private void DrawModel(GLControl control, GFBMesh m, ShaderProgram shader) { foreach (var group in m.PolygonGroups) { if (group.faces.Count <= 3) { return; } var Material = m.ParentModel.header.Materials[group.MaterialIndex]; SetUniforms(m.GetMaterial(group), shader, m, m.DisplayId); SetUniformBlocks(m.GetMaterial(group), shader, m, m.DisplayId); SetBoneUniforms(control, shader, m); SetVertexAttributes(m, shader); SetTextureUniforms(m.GetMaterial(group), m, shader); if (m.IsSelected) { DrawModelSelection(group, shader); } else { if (Runtime.RenderModels) { GL.DrawElements(PrimitiveType.Triangles, group.displayFaceSize, DrawElementsType.UnsignedInt, group.Offset); } } } }
private static void SetUniforms(GFBMaterial mat, ShaderProgram shader, GFBMesh m, int id) { // Texture Maps /* shader.SetBoolToInt("useColorTex", false); * shader.SetBoolToInt("EmissionMaskUse", false); * shader.SetBoolToInt("SwitchPriority", false); * shader.SetBoolToInt("Layer1Enable", false); * shader.SetBoolToInt("AmbientMapEnable", false); * shader.SetBoolToInt("NormalMapEnable", false); * shader.SetBoolToInt("LightTableEnable", false); * shader.SetBoolToInt("BaseColorAddEnable", false); * shader.SetBoolToInt("SphereMapEnable", false); * shader.SetBoolToInt("EffectVal", false);*/ //Switch UVs shader.SetBoolToInt("SwitchEmissionMaskTexUV", false); shader.SetBoolToInt("SwitchAmbientTexUV", false); shader.SetBoolToInt("SwitchNormalMapUV", false); //UV Scale shader.SetFloat("ColorUVScaleU", 1); shader.SetFloat("ColorUVScaleV", 1); //UV Translate shader.SetFloat("ColorUVTranslateU", 0); shader.SetFloat("ColorUVTranslateV", 0); SetUniformData(mat, shader, "ColorUVScaleU"); SetUniformData(mat, shader, "ColorUVScaleV"); SetUniformData(mat, shader, "ColorUVTranslateU"); SetUniformData(mat, shader, "ColorUVTranslateV"); }
private static void SetBoneUniforms(GLControl control, ShaderProgram shader, GFBMesh mesh) { int i = 0; foreach (var bone in mesh.ParentModel.header.Skeleton.bones) { Matrix4 transform = bone.invert * bone.Transform; GL.UniformMatrix4(GL.GetUniformLocation(shader.programs[control], String.Format("bones[{0}]", i++)), false, ref transform); } /* foreach (var FaceGroup in fshp.Shape.FaceGroups) * { * if (FaceGroup.BoneIndexList == null) * continue; * * for (int i = 0; i < FaceGroup.BoneIndexList.Length; i++) * { * GL.Uniform1(GL.GetUniformLocation(shader.programs[control], String.Format("boneIds[{0}]", i)), FaceGroup.BoneIndexList[i]); * * Matrix4 transform = fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].invert * fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].Transform; * GL.UniformMatrix4(GL.GetUniformLocation(shader.programs[control], String.Format("bones[{0}]", i)), false, ref transform); * } * }*/ }
private void SetVertexAttributes(GFBMesh m, ShaderProgram shader) { GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 0); //+12 GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 12); //+12 GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 24); //+12 GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 36); //+8 GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 44); //+16 GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, GFBMesh.DisplayVertex.Size, new IntPtr(60)); //+16 GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 76); //+16 GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 92); //+8 GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 100); //+8 GL.VertexAttribPointer(shader.GetAttribute("vBinormal"), 3, VertexAttribPointerType.Float, false, GFBMesh.DisplayVertex.Size, 108); //+12 GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); }
private void SetUniformBlocks(GFBMaterial mat, ShaderProgram shader, GFBMesh m, int id) { /* shader.UniformBlockBinding("TexCoord1", 3); * GL.GetActiveUniformBlock(shader.program, * shader.GetUniformBlockIndex("TexCoord1"), * ActiveUniformBlockParameter.UniformBlockBinding, out int binding);*/ /* GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer); * GL.BufferData(BufferTarget.UniformBuffer, * (IntPtr)MTOBWrapper.TexCoord1.Size, * ref mat.TexCoord1Buffer, * BufferUsageHint.StaticDraw); * GL.BindBuffer(BufferTarget.UniformBuffer, 0); * GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, TexCoord1Buffer, (IntPtr)0, * MTOBWrapper.TexCoord1.Size); * GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer); * GL.BINDBUFFER*/ }
private static void SetTextureUniforms(GFBMaterial mat, GFBMesh m, ShaderProgram shader) { SetDefaultTextureAttributes(mat, shader); GL.ActiveTexture(TextureUnit.Texture0 + 1); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID); GL.Uniform1(shader["debugOption"], 2); GL.ActiveTexture(TextureUnit.Texture11); GL.Uniform1(shader["weightRamp1"], 11); GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient.Id); GL.ActiveTexture(TextureUnit.Texture12); GL.Uniform1(shader["weightRamp2"], 12); GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient2.Id); GL.ActiveTexture(TextureUnit.Texture10); GL.Uniform1(shader["UVTestPattern"], 10); GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID); shader.SetInt("RedChannel", 0); shader.SetInt("GreenChannel", 1); shader.SetInt("BlueChannel", 2); shader.SetInt("AlphaChannel", 3); LoadPBRMaps(shader); foreach (STGenericMatTexture matex in mat.TextureMaps) { if (matex.Type == STGenericMatTexture.TextureType.Diffuse) { shader.SetBoolToInt("HasDiffuse", true); TextureUniform(shader, mat, true, "DiffuseMap", matex); } } }