Esempio n. 1
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        private void _renderSetupGLSL(SSRenderConfig renderConfig, SSMainShaderProgram shaderPgm, SSMeshOBJSubsetData subset)
        {
            // Step 1: setup GL rendering modes...

            // GL.Enable(EnableCap.Lighting);

            // GL.Enable(EnableCap.Blend);
            // GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            // GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);

            // Step 2: setup our material mode and paramaters...

            if (renderConfig.drawingShadowMap)
            {
                // assume SSObject.Render has setup our materials properly for the shadowmap Pass
                // TODO: find a better way to do this!
                return;
            }

            if (shaderPgm == null)
            {
                SSShaderProgram.DeactivateAll();

                // fixed function single-texture
                if (subset.TextureMaterial.diffuseTex != null)
                {
                    GL.ActiveTexture(TextureUnit.Texture0);
                    GL.Enable(EnableCap.Texture2D);
                    GL.BindTexture(TextureTarget.Texture2D, subset.TextureMaterial.diffuseTex.TextureID);
                }
            }
            else
            {
                shaderPgm.Activate();
                shaderPgm.SetupTextures(subset.TextureMaterial);
            }
        }
 private void _renderSendVBOTriangles(SSRenderConfig renderConfig, SSMeshOBJSubsetData subset)
 {
     subset.ibo.DrawElements(renderConfig, PrimitiveType.Triangles);
 }
Esempio n. 3
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 private void _renderSendVBOTriangles(SSRenderConfig renderConfig, SSMeshOBJSubsetData subset)
 {
     subset.triangleMesh.drawSingle(renderConfig, PrimitiveType.Triangles);
 }
Esempio n. 4
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 private void _renderSendVBOTriangles(SSRenderConfig renderConfig, SSMeshOBJSubsetData subset)
 {
     subset.triangleMesh.drawSingle(renderConfig, PrimitiveType.Triangles);
 }
Esempio n. 5
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        private void _renderSetupGLSL(SSRenderConfig renderConfig, SSMainShaderProgram shaderPgm, SSMeshOBJSubsetData subset)
        {
            // Step 1: setup GL rendering modes...

            // GL.Enable(EnableCap.Lighting);

            // GL.Enable(EnableCap.Blend);
            // GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            // GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);

            // Step 2: setup our material mode and paramaters...

            if (renderConfig.drawingShadowMap) {
                // assume SSObject.Render has setup our materials properly for the shadowmap Pass
                // TODO: find a better way to do this!
                return;
            }

             			if (shaderPgm == null) {
                SSShaderProgram.DeactivateAll ();

                // fixed function single-texture
                if (subset.TextureMaterial.diffuseTex != null) {
                    GL.ActiveTexture(TextureUnit.Texture0);
                    GL.Enable(EnableCap.Texture2D);
                    GL.BindTexture(TextureTarget.Texture2D, subset.TextureMaterial.diffuseTex.TextureID);
                }
            } else {
                shaderPgm.Activate();
                shaderPgm.SetupTextures(subset.TextureMaterial);
            }
        }
Esempio n. 6
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 private void _renderSendVBOLines(SSRenderConfig renderConfig, SSMeshOBJSubsetData subset)
 {
     // TODO: this currently has classic problems with z-fighting between the model and the wireframe
     //     it is customary to "bump" the wireframe slightly towards the camera to prevent this.
     GL.LineWidth(1.5f);
     GL.Color4(0.8f, 0.5f, 0.5f, 0.5f);
     subset.wireframeMesh.drawSingle(renderConfig, PrimitiveType.Lines);
 }
Esempio n. 7
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        private void _renderSendTriangles(SSMeshOBJSubsetData subset)
        {
            // Step 3: draw faces.. here we use the "old school" manual method of drawing

            //         note: programs written for modern OpenGL & D3D don't do this!
            //               instead, they hand the vertex-buffer and index-buffer to the
            //               GPU and let it do this..

            GL.Begin(PrimitiveType.Triangles);
            foreach(var idx in subset.triangleMesh.lastAssignedIndices) {
                var vertex = subset.triangleMesh.lastAssignedVertices[idx];  // retrieve the vertex

                // draw the vertex..
                GL.Color3(System.Drawing.Color.FromArgb(vertex.DiffuseColor));
                GL.TexCoord2(vertex.TexCoord.X, vertex.TexCoord.Y);
                GL.Normal3(vertex.Normal);
                GL.Vertex3(vertex.Position);
            }
            GL.End();
        }
Esempio n. 8
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        private void _renderSendLines(SSMeshOBJSubsetData subset)
        {
            // Step 3: draw faces.. here we use the "old school" manual method of drawing

            //         note: programs written for modern OpenGL & D3D don't do this!
            //               instead, they hand the vertex-buffer and index-buffer to the
            //               GPU and let it do this..

            var indices = subset.wireframeMesh.lastAssignedIndices;
            for(int i=0; i<indices.Length; i+=3) {
                var v1 = subset.wireframeMesh.lastAssignedVertices [indices[i]];
                var v2 = subset.wireframeMesh.lastAssignedVertices [indices[i+1]];
                var v3 = subset.wireframeMesh.lastAssignedVertices [indices[i+2]];

                // draw the vertex..
                GL.Color3(System.Drawing.Color.FromArgb(v1.DiffuseColor));

                GL.Begin(PrimitiveType.LineLoop);
                GL.Vertex3 (v1.Position);
                GL.Vertex3 (v2.Position);
                GL.Vertex3 (v3.Position);
                GL.End();
            }
        }
Esempio n. 9
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        private SSMeshOBJSubsetData _loadMaterialSubset(SSAssetManager.Context ctx, WavefrontObjLoader wff, 
														WavefrontObjLoader.MaterialInfoWithFaces objMatSubset)
        {
            // generate renderable geometry data...
            SSVertex_PosNormTexDiff[] vertices;
            UInt16[] triIndices, wireframeIndices;
            VertexSoup_VertexFormatBinder.generateDrawIndexBuffer(
                wff, out triIndices, out vertices);
            wireframeIndices = OpenTKHelper.generateLineIndicies (triIndices);
            SSMeshOBJSubsetData subsetData = new SSMeshOBJSubsetData(
                vertices, triIndices, wireframeIndices);

            // setup the material...
            // load and link every texture present
            subsetData.TextureMaterial = new SSTextureMaterial();
            if (objMatSubset.mtl.diffuseTextureResourceName != null) {
                subsetData.TextureMaterial.diffuseTex = SSAssetManager.GetInstance<SSTexture>(ctx, objMatSubset.mtl.diffuseTextureResourceName);
            }
            if (objMatSubset.mtl.ambientTextureResourceName != null) {
                subsetData.TextureMaterial.ambientTex = SSAssetManager.GetInstance<SSTexture>(ctx, objMatSubset.mtl.ambientTextureResourceName);
            }
            if (objMatSubset.mtl.bumpTextureResourceName != null) {
                subsetData.TextureMaterial.bumpMapTex = SSAssetManager.GetInstance<SSTexture>(ctx, objMatSubset.mtl.bumpTextureResourceName);
            }
            if (objMatSubset.mtl.specularTextureResourceName != null) {
                subsetData.TextureMaterial.specularTex = SSAssetManager.GetInstance<SSTexture>(ctx, objMatSubset.mtl.specularTextureResourceName);
            }
            return subsetData;
        }
Esempio n. 10
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        private void _renderSetupGLSL(ref SSRenderConfig renderConfig, SSMeshOBJSubsetData subset)
        {
            // Step 1: setup GL rendering modes...

            GL.Enable(EnableCap.CullFace);
            // GL.Enable(EnableCap.Lighting);

            // GL.Enable(EnableCap.Blend);
            // GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            // GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);

            // Step 2: setup our material mode and paramaters...

            GL.Color3(System.Drawing.Color.White);              // clear the vertex color to white..

            SSMainShaderProgram shaderPgm = renderConfig.BaseShader;

            if (renderConfig.drawingShadowMap)
            {
                // assume SSObject.Render has setup our materials properly for the shadowmap Pass
                // TODO: find a better way to do this!
                return;
            }

            if (shaderPgm == null)
            {
                SSShaderProgram.DeactivateAll();
                GL.Disable(EnableCap.CullFace);

                // fixed function single-texture
                GL.Disable(EnableCap.Texture2D);
                if (subset.diffuseTexture != null)
                {
                    GL.ActiveTexture(TextureUnit.Texture0);
                    GL.Enable(EnableCap.Texture2D);
                    GL.BindTexture(TextureTarget.Texture2D, subset.diffuseTexture.TextureID);
                }
            }
            else
            {
                // activate GLSL shader
                shaderPgm.Activate();

                // bind our texture-images to GL texture-units
                // http://adriangame.blogspot.com/2010/05/glsl-multitexture-checklist.html

                // these texture-unit assignments are hard-coded in the shader setup

                GL.ActiveTexture(TextureUnit.Texture0);
                if (subset.diffuseTexture != null)
                {
                    GL.BindTexture(TextureTarget.Texture2D, subset.diffuseTexture.TextureID);
                    shaderPgm.u_DiffTexEnabled = true;
                }
                else
                {
                    GL.BindTexture(TextureTarget.Texture2D, 0);
                    shaderPgm.u_DiffTexEnabled = false;
                }
                GL.ActiveTexture(TextureUnit.Texture1);
                if (subset.specularTexture != null)
                {
                    GL.BindTexture(TextureTarget.Texture2D, subset.specularTexture.TextureID);
                    shaderPgm.u_SpecTexEnabled = true;
                }
                else
                {
                    GL.BindTexture(TextureTarget.Texture2D, 0);
                    shaderPgm.u_SpecTexEnabled = false;
                }
                GL.ActiveTexture(TextureUnit.Texture2);
                if (subset.ambientTexture != null)
                {
                    GL.BindTexture(TextureTarget.Texture2D, subset.ambientTexture.TextureID);
                    shaderPgm.u_AmbTexEnabled = true;
                }
                else
                {
                    GL.BindTexture(TextureTarget.Texture2D, 0);
                    shaderPgm.u_AmbTexEnabled = false;
                }
                GL.ActiveTexture(TextureUnit.Texture3);
                if (subset.bumpTexture != null)
                {
                    GL.BindTexture(TextureTarget.Texture2D, subset.bumpTexture.TextureID);
                    shaderPgm.u_BumpTexEnabled = true;
                }
                else
                {
                    GL.BindTexture(TextureTarget.Texture2D, 0);
                    shaderPgm.u_BumpTexEnabled = false;
                }

                // reset to texture-unit 0 to be friendly..
                GL.ActiveTexture(TextureUnit.Texture0);
            }
        }