GetMaterial() public method

public GetMaterial ( string name ) : Material
name string
return Material
コード例 #1
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;
            }
        }
コード例 #2
0
        private void MeshControl_Load(object sender, EventArgs e)
        {
            meshControl.MakeCurrent();

            Console.WriteLine("OpenGL version: " + GL.GetString(StringName.Version));
            Console.WriteLine("OpenGL vendor: " + GL.GetString(StringName.Vendor));
            Console.WriteLine("GLSL version: " + GL.GetString(StringName.ShadingLanguageVersion));

            CheckOpenGL();
            LoadBoundingBox();

            GL.Enable(EnableCap.DepthTest);

            GL.ClearColor(Settings.BackgroundColor);

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            InitializeInputTick();

            ActiveCamera = new Camera(tabs.Width, tabs.Height, MinBounds, MaxBounds);

            Console.WriteLine("Setting up buffers..");

            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);

            Console.WriteLine(block.VertexBuffers.Count + " vertex buffers");
            Console.WriteLine(block.IndexBuffers.Count + " index buffers");

            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);
            }

            Console.WriteLine("Pushed buffers");

            //Prepare drawcalls
            var a = (KVObject)data.Data.Properties["m_sceneObjects"].Value;
            var b = (KVObject)a.Properties["0"].Value;
            var c = (KVObject)b.Properties["m_drawCalls"].Value;

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

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

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

                drawCall.BaseVertex  = Convert.ToUInt32(d.Properties["m_nBaseVertex"].Value);
                drawCall.VertexCount = Convert.ToUInt32(d.Properties["m_nVertexCount"].Value);
                drawCall.StartIndex  = Convert.ToUInt32(d.Properties["m_nStartIndex"].Value);
                drawCall.IndexCount  = Convert.ToUInt32(d.Properties["m_nIndexCount"].Value);

                drawCall.Material = MaterialLoader.GetMaterial(d.Properties["m_material"].Value.ToString(), MaxTextureMaxAnisotropy);

                drawCall.MaterialID = drawCall.Material.TextureIDs["g_tColor"];

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

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

                var f = (KVObject)d.Properties["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;

                if (block.IndexBuffers[(int)drawCall.IndexBuffer.Id].Size == 2)
                {
                    //shopkeeper_vr
                    drawCall.IndiceType = DrawElementsType.UnsignedShort;
                }
                else if (block.IndexBuffers[(int)drawCall.IndexBuffer.Id].Size == 4)
                {
                    //glados
                    drawCall.IndiceType = DrawElementsType.UnsignedInt;
                }
                else
                {
                    throw new Exception("Unsupported indice type");
                }

                var g = (KVObject)d.Properties["m_vertexBuffers"].Value;
                var h = (KVObject)g.Properties["0"].Value;

                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 drawCall.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 texcoordSet     = false;
                foreach (var attribute in curVertexBuffer.Attributes)
                {
                    switch (attribute.Name)
                    {
                    case "POSITION":
                        BindVertexAttrib(attribute, "vPosition", drawCall.Shader, (int)curVertexBuffer.Size);
                        break;

                    case "NORMAL":
                        BindVertexAttrib(attribute, "vNormal", drawCall.Shader, (int)curVertexBuffer.Size);
                        break;

                    case "TEXCOORD":
                        // Ignore second set of texcoords
                        if (texcoordSet)
                        {
                            break;
                        }

                        BindVertexAttrib(attribute, "vTexCoord", drawCall.Shader, (int)curVertexBuffer.Size);

                        texcoordSet = true;
                        break;

                    case "TANGENT":
                        BindVertexAttrib(attribute, "vTangent", drawCall.Shader, (int)curVertexBuffer.Size);
                        break;

                    case "BLENDINDICES":
                        BindVertexAttrib(attribute, "vBlendIndices", drawCall.Shader, (int)curVertexBuffer.Size);
                        break;

                    case "BLENDWEIGHT":
                        BindVertexAttrib(attribute, "vBlendWeight", drawCall.Shader, (int)curVertexBuffer.Size);
                        break;
                    }
                }

                if (drawCall.Material.IntParams.ContainsKey("F_ALPHA_TEST") && drawCall.Material.IntParams["F_ALPHA_TEST"] == 1)
                {
                    GL.Enable(EnableCap.AlphaTest);

                    if (drawCall.Material.FloatParams.ContainsKey("g_flAlphaTestReference"))
                    {
                        var alphaReference = GL.GetUniformLocation(drawCall.Shader, "alphaReference");
                        GL.Uniform1(alphaReference, drawCall.Material.FloatParams["g_flAlphaTestReference"]);
                    }
                }

                if (drawCall.Material.IntParams.ContainsKey("F_TRANSLUCENT") && drawCall.Material.IntParams["F_TRANSLUCENT"] == 1)
                {
                    GL.Enable(EnableCap.Blend);
                    GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
                }

                GL.BindVertexArray(0);
                GL.EnableVertexAttribArray(drawCall.VertexArrayObject);

                drawCalls.Add(drawCall);
            }

            Loaded = true;
        }