Example #1
0
            public void Draw(BaseRenderer renderer)
            {

                GL.DrawArrays(PrimitiveType.Lines, 0, 2);
            }
Example #2
0
        public void Draw(BaseRenderer renderer)
        {
            if (numJoints == -1)
                numJoints = _skeleton.Count;
            if (Input.GetKeyDown(Keys.O))
            {
                numJoints--;
                Console.WriteLine("numJoins: " + numJoints);
            }
            if (Input.GetKeyDown(Keys.P))
            {
                numJoints++;
                Console.WriteLine("numJoins: " + numJoints);
            }

            _skeleCopy = new SkeletonJoint[_skeleton.Count];
            _skeleton.CopyTo(_skeleCopy);
            for (int i = 0; i < Math.Min(Math.Max(0, numJoints), _skeleton.Count); i++)
            {
                SkeletonJoint joint = _skeleCopy[i];
                if (joint.ParentId >= 0)
                {
                    SkeletonJoint parentJoint = _skeleCopy[joint.ParentId];

                    Vector3 rotPos = Vector3.Transform(joint.Position, parentJoint.Rotation);
                    joint.Position = parentJoint.Position + rotPos;
                    joint.Rotation = joint.Rotation * parentJoint.Rotation;
                    joint.Rotation.Normalize();
                    _skeleCopy[i] = joint;

                    DebugRenderer.DrawLine(parentJoint.Position, joint.Position, Color.YellowGreen);
                }
            }

            /* Recursively iterate through the J3D scene graph to bind and draw all
             * of the batches within the J3D model. */
            Matrix4[] root = new Matrix4[_file.Joints.GetJointCount()];
            for (int i = 0; i < root.Length; i++)
                root[i] = Matrix4.Identity;

            Matrix4 ident = Matrix4.Identity;
            //WalkModelJointRecursive(ref root, ref ident, _root, 0);
            DrawModelRecursive(ref root, _root, renderer, false);

            if (Selected)
            {
                Matrix4 root2 = Matrix4.Identity;
                //DrawModelRecursive(ref root2, _root, renderer, true);
            }
        }
Example #3
0
        private void DrawModelRecursive(ref Matrix4[] jointMatrix, SceneGraph curNode, BaseRenderer renderer, bool bSelectedPass)
        {
            switch (curNode.NodeType)
            {
                case J3DFormat.HierarchyDataTypes.Material:
                    if (!bSelectedPass)
                        GL.BindTexture(TextureTarget.Texture2D, GetGLTexIdFromCache(curNode.DataIndex));
                    break;

                case J3DFormat.HierarchyDataTypes.Batch:
                    /* For each batch, we're going to enable the
                         * appropriate Vertex Attributes for that batch
                         * and set default values for vertex attribs that
                         * the batch doesn't use, then draw all primitives
                         * within it.*/

                    if (bSelectedPass)
                    {
                        #region Selected
                        float[] front_face_wireframe_color = { 1.0f, 1.0f, 1.0f, 1.0f };
                        float[] back_face_wireframe_color = { 0.7f, 0.7f, 0.7f, 0.7f };

                        GL.LineWidth(1);
                        GL.Enable(EnableCap.CullFace);
                        //GL.Disable(EnableCap.DepthTest);
                        GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
                        GL.EnableVertexAttribArray((int)BaseRenderer.ShaderAttributeIds.Position);

                        // 1. Draw the back-faces with a darker color:
                        GL.CullFace(CullFaceMode.Back);
                        GL.VertexAttrib4((int)BaseRenderer.ShaderAttributeIds.Color, back_face_wireframe_color);
                        foreach (var packet in _renderList[curNode.DataIndex].Packets)
                        {
                            int vertexIndex = 0;
                            foreach (var primitive in packet.PrimList)
                            {
                                //Uhh... 
                                ushort drawIndex = packet.DrawIndexes[primitive.PosMatrixIndex[vertexIndex] / 3];
                                bool isWeighted = _file.Draw.IsWeighted(drawIndex);

                                if (isWeighted)
                                {

                                }
                                else
                                {
                                    var jnt = _file.Joints.GetJoint(curNode.DataIndex);
                                    Vector3 jntRot = jnt.GetRotation().ToDegrees();
                                    Vector3 trans = jnt.GetTranslation();
                                    Matrix4 trnMatrix = Matrix4.CreateTranslation(trans);
                                    Matrix4 rtMatrix = Matrix4.CreateRotationX(jntRot.X) * Matrix4.CreateRotationY(jntRot.Y) *
                                                        Matrix4.CreateRotationZ(jntRot.Z);
                                    Matrix4 sclMatrix = Matrix4.CreateScale(jnt.GetScale());

                                    Matrix4 final = trnMatrix * rtMatrix * sclMatrix;

                                    //renderer.SetModelMatrix(Matrix4.Identity);
                                    renderer.SetModelMatrix(final);
                                }

                                GL.DrawArrays(primitive.DrawType, primitive.VertexStart, primitive.VertexCount);

                                vertexIndex++;
                            }

                        }


                        // 2. Draw the front-faces with a lighter color:
                        GL.CullFace(CullFaceMode.Front);
                        GL.VertexAttrib4((int)BaseRenderer.ShaderAttributeIds.Color, front_face_wireframe_color);
                        /*foreach (var primitive in _renderList[curNode.DataIndex])
                        {
                            GL.DrawArrays(primitive.DrawType, primitive.VertexStart, primitive.VertexCount);
                        }*/

                        GL.DisableVertexAttribArray((int)BaseRenderer.ShaderAttributeIds.Position);
                        GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
                        //GL.Enable(EnableCap.DepthTest);
                        GL.LineWidth(1);
                        #endregion
                    }
                    else
                    {
                        SetVertexAttribArraysForBatch(true, curNode.DataIndex);
                        //GL.CullFace(CullFaceMode.Front);
                        for (int packetIndex = 0; packetIndex < _renderList[curNode.DataIndex].Packets.Count; packetIndex++)
                        {
                            RenderPacket packet = _renderList[curNode.DataIndex].Packets[packetIndex];
                            foreach (var primitive in packet.PrimList)
                            {
                                renderer.SetModelMatrix(Matrix4.Identity);

                                if (primitive.PosMatrixIndex.Count > 0)
                                {
                                    var transformedData = new J3DRenderer.VertexFormatLayout[primitive.VertexCount];

                                    //For each vertex within this primitive, we're going to get its id.
                                    for (int vertexIndex = 0; vertexIndex < primitive.VertexCount; vertexIndex++)
                                    {
                                        ushort vertIndex = primitive.PosMatrixIndex[vertexIndex];
                                        ushort drawIndex = packet.DrawIndexes[vertIndex / 3];

                                        //ehh
                                        int seriously = 0;
                                        while (drawIndex == 0xFFFF)
                                        {
                                            RenderPacket prevPacket =
                                                _renderList[curNode.DataIndex].Packets[packetIndex - seriously];
                                            drawIndex = prevPacket.DrawIndexes[vertIndex / 3];
                                            seriously++;
                                        }

                                        bool isWeighted = _file.Draw.IsWeighted(drawIndex);
                                        if (isWeighted)
                                        {
                                            ushort numBonesAffecting =
                                                _file.Envelopes.GetCount(_file.Draw.GetIndex(drawIndex));

                                            //Much WTFs
                                            ushort offset = 0;
                                            for (ushort i = 0; i < _file.Draw.GetIndex(drawIndex); i++)
                                                offset += _file.Envelopes.GetCount(i);

                                            offset *= 2;
                                            Matrix4 finalTransform = Matrix4.Identity;
                                            for (ushort i = 0; i < numBonesAffecting; i++)
                                            {
                                                ushort boneIndex =
                                                    _file.Envelopes.GetIndexOffset((ushort)(offset + (i * 0x2)));
                                                float boneWeight = _file.Envelopes.GetWeight((ushort)((offset / 2) + i));

                                                Matrix3x4 envMatrix = _file.Envelopes.GetMatrix(boneIndex);
                                                Matrix4 newEnvelopeMtx = new Matrix4(envMatrix.Row0, envMatrix.Row1,
                                                    envMatrix.Row2, new Vector4(0, 0, 0, 1));

                                                SkeletonJoint joint = _skeleCopy[boneIndex];
                                                //Matrix4 transMatrix = Matrix4.CreateTranslation(joint.Position);
                                                //We need to use the bone's matrix from EVP1 to get the joint matrix
                                                Matrix4 jointMtx = joint.Rotation * newEnvelopeMtx;

                                                //finalTransform = Matrix4.Mult(jointMtx * newEnvelopeMtx, boneWeight) * finalTransform;
                                                //ToDo: This is the wrong scale.
                                                //AddScaleMatrix(ref finalTransform, Matrix4.Mult(jointMtx, newEnvelopeMtx), 1f);
                                            }

                                            transformedData[vertexIndex] = _vertDataBind[primitive.VertexStart + vertexIndex];

                                            Vector3 vertPosition = transformedData[vertexIndex].Position;
                                            transformedData[vertexIndex].Position = Vector3.TransformPosition(vertPosition, finalTransform);
                                        }
                                        else
                                        {
                                            //If the vertex is not weighted, we're just going to use the position
                                            //from the bone matrix. Something like this.
                                            Vector3 vertPosition =
                                                _vertDataBind[primitive.VertexStart + vertexIndex].Position;

                                            transformedData[vertexIndex] = _vertDataBind[primitive.VertexStart + vertexIndex];

                                            SkeletonJoint joint = _skeleCopy[_file.Draw.GetIndex(drawIndex)];
                                            Matrix4 transMatrix = Matrix4.CreateTranslation(joint.Position);
                                            Matrix4 final = joint.Rotation * transMatrix;
                                            transformedData[vertexIndex].Position = Vector3.TransformPosition(vertPosition, final);
                                        }
                                    }

                                    //Re-upload the subsection to the buffer.
                                    GL.BindBuffer(BufferTarget.ArrayBuffer, _glVbo);
                                    GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)(primitive.VertexStart * (9 * 4)),
                                        (IntPtr)(primitive.VertexCount * (9 * 4)), transformedData);

                                    float[] front_face_wireframe_color = { 1.0f, 1.0f, 1.0f, 1.0f };
                                    GL.VertexAttrib4((int)BaseRenderer.ShaderAttributeIds.Color, front_face_wireframe_color);
                                }


                                GL.DrawArrays(primitive.DrawType, primitive.VertexStart, primitive.VertexCount);
                            }

                        }

                        SetVertexAttribArraysForBatch(false, curNode.DataIndex);
                    }

                    break;
            }

            foreach (SceneGraph subNode in curNode.Children)
            {
                DrawModelRecursive(ref jointMatrix, subNode, renderer, bSelectedPass);
            }
        }
Example #4
0
 public void Draw(BaseRenderer renderer)
 {
     GL.DrawArrays(PrimitiveType.Lines, 0, 2);
 }
Example #5
0
 public void Draw(BaseRenderer renderer)
 {
     GL.DrawElements(PrimitiveType.LineLoop, 18, DrawElementsType.UnsignedInt, 0);
 }
Example #6
0
 public void Draw(BaseRenderer renderer)
 {
     GL.DrawElements(PrimitiveType.Triangles, 18, DrawElementsType.UnsignedInt, 0);
 }
Example #7
0
 public void Draw(BaseRenderer renderer)
 {
     GL.DrawElements(PrimitiveType.TriangleStrip, 36, DrawElementsType.UnsignedInt, 0);
 }
Example #8
0
 public void Draw(BaseRenderer renderer)
 {
     GL.DrawElements(PrimitiveType.LineLoop, 18, DrawElementsType.UnsignedInt, 0);
 }