Esempio n. 1
0
        public Renderer(Resource resource, TabControl mainTabs, string fileName, Package currentPackage)
        {
            CurrentPackage  = currentPackage;
            CurrentFileName = fileName;
            block           = resource.VBIB;
            data            = (BinaryKV3)resource.Blocks[BlockType.DATA];
            modelArguments  = (ArgumentDependencies)((ResourceEditInfo)resource.Blocks[BlockType.REDI]).Structs[ResourceEditInfo.REDIStruct.ArgumentDependencies];
            tabs            = mainTabs;

            MaterialLoader = new MaterialLoader(CurrentFileName, CurrentPackage);
        }
Esempio n. 2
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        public Renderer(TabControl mainTabs, string fileName, Package currentPackage)
        {
            MeshesToRender = new List <MeshObject>();
            Animations     = new List <Animation.Animation>();
            cameras        = new List <Tuple <string, Matrix4> >();

            CurrentPackage  = currentPackage;
            CurrentFileName = fileName;
            tabs            = mainTabs;

            Debug = new DebugUtil();

            Skeleton = new Skeleton(); // Default empty skeleton

            MaterialLoader = new MaterialLoader(CurrentFileName, CurrentPackage);
        }
        public Renderer(TabControl mainTabs, string fileName, Package currentPackage)
        {
            MeshesToRender = new List<MeshObject>();
            Animations = new List<Animation.Animation>();
            cameras = new List<Tuple<string, Matrix4>>();

            CurrentPackage = currentPackage;
            CurrentFileName = fileName;
            tabs = mainTabs;

            Debug = new DebugUtil();

            Skeleton = new Skeleton(); // Default empty skeleton

            MaterialLoader = new MaterialLoader(CurrentFileName, CurrentPackage);
        }
Esempio n. 4
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        public Renderer(TabControl mainTabs, string fileName, Package currentPackage, RenderSubject subjectType = RenderSubject.Unknown)
        {
            SubjectType = subjectType;

            PreciseTimer = new Stopwatch();
            PreciseTimer.Start();

            MeshesToRender = new List <MeshObject>();
            Animations     = new List <ValveResourceFormat.ResourceTypes.Animation.Animation>();
            cameras        = new List <Tuple <string, Matrix4> >();

            CurrentPackage  = currentPackage;
            CurrentFileName = fileName;
            tabs            = mainTabs;

            Debug = new DebugUtil();

            Skeleton = new Skeleton(); // Default empty skeleton

            MaterialLoader = new MaterialLoader(CurrentFileName, CurrentPackage);
        }
        private void SetupDrawCallMaterial(DrawCall drawCall, IDictionary <string, bool> shaderArguments, RenderMaterial material)
        {
            drawCall.Material = material;
            // Add shader parameters from material to the shader parameters from the draw call
            var combinedShaderParameters = shaderArguments
                                           .Concat(material.Material.GetShaderArguments())
                                           .ToDictionary(kvp => kvp.Key, kvp => kvp.Value);

            // Load shader
            drawCall.Shader = guiContext.ShaderLoader.LoadShader(drawCall.Material.Material.ShaderName, combinedShaderParameters);

            //Bind and validate shader
            GL.UseProgram(drawCall.Shader.Program);

            if (!drawCall.Material.Textures.ContainsKey("g_tTintMask"))
            {
                drawCall.Material.Textures.Add("g_tTintMask", MaterialLoader.CreateSolidTexture(1f, 1f, 1f));
            }

            if (!drawCall.Material.Textures.ContainsKey("g_tNormal"))
            {
                drawCall.Material.Textures.Add("g_tNormal", MaterialLoader.CreateSolidTexture(0.5f, 1f, 0.5f));
            }
        }
        private DrawCall CreateDrawCall(IKeyValueCollection objectDrawCall, VBIB vbib, GPUMeshBuffers gpuMeshBuffers, IDictionary <string, bool> shaderArguments, RenderMaterial material)
        {
            var drawCall = new DrawCall();

            switch (objectDrawCall.GetProperty <string>("m_nPrimitiveType"))
            {
            case "RENDER_PRIM_TRIANGLES":
                drawCall.PrimitiveType = PrimitiveType.Triangles;
                break;

            default:
                throw new Exception("Unknown PrimitiveType in drawCall! (" + objectDrawCall.GetProperty <string>("m_nPrimitiveType") + ")");
            }

            drawCall.Material = material;
            // Add shader parameters from material to the shader parameters from the draw call
            var combinedShaderParameters = shaderArguments
                                           .Concat(material.Material.GetShaderArguments())
                                           .ToDictionary(kvp => kvp.Key, kvp => kvp.Value);

            // Load shader
            drawCall.Shader = guiContext.ShaderLoader.LoadShader(drawCall.Material.Material.ShaderName, combinedShaderParameters);

            //Bind and validate shader
            GL.UseProgram(drawCall.Shader.Program);

            var indexBufferObject = objectDrawCall.GetSubCollection("m_indexBuffer");

            var indexBuffer = default(DrawBuffer);

            indexBuffer.Id       = Convert.ToUInt32(indexBufferObject.GetProperty <object>("m_hBuffer"));
            indexBuffer.Offset   = Convert.ToUInt32(indexBufferObject.GetProperty <object>("m_nBindOffsetBytes"));
            drawCall.IndexBuffer = indexBuffer;

            var indexElementSize = vbib.IndexBuffers[(int)drawCall.IndexBuffer.Id].Size;

            //drawCall.BaseVertex = Convert.ToUInt32(objectDrawCall.GetProperty<object>("m_nBaseVertex"));
            //drawCall.VertexCount = Convert.ToUInt32(objectDrawCall.GetProperty<object>("m_nVertexCount"));
            drawCall.StartIndex = Convert.ToUInt32(objectDrawCall.GetProperty <object>("m_nStartIndex")) * indexElementSize;
            drawCall.IndexCount = Convert.ToInt32(objectDrawCall.GetProperty <object>("m_nIndexCount"));

            if (objectDrawCall.ContainsKey("m_vTintColor"))
            {
                var tintColor = objectDrawCall.GetSubCollection("m_vTintColor").ToVector3();
                drawCall.TintColor = new OpenTK.Vector3(tintColor.X, tintColor.Y, tintColor.Z);
            }

            if (!drawCall.Material.Textures.ContainsKey("g_tTintMask"))
            {
                drawCall.Material.Textures.Add("g_tTintMask", MaterialLoader.CreateSolidTexture(1f, 1f, 1f));
            }

            if (!drawCall.Material.Textures.ContainsKey("g_tNormal"))
            {
                drawCall.Material.Textures.Add("g_tNormal", MaterialLoader.CreateSolidTexture(0.5f, 1f, 0.5f));
            }

            if (indexElementSize == 2)
            {
                //shopkeeper_vr
                drawCall.IndexType = DrawElementsType.UnsignedShort;
            }
            else if (indexElementSize == 4)
            {
                //glados
                drawCall.IndexType = DrawElementsType.UnsignedInt;
            }
            else
            {
                throw new Exception("Unsupported index type");
            }

            var m_vertexBuffers = objectDrawCall.GetSubCollection("m_vertexBuffers");
            var m_vertexBuffer  = m_vertexBuffers.GetSubCollection("0"); // TODO: Not just 0

            var vertexBuffer = default(DrawBuffer);

            vertexBuffer.Id       = Convert.ToUInt32(m_vertexBuffer.GetProperty <object>("m_hBuffer"));
            vertexBuffer.Offset   = Convert.ToUInt32(m_vertexBuffer.GetProperty <object>("m_nBindOffsetBytes"));
            drawCall.VertexBuffer = vertexBuffer;

            drawCall.VertexArrayObject = guiContext.MeshBufferCache.GetVertexArrayObject(
                vbib,
                drawCall.Shader,
                drawCall.VertexBuffer.Id,
                drawCall.IndexBuffer.Id);

            return(drawCall);
        }
Esempio n. 7
0
        /* Construct a mesh object from it's resource */
        public void LoadFromResource(MaterialLoader materialLoader)
        {
            if (Resource != null)
            {
                var block          = Resource.VBIB;
                var data           = (BinaryKV3)Resource.Blocks[BlockType.DATA];
                var modelArguments = (ArgumentDependencies)((ResourceEditInfo)Resource.Blocks[BlockType.REDI]).Structs[ResourceEditInfo.REDIStruct.ArgumentDependencies];

                var vertexBuffers = new uint[block.VertexBuffers.Count];
                var indexBuffers  = new uint[block.IndexBuffers.Count];

                GL.GenBuffers(block.VertexBuffers.Count, vertexBuffers);
                GL.GenBuffers(block.IndexBuffers.Count, indexBuffers);

                for (var i = 0; i < block.VertexBuffers.Count; i++)
                {
                    GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffers[i]);
                    GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(block.VertexBuffers[i].Count * block.VertexBuffers[i].Size), block.VertexBuffers[i].Buffer, BufferUsageHint.StaticDraw);

                    var verticeBufferSize = 0;
                    GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out verticeBufferSize);
                }

                for (var i = 0; i < block.IndexBuffers.Count; i++)
                {
                    GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffers[i]);
                    GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(block.IndexBuffers[i].Count * block.IndexBuffers[i].Size), block.IndexBuffers[i].Buffer, BufferUsageHint.StaticDraw);

                    var indiceBufferSize = 0;
                    GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out indiceBufferSize);
                }

                //Prepare drawcalls
                var a = (KVObject)data.Data.Properties["m_sceneObjects"].Value;

                for (var b = 0; b < a.Properties.Count; b++)
                {
                    var c = (KVObject)((KVObject)a.Properties[b.ToString()].Value).Properties["m_drawCalls"].Value;

                    for (var i = 0; i < c.Properties.Count; i++)
                    {
                        var d = (KVObject)c.Properties[i.ToString()].Value;

                        var materialName = d.Properties["m_material"].Value.ToString();

                        if (SkinMaterials.Any())
                        {
                            materialName = SkinMaterials[i];
                        }

                        var material = materialLoader.GetMaterial(materialName);

                        // TODO: Don't pass around so much shit
                        var drawCall = CreateDrawCall(d.Properties, vertexBuffers, indexBuffers, modelArguments, Resource.VBIB, material);
                        DrawCalls.Add(drawCall);
                    }
                }

                DrawCalls = DrawCalls.OrderBy(x => x.Material.Name).ToList();

                // No longer need the resource, we extracted all data
                Resource = null;
            }
        }
        //Set up a draw call
        private DrawCall CreateDrawCall(Dictionary <string, KVValue> drawProperties, uint[] vertexBuffers, uint[] indexBuffers, ArgumentDependencies modelArguments, VBIB block, Material material)
        {
            var drawCall = new DrawCall();

            switch (drawProperties["m_nPrimitiveType"].Value.ToString())
            {
            case "RENDER_PRIM_TRIANGLES":
                drawCall.PrimitiveType = PrimitiveType.Triangles;
                break;

            default:
                throw new Exception("Unknown PrimitiveType in drawCall! (" + drawProperties["m_nPrimitiveType"].Value + ")");
            }

            drawCall.Material = material;

            // Load shader
            drawCall.Shader = ShaderLoader.LoadShader(drawCall.Material.Parameters.ShaderName, modelArguments);

            //Bind and validate shader
            GL.UseProgram(drawCall.Shader.Program);

            var f = (KVObject)drawProperties["m_indexBuffer"].Value;

            var indexBuffer = default(DrawBuffer);

            indexBuffer.Id       = Convert.ToUInt32(f.Properties["m_hBuffer"].Value);
            indexBuffer.Offset   = Convert.ToUInt32(f.Properties["m_nBindOffsetBytes"].Value);
            drawCall.IndexBuffer = indexBuffer;

            var bufferSize = block.IndexBuffers[(int)drawCall.IndexBuffer.Id].Size;

            drawCall.BaseVertex  = Convert.ToUInt32(drawProperties["m_nBaseVertex"].Value);
            drawCall.VertexCount = Convert.ToUInt32(drawProperties["m_nVertexCount"].Value);
            drawCall.StartIndex  = Convert.ToUInt32(drawProperties["m_nStartIndex"].Value) * bufferSize;
            drawCall.IndexCount  = Convert.ToInt32(drawProperties["m_nIndexCount"].Value);

            if (drawProperties.ContainsKey("m_vTintColor"))
            {
                var tint = (KVObject)drawProperties["m_vTintColor"].Value;
                drawCall.TintColor = new Vector3(
                    Convert.ToSingle(tint.Properties["0"].Value),
                    Convert.ToSingle(tint.Properties["1"].Value),
                    Convert.ToSingle(tint.Properties["2"].Value));

                if (!drawCall.Material.Textures.ContainsKey("g_tTintMask"))
                {
                    drawCall.Material.Textures.Add("g_tTintMask", MaterialLoader.CreateSolidTexture(1f, 1f, 1f));
                }
            }

            if (bufferSize == 2)
            {
                //shopkeeper_vr
                drawCall.IndiceType = DrawElementsType.UnsignedShort;
            }
            else if (bufferSize == 4)
            {
                //glados
                drawCall.IndiceType = DrawElementsType.UnsignedInt;
            }
            else
            {
                throw new Exception("Unsupported indice type");
            }

            var g = (KVObject)drawProperties["m_vertexBuffers"].Value;
            var h = (KVObject)g.Properties["0"].Value; // TODO: Not just 0

            var vertexBuffer = default(DrawBuffer);

            vertexBuffer.Id       = Convert.ToUInt32(h.Properties["m_hBuffer"].Value);
            vertexBuffer.Offset   = Convert.ToUInt32(h.Properties["m_nBindOffsetBytes"].Value);
            drawCall.VertexBuffer = vertexBuffer;

            GL.GenVertexArrays(1, out uint vertexArrayObject);
            drawCall.VertexArrayObject = vertexArrayObject;

            GL.BindVertexArray(drawCall.VertexArrayObject);
            GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffers[drawCall.VertexBuffer.Id]);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffers[drawCall.IndexBuffer.Id]);

            var curVertexBuffer = block.VertexBuffers[(int)drawCall.VertexBuffer.Id];
            var texCoordNum     = 0;

            foreach (var attribute in curVertexBuffer.Attributes)
            {
                var attributeName = "v" + attribute.Name;

                // TODO: other params too?
                if (attribute.Name == "TEXCOORD" && texCoordNum++ > 0)
                {
                    attributeName += texCoordNum;
                }

                BindVertexAttrib(attribute, attributeName, drawCall.Shader.Program, (int)curVertexBuffer.Size);
            }

            GL.BindVertexArray(0);

            return(drawCall);
        }