void loadVerts(Model m, Bob.ModelChunk bmc) { VertexBufferObject vbo = new VertexBufferObject(BufferUsageHint.StaticDraw); if (bmc.animated == false) { List <V3N3T2> verts = new List <V3N3T2>(); for (int i = 0; i < bmc.vertexCount; i++) { V3N3T2 v = new V3N3T2(); v.Position = bmc.verts[i]; v.Normal = bmc.normals[i]; v.TexCoord = bmc.uvs[i]; verts.Add(v); } m.myBindings = V3N3T2.bindings(); vbo.setData(verts); } else { List <V3N3T2B4W4> verts = new List <V3N3T2B4W4>(); for (int i = 0; i < bmc.vertexCount; i++) { V3N3T2B4W4 v = new V3N3T2B4W4(); v.Position = bmc.verts[i]; v.Normal = bmc.normals[i]; v.TexCoord = bmc.uvs[i]; v.BoneId = bmc.boneIdx[i]; v.BoneWeight = bmc.boneWeights[i]; verts.Add(v); } m.myBindings = V3N3T2B4W4.bindings(); vbo.setData(verts); } m.myVbos.Add(vbo); }
public Model loadFromFile(string filename) { Info.print("Loading Assimp model {0}", filename); if (File.Exists(filename) == false) { Warn.print("Cannot find file {0}", filename); return(null); } myRootPath = Path.GetDirectoryName(filename); try { myScene = theAssimpContext.ImportFile(filename, PostProcessSteps.Triangulate | PostProcessSteps.GenerateNormals); Node rootNode = myScene.RootNode; //load static meshes createMeshes(rootNode); } catch { Warn.print("Failed to load model {0}", filename); return(null); } myModel.myBindings = V3N3T2.bindings(); VertexBufferObject vbo = new VertexBufferObject(BufferUsageHint.StaticDraw); vbo.setData(myVerts); myModel.myVbos.Add(vbo); myModel.myIbo.setData(index); //should probably build a bounding box myModel.size = (findMax() - findMin()).Length / 2.0f; return(myModel); }
public static Model CreatePlane(Vector3 min, Vector3 max, Texture t) { Model model = new Model(); ushort[] index = { 0, 1, 2, 0, 2, 3, //front }; V3N3T2[] verts = new V3N3T2[4]; //face verts[0].Position = new Vector3(max.X, min.Y, min.Z); verts[0].TexCoord = new Vector2(0, 0); verts[1].Position = new Vector3(min.X, min.Y, min.Z); verts[1].TexCoord = new Vector2(1, 0); verts[2].Position = new Vector3(min.X, max.Y, min.Z); verts[2].TexCoord = new Vector2(1, 1); verts[3].Position = new Vector3(max.X, max.Y, min.Z); verts[3].TexCoord = new Vector2(0, 1); model.myBindings = V3N3T2.bindings(); VertexBufferObject vbo = new VertexBufferObject(BufferUsageHint.StaticDraw); vbo.setData(verts); model.myVbos.Add(vbo); model.myIbo.setData(index); Mesh mesh = new Mesh(); mesh.primativeType = PrimitiveType.Triangles; mesh.indexBase = 0; mesh.indexCount = 6; mesh.material = new Material("simple plane"); mesh.material.addAttribute(new TextureAttribute("diffuseMap", t)); mesh.material.myFeatures |= Material.Feature.DiffuseMap; mesh.material.hasTransparency = t.hasAlpha; model.myMeshes.Add(mesh); return(model); }
//public override void prepareFrameBegin() { } //public override void preparePerFrame(Renderable r) { } //public override void preparePerViewBegin(View v) { } //public override void preparePerView(Renderable r, View v) { } //public override void preparePerViewFinalize(View v) { } //public override void preparePerPassBegin(Pass p) { } public override void preparePerPass(Renderable r, Pass p) { StaticModelRenderable smr = r as StaticModelRenderable; StaticModelUniformData modelData = new StaticModelUniformData(); modelData.modelMatrix = smr.model.myInitialTransform * smr.modelMatrix; modelData.normalMatrix = (smr.model.myInitialTransform * smr.modelMatrix).ClearTranslation(); //modelData.inverseNormalMatrix = modelData.normalMatrix.Inverted(); modelData.activeLights = new Vector4(0, 1, 2, 3); myModelData.Add(modelData); //save the index for this model int modelDataIndex = myModelData.Count - 1; foreach (Mesh mesh in smr.model.myMeshes) { MaterialEffect effect = getEffect(p.technique, (UInt32)mesh.material.myFeatures); PipelineState pipeline = effect.createPipeline(mesh.material); RenderQueue <StaticModelInfo> rq = p.findRenderQueue(pipeline.id) as RenderQueue <StaticModelInfo>; if (rq == null) { rq = Renderer.device.createRenderQueue <StaticModelInfo>(pipeline); rq.name = rq.myPipeline.shaderState.shaderProgram.name + "-" + (mesh.material.hasTransparency == true ? "transparent" : "opaque"); rq.myPipeline.vaoState.vao = new VertexArrayObject(); rq.myPipeline.vaoState.vao.bindVertexFormat(rq.myPipeline.shaderState.shaderProgram, V3N3T2.bindings()); rq.visualizer = this; p.registerQueue(rq); } StaticModelInfo info = rq.nextInfo(); effect.updateRenderState(mesh.material, info.renderState); float dist = (p.view.camera.position - r.position).Length; info.distToCamera = dist; info.renderState.setUniform(new UniformData(0, Uniform.UniformType.Int, modelDataIndex)); info.renderState.setStorageBuffer(myModelBuffer.id, 2); info.renderState.setVertexBuffer(smr.model.myVbos[0].id, 0, 0, V3N3T2.stride); info.renderState.setIndexBuffer(smr.model.myIbo.id); info.indexOffset = mesh.indexBase; info.indexCount = mesh.indexCount; info.sortId = getSortId(info); } }
public static Model createCube(Vector3 min, Vector3 max, Texture t) { Model model = new Model(); ushort[] index = { 0, 1, 2, 0, 2, 3, //front 4, 5, 6, 4, 6, 7, //left 8, 9, 10, 8, 10, 11, //right 12, 13, 14, 12, 14, 15, // top 16, 17, 18, 16, 18, 19, // bottom 20, 21, 22, 20, 22, 23 // back }; V3N3T2[] verts = new V3N3T2[24]; //front face verts[0].Position = new Vector3(max.X, min.Y, min.Z); verts[0].TexCoord = new Vector2(0, 0); verts[1].Position = new Vector3(min.X, min.Y, min.Z); verts[1].TexCoord = new Vector2(1, 0); verts[2].Position = new Vector3(min.X, max.Y, min.Z); verts[2].TexCoord = new Vector2(1, 1); verts[3].Position = new Vector3(max.X, max.Y, min.Z); verts[3].TexCoord = new Vector2(0, 1); //left verts[4].Position = new Vector3(min.X, min.Y, min.Z); verts[4].TexCoord = new Vector2(0, 0); verts[5].Position = new Vector3(min.X, min.Y, max.Z); verts[5].TexCoord = new Vector2(1, 0); verts[6].Position = new Vector3(min.X, max.Y, max.Z); verts[6].TexCoord = new Vector2(1, 1); verts[7].Position = new Vector3(min.X, max.Y, min.Z); verts[7].TexCoord = new Vector2(0, 1); //right verts[8].Position = new Vector3(max.X, min.Y, max.Z); verts[8].TexCoord = new Vector2(0, 0); verts[9].Position = new Vector3(max.X, min.Y, min.Z); verts[9].TexCoord = new Vector2(1, 0); verts[10].Position = new Vector3(max.X, max.Y, min.Z); verts[10].TexCoord = new Vector2(1, 1); verts[11].Position = new Vector3(max.X, max.Y, max.Z); verts[11].TexCoord = new Vector2(0, 1); //top verts[12].Position = new Vector3(min.X, max.Y, max.Z); verts[12].TexCoord = new Vector2(0, 0); verts[13].Position = new Vector3(max.X, max.Y, max.Z); verts[13].TexCoord = new Vector2(1, 0); verts[14].Position = new Vector3(max.X, max.Y, min.Z); verts[14].TexCoord = new Vector2(1, 1); verts[15].Position = new Vector3(min.X, max.Y, min.Z); verts[15].TexCoord = new Vector2(0, 1); //bottom verts[16].Position = new Vector3(min.X, min.Y, min.Z); verts[16].TexCoord = new Vector2(0, 0); verts[17].Position = new Vector3(max.X, min.Y, min.Z); verts[17].TexCoord = new Vector2(1, 0); verts[18].Position = new Vector3(max.X, min.Y, max.Z); verts[18].TexCoord = new Vector2(1, 1); verts[19].Position = new Vector3(min.X, min.Y, max.Z); verts[19].TexCoord = new Vector2(0, 1); //back verts[20].Position = new Vector3(min.X, min.Y, max.Z); verts[20].TexCoord = new Vector2(0, 0); verts[21].Position = new Vector3(max.X, min.Y, max.Z); verts[21].TexCoord = new Vector2(1, 0); verts[22].Position = new Vector3(max.X, max.Y, max.Z); verts[22].TexCoord = new Vector2(1, 1); verts[23].Position = new Vector3(min.X, max.Y, max.Z); verts[23].TexCoord = new Vector2(0, 1); model.myBindings = V3N3T2.bindings(); VertexBufferObject vbo = new VertexBufferObject(BufferUsageHint.StaticDraw); vbo.setData(verts); model.myVbos.Add(vbo); model.myIbo.setData(index); Mesh mesh = new Mesh(); mesh.primativeType = PrimitiveType.Triangles; mesh.indexBase = 0; mesh.indexCount = 36; mesh.material = new Material("simple cube"); mesh.material.addAttribute(new TextureAttribute("diffuseMap", t)); mesh.material.myFeatures |= Material.Feature.DiffuseMap; mesh.material.hasTransparency = t.hasAlpha; model.myMeshes.Add(mesh); return(model); }
public Model buildMeshes() { List <V3N3T2> verts = new List <V3N3T2>(); List <ushort> index = new List <ushort>(); Model sm = new Model(); int indexCount = 0; int indexOffset = indexCount; foreach (Material mat in myTris.Keys) { List <Tri> tris; myTris.TryGetValue(mat, out tris); //build the vertex list foreach (Tri t in tris) { for (int j = 0; j < 3; j++) { V3N3T2 v = new V3N3T2(); v.Position = myVerts[t.i[j]]; if (t.uv[j] != -1) { v.TexCoord = myUvs[t.uv[j]]; } if (t.n[j] != -1) { v.Normal = myNorms[t.n[j]]; } //check if this exact vertex is already in the list if (!verts.Contains(v)) { verts.Add(v); } index.Add((ushort)verts.IndexOf(v)); indexCount++; } } Mesh m = new Mesh(); m.primativeType = PrimitiveType.Triangles; m.indexBase = indexOffset; m.indexCount = indexCount; m.material = mat; sm.myMeshes.Add(m); //update index base for next pass indexOffset += indexCount; indexCount = 0; } VertexBufferObject vbo = new VertexBufferObject(BufferUsageHint.StaticDraw); vbo.setData(verts); sm.myVbos.Add(vbo); sm.myIbo.setData(index); sm.myBindings = V3N3T2.bindings(); return(sm); }