コード例 #1
0
ファイル: BasicModel.cs プロジェクト: hatano0x06/Coroppoxus
        /// BasicProgram を指定した描画(一番オリジナルに近い形)
        public void Draw(
            GraphicsContext graphics,
            BasicProgram program
            )
        {
            List <LocalPart> localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            // パーツの描画
            foreach (LocalPart localPart in localPartList)
            {
                if (localPart.material != null)
                {
                    setPolygonMode(graphics, localPart.material);
                    program.SetMaterial(ref localPart.material);
                    setLayers(graphics, program, localPart.material);
                }

                program.SetMatrixPalette(localPart.worldCount, ref localPart.matrixPalette);
                program.Update();

                graphics.SetVertexBuffer(0, localPart.vertexBuffer);
                graphics.DrawArrays(localPart.primitives);
            }
        }
コード例 #2
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 /// コンテナに BasicProgram の読み込みを行う
 public BasicProgram Load( string key, string vsfilename, string fsfilename )
 {
     BasicProgram ret = this.Find( key );
     if( ret == null ){
         ret = this.Regist( key, new BasicProgram( vsfilename, fsfilename ) );
     }
     return ret;
 }
コード例 #3
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    /// BasicProgram の登録
    public BasicProgram Regist( string key, BasicProgram shader )
    {
        if( Find( key ) != null ){
            return null;
        }
        shaderTable[ key ] = shader;

        return shader;
    }
コード例 #4
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        /// BasicProgram の登録
        public BasicProgram Regist( string key, BasicProgram shader )
        {
            if( Find( key ) != null ){
            return null;
            }
            shaderTable[ key ] = shader;

            return shader;
        }
コード例 #5
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ファイル: BasicModel.cs プロジェクト: hatano0x06/Coroppoxus
        /// 指定 BasicProgram を必ず利用して描画する

        /**
         * Material は、BasicModel に設定された Material を利用する
         */
        public void Draw(GraphicsContext graphics,
                         BasicProgram program,
                         Matrix4 viewProj,
                         Vector4 eye)
        {
            List <LocalPart> localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            // パーツの描画
            foreach (LocalPart localPart in localPartList)
            {
                if (localPart.material != null)
                {
                    setPolygonMode(graphics, localPart.material);

                    // [note] local 参照なしの変数(だが、debug用途に残しておきたい)

                    /*
                     * int worldCount = localPart.worldCount;
                     * bool texAnim = localPart.material.UseTexAnim;
                     * int texCount = (localPart.material.Layers.Length <= 3) ? localPart.material.Layers.Length : 3;
                     */

                    graphics.SetShaderProgram(program);

                    program.SetViewProj(viewProj);

                    program.SetMaterial(ref localPart.material);

                    if (localPart.material.LightEnable != 0)
                    {
                        program.SetLightCount(lightCount);
                        program.SetLights(ref localPart.matrixPalette[0], ref eye, ref lights);
                    }
                    else
                    {
                        program.SetLightCount(0);
                    }

                    setLayers(graphics, program, localPart.material);

                    program.SetMatrixPalette(localPart.worldCount, ref localPart.matrixPalette);
                    program.Update();
                }

                graphics.SetVertexBuffer(0, localPart.vertexBuffer);
                graphics.DrawArrays(localPart.primitives);
            }
        }
コード例 #6
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 public BasicProgram Find( BasicShaderName name )
 {
     string key = name.Key();
     
     BasicProgram ret = Find( key );
     if( ret == null ){
         string nameVS = name.VSName();
         string nameFS = name.FSName();
         try{
             ret = Load( key, shaderRoot +  nameVS + ".vp.cgx", shaderRoot + nameFS + ".fp.cgx" );
             // 開発用シェーダ
             // ret = Load( key, shaderRoot +  "_testVSH.vp.cgx", shaderRoot + "_testFSH.fp.cgx" );
         }catch( System.IO.FileLoadException ){
             ret = Find( "ASSERT" );
         }
     }
     return ret;
 }
コード例 #7
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        /// Material::Layer の設定を Shader に作用する
        void setLayers( 
                    GraphicsContext graphics,
                    BasicProgram program,
                    BasicMaterial material
                     )
        {
            if( material.Layers == null ){
            return ;
            }

            Texture texture = null ;

            int layerCount = (material.Layers.Length <= 3) ? material.Layers.Length : 3;

            program.SetTexCount( layerCount );

            int texID = 0;
            if( NormalizeCubeMap != null ){
            graphics.SetTexture( texID, NormalizeCubeMap );
            texID++;
            }

            for( int i = 0; i < layerCount; i++ ){
            BasicLayer layer = material.Layers[ i ];
            texture = Textures[ layer.Texture ].Texture ;

            if( texture != null ){
                // TexAnimation
                if( layer.TexAnimBoneIdx >= 0 ){
                    Vector3 st = new Vector3();

                    st.X = 1.0f - Bones[ layer.TexAnimBoneIdx ].Scaling.X;
                    st.Y = 1.0f - Bones[ layer.TexAnimBoneIdx ].Scaling.Y;
                    st.Z = 1.0f - Bones[ layer.TexAnimBoneIdx ].Scaling.Z;
                    texAnims[ i ] = Matrix4.Transformation( Bones[ layer.TexAnimBoneIdx ].Translation + st,
                                                            Bones[ layer.TexAnimBoneIdx ].Rotation,
                                                            Bones[ layer.TexAnimBoneIdx ].Scaling ) ;
                }else{
                    texAnims[ i ] = Matrix4.Identity;
                }
                texture.SetWrap( (TextureWrapMode)layer.TexWrapU,
                                 (TextureWrapMode)layer.TexWrapV );
                texture.SetFilter( (TextureFilterMode)layer.magFilter,
                                   (TextureFilterMode)layer.minFilter,
                                   (TextureFilterMode)layer.mipFilter );
                //                graphics.SetTexture( i + 1, texture );
                graphics.SetTexture( texID, texture );
                texID++;
            }
            program.SetTexMtx( texAnims );
            program.SetTexCoord( i, material.Layers[ i ].TexCoord );
            program.SetTangentID( material.Layers[ i ].TangentID );
            program.SetTexType( i, material.Layers[ i ].TexType );
            program.SetTexBlendFunc( i, material.Layers[ i ].TexBlendFunc );
            }
        }
コード例 #8
0
        /// BasicProgram を指定した描画(一番オリジナルに近い形)
        public void Draw( 
                     GraphicsContext graphics, 
                     BasicProgram program
                      )
        {
            List< LocalPart > localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            // パーツの描画
            foreach( LocalPart localPart in localPartList ){
            if( localPart.material != null ){
                setPolygonMode( graphics, localPart.material );
                program.SetMaterial( ref localPart.material );
                setLayers( graphics, program, localPart.material );
            }

            program.SetMatrixPalette( localPart.worldCount, ref localPart.matrixPalette );
            program.Update();

            graphics.SetVertexBuffer( 0, localPart.vertexBuffer ) ;
            graphics.DrawArrays( localPart.primitives ) ;
            }
        }
コード例 #9
0
        /// 指定 BasicProgram を必ず利用して描画する
        /**
         * Material は、BasicModel に設定された Material を利用する
         */
        public void Draw( GraphicsContext graphics,
                      BasicProgram program,
                      Matrix4 viewProj,
                      Vector4 eye )
        {
            List< LocalPart > localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            // パーツの描画
            foreach( LocalPart localPart in localPartList ){
            if( localPart.material != null ){
                setPolygonMode( graphics, localPart.material );

                // [note] local 参照なしの変数(だが、debug用途に残しておきたい)
                /*
                 * int worldCount = localPart.worldCount;
                 * bool texAnim = localPart.material.UseTexAnim;
                 *int texCount = (localPart.material.Layers.Length <= 3) ? localPart.material.Layers.Length : 3;
                 */

                graphics.SetShaderProgram( program );

                program.SetViewProj( viewProj );

                program.SetMaterial( ref localPart.material );

                if( localPart.material.LightEnable != 0 ){
                    program.SetLightCount( lightCount );
                    program.SetLights( ref localPart.matrixPalette[ 0 ], ref eye, ref lights );
                }else{
                    program.SetLightCount( 0 );
                }

                setLayers( graphics, program, localPart.material );

                program.SetMatrixPalette( localPart.worldCount, ref localPart.matrixPalette );
                program.Update();
            }

            graphics.SetVertexBuffer( 0, localPart.vertexBuffer ) ;
            graphics.DrawArrays( localPart.primitives ) ;
            }
        }
コード例 #10
0
ファイル: BasicModel.cs プロジェクト: hatano0x06/Coroppoxus
        /// Material::Layer の設定を Shader に作用する
        void setLayers(
            GraphicsContext graphics,
            BasicProgram program,
            BasicMaterial material
            )
        {
            if (material.Layers == null)
            {
                return;
            }

            Texture texture = null;

            int layerCount = (material.Layers.Length <= 3) ? material.Layers.Length : 3;

            program.SetTexCount(layerCount);

            int texID = 0;

            if (NormalizeCubeMap != null)
            {
                graphics.SetTexture(texID, NormalizeCubeMap);
                texID++;
            }

//		bool flag = false;
            for (int i = 0; i < layerCount; i++)
            {
                BasicLayer layer = material.Layers[i];
//			Console.WriteLine(layer.Texture);
//			layer.Texture = 5;

                /*
                 * if(flag == false){
                 * layer.Texture = 0;
                 * flag = true;
                 * }
                 */
                texture = Textures[layer.Texture].Texture;
//            texture = Textures[ 1 ].Texture ;

                if (texture != null)
                {
                    // TexAnimation
                    if (layer.TexAnimBoneIdx >= 0)
                    {
                        Vector3 st = new Vector3();


                        st.X        = 1.0f - Bones[layer.TexAnimBoneIdx].Scaling.X;
                        st.Y        = 1.0f - Bones[layer.TexAnimBoneIdx].Scaling.Y;
                        st.Z        = 1.0f - Bones[layer.TexAnimBoneIdx].Scaling.Z;
                        texAnims[i] = Matrix4.Transformation(Bones[layer.TexAnimBoneIdx].Translation + st,
                                                             Bones[layer.TexAnimBoneIdx].Rotation,
                                                             Bones[layer.TexAnimBoneIdx].Scaling);
                    }
                    else
                    {
                        texAnims[i] = Matrix4.Identity;
                    }
                    texture.SetWrap((TextureWrapMode)layer.TexWrapU,
                                    (TextureWrapMode)layer.TexWrapV);
                    texture.SetFilter((TextureFilterMode)layer.magFilter,
                                      (TextureFilterMode)layer.minFilter,
                                      (TextureFilterMode)layer.mipFilter);
                    //                graphics.SetTexture( i + 1, texture );
                    graphics.SetTexture(texID, texture);
                    texID++;
                }
                program.SetTexMtx(texAnims);
                program.SetTexCoord(i, material.Layers[i].TexCoord);
                program.SetTangentID(material.Layers[i].TangentID);
                program.SetTexType(i, material.Layers[i].TexType);
                program.SetTexBlendFunc(i, material.Layers[i].TexBlendFunc);
            }
        }
コード例 #11
0
ファイル: BasicModel.cs プロジェクト: hatano0x06/Coroppoxus
        /// BasicMaterial に設定された ShaderName から、ShaderProgram を探して描画する
        public void Draw(
            GraphicsContext graphics,
            ShaderContainer shaderContainer,
            Matrix4 viewProj,
            Vector4 eye,
            float Brightness
            )
        {
            foreach (var bone in Bones)
            {
                int worldCount = 0;
//			sky00_nami;
//				bone.Name = "sky00_nami";
                int[] blendBones = bone.BlendBones;
                if (blendBones == null)
                {
                    worldCount      = 1;
                    matrixBuffer    = new Matrix4[1];
                    matrixBuffer[0] = bone.WorldMatrix;
                }
                else
                {
                    int blendCount = blendBones.Length;
                    if (blendCount > matrixBuffer.Length)
                    {
                        matrixBuffer = new Matrix4[blendCount];
                    }
                    for (int i = 0; i < blendCount; i++)
                    {
                        matrixBuffer[i] = Bones[blendBones[i]].WorldMatrix * bone.BlendOffsets[i];
                    }
                }
                int[] blendSubset = defaultBlendSubset;
                foreach (var index in bone.DrawParts)
                {
                    BasicPart part = Parts[index];
                    foreach (var mesh in part.Meshes)
                    {
                        if (blendBones != null && blendSubset != mesh.BlendSubset)
                        {
                            blendSubset = (mesh.BlendSubset != null) ? mesh.BlendSubset : defaultBlendSubset;
                            worldCount  = blendSubset.Length;
                            if (worldCount > blendBones.Length)
                            {
                                worldCount = blendBones.Length;
                            }
                        }

                        BasicMaterial material = Materials[mesh.Material];

                        if (material != null)
                        {
                            setPolygonMode(graphics, material);

                            BasicProgram program = findBasicProgram(shaderContainer, material, worldCount, this.lightCount);
                            graphics.SetShaderProgram(program);

                            program.SetViewProj(viewProj);

                            program.SetMaterial(ref material);
                            if (material.LightEnable != 0)
                            {
                                program.SetLightCount(lightCount);
                                program.SetLights(ref matrixBuffer[0], ref eye, ref lights);
                            }
                            else
                            {
                                program.SetLightCount(0);
                            }
                            program.SetRateLight(Brightness);

                            setLayers(graphics, program, material);

                            program.SetWorldCount(worldCount);
                            for (int i = 0; i < worldCount; i++)
                            {
                                program.SetMatrixPalette(i, ref matrixBuffer[blendSubset[i]]);
                            }

                            program.Update();
                        }

                        graphics.SetVertexBuffer(0, mesh.VertexBuffer);
                        graphics.DrawArrays(mesh.Primitives);
                    }
                }
            }
        }