///////////////////////////////////////////////////////////////////////////////////////////////// // Public methods ///////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// Takes a Mesh as input and will build a new list of faces and vertices. The vertex list will /// have no vertices sharing position in 3D space. The input mesh may have them, since often /// a vertex will have different mapping coordinates for each of the faces that share it. /// </summary> /// <param name="sourceMesh"></param> /// <param name="av3VerticesWorld"</param> public void BuildData(Mesh sourceMesh, Vector3[] av3VerticesWorld) { Vector3[] av3Vertices = sourceMesh.vertices; BoneWeight[] aBoneWeights = sourceMesh.boneWeights; Dictionary <UniqueVertex, RepeatedVertexList> dicUniqueVertex2RepeatedVertexList = new Dictionary <UniqueVertex, RepeatedVertexList>(); m_listVertices = new List <Vector3>(); m_listVerticesWorld = new List <Vector3>(); m_listBoneWeights = new List <SerializableBoneWeight>(); m_aFaceList = new ListIndices[sourceMesh.subMeshCount]; for (int nSubMesh = 0; nSubMesh < sourceMesh.subMeshCount; nSubMesh++) { m_aFaceList[nSubMesh] = new ListIndices(); int[] anFaces = sourceMesh.GetTriangles(nSubMesh); for (int i = 0; i < anFaces.Length; i++) { UniqueVertex vertex = new UniqueVertex(av3Vertices[anFaces[i]]); if (dicUniqueVertex2RepeatedVertexList.ContainsKey(vertex)) { dicUniqueVertex2RepeatedVertexList[vertex].Add(new RepeatedVertex(i / 3, anFaces[i])); m_aFaceList[nSubMesh].m_listIndices.Add(dicUniqueVertex2RepeatedVertexList[vertex].UniqueIndex); } else { int nNewUniqueIndex = m_listVertices.Count; dicUniqueVertex2RepeatedVertexList.Add(vertex, new RepeatedVertexList(nNewUniqueIndex, new RepeatedVertex(i / 3, anFaces[i]))); m_listVertices.Add(av3Vertices[anFaces[i]]); m_listVerticesWorld.Add(av3VerticesWorld[anFaces[i]]); m_aFaceList[nSubMesh].m_listIndices.Add(nNewUniqueIndex); if (aBoneWeights != null && aBoneWeights.Length > 0) { m_listBoneWeights.Add(new SerializableBoneWeight(aBoneWeights[anFaces[i]])); } } } } //Debug.Log("In: " + av3Vertices.Length + " vertices. Out: " + m_listVertices.Count + " vertices."); }
public SimpleObjRenderer(Obj file) { m_vertexVBO = GL.GenBuffer(); m_indexVBO = GL.GenBuffer(); m_texcoordVBO = file.TexCoords.Count > 0 ? GL.GenBuffer() : -1; m_normalVBO = file.Normals.Count > 0 ? GL.GenBuffer() : -1; m_textureVBO = file.Material.DiffuseTexture != null?GL.GenTexture() : -1; m_unhighlightedShader = new Shader("UnlitTexture"); m_unhighlightedShader.CompileSource(File.ReadAllText("resources/shaders/UnlitTexture.vert"), ShaderType.VertexShader); m_unhighlightedShader.CompileSource(File.ReadAllText("resources/shaders/UnlitTexture.frag"), ShaderType.FragmentShader); m_unhighlightedShader.LinkShader(); m_highlightedShader = new Shader("TransformGizmoHighlight"); m_highlightedShader.CompileSource(File.ReadAllText("resources/shaders/UnlitTexture.vert"), ShaderType.VertexShader); m_highlightedShader.CompileSource(File.ReadAllText("resources/shaders/TransformGizmoHighlight.frag"), ShaderType.FragmentShader); m_highlightedShader.LinkShader(); // Generate an array of all vertices instead of the compact form OBJ comes as. Vector3[] positions = null; Vector2[] texcoords = null; Vector3[] normals = null; int[] triangles = new int[file.Faces.Count * 3]; m_triangleCount = file.Faces.Count; List <UniqueVertex> uniqueVerts = new List <UniqueVertex>(); for (int i = 0; i < file.Faces.Count; i++) { Obj.ObjFace face = file.Faces[i]; for (int k = 0; k < 3; k++) { var vertex = new UniqueVertex(); vertex.Position = file.Vertices[face.Positions[k]]; if (face.TexCoords != null) { vertex.TexCoord = file.TexCoords[face.TexCoords[k]]; } if (face.Normals != null) { vertex.Normal = file.Normals[face.Normals[k]]; } int vertIndex = uniqueVerts.IndexOf(vertex); if (vertIndex < 0) { uniqueVerts.Add(vertex); vertIndex = uniqueVerts.Count - 1; } triangles[(i * 3) + k] = vertIndex; } } // Copy the data out of the interlaced buffers. positions = new Vector3[uniqueVerts.Count]; texcoords = file.TexCoords.Count > 0 ? new Vector2[uniqueVerts.Count] : null; normals = file.Normals.Count > 0 ? new Vector3[uniqueVerts.Count] : null; m_boundingBox = new FAABox(); for (int i = 0; i < uniqueVerts.Count; i++) { positions[i] = uniqueVerts[i].Position; m_boundingBox.Encapsulate(positions[i]); if (texcoords != null) { texcoords[i] = new Vector2(uniqueVerts[i].TexCoord.X, 1 - uniqueVerts[i].TexCoord.Y); } if (normals != null) { normals[i] = uniqueVerts[i].Normal; } } // Positions GL.BindBuffer(BufferTarget.ArrayBuffer, m_vertexVBO); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(12 * positions.Length), positions, BufferUsageHint.StaticDraw); // Upload Indexes GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_indexVBO); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(4 * triangles.Length), triangles, BufferUsageHint.StaticDraw); // Texcoords if (m_texcoordVBO >= 0) { GL.BindBuffer(BufferTarget.ArrayBuffer, m_texcoordVBO); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(8 * texcoords.Length), texcoords, BufferUsageHint.StaticDraw); } // Normals if (m_normalVBO >= 0) { GL.BindBuffer(BufferTarget.ArrayBuffer, m_normalVBO); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(12 * normals.Length), normals, BufferUsageHint.StaticDraw); } // Texture if (m_textureVBO >= 0) { Obj.ObjMaterial mat = file.Material; GL.BindTexture(TextureTarget.Texture2D, m_textureVBO); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); // Black/white checkerboard float[] pixels = new[] { 0.0f, 0.0f, 0.0f, 255.0f, 255.0f, 255.0f, 255.0f, 255.0f, 255.0f, 0.0f, 0.0f, 0.0f }; //GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, 2, 2, 0, PixelFormat.Rgb, PixelType.Float, pixels); System.Drawing.Imaging.BitmapData bmpData = mat.DiffuseTexture.LockBits(new System.Drawing.Rectangle(0, 0, mat.DiffuseTexture.Width, mat.DiffuseTexture.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, mat.DiffuseTexture.Width, mat.DiffuseTexture.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, bmpData.Scan0); mat.DiffuseTexture.UnlockBits(bmpData); } }
// Overrides from Object public override bool Equals(object obj) { UniqueVertex uniqueVertex = obj as UniqueVertex; return((uniqueVertex.m_nFixedX == m_nFixedX) && (uniqueVertex.m_nFixedY == m_nFixedY) && (uniqueVertex.m_nFixedZ == m_nFixedZ)); }
public SimpleObjRenderer(Obj file) { m_vertexVBO = GL.GenBuffer(); m_indexVBO = GL.GenBuffer(); m_texcoordVBO = file.TexCoords.Count > 0 ? GL.GenBuffer() : -1; m_normalVBO = file.Normals.Count > 0 ? GL.GenBuffer() : -1; m_textureVBO = file.Material.DiffuseTexture != null ? GL.GenTexture() : -1; m_unhighlightedShader = new Shader("UnlitTexture"); m_unhighlightedShader.CompileSource(File.ReadAllText("resources/shaders/UnlitTexture.vert"), ShaderType.VertexShader); m_unhighlightedShader.CompileSource(File.ReadAllText("resources/shaders/UnlitTexture.frag"), ShaderType.FragmentShader); m_unhighlightedShader.LinkShader(); m_highlightedShader = new Shader("TransformGizmoHighlight"); m_highlightedShader.CompileSource(File.ReadAllText("resources/shaders/UnlitTexture.vert"), ShaderType.VertexShader); m_highlightedShader.CompileSource(File.ReadAllText("resources/shaders/TransformGizmoHighlight.frag"), ShaderType.FragmentShader); m_highlightedShader.LinkShader(); // Generate an array of all vertices instead of the compact form OBJ comes as. Vector3[] positions = null; Vector2[] texcoords = null; Vector3[] normals = null; int[] triangles = new int[file.Faces.Count * 3]; m_triangleCount = file.Faces.Count; List<UniqueVertex> uniqueVerts = new List<UniqueVertex>(); for (int i = 0; i < file.Faces.Count; i++) { Obj.ObjFace face = file.Faces[i]; for (int k = 0; k < 3; k++) { var vertex = new UniqueVertex(); vertex.Position = file.Vertices[face.Positions[k]]; if (face.TexCoords != null) vertex.TexCoord = file.TexCoords[face.TexCoords[k]]; if (face.Normals != null) vertex.Normal = file.Normals[face.Normals[k]]; int vertIndex = uniqueVerts.IndexOf(vertex); if (vertIndex < 0) { uniqueVerts.Add(vertex); vertIndex = uniqueVerts.Count - 1; } triangles[(i * 3) + k] = vertIndex; } } // Copy the data out of the interlaced buffers. positions = new Vector3[uniqueVerts.Count]; texcoords = file.TexCoords.Count > 0 ? new Vector2[uniqueVerts.Count] : null; normals = file.Normals.Count > 0 ? new Vector3[uniqueVerts.Count] : null; m_boundingBox = new FAABox(); for (int i = 0; i < uniqueVerts.Count; i++) { positions[i] = uniqueVerts[i].Position; m_boundingBox.Encapsulate(positions[i]); if (texcoords != null) texcoords[i] = new Vector2(uniqueVerts[i].TexCoord.X, 1 - uniqueVerts[i].TexCoord.Y); if (normals != null) normals[i] = uniqueVerts[i].Normal; } // Positions GL.BindBuffer(BufferTarget.ArrayBuffer, m_vertexVBO); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(12 * positions.Length), positions, BufferUsageHint.StaticDraw); // Upload Indexes GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_indexVBO); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(4 * triangles.Length), triangles, BufferUsageHint.StaticDraw); // Texcoords if (m_texcoordVBO >= 0) { GL.BindBuffer(BufferTarget.ArrayBuffer, m_texcoordVBO); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(8 * texcoords.Length), texcoords, BufferUsageHint.StaticDraw); } // Normals if (m_normalVBO >= 0) { GL.BindBuffer(BufferTarget.ArrayBuffer, m_normalVBO); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(12 * normals.Length), normals, BufferUsageHint.StaticDraw); } // Texture if (m_textureVBO >= 0) { Obj.ObjMaterial mat = file.Material; GL.BindTexture(TextureTarget.Texture2D, m_textureVBO); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); // Black/white checkerboard float[] pixels = new[] { 0.0f, 0.0f, 0.0f, 255.0f, 255.0f, 255.0f, 255.0f, 255.0f, 255.0f, 0.0f, 0.0f, 0.0f }; //GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, 2, 2, 0, PixelFormat.Rgb, PixelType.Float, pixels); System.Drawing.Imaging.BitmapData bmpData = mat.DiffuseTexture.LockBits(new System.Drawing.Rectangle(0, 0, mat.DiffuseTexture.Width, mat.DiffuseTexture.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, mat.DiffuseTexture.Width, mat.DiffuseTexture.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, bmpData.Scan0); mat.DiffuseTexture.UnlockBits(bmpData); } }