コード例 #1
0
ファイル: DrawingData.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Model initialization
        /// </summary>
        /// <param name="game">Game</param>
        /// <param name="bufferManager">Buffer manager</param>
        /// <param name="modelContent">Model content</param>
        /// <param name="description">Data description</param>
        /// <returns>Returns the generated drawing data objects</returns>
        public static DrawingData Build(Game game, BufferManager bufferManager, ModelContent modelContent, DrawingDataDescription description)
        {
            DrawingData res = new DrawingData(bufferManager);

            //Animation
            if (description.LoadAnimation)
            {
                InitializeSkinningData(ref res, modelContent);
            }

            //Images
            InitializeTextures(ref res, game, modelContent, description.TextureCount);

            //Materials
            InitializeMaterials(ref res, modelContent);

            //Skins & Meshes
            InitializeGeometry(ref res, modelContent, description);

            //Update meshes into device
            InitializeMeshes(ref res, bufferManager, description.Instanced ? description.Instances : 0);

            //Lights
            InitializeLights(ref res, modelContent);

            return(res);
        }
コード例 #2
0
ファイル: DrawingData.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Initialize materials
        /// </summary>
        /// <param name="drw">Drawing data</param>
        /// <param name="modelContent">Model content</param>
        private static void InitializeMaterials(ref DrawingData drw, ModelContent modelContent)
        {
            foreach (string mat in modelContent.Materials?.Keys)
            {
                var effectInfo = modelContent.Materials[mat];

                MeshMaterial meshMaterial = new MeshMaterial()
                {
                    Material          = new Material(effectInfo),
                    EmissionTexture   = drw.Textures[effectInfo.EmissionTexture],
                    AmbientTexture    = drw.Textures[effectInfo.AmbientTexture],
                    DiffuseTexture    = drw.Textures[effectInfo.DiffuseTexture],
                    SpecularTexture   = drw.Textures[effectInfo.SpecularTexture],
                    ReflectiveTexture = drw.Textures[effectInfo.ReflectiveTexture],
                    NormalMap         = drw.Textures[effectInfo.NormalMapTexture],
                };

                drw.Materials.Add(mat, meshMaterial);
            }
        }
コード例 #3
0
ファイル: DrawingData.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Initialize lights
        /// </summary>
        /// <param name="drw">Drawing data</param>
        /// <param name="modelContent">Model content</param>
        private static void InitializeLights(ref DrawingData drw, ModelContent modelContent)
        {
            List <SceneLight> lights = new List <SceneLight>();

            foreach (var key in modelContent.Lights.Keys)
            {
                var l = modelContent.Lights[key];

                if (l.LightType == LightContentTypes.Point)
                {
                    lights.Add(l.CreatePointLight());
                }
                else if (l.LightType == LightContentTypes.Spot)
                {
                    lights.Add(l.CreateSpotLight());
                }
            }

            drw.Lights = lights.ToArray();
        }
コード例 #4
0
ファイル: DrawingData.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Initialize mesh buffers in the graphics device
        /// </summary>
        /// <param name="drw">Drawing data</param>
        /// <param name="game">Game</param>
        private static void InitializeMeshes(ref DrawingData drw, BufferManager bufferManager, int instances)
        {
            foreach (var dictionary in drw.Meshes.Values)
            {
                foreach (var mesh in dictionary.Values)
                {
                    //Vertices
                    mesh.VertexBuffer = bufferManager.Add(mesh.Name, mesh.Vertices.ToArray(), false, instances);

                    if (mesh.Indexed)
                    {
                        //Indices
                        mesh.IndexBuffer = bufferManager.Add(mesh.Name, mesh.Indices.ToArray(), false);
                    }
                    else
                    {
                        mesh.IndexBuffer = new BufferDescriptor(-1, -1, 0);
                    }
                }
            }
        }
コード例 #5
0
ファイル: DrawingData.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Initialize skinning data
        /// </summary>
        /// <param name="drw">Drawing data</param>
        /// <param name="modelContent">Model content</param>
        private static void InitializeSkinningData(ref DrawingData drw, ModelContent modelContent)
        {
            if (modelContent.SkinningInfo?.Count > 0)
            {
                //Use the definition to read animation data into a clip dictionary
                foreach (var sInfo in modelContent.SkinningInfo.Values)
                {
                    if (drw.SkinningData != null)
                    {
                        continue;
                    }

                    drw.SkinningData = new SkinningData(sInfo.Skeleton);

                    var animations = InitializeJoints(modelContent, sInfo.Skeleton.Root, sInfo.Controllers);

                    drw.SkinningData.Initialize(
                        animations,
                        modelContent.Animations.Definition);
                }
            }
        }
コード例 #6
0
ファイル: DrawingData.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Initialize textures
        /// </summary>
        /// <param name="drw">Drawing data</param>
        /// <param name="game">Game</param>
        /// <param name="modelContent">Model content</param>
        /// <param name="textureCount">Texture count</param>
        private static void InitializeTextures(ref DrawingData drw, Game game, ModelContent modelContent, int textureCount)
        {
            if (modelContent.Images != null)
            {
                foreach (string images in modelContent.Images.Keys)
                {
                    var info = modelContent.Images[images];

                    var view = game.ResourceManager.CreateResource(info);
                    if (view != null)
                    {
                        drw.Textures.Add(images, view);

                        //Set the maximum texture index in the model
                        if (info.Count > textureCount)
                        {
                            textureCount = info.Count;
                        }
                    }
                }
            }
        }
コード例 #7
0
ファイル: DrawingData.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Initilize geometry
        /// </summary>
        /// <param name="drw">Drawing data</param>
        /// <param name="modelContent">Model content</param>
        /// <param name="description">Description</param>
        private static void InitializeGeometry(ref DrawingData drw, ModelContent modelContent, DrawingDataDescription description)
        {
            List <Triangle> volumeMesh = new List <Triangle>();

            foreach (string meshName in modelContent.Geometry.Keys)
            {
                //Get skinning data
                var isSkinned = ReadSkinningData(
                    description, modelContent, meshName,
                    out var bindShapeMatrix, out var weights, out var jointNames);

                //Process the mesh geometry material by material
                var dictGeometry = modelContent.Geometry[meshName];

                foreach (string material in dictGeometry.Keys)
                {
                    var geometry = dictGeometry[material];
                    if (geometry.IsVolume)
                    {
                        //If volume, store position only
                        volumeMesh.AddRange(geometry.GetTriangles());
                    }
                    else
                    {
                        //Get vertex type
                        var vertexType = GetVertexType(description, drw.Materials, geometry.VertexType, isSkinned, material);

                        //Process the vertex data
                        ProcessVertexData(
                            description, geometry, vertexType,
                            out var vertices, out var indices);

                        for (int i = 0; i < vertices.Length; i++)
                        {
                            vertices[i] = vertices[i].Transform(bindShapeMatrix);
                        }

                        //Convert the vertex data to final mesh data
                        var vertexList = VertexData.Convert(
                            vertexType,
                            vertices,
                            weights,
                            jointNames);

                        if (vertexList.Any())
                        {
                            //Create and store the mesh into the drawing data
                            Mesh nMesh = new Mesh(
                                meshName,
                                geometry.Topology,
                                vertexList.ToArray(),
                                indices);

                            drw.Meshes.Add(meshName, geometry.Material, nMesh);
                        }
                    }
                }
            }

            drw.VolumeMesh = volumeMesh.ToArray();
        }
コード例 #8
0
ファイル: BaseModel.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Base model
        /// </summary>
        /// <param name="scene">Scene</param>
        /// <param name="description">Object description</param>
        protected BaseModel(Scene scene, BaseModelDescription description)
            : base(scene, description)
        {
            var desc = new DrawingDataDescription()
            {
                Instanced      = description.Instanced,
                Instances      = description.Instances,
                LoadAnimation  = description.LoadAnimation,
                LoadNormalMaps = description.LoadNormalMaps,
                TextureCount   = this.TextureCount,
                DynamicBuffers = description.Dynamic,
            };

            IEnumerable <ModelContent> geo;

            if (!string.IsNullOrEmpty(description.Content.ModelContentFilename))
            {
                string contentFile = Path.Combine(description.Content.ContentFolder, description.Content.ModelContentFilename);
                var    contentDesc = Helper.DeserializeFromFile <ModelContentDescription>(contentFile);
                var    loader      = contentDesc.GetLoader();
                geo = loader.Load(description.Content.ContentFolder, contentDesc);
            }
            else if (description.Content.ModelContentDescription != null)
            {
                var loader = description.Content.ModelContentDescription.GetLoader();
                geo = loader.Load(description.Content.ContentFolder, description.Content.ModelContentDescription);
            }
            else if (description.Content.ModelContent != null)
            {
                geo = new[] { description.Content.ModelContent };
            }
            else
            {
                throw new EngineException("No geometry found in description.");
            }

            if (geo.Count() == 1)
            {
                var iGeo = geo.First();

                if (description.Optimize)
                {
                    iGeo.Optimize();
                }

                var drawable = DrawingData.Build(this.Game, this.BufferManager, iGeo, desc);

                this.meshesByLOD.Add(LevelOfDetail.High, drawable);
            }
            else
            {
                var content = new LevelOfDetailModelContent(geo, description.Optimize);

                foreach (var lod in content.Keys)
                {
                    if (this.defaultLevelOfDetail == LevelOfDetail.None)
                    {
                        this.defaultLevelOfDetail = lod;
                    }

                    var drawable = DrawingData.Build(this.Game, this.BufferManager, content[lod], desc);

                    this.meshesByLOD.Add(lod, drawable);
                }
            }

            this.UseAnisotropicFiltering = description.UseAnisotropicFiltering;
        }