/// <summary>
        /// Imports the mesh's vertex data.
        /// </summary>
        private void GetMeshVerts(Vector3[] verts, int arrayPos, Mesh meshData, VertexLayout vertexLayout)
        {
            VertexLayout.EntryInfo info;

            bool vertsExist = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Position, 0, out info);

            Assert.IsTrue(vertsExist);

            ReadVertexStream(verts, arrayPos, meshData, info);
        }
        private void GetMeshNormals(Vector3[] normals, int arrayPos, Mesh meshData, VertexLayout vertexLayout)
        {
            VertexLayout.EntryInfo info;

            bool normalExists = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Normal, 0, out info);

            if (normalExists)
            {
                ReadVertexStream(normals, arrayPos, meshData, info);
            }
        }
        /// <summary>
        /// Imports the mesh's texture coordinates.
        /// </summary>
        private void GetMeshUVs(Vector2[] uvs, int offset, Mesh meshData, VertexLayout vertexLayout)
        {
            VertexLayout.EntryInfo info;

            bool uvsExist = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Texcoord, 0, out info);

            if (uvsExist)
            {
                ReadVertexStream(uvs, offset, meshData, info);
            }
        }
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        public bool GetNormals(out Vector3[] normals, int usageIndex)
        {
            normals = null;

            VertexLayout vertexLayout = GetVertexLayout(0);

            if (vertexLayout == null)
            {
                return(false);
            }

            VertexLayout.Entry.DataTypes dataType;
            int streamOffset;
            int streamIndex;

            //todo: if normal does not exist, we can determine it from the tangent and binormal, if it exists
            bool normalExists = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Normal, usageIndex, out dataType, out streamIndex, out streamOffset);

            if (!normalExists)
            {
                return(false);
            }

            normals = new Vector3[VertexCount];

            Mesh.VertexStream vertexStream = VertexStreams[streamIndex];

            switch (dataType)
            {
            case VertexLayout.Entry.DataTypes.Float3:
            {
                vertexStream.ReadFloat3s(normals, streamOffset, 0, (int)VertexCount);
            }
            break;

            case VertexLayout.Entry.DataTypes.ubyte4n:
            {
                vertexStream.ReadUByte4Ns(normals, streamOffset, 0, (int)VertexCount);
            }
            break;

            default:
                break;
            }

            return(true);
        }
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        public bool GetTexCoords(out Vector2[] texCoords, int usageIndex)
        {
            texCoords = null;

            VertexLayout vertexLayout = GetVertexLayout(0);

            if (vertexLayout == null)
            {
                return(false);
            }

            VertexLayout.Entry.DataTypes dataType;
            int streamOffset;
            int streamIndex;

            bool texcoordExists = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Texcoord, usageIndex, out dataType, out streamIndex, out streamOffset);

            if (!texcoordExists)
            {
                return(false);
            }

            texCoords = new Vector2[VertexCount];

            Mesh.VertexStream vertexStream = VertexStreams[streamIndex];

            switch (dataType)
            {
            case VertexLayout.Entry.DataTypes.Float2:
            {
                vertexStream.ReadFloat2s(texCoords, streamOffset, 0, (int)VertexCount);
            }
            break;

            case VertexLayout.Entry.DataTypes.float16_2:
            {
                vertexStream.ReadHalf2s(texCoords, streamOffset, 0, (int)VertexCount);
            }
            break;

            default:
                break;
            }

            return(true);
        }
Esempio n. 6
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        public bool GetPositions(out List <Vector3> positions, int usageIndex)
        {
            positions = null;

            VertexLayout vertexLayout = GetVertexLayout(0);

            if (vertexLayout == null)
            {
                return(false);
            }

            VertexLayout.Entry.DataTypes dataType;
            int streamOffset;
            int streamIndex;

            bool positionExists = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Position, usageIndex, out dataType, out streamIndex, out streamOffset);

            if (!positionExists)
            {
                return(false);
            }

            positions = new List <Vector3>((int)VertexCount);

            Mesh.VertexStream vertexStream = VertexStreams[streamIndex];

            switch (dataType)
            {
            case VertexLayout.Entry.DataTypes.Float3:
            {
                vertexStream.ReadFloat3s(positions, streamOffset, 0, (int)VertexCount);
            }
            break;

            default:
                break;
            }

            return(true);
        }
Esempio n. 7
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        public override void Render()
        {
            if (DesignMode)
            {
                return;
            }

            MakeCurrent();

            GL.Viewport(0, 0, ClientSize.Width, ClientSize.Height);

            //clear
            GL.ClearColor(Color.Black);
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            if (Camera == null)
            {
                return;
            }

            //projection matrix
            Matrix4 projection = Camera.Projection;

            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadMatrix(ref projection);

            //view matrix
            Matrix4 view = Camera.View;

            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadMatrix(ref view);

            if (DrawAxes)
            {
                // debug axes
                GL.Begin(BeginMode.Lines);
                //x
                GL.Color3(Color.Red);
                GL.Vertex3(Vector3.Zero);
                GL.Vertex3(Vector3.UnitX);
                GL.Vertex3(Vector3.UnitX); GL.Vertex3(Vector3.UnitX + new Vector3(-0.125f, 0.125f, 0.0f));
                GL.Vertex3(Vector3.UnitX); GL.Vertex3(Vector3.UnitX + new Vector3(-0.125f, -0.125f, 0.0f));

                //y
                GL.Color3(Color.Green);
                GL.Vertex3(Vector3.Zero);
                GL.Vertex3(Vector3.UnitY);
                GL.Vertex3(Vector3.UnitY); GL.Vertex3(Vector3.UnitY + new Vector3(0.125f, -0.125f, 0.0f));
                GL.Vertex3(Vector3.UnitY); GL.Vertex3(Vector3.UnitY + new Vector3(-0.125f, -0.125f, 0.0f));

                //z
                GL.Color3(Color.Blue);
                GL.Vertex3(Vector3.Zero);
                GL.Vertex3(Vector3.UnitZ);
                GL.Vertex3(Vector3.UnitZ); GL.Vertex3(Vector3.UnitZ + new Vector3(0, -0.125f, -0.125f));
                GL.Vertex3(Vector3.UnitZ); GL.Vertex3(Vector3.UnitZ + new Vector3(0, 0.125f, -0.125f));

                GL.End();
            }

            if (Model != null)
            {
                GL.PushMatrix();

                GL.PushAttrib(AttribMask.PolygonBit | AttribMask.EnableBit | AttribMask.LightingBit | AttribMask.CurrentBit);

                GL.UseProgram(shaderProgram);

                GL.Enable(EnableCap.DepthTest);
                GL.Disable(EnableCap.CullFace);
                GL.Enable(EnableCap.Texture2D);
                GL.Enable(EnableCap.Blend);
                GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
                GL.FrontFace(FrontFaceDirection.Cw);

                GL.ActiveTexture(TextureUnit.Texture0);
                GL.BindTexture(TextureTarget.Texture2D, 0);

                int loc = GL.GetUniformLocation(shaderProgram, "colorMap");
                GL.Uniform1(loc, 0);

                for (int i = 0; i < Model.Meshes.Length; ++i)
                {
                    Mesh mesh = Model.Meshes[i];

                    //pin handles to stream data
                    GCHandle[] streamDataGCHandles = new GCHandle[mesh.VertexStreams.Length];

                    for (int j = 0; j < streamDataGCHandles.Length; ++j)
                    {
                        streamDataGCHandles[j] = GCHandle.Alloc(mesh.VertexStreams[j].Data, GCHandleType.Pinned);
                    }

                    //fetch material definition and vertex layout
                    VertexLayout vertexLayout = mesh.GetVertexLayout(0);

                    GL.Color3(meshColors[i % meshColors.Length]);

                    switch (RenderMode)
                    {
                    case RenderModes.Wireframe:
                    {
                        GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
                    }
                    break;

                    case RenderModes.Smooth:
                    {
                        GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
                    }
                    break;
                    }

                    //position
                    VertexLayout.Entry.DataTypes positionDataType = VertexLayout.Entry.DataTypes.None;
                    int  positionStream = 0;
                    int  positionOffset = 0;
                    bool positionExists = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Position, 0, out positionDataType, out positionStream, out positionOffset);

                    if (positionExists)
                    {
                        IntPtr positionData = streamDataGCHandles[positionStream].AddrOfPinnedObject();

                        GL.EnableClientState(ArrayCap.VertexArray);
                        GL.VertexPointer(3, VertexPointerType.Float, mesh.VertexStreams[positionStream].BytesPerVertex, positionData + positionOffset);
                    }

                    //normal
                    VertexLayout.Entry.DataTypes normalDataType = VertexLayout.Entry.DataTypes.None;
                    int  normalStream = 0;
                    int  normalOffset = 0;
                    bool normalExists = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Normal, 0, out normalDataType, out normalStream, out normalOffset);

                    if (normalExists)
                    {
                        IntPtr normalData = streamDataGCHandles[normalStream].AddrOfPinnedObject();

                        GL.EnableClientState(ArrayCap.NormalArray);
                        GL.NormalPointer(NormalPointerType.Float, mesh.VertexStreams[normalStream].BytesPerVertex, normalData + normalOffset);
                    }

                    //texture coordiantes
                    VertexLayout.Entry.DataTypes texCoord0DataType = VertexLayout.Entry.DataTypes.None;
                    int  texCoord0Stream = 0;
                    int  texCoord0Offset = 0;
                    bool texCoord0Exists = vertexLayout.GetEntryInfo(VertexLayout.Entry.DataUsages.Texcoord, 0, out texCoord0DataType, out texCoord0Stream, out texCoord0Offset);

                    if (texCoord0Exists)
                    {
                        IntPtr texCoord0Data = streamDataGCHandles[texCoord0Stream].AddrOfPinnedObject();

                        GL.EnableClientState(ArrayCap.TextureCoordArray);

                        TexCoordPointerType texCoord0PointerType = TexCoordPointerType.Float;

                        switch (texCoord0DataType)
                        {
                        case VertexLayout.Entry.DataTypes.Float2:
                            texCoord0PointerType = TexCoordPointerType.Float;
                            break;

                        case VertexLayout.Entry.DataTypes.float16_2:
                            texCoord0PointerType = TexCoordPointerType.HalfFloat;
                            break;

                        default:
                            break;
                        }

                        GL.TexCoordPointer(2, texCoord0PointerType, mesh.VertexStreams[texCoord0Stream].BytesPerVertex, texCoord0Data + texCoord0Offset);
                    }

                    //indices
                    GCHandle indexDataHandle = GCHandle.Alloc(mesh.IndexData, GCHandleType.Pinned);
                    IntPtr   indexData       = indexDataHandle.AddrOfPinnedObject();

                    GL.DrawElements(BeginMode.Triangles, (int)mesh.IndexCount, DrawElementsType.UnsignedShort, indexData);

                    indexDataHandle.Free();

                    GL.DisableClientState(ArrayCap.VertexArray);
                    GL.DisableClientState(ArrayCap.NormalArray);
                    GL.DisableClientState(ArrayCap.TextureCoordArray);

                    //free stream data handles
                    for (int j = 0; j < streamDataGCHandles.Length; ++j)
                    {
                        streamDataGCHandles[j].Free();
                    }
                }

                GL.UseProgram(0);

                GL.PopAttrib();
            }

            SwapBuffers();
        }