/// <summary> /// Setzt das Modell für die First-Person-Ansicht (z.B. Hände oder Waffen) /// </summary> /// <param name="modelname">Name des 3D-Modells</param> /// <param name="isAffectedByLight">Gibt an, ob das Modell auf Lightquellen reagiert oder nicht</param> /// <param name="receiveShadows">Gibt an, ob Schatten das Modell beeinflussen oder nicht</param> public void SetFirstPersonObjectItemModel(string modelname, bool isAffectedByLight = true, bool receiveShadows = false) { if (KWEngine.CurrentWorld._firstPersonObject == null) { return; } if (KWEngine.CurrentWorld._firstPersonWeaponObject == null) { _firstPersonWeaponObject = new FPVModelObject(); _firstPersonWeaponObject.SetModel(modelname, KWEngine.CurrentWorld, isAffectedByLight, receiveShadows); } else { _firstPersonWeaponObject.SetModel(modelname, KWEngine.CurrentWorld, isAffectedByLight, receiveShadows); } _firstPersonWeaponObject._fakeGameObject.CurrentWorld = this; }
internal void Draw(GameObject g, ref Matrix4 viewProjection, int textureIndex, FPVModelObject fpModelObject = null) { lock (g) { GL.Uniform4(mUniform_Glow, g.Glow); GL.Uniform4(mUniform_Outline, g.ColorOutline); GL.Uniform3(mUniform_TintColor, g.Color); GL.Uniform1(mUniform_LightAffection, g.IsAffectedByLight ? 1 : 0); // Camera if (!CurrentWorld.IsFirstPersonMode) { GL.Uniform3(mUniform_uCameraPos, g.CurrentWorld.GetCameraPosition().X, g.CurrentWorld.GetCameraPosition().Y, g.CurrentWorld.GetCameraPosition().Z); GL.Uniform3(mUniform_uCameraDirection, g.CurrentWorld.GetCameraLookAtVector()); } else { if (fpModelObject != null) { GL.Uniform3(mUniform_uCameraPos, fpModelObject._tmpLAVStartPos); GL.Uniform3(mUniform_uCameraDirection, fpModelObject._tmpLAV); } else { GL.Uniform3(mUniform_uCameraPos, g.CurrentWorld.GetFirstPersonObject().Position.X, g.CurrentWorld.GetFirstPersonObject().Position.Y + g.CurrentWorld.GetFirstPersonObject().FPSEyeOffset, g.CurrentWorld.GetFirstPersonObject().Position.Z); GL.Uniform3(mUniform_uCameraDirection, HelperCamera.GetLookAtVector()); } } int index = 0; for (int i = 0; i < g.Model.Meshes.Keys.Count; i++) { string meshName = g.Model.Meshes.Keys.ElementAt(i); if (g.Model.IsKWCube6) { index = 0; } // Matrices: try { Matrix4.Mult(ref g.ModelMatrixForRenderPass[index], ref viewProjection, out _modelViewProjection); Matrix4.Transpose(ref g.ModelMatrixForRenderPass[index], out _normalMatrix); Matrix4.Invert(ref _normalMatrix, out _normalMatrix); } catch (Exception) { continue; } GL.UniformMatrix4(mUniform_ModelMatrix, false, ref g.ModelMatrixForRenderPass[index]); GL.UniformMatrix4(mUniform_NormalMatrix, false, ref _normalMatrix); GL.UniformMatrix4(mUniform_MVP, false, ref _modelViewProjection); index++; GL.Disable(EnableCap.Blend); GeoMesh mesh = g.Model.Meshes.Values.ElementAt(i); GeoMaterial meshMaterial = g._materials[i]; if (meshMaterial.Opacity <= 0) { continue; } if (meshMaterial.Opacity < 1 || g.Opacity < 1 || g.Model.Name == "kwquad.obj") { GL.Enable(EnableCap.Blend); } if (g.ColorEmissive.W > 0) { GL.Uniform4(mUniform_EmissiveColor, g.ColorEmissive); } else { GL.Uniform4(mUniform_EmissiveColor, meshMaterial.ColorEmissive.X, meshMaterial.ColorEmissive.Y, meshMaterial.ColorEmissive.Z, meshMaterial.ColorEmissive.W); } GL.Uniform1(mUniform_Opacity, meshMaterial.Opacity * g.Opacity); if (mesh.BoneNames.Count > 0 && g.AnimationID >= 0 && g.Model.Animations != null && g.Model.Animations.Count > 0) { GL.Uniform1(mUniform_UseAnimations, 1); for (int j = 0; j < g.BoneTranslationMatrices[meshName].Length; j++) { Matrix4 tmp = g.BoneTranslationMatrices[meshName][j]; GL.UniformMatrix4(mUniform_BoneTransforms + j, false, ref tmp); } } else { GL.Uniform1(mUniform_UseAnimations, 0); } GL.Uniform1(mUniform_Roughness, meshMaterial.Roughness); GL.Uniform1(mUniform_Metalness, meshMaterial.Metalness); Vector4 texTransform = new Vector4(meshMaterial.TextureAlbedo.UVTransform.X == 0 ? 1 : meshMaterial.TextureAlbedo.UVTransform.X, meshMaterial.TextureAlbedo.UVTransform.Y == 0 ? 1 : meshMaterial.TextureAlbedo.UVTransform.Y, g.mTextureOffset.X, g.mTextureOffset.Y); GL.Uniform4(mUniform_TextureTransform, texTransform); // albedo map: int texId = meshMaterial.TextureAlbedo.OpenGLID; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); if (texId > 0) { GL.BindTexture(TextureTarget.Texture2D, texId); GL.Uniform1(mUniform_Texture, textureIndex); GL.Uniform1(mUniform_TextureUse, 1); GL.Uniform3(mUniform_BaseColor, 1f, 1f, 1f); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureWhite); GL.Uniform1(mUniform_Texture, textureIndex); GL.Uniform1(mUniform_TextureUse, 0); GL.Uniform3(mUniform_BaseColor, meshMaterial.ColorAlbedo.X, meshMaterial.ColorAlbedo.Y, meshMaterial.ColorAlbedo.Z); } // normal map: texId = meshMaterial.TextureNormal.OpenGLID; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex + 1); if (texId > 0) { GL.BindTexture(TextureTarget.Texture2D, texId); GL.Uniform1(mUniform_TextureNormalMap, textureIndex + 1); GL.Uniform1(mUniform_TextureUseNormalMap, 1); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureWhite); GL.Uniform1(mUniform_TextureNormalMap, textureIndex + 1); GL.Uniform1(mUniform_TextureUseNormalMap, 0); } // roughness map: GL.ActiveTexture(TextureUnit.Texture0 + textureIndex + 2); if (meshMaterial.TextureRoughness.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, meshMaterial.TextureRoughness.OpenGLID); GL.Uniform1(mUniform_TextureRoughnessMap, textureIndex + 2); GL.Uniform1(mUniform_TextureUseRoughnessMap, 1); GL.Uniform1(mUniform_TextureRoughnessIsSpecular, meshMaterial.TextureRoughnessIsSpecular ? 1 : 0); } else { if (meshMaterial.TextureRoughnessInMetalness && meshMaterial.TextureMetalness.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureWhite); GL.Uniform1(mUniform_TextureRoughnessMap, textureIndex + 2); GL.Uniform1(mUniform_TextureUseRoughnessMap, 0); GL.Uniform1(mUniform_TextureRoughnessIsSpecular, 1); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureWhite); GL.Uniform1(mUniform_TextureRoughnessMap, textureIndex + 2); GL.Uniform1(mUniform_TextureUseRoughnessMap, 0); GL.Uniform1(mUniform_TextureRoughnessIsSpecular, 0); } } // metalness map: GL.ActiveTexture(TextureUnit.Texture0 + textureIndex + 3); if (meshMaterial.TextureMetalness.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, meshMaterial.TextureMetalness.OpenGLID); GL.Uniform1(mUniform_TextureMetalnessMap, textureIndex + 3); GL.Uniform1(mUniform_TextureUseMetalnessMap, 1); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureBlack); GL.Uniform1(mUniform_TextureMetalnessMap, textureIndex + 3); GL.Uniform1(mUniform_TextureUseMetalnessMap, 0); } // emissive map: GL.ActiveTexture(TextureUnit.Texture0 + textureIndex + 4); if (meshMaterial.TextureEmissive.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, meshMaterial.TextureEmissive.OpenGLID); GL.Uniform1(mUniform_TextureEmissiveMap, textureIndex + 4); GL.Uniform1(mUniform_TextureUseEmissiveMap, 1); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureBlack); GL.Uniform1(mUniform_TextureEmissiveMap, textureIndex + 4); GL.Uniform1(mUniform_TextureUseEmissiveMap, 0); } GL.ActiveTexture(TextureUnit.Texture0 + textureIndex + 5); if (meshMaterial.TextureLight.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, meshMaterial.TextureLight.OpenGLID); GL.Uniform1(mUniform_TextureLightMap, textureIndex + 5); GL.Uniform1(mUniform_TextureUseLightMap, 1); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureWhite); GL.Uniform1(mUniform_TextureLightMap, textureIndex + 5); GL.Uniform1(mUniform_TextureUseLightMap, 0); } GL.Uniform1(mUniform_TextureFullAlpha, g.Model.Name == "kwquad.obj" ? 1 : 0); GL.BindVertexArray(mesh.VAO); GL.BindBuffer(BufferTarget.ElementArrayBuffer, mesh.VBOIndex); GL.DrawElements(mesh.Primitive, mesh.IndexCount, DrawElementsType.UnsignedInt, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); GL.BindVertexArray(0); GL.BindTexture(TextureTarget.Texture2D, 0); } } }