Example #1
0
        public static void DrawNormals(Node node, int meshIndex, Mesh mesh, CpuSkinningEvaluator skinner, float invGlobalScale, Matrix4 transform)
        {
            if (!mesh.HasNormals)
            {
                return;
            }

            // The normal directions are transformed using the transpose(inverse(transform)).
            // This ensures correct direction is used when non-uniform scaling is present.
            Matrix4 normalMatrix = transform;

            normalMatrix.Invert();
            normalMatrix.Transpose();

            // Scale by scene size because the scene will be resized to fit
            // the unit box, but the normals should have a fixed length.
            var scale = invGlobalScale * 0.05f;

            GL.Begin(BeginMode.Lines);

            GL.Disable(EnableCap.Lighting);
            GL.Disable(EnableCap.Texture2D);
            GL.Enable(EnableCap.ColorMaterial);

            GL.Color4(new Color4(0.0f, 1.0f, 0.0f, 1.0f));

            for (uint i = 0; i < mesh.VertexCount; ++i)
            {
                Vector3 v;
                if (skinner != null && mesh.HasBones)
                {
                    skinner.GetTransformedVertexPosition(node, mesh, i, out v);
                }
                else
                {
                    v = AssimpToOpenTk.FromVector(mesh.Vertices[(int)i]);
                }
                v = Vector4.Transform(new Vector4(v, 1.0f), transform).Xyz; // Skip dividing by W component. It should always be 1, here.

                Vector3 n;
                if (skinner != null)
                {
                    skinner.GetTransformedVertexNormal(node, mesh, i, out n);
                }
                else
                {
                    n = AssimpToOpenTk.FromVector(mesh.Normals[(int)i]);
                }
                n = Vector4.Transform(new Vector4(n, 0.0f), normalMatrix).Xyz; // Toss the W component. It is non-sensical for normals.
                n.Normalize();

                GL.Vertex3(v);
                GL.Vertex3(v + n * scale);
            }
            GL.End();

            GL.Disable(EnableCap.ColorMaterial);
        }
Example #2
0
        public static void DrawNormals(Node node, int meshIndex, Mesh mesh, CpuSkinningEvaluator skinner, float invGlobalScale, Matrix4 transform)
        {
            if (!mesh.HasNormals)
            {
                return;
            }

            // The normal directions are transformed using the transpose(inverse(transform)).
            // This ensures correct direction is used when non-uniform scaling is present.
            Matrix4 normalMatrix = transform;
            normalMatrix.Invert();
            normalMatrix.Transpose();

            // Scale by scene size because the scene will be resized to fit
            // the unit box, but the normals should have a fixed length.
            var scale = invGlobalScale * 0.05f;

            GL.Begin(BeginMode.Lines);

            GL.Disable(EnableCap.Lighting);
            GL.Disable(EnableCap.Texture2D);
            GL.Enable(EnableCap.ColorMaterial);

            GL.Color4(new Color4(0.0f, 1.0f, 0.0f, 1.0f));

            for (uint i = 0; i < mesh.VertexCount; ++i)
            {
                Vector3 v;
                if (skinner != null && mesh.HasBones)
                {
                    skinner.GetTransformedVertexPosition(node, mesh, i, out v);
                }
                else
                {
                    v = AssimpToOpenTk.FromVector(mesh.Vertices[(int)i]);
                }
                v = Vector4.Transform(new Vector4(v, 1.0f), transform).Xyz; // Skip dividing by W component. It should always be 1, here.

                Vector3 n;
                if (skinner != null)
                {
                    skinner.GetTransformedVertexNormal(node, mesh, i, out n);
                }
                else
                {
                    n = AssimpToOpenTk.FromVector(mesh.Normals[(int)i]);
                }
                n = Vector4.Transform(new Vector4(n, 0.0f), normalMatrix).Xyz; // Toss the W component. It is non-sensical for normals.
                n.Normalize();

                GL.Vertex3(v);
                GL.Vertex3(v + n * scale);
            }
            GL.End();

            GL.Disable(EnableCap.ColorMaterial);
        }
        /// <summary>
        /// Constructs an instance given a scene with its bounds (AABB)
        /// </summary>
        /// <param name="owner"></param>
        /// <param name="initposeMin"></param>
        /// <param name="initposeMax"></param>
        protected SceneRendererShared(Scene owner, Vector3 initposeMin, Vector3 initposeMax)
        {
            Owner       = owner;
            InitposeMin = initposeMin;
            InitposeMax = initposeMax;

            Debug.Assert(Owner.Raw != null);
            Skinner = new CpuSkinningEvaluator(owner);

            IsAlphaMaterial = new bool[owner.Raw.MaterialCount];
            for (int i = 0; i < IsAlphaMaterial.Length; ++i)
            {
                IsAlphaMaterial[i] = Owner.MaterialMapper.IsAlphaMaterial(owner.Raw.Materials[i]);
            }
        }
Example #4
0
        /// <summary>
        /// Constructs an instance given a scene with its bounds (AABB)
        /// </summary>
        /// <param name="owner"></param>
        /// <param name="initposeMin"></param>
        /// <param name="initposeMax"></param>
        protected SceneRendererShared(Scene owner, Vector3 initposeMin, Vector3 initposeMax)
        {
            Owner = owner;
            InitposeMin = initposeMin;
            InitposeMax = initposeMax;

            Debug.Assert(Owner.Raw != null);    
            Skinner = new CpuSkinningEvaluator(owner);

            IsAlphaMaterial = new bool[owner.Raw.MaterialCount];
            for (int i = 0; i < IsAlphaMaterial.Length; ++i)
            {
                IsAlphaMaterial[i] = Owner.MaterialMapper.IsAlphaMaterial(owner.Raw.Materials[i]);
            }
        }
Example #5
0
        public static void DrawNormals(Node node, int meshIndex, Mesh mesh, CpuSkinningEvaluator skinner, float invGlobalScale)
        {
            if (!mesh.HasNormals)
            {
                return;
            }
            // Scale by scene size because the scene will be resized to fit
            // the unit box but the normals should have a fixed length
            var scale = invGlobalScale * 0.05f;

            GL.Begin(BeginMode.Lines);

            GL.Disable(EnableCap.Lighting);
            GL.Disable(EnableCap.Texture2D);
            GL.Enable(EnableCap.ColorMaterial);

            GL.Color4(new Color4(0.0f, 1.0f, 0.0f, 1.0f));

            for (uint i = 0; i < mesh.VertexCount; ++i)
            {
                Vector3 v;
                if (skinner != null && mesh.HasBones)
                {
                    skinner.GetTransformedVertexPosition(node, meshIndex, i, out v);
                }
                else
                {
                    v = AssimpToOpenTk.FromVector(mesh.Vertices[(int)i]);
                }

                Vector3 n;
                if (skinner != null)
                {
                    skinner.GetTransformedVertexNormal(node, meshIndex, i, out n);
                }
                else
                {
                    n = AssimpToOpenTk.FromVector(mesh.Normals[(int)i]);
                }

                GL.Vertex3(v);
                GL.Vertex3(v + n * scale);
            }
            GL.End();

            GL.Disable(EnableCap.ColorMaterial);
        }
Example #6
0
        public static void DrawNormals(Node node, int meshIndex, Mesh mesh, CpuSkinningEvaluator skinner, float invGlobalScale)
        {
            if (!mesh.HasNormals)
            {
                return;
            }
            // Scale by scene size because the scene will be resized to fit
            // the unit box but the normals should have a fixed length
            var scale = invGlobalScale * 0.05f;

            GL.Begin(BeginMode.Lines);

            GL.Disable(EnableCap.Lighting);
            GL.Disable(EnableCap.Texture2D);
            GL.Enable(EnableCap.ColorMaterial);

            GL.Color4(new Color4(0.0f, 1.0f, 0.0f, 1.0f));

            for (uint i = 0; i < mesh.VertexCount; ++i)
            {
                Vector3 v;
                if (skinner != null && mesh.HasBones)
                {
                    skinner.GetTransformedVertexPosition(node, meshIndex, i, out v);
                }
                else
                {
                    v = AssimpToOpenTk.FromVector(mesh.Vertices[(int)i]);
                }

                Vector3 n;
                if (skinner != null)
                {
                    skinner.GetTransformedVertexNormal(node, meshIndex, i, out n);
                }
                else
                {
                    n = AssimpToOpenTk.FromVector(mesh.Normals[(int)i]);
                }

                GL.Vertex3(v);
                GL.Vertex3(v + n * scale);
            }
            GL.End();

            GL.Disable(EnableCap.ColorMaterial);
        }
        public static void DrawBoundingBox(Node node, int meshIndex, Mesh mesh, CpuSkinningEvaluator skinner)
        {
            GL.Disable(EnableCap.Lighting);
            GL.Disable(EnableCap.Texture2D);
            GL.Enable(EnableCap.ColorMaterial);

            GL.Color4(new Color4(1.0f, 0.0f, 0.0f, 1.0f));

            var min = new Vector3(1e10f, 1e10f, 1e10f);
            var max = new Vector3(-1e10f, -1e10f, -1e10f);

            for (uint i = 0; i < mesh.VertexCount; ++i)
            {
                Vector3 tmp;
                if (skinner != null && mesh.HasBones)
                {
                    skinner.GetTransformedVertexPosition(node, mesh, i, out tmp);
                }
                else
                {
                    tmp = AssimpToOpenTk.FromVector(mesh.Vertices[(int)i]);
                }

                min.X = Math.Min(min.X, tmp.X);
                min.Y = Math.Min(min.Y, tmp.Y);
                min.Z = Math.Min(min.Z, tmp.Z);

                max.X = Math.Max(max.X, tmp.X);
                max.Y = Math.Max(max.Y, tmp.Y);
                max.Z = Math.Max(max.Z, tmp.Z);
            }

            GL.Begin(BeginMode.LineLoop);
            GL.Vertex3(min);
            GL.Vertex3(new Vector3(min.X, max.Y, min.Z));
            GL.Vertex3(new Vector3(min.X, max.Y, max.Z));
            GL.Vertex3(new Vector3(min.X, min.Y, max.Z));
            GL.End();

            GL.Begin(BeginMode.LineLoop);
            GL.Vertex3(new Vector3(max.X, min.Y, min.Z));
            GL.Vertex3(new Vector3(max.X, max.Y, min.Z));
            GL.Vertex3(new Vector3(max.X, max.Y, max.Z));
            GL.Vertex3(new Vector3(max.X, min.Y, max.Z));
            GL.End();

            GL.Begin(BeginMode.Lines);
            GL.Vertex3(min);
            GL.Vertex3(new Vector3(max.X, min.Y, min.Z));

            GL.Vertex3(new Vector3(min.X, max.Y, min.Z));
            GL.Vertex3(new Vector3(max.X, max.Y, min.Z));

            GL.Vertex3(new Vector3(min.X, max.Y, max.Z));
            GL.Vertex3(new Vector3(max.X, max.Y, max.Z));

            GL.Vertex3(new Vector3(min.X, min.Y, max.Z));
            GL.Vertex3(new Vector3(max.X, min.Y, max.Z));
            GL.End();

            GL.Disable(EnableCap.ColorMaterial);
        }
Example #8
0
        public static void DrawBoundingBox(Node node, int meshIndex, Mesh mesh, CpuSkinningEvaluator skinner)
        {
            GL.Disable(EnableCap.Lighting);
            GL.Disable(EnableCap.Texture2D);
            GL.Enable(EnableCap.ColorMaterial);

            GL.Color4(new Color4(1.0f, 0.0f, 0.0f, 1.0f));

            var min = new Vector3(1e10f, 1e10f, 1e10f);
            var max = new Vector3(-1e10f, -1e10f, -1e10f);
            for (uint i = 0; i < mesh.VertexCount; ++i)
            {
                Vector3 tmp;
                if (skinner != null && mesh.HasBones)
                {
                    skinner.GetTransformedVertexPosition(node, mesh, i, out tmp);
                }
                else
                {
                    tmp = AssimpToOpenTk.FromVector(mesh.Vertices[(int)i]);
                }

                min.X = Math.Min(min.X, tmp.X);
                min.Y = Math.Min(min.Y, tmp.Y);
                min.Z = Math.Min(min.Z, tmp.Z);

                max.X = Math.Max(max.X, tmp.X);
                max.Y = Math.Max(max.Y, tmp.Y);
                max.Z = Math.Max(max.Z, tmp.Z);
            }

            GL.Begin(BeginMode.LineLoop);
            GL.Vertex3(min);
            GL.Vertex3(new Vector3(min.X, max.Y, min.Z));
            GL.Vertex3(new Vector3(min.X, max.Y, max.Z));
            GL.Vertex3(new Vector3(min.X, min.Y, max.Z));
            GL.End();

            GL.Begin(BeginMode.LineLoop);
            GL.Vertex3(new Vector3(max.X, min.Y, min.Z));
            GL.Vertex3(new Vector3(max.X, max.Y, min.Z));
            GL.Vertex3(new Vector3(max.X, max.Y, max.Z));
            GL.Vertex3(new Vector3(max.X, min.Y, max.Z));
            GL.End();

            GL.Begin(BeginMode.Lines);
            GL.Vertex3(min);
            GL.Vertex3(new Vector3(max.X, min.Y, min.Z));

            GL.Vertex3(new Vector3(min.X, max.Y, min.Z));
            GL.Vertex3(new Vector3(max.X, max.Y, min.Z));

            GL.Vertex3(new Vector3(min.X, max.Y, max.Z));
            GL.Vertex3(new Vector3(max.X, max.Y, max.Z));

            GL.Vertex3(new Vector3(min.X, min.Y, max.Z));
            GL.Vertex3(new Vector3(max.X, min.Y, max.Z));
            GL.End();

            GL.Disable(EnableCap.ColorMaterial);
        }