();

        IArchiveDirectory shapesDirectory = figureDir.Subdirectory("shapes");

        if (shapesDirectory != null)
        {
            foreach (var shapeDirectory in shapesDirectory.Subdirectories)
            {
                var shape = Shape.Load(channelSystem, shapeDirectory);
                shapes.Add(shape);
            }
        }
        else
        {
            var defaultShape = Shape.LoadDefault(channelSystem, figureDir);
            shapes.Add(defaultShape);
        }

        return(shapes);
    }