Beispiel #1
0
        public override void Render(RenderInfo info)
        {
            if (info.Mode == RenderMode.Translucent)
            {
                return;
            }

            float s = m_Size / 2f;

            if (info.Mode != RenderMode.Picking)
            {
                for (int i = 0; i < 8; i++)
                {
                    GL.ActiveTexture(TextureUnit.Texture0 + i);
                    GL.Disable(EnableCap.Texture2D);
                }

                // if useFill is set to true, we fill in the cube
                if (m_useFill)
                {
                    GL.DepthFunc(DepthFunction.Lequal);
                    GL.DepthMask(true);
                    GL.Color4(m_FillColor);
                    GL.Disable(EnableCap.Lighting);
                    GL.Disable(EnableCap.Blend);
                    GL.Disable(EnableCap.ColorLogicOp);
                    GL.Disable(EnableCap.AlphaTest);
                    GL.CullFace(CullFaceMode.Front);
                    try { GL.UseProgram(0); } catch { }
                }
            }


            if (m_useFill)
            {
                GL.Begin(BeginMode.TriangleStrip);
                GL.Vertex3(-s, -s, -s);
                GL.Vertex3(-s, s, -s);
                GL.Vertex3(s, -s, -s);
                GL.Vertex3(s, s, -s);
                GL.Vertex3(s, -s, s);
                GL.Vertex3(s, s, s);
                GL.Vertex3(-s, -s, s);
                GL.Vertex3(-s, s, s);
                GL.Vertex3(-s, -s, -s);
                GL.Vertex3(-s, s, -s);
                GL.End();

                GL.Begin(BeginMode.TriangleStrip);
                GL.Vertex3(-s, s, -s);
                GL.Vertex3(-s, s, s);
                GL.Vertex3(s, s, -s);
                GL.Vertex3(s, s, s);
                GL.End();

                GL.Begin(BeginMode.TriangleStrip);
                GL.Vertex3(-s, -s, -s);
                GL.Vertex3(s, -s, -s);
                GL.Vertex3(-s, -s, s);
                GL.Vertex3(s, -s, s);
                GL.End();
            }

            if (info.Mode != RenderMode.Picking)
            {
                GL.LineWidth(1.5f);
                GL.Color4(m_BorderColor);

                GL.Begin(BeginMode.LineStrip);
                GL.Vertex3(s, s, s);
                GL.Vertex3(-s, s, s);
                GL.Vertex3(-s, s, -s);
                GL.Vertex3(s, s, -s);
                GL.Vertex3(s, s, s);
                GL.Vertex3(s, -s, s);
                GL.Vertex3(-s, -s, s);
                GL.Vertex3(-s, -s, -s);
                GL.Vertex3(s, -s, -s);
                GL.Vertex3(s, -s, s);
                GL.End();

                GL.Begin(BeginMode.Lines);
                GL.Vertex3(-s, s, s);
                GL.Vertex3(-s, -s, s);
                GL.Vertex3(-s, s, -s);
                GL.Vertex3(-s, -s, -s);
                GL.Vertex3(s, s, -s);
                GL.Vertex3(s, -s, -s);
                GL.End();

                if (m_ShowAxes)
                {
                    GL.Begin(BeginMode.Lines);
                    GL.Color3(1.0f, 0.0f, 0.0f);
                    GL.Vertex3(0.0f, 0.0f, 0.0f);
                    GL.Color3(1.0f, 0.0f, 0.0f);
                    GL.Vertex3(s * 2.0f, 0.0f, 0.0f);
                    GL.Color3(0.0f, 1.0f, 0.0f);
                    GL.Vertex3(0.0f, 0.0f, 0.0f);
                    GL.Color3(0.0f, 1.0f, 0.0f);
                    GL.Vertex3(0.0f, s * 2.0f, 0.0f);
                    GL.Color3(0.0f, 0.0f, 1.0f);
                    GL.Vertex3(0.0f, 0.0f, 0.0f);
                    GL.Color3(0.0f, 0.0f, 1.0f);
                    GL.Vertex3(0.0f, 0.0f, s * 2.0f);
                    GL.End();
                }
            }
        }
Beispiel #2
0
 public override bool GottaRender(RenderInfo info)
 {
     return(info.Mode != RenderMode.Translucent);
 }
Beispiel #3
0
 public virtual void Render(RenderInfo info)
 {
 }
Beispiel #4
0
        public override void Render(RenderInfo info)
        {
            BlendingFactorSrc[]  blendsrc = { BlendingFactorSrc.Zero,    BlendingFactorSrc.One,
                                              BlendingFactorSrc.One,      BlendingFactorSrc.Zero,// um...
                                              BlendingFactorSrc.SrcAlpha, BlendingFactorSrc.OneMinusSrcAlpha,
                                              BlendingFactorSrc.DstAlpha, BlendingFactorSrc.OneMinusDstAlpha,
                                              BlendingFactorSrc.DstColor, BlendingFactorSrc.OneMinusDstColor };
            BlendingFactorDest[] blenddst = { BlendingFactorDest.Zero,     BlendingFactorDest.One,
                                              BlendingFactorDest.SrcColor, BlendingFactorDest.OneMinusSrcColor,
                                              BlendingFactorDest.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha,
                                              BlendingFactorDest.DstAlpha, BlendingFactorDest.OneMinusDstAlpha,
                                              BlendingFactorDest.DstColor, BlendingFactorDest.OneMinusDstColor };
            LogicOp[]            logicop = { LogicOp.Clear, LogicOp.And,        LogicOp.AndReverse, LogicOp.Copy,
                                             LogicOp.AndInverted,      LogicOp.Noop,       LogicOp.Xor,        LogicOp.Or,
                                             LogicOp.Nor,              LogicOp.Equiv,      LogicOp.Invert,     LogicOp.OrReverse,
                                             LogicOp.CopyInverted,     LogicOp.OrInverted, LogicOp.Nand,       LogicOp.Set };

            Matrix4[] lastmatrixtable = null;

            foreach (Bmd.SceneGraphNode node in m_Model.SceneGraph)
            {
                if (node.NodeType != 0)
                {
                    continue;
                }
                int shape = node.NodeID;

                if (node.MaterialID != 0xFFFF)
                {
                    CullFaceMode[]  cullmodes  = { CullFaceMode.Front, CullFaceMode.Back, CullFaceMode.Front };
                    DepthFunction[] depthfuncs = { DepthFunction.Never,   DepthFunction.Less,     DepthFunction.Equal,  DepthFunction.Lequal,
                                                   DepthFunction.Greater, DepthFunction.Notequal, DepthFunction.Gequal, DepthFunction.Always };

                    Bmd.Material mat = m_Model.Materials[node.MaterialID];

                    if ((mat.DrawFlag == 4) ^ (info.Mode == RenderMode.Translucent))
                    {
                        continue;
                    }

                    if (m_HasShaders)
                    {
                        // shader: handles multitexturing, color combination, alpha test
                        GL.UseProgram(m_Shaders[node.MaterialID].Program);

                        // do multitexturing
                        for (int i = 0; i < 8; i++)
                        {
                            GL.ActiveTexture(TextureUnit.Texture0 + i);

                            if (mat.TexStages[i] == 0xFFFF)
                            {
                                GL.Disable(EnableCap.Texture2D);
                                continue;
                            }

                            int loc = GL.GetUniformLocation(m_Shaders[node.MaterialID].Program, "texture" + i.ToString());
                            GL.Uniform1(loc, i);

                            int texid = m_Textures[mat.TexStages[i]];
                            GL.Enable(EnableCap.Texture2D);
                            GL.BindTexture(TextureTarget.Texture2D, texid);
                        }
                    }
                    else
                    {
                        AlphaFunction[] alphafunc = { AlphaFunction.Never,   AlphaFunction.Less,     AlphaFunction.Equal,  AlphaFunction.Lequal,
                                                      AlphaFunction.Greater, AlphaFunction.Notequal, AlphaFunction.Gequal, AlphaFunction.Always };

                        // texturing -- texture 0 will be used
                        if (mat.TexStages[0] != 0xFFFF)
                        {
                            int texid = m_Textures[mat.TexStages[0]];
                            GL.Enable(EnableCap.Texture2D);
                            GL.BindTexture(TextureTarget.Texture2D, texid);
                        }
                        else
                        {
                            GL.Disable(EnableCap.Texture2D);
                        }

                        // alpha test -- only one comparison can be done
                        if (mat.AlphaComp.MergeFunc == 1 && (mat.AlphaComp.Func0 == 7 || mat.AlphaComp.Func1 == 7))
                        {
                            GL.Disable(EnableCap.AlphaTest);
                        }
                        else if (mat.AlphaComp.MergeFunc == 0 && (mat.AlphaComp.Func0 == 0 || mat.AlphaComp.Func1 == 0))
                        {
                            GL.Enable(EnableCap.AlphaTest);
                            GL.AlphaFunc(AlphaFunction.Never, 0f);
                        }
                        else
                        {
                            GL.Enable(EnableCap.AlphaTest);

                            if ((mat.AlphaComp.MergeFunc == 1 && mat.AlphaComp.Func0 == 0) || (mat.AlphaComp.MergeFunc == 0 && mat.AlphaComp.Func0 == 7))
                            {
                                GL.AlphaFunc(alphafunc[mat.AlphaComp.Func1], (float)mat.AlphaComp.Ref1 / 255f);
                            }
                            else
                            {
                                GL.AlphaFunc(alphafunc[mat.AlphaComp.Func0], (float)mat.AlphaComp.Ref0 / 255f);
                            }
                        }
                    }

                    switch (mat.BlendMode.BlendMode)
                    {
                    case 0:
                        GL.Disable(EnableCap.Blend);
                        GL.Disable(EnableCap.ColorLogicOp);
                        break;

                    case 1:
                    case 3:
                        GL.Enable(EnableCap.Blend);
                        GL.Disable(EnableCap.ColorLogicOp);

                        if (mat.BlendMode.BlendMode == 3)
                        {
                            GL.BlendEquation(BlendEquationMode.FuncSubtract);
                        }
                        else
                        {
                            GL.BlendEquation(BlendEquationMode.FuncAdd);
                        }

                        GL.BlendFunc(blendsrc[mat.BlendMode.SrcFactor], blenddst[mat.BlendMode.DstFactor]);
                        break;

                    case 2:
                        GL.Disable(EnableCap.Blend);
                        GL.Enable(EnableCap.ColorLogicOp);
                        GL.LogicOp(logicop[mat.BlendMode.BlendOp]);
                        break;
                    }


                    if (mat.CullMode == 0)
                    {
                        GL.Disable(EnableCap.CullFace);
                    }
                    else
                    {
                        GL.Enable(EnableCap.CullFace);
                        GL.CullFace(cullmodes[mat.CullMode - 1]);
                    }

                    if (mat.ZMode.EnableZTest)
                    {
                        GL.Enable(EnableCap.DepthTest);
                        GL.DepthFunc(depthfuncs[mat.ZMode.Func]);
                    }
                    else
                    {
                        GL.Disable(EnableCap.DepthTest);
                    }

                    GL.DepthMask(mat.ZMode.EnableZWrite);
                }
                else
                {
                    //if (info.Mode != RenderMode.Opaque) continue;
                    // if (m_HasShaders) GL.UseProgram(0);
                    throw new Exception("Material-less geometry node " + node.NodeID.ToString());
                }


                Bmd.Batch batch = m_Model.Batches[shape];

                /*if (batch.MatrixType == 1)
                 * {
                 *  GL.PushMatrix();
                 *  GL.CallList(info.BillboardDL);
                 * }
                 * else if (batch.MatrixType == 2)
                 * {
                 *  GL.PushMatrix();
                 *  GL.CallList(info.YBillboardDL);
                 * }*/

                foreach (Bmd.Batch.Packet packet in batch.Packets)
                {
                    Matrix4[] mtxtable  = new Matrix4[packet.MatrixTable.Length];
                    int[]     mtx_debug = new int[packet.MatrixTable.Length];

                    for (int i = 0; i < packet.MatrixTable.Length; i++)
                    {
                        if (packet.MatrixTable[i] == 0xFFFF)
                        {
                            mtxtable[i]  = lastmatrixtable[i];
                            mtx_debug[i] = 2;
                        }
                        else
                        {
                            Bmd.MatrixType mtxtype = m_Model.MatrixTypes[packet.MatrixTable[i]];

                            if (mtxtype.IsWeighted)
                            {
                                //throw new NotImplementedException("weighted matrix");

                                // code inspired from bmdview2, except doesn't work right

                                /*Matrix4 mtx = new Matrix4();
                                 * Bmd.MultiMatrix mm = m_Model.MultiMatrices[mtxtype.Index];
                                 * for (int j = 0; j < mm.NumMatrices; j++)
                                 * {
                                 *  Matrix4 wmtx = mm.Matrices[j];
                                 *  float weight = mm.MatrixWeights[j];
                                 *
                                 *  Matrix4.Mult(ref wmtx, ref m_Model.Joints[mm.MatrixIndices[j]].Matrix, out wmtx);
                                 *
                                 *  Vector4.Mult(ref wmtx.Row0, weight, out wmtx.Row0);
                                 *  Vector4.Mult(ref wmtx.Row1, weight, out wmtx.Row1);
                                 *  Vector4.Mult(ref wmtx.Row2, weight, out wmtx.Row2);
                                 *  //Vector4.Mult(ref wmtx.Row3, weight, out wmtx.Row3);
                                 *
                                 *  Vector4.Add(ref mtx.Row0, ref wmtx.Row0, out mtx.Row0);
                                 *  Vector4.Add(ref mtx.Row1, ref wmtx.Row1, out mtx.Row1);
                                 *  Vector4.Add(ref mtx.Row2, ref wmtx.Row2, out mtx.Row2);
                                 *  //Vector4.Add(ref mtx.Row3, ref wmtx.Row3, out mtx.Row3);
                                 * }
                                 * mtx.M44 = 1f;
                                 * mtxtable[i] = mtx;*/

                                // seems fine in most cases
                                // but hey, certainly not right, that data has to be used in some way
                                mtxtable[i] = Matrix4.Identity;

                                mtx_debug[i] = 1;
                            }
                            else
                            {
                                mtxtable[i]  = m_Model.Joints[mtxtype.Index].FinalMatrix;
                                mtx_debug[i] = 0;
                            }
                        }
                    }

                    lastmatrixtable = mtxtable;

                    foreach (Bmd.Batch.Packet.Primitive prim in packet.Primitives)
                    {
                        BeginMode[] primtypes = { BeginMode.Quads,       BeginMode.Points, BeginMode.Triangles, BeginMode.TriangleStrip,
                                                  BeginMode.TriangleFan, BeginMode.Lines,  BeginMode.LineStrip, BeginMode.Points };
                        GL.Begin(primtypes[(prim.PrimitiveType - 0x80) / 8]);
                        //GL.Begin(BeginMode.Points);

                        for (int i = 0; i < prim.NumIndices; i++)
                        {
                            if ((prim.ArrayMask & (1 << 11)) != 0)
                            {
                                GL.Color4(m_Model.ColorArray[0][prim.ColorIndices[0][i]]);
                            }

                            if (m_HasShaders)
                            {
                                if ((prim.ArrayMask & (1 << 12)) != 0)
                                {
                                    Vector4 color2 = m_Model.ColorArray[1][prim.ColorIndices[1][i]];
                                    GL.SecondaryColor3(color2.X, color2.Y, color2.Z);
                                    throw new Exception("color2 detected");
                                }

                                if ((prim.ArrayMask & (1 << 13)) != 0)
                                {
                                    GL.MultiTexCoord2(TextureUnit.Texture0, ref m_Model.TexcoordArray[0][prim.TexcoordIndices[0][i]]);
                                }
                                if ((prim.ArrayMask & (1 << 14)) != 0)
                                {
                                    GL.MultiTexCoord2(TextureUnit.Texture1, ref m_Model.TexcoordArray[1][prim.TexcoordIndices[1][i]]);
                                }
                                if ((prim.ArrayMask & (1 << 15)) != 0)
                                {
                                    GL.MultiTexCoord2(TextureUnit.Texture2, ref m_Model.TexcoordArray[2][prim.TexcoordIndices[2][i]]);
                                }
                                if ((prim.ArrayMask & (1 << 16)) != 0)
                                {
                                    GL.MultiTexCoord2(TextureUnit.Texture3, ref m_Model.TexcoordArray[3][prim.TexcoordIndices[3][i]]);
                                }
                                if ((prim.ArrayMask & (1 << 17)) != 0)
                                {
                                    GL.MultiTexCoord2(TextureUnit.Texture4, ref m_Model.TexcoordArray[4][prim.TexcoordIndices[4][i]]);
                                }
                                if ((prim.ArrayMask & (1 << 18)) != 0)
                                {
                                    GL.MultiTexCoord2(TextureUnit.Texture5, ref m_Model.TexcoordArray[5][prim.TexcoordIndices[5][i]]);
                                }
                                if ((prim.ArrayMask & (1 << 19)) != 0)
                                {
                                    GL.MultiTexCoord2(TextureUnit.Texture6, ref m_Model.TexcoordArray[6][prim.TexcoordIndices[6][i]]);
                                }
                                if ((prim.ArrayMask & (1 << 20)) != 0)
                                {
                                    GL.MultiTexCoord2(TextureUnit.Texture7, ref m_Model.TexcoordArray[7][prim.TexcoordIndices[7][i]]);
                                }
                            }
                            else
                            {
                                if ((prim.ArrayMask & (1 << 13)) != 0)
                                {
                                    GL.TexCoord2(m_Model.TexcoordArray[0][prim.TexcoordIndices[0][i]]);
                                }
                            }
                            //if ((prim.ArrayMask & (1 << 0)) != 0) GL.Color4(debug[prim.PosMatrixIndices[i]]);

                            if ((prim.ArrayMask & (1 << 10)) != 0)
                            {
                                GL.Normal3(m_Model.NormalArray[prim.NormalIndices[i]]);
                            }

                            Vector3 pos = m_Model.PositionArray[prim.PositionIndices[i]];
                            if ((prim.ArrayMask & (1 << 0)) != 0)
                            {
                                Vector3.Transform(ref pos, ref mtxtable[prim.PosMatrixIndices[i]], out pos);
                            }
                            else
                            {
                                Vector3.Transform(ref pos, ref mtxtable[0], out pos);
                            }
                            GL.Vertex3(pos);
                        }

                        GL.End();
                    }
                }

                //if (batch.MatrixType == 1 || batch.MatrixType == 2)
                //     GL.PopMatrix();
            }

            //Clear shaders. Added 1/22/15
            foreach (Bmd.SceneGraphNode node in m_Model.SceneGraph)
            {
                if (node.NodeType != 0)
                {
                    continue;
                }
                int shape = node.NodeID;

                if (node.MaterialID != 0xFFFF)
                {
                    if (m_HasShaders)
                    {
                        // shader: handles multitexturing, color combination, alpha test
                        GL.UseProgram(m_Shaders[node.MaterialID].Program);

                        // do multitexturing
                        for (int i = 0; i < 8; i++)
                        {
                            GL.ActiveTexture(TextureUnit.Texture0 + i);
                            GL.Disable(EnableCap.Texture2D);
                        }
                    }
                }
            }
            GL.UseProgram(0);
            GL.Color4(1f, 1f, 1f, 1f);
        }
Beispiel #5
0
 public virtual bool GottaRender(RenderInfo info)
 {
     return(false);
 }