Esempio n. 1
0
 internal void Render(IRenderer renderer, GcmfRenderContext context)
 {
     foreach (GcmfTriangleStrip strip in Items)
     {
         strip.Render(renderer, context);
     }
 }
Esempio n. 2
0
        /// <summary>
        /// Render this Gcmf object using the given renderer.
        /// </summary>
        public void Render(IRenderer renderer)
        {
            GcmfRenderContext context = new GcmfRenderContext(this);

            // Set up the default transform matrix indexes in the context
            // Those may get patched later in each triangle mesh
            // Note that those are not re-set for every mesh!
            // The specific indexes set on one mesh may affect the next meshes
            Array.Copy(TransformMatrixDefaultIdxs, context.TransformMatrixIdxs, 8);

            // Set up the materials required to render each mesh
            for (int i = 0; i < Materials.Count; i++)
            {
                Materials[i].Render(renderer, i);
            }

            // Render each mesh
            for (int i = 0; i < Meshes.Count; i++)
            {
                renderer.BeginObject(string.Format("Mesh{0}", i));
                Meshes[i].RenderInternal(renderer, context);
                renderer.EndObject();
            }

            // Clean up the materials in order to have a clean ground for the next object
            renderer.ClearMaterialList();
        }
Esempio n. 3
0
        internal void Render(IRenderer renderer, GcmfRenderContext context)
        {
            // Convert GcmfVertex list to ModelVertex list
            ModelVertex[] modelVertices = new ModelVertex[Items.Count];
            for (int i = 0; i < Items.Count; i++)
            {
                GcmfVertex gcmfVtx = Items[i];

                // Copy the data from the GCMF vertex to the ModelVertex
                ModelVertex modelVtx = new ModelVertex()
                {
                    Position        = gcmfVtx.Position,
                    Normal          = gcmfVtx.Normal,
                    VertexColor     = gcmfVtx.VertexColor,
                    PrimaryTexCoord = gcmfVtx.PrimaryTexCoord
                };

                // Apply transformation matrices to the vertex
                if (gcmfVtx.TransformMatrixRef != null && gcmfVtx.TransformMatrixRef.Value != 0)
                {
                    if (gcmfVtx.TransformMatrixRef.Value > 24 || (gcmfVtx.TransformMatrixRef % 3) != 0)
                    {
                        throw new InvalidGmaFileException("Invalid TransformMatrixRef for the transform matrix rendering.");
                    }
                    int rIdx = (gcmfVtx.TransformMatrixRef.Value / 3) - 1;

                    if (context.TransformMatrixIdxs[rIdx] == byte.MaxValue)
                    {
                        throw new InvalidGmaFileException("The transform matrix associated to the matrix reference is not defined.");
                    }

                    // Transform the position and normal vectors according to the transform matrix
                    GcmfTransformMatrix tMtx = context.Gcmf.TransformMatrices[context.TransformMatrixIdxs[rIdx]];
                    modelVtx.Position = tMtx.TransformPosition(modelVtx.Position);
                    if (modelVtx.Normal != null)
                    {
                        modelVtx.Normal = tMtx.TransformNormal(modelVtx.Normal.Value);
                    }
                }

                modelVertices[i] = modelVtx;
            }

            // Write triangle strip
            renderer.WriteTriangleStrip(modelVertices);
        }
Esempio n. 4
0
        /// <summary>
        /// This is the same as render(), but it skips the material setup step,
        /// so when rendering all triangle meshes, they only need to be set up once.
        /// </summary>
        internal void RenderInternal(IRenderer renderer, GcmfRenderContext context)
        {
            /*
             * if (Layer == GcmfTriangleMeshLayer.Layer1)
             * {
             *  GL.Disable(EnableCap.Blend);
             *  GL.DepthMask(true);
             * }
             * else
             * {
             *  GL.DepthMask(false);
             *  GL.Enable(EnableCap.Blend);
             *  GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
             * }
             */

            // Set up the renderer according to the render flags set
            renderer.SetTwoSidedFaces((RenderFlags & RenderFlag.TwoSided) != 0);

            // Very rarely a mesh with a material id set to 0xFFFF ((ushort)-1) is seen.
            // I believe this is just a that it didn't have a material assigned.
            if (PrimaryMaterialIdx != ushort.MaxValue)
            {
                renderer.BindMaterial(PrimaryMaterialIdx);
            }
            else
            {
                renderer.UnbindMaterial();
            }

            // Patch the non-null default transformation matrix indexes (for obj1)
            // with the specific indexes set for this mesh
            for (int i = 0; i < TransformMatrixSpecificIdxsObj1.Length; i++)
            {
                if (TransformMatrixSpecificIdxsObj1[i] != byte.MaxValue)
                {
                    context.TransformMatrixIdxs[i] = TransformMatrixSpecificIdxsObj1[i];
                }
            }

            renderer.SetFrontFaceDirection(FrontFaceDirection.Ccw);
            Obj1StripsCcw.Render(renderer, context);

            renderer.SetFrontFaceDirection(FrontFaceDirection.Cw);
            Obj1StripsCw.Render(renderer, context);

            // Patch the non-null default transformation matrix indexes (for obj2)
            // with the specific indexes set for this mesh
            for (int i = 0; i < TransformMatrixSpecificIdxsObj2.Length; i++)
            {
                if (TransformMatrixSpecificIdxsObj2[i] != byte.MaxValue)
                {
                    context.TransformMatrixIdxs[i] = TransformMatrixSpecificIdxsObj2[i];
                }
            }

            renderer.SetFrontFaceDirection(FrontFaceDirection.Ccw);
            Obj2StripsCcw.Render(renderer, context);

            renderer.SetFrontFaceDirection(FrontFaceDirection.Cw);
            Obj2StripsCw.Render(renderer, context);
        }