예제 #1
0
        public void Render(FSHP shape)
        {
            var model = shape.ParentModel;

            if (ImGui.CollapsingHeader("Shape Info", ImGuiTreeNodeFlags.DefaultOpen))
            {
                ImGuiHelper.InputFromText("Name", shape, "Name", 200);

                //Doesn't need a direct property bind as property is readonly
                var skinCount = (int)shape.VertexSkinCount;
                ImGui.InputInt("Vertex Skin Count", ref skinCount, 0, 0, ImGuiInputTextFlags.ReadOnly);
                LoadLODSelector(shape);
            }
            if (ImGui.CollapsingHeader("Material Info", ImGuiTreeNodeFlags.DefaultOpen))
            {
                LoadMaterialSelector(model, shape);
            }
            if (ImGui.CollapsingHeader("Bone Info", ImGuiTreeNodeFlags.DefaultOpen))
            {
                LoadBoneSelector(model, shape);
            }
            if (ImGui.CollapsingHeader("Vertex Buffer Info", ImGuiTreeNodeFlags.DefaultOpen))
            {
            }
            if (ImGui.CollapsingHeader("LOD Info"))
            {
            }
            if (ImGui.CollapsingHeader("Shape Morph Info"))
            {
            }
        }
예제 #2
0
        public BfresMeshAsset(FSHP fshp)
        {
            Shape         = fshp;
            MaterialAsset = new BfresMaterialAsset();

            this.Name             = fshp.Name;
            this.Material         = Shape.Material;
            this.SkinCount        = (int)fshp.VertexSkinCount;
            this.BoneIndex        = fshp.BoneIndex;
            fshp.UpdateViewBuffer = () => {
                UpdateVertexData = true;
            };
            CalculateBounding();

            //Load vaos
            int[] buffers = new int[2];
            GL.GenBuffers(2, buffers);

            int indexBuffer = buffers[0];
            int vaoBuffer   = buffers[1];

            Vbo        = vaoBuffer;
            Ibo        = indexBuffer;
            vao        = new VertexBufferObject(vaoBuffer, indexBuffer);
            defaultVao = new VertexBufferObject(vaoBuffer, indexBuffer);

            KeyGroups  = fshp.LoadKeyGroups();
            Attributes = Shape.LoadGLAttributes();

            UpdateVertexBuffer();
            UpdateDefaultVaoAttributes();
        }
        public void LoadEditor(FSHP mesh)
        {
            var material = mesh.Material;

            //MeshEditor.Render(mesh);
            MaterialEditor.LoadEditorMenus(material);
        }
        /// <summary>
        /// Loads the material renderer for the first time.
        /// </summary>
        /// <returns></returns>
        public override void TryLoadShader(BFRES bfres, FMDL fmdl, FSHP mesh, BfresMeshAsset meshAsset)
        {
            var sharcfb = TryLoadShaderArchive(bfres,
                                               mesh.Material.ShaderArchive,
                                               mesh.Material.ShaderModel);

            if (sharcfb == null)
            {
                return;
            }

            OnLoad(sharcfb, fmdl, mesh, meshAsset);
        }
        /// <summary>
        /// Loads the material renderer for the first time.
        /// </summary>
        /// <returns></returns>
        public override void TryLoadShader(BFRES bfres, FMDL fmdl, FSHP mesh, BfresMeshAsset meshAsset)
        {
            var bfsha = TryLoadShaderArchive(bfres,
                                             mesh.Material.ShaderArchive,
                                             mesh.Material.ShaderModel);

            if (bfsha == null)
            {
                return;
            }

            var shaderModel = bfsha.ShaderModels.Values.FirstOrDefault(x => x.Name == mesh.Material.ShaderModel);

            if (shaderModel != null)
            {
                OnLoad(shaderModel, fmdl, mesh, meshAsset);
            }
        }
예제 #6
0
        static void LoadLODSelector(FSHP shape)
        {
            var displayLOD = shape.DisplayLOD;

            if (ImGui.BeginCombo("Display LOD", $"Mesh{displayLOD}"))
            {
                for (int i = 0; i < shape.PolygonGroups.Count; i++)
                {
                    bool isSelected = displayLOD == i;
                    if (ImGui.Selectable($"Mesh{i}", isSelected))
                    {
                        shape.DisplayLOD = i;
                    }

                    if (isSelected)
                    {
                        ImGui.SetItemDefaultFocus();
                    }
                }
                ImGui.EndCombo();
            }
        }
예제 #7
0
        static void LoadBoneSelector(FMDL model, FSHP shape)
        {
            string selecteBone = model.Skeleton.Bones[shape.BoneIndex].Name;

            if (ImGui.BeginCombo("Bone", selecteBone))
            {
                for (int i = 0; i < model.Skeleton.Bones.Count; i++)
                {
                    bool isSelected = model.Skeleton.Bones[i].Name == selecteBone;
                    if (ImGui.Selectable(model.Skeleton.Bones[i].Name, isSelected))
                    {
                        shape.BoneIndex = (ushort)i;
                    }

                    if (isSelected)
                    {
                        ImGui.SetItemDefaultFocus();
                    }
                }
                ImGui.EndCombo();
            }
        }
예제 #8
0
        static void LoadMaterialSelector(FMDL model, FSHP shape)
        {
            string selectedMaterial = model.Materials[shape.Shape.MaterialIndex].Name;

            if (ImGui.BeginCombo("Material", selectedMaterial))
            {
                for (int i = 0; i < model.Materials.Count; i++)
                {
                    bool isSelected = model.Materials[i].Name == selectedMaterial;
                    if (ImGui.Selectable(model.Materials[i].Name, isSelected))
                    {
                        shape.Shape.MaterialIndex = (ushort)i;
                        shape.Material            = (FMAT)model.Materials[i];
                    }

                    if (isSelected)
                    {
                        ImGui.SetItemDefaultFocus();
                    }
                }
                ImGui.EndCombo();
            }
        }
        /// <summary>
        /// Called once when the renderer can be loaded from a given shader model and mesh.
        /// </summary>
        public void OnLoad(BfshaLibrary.ShaderModel shaderModel, FMDL model, FSHP mesh, BfresMeshAsset meshAsset)
        {
            var shapeBlock = shaderModel.UniformBlocks.Values.FirstOrDefault(x =>
                                                                             x.Type == BfshaLibrary.UniformBlock.BlockType.Shape);

            //Models may update the shape block outside the shader if the shape block is unused so update mesh matrix manually
            if (shapeBlock.Size == 0 && mesh.VertexSkinCount == 0)
            {
                mesh.UpdateVertexBuffer(true);
                meshAsset.UpdateVertexBuffer();
            }

            //Assign some necessary data
            meshAsset.MaterialAsset = this;

            //Force reload from material editing
            mesh.ShaderReload += delegate
            {
                Console.WriteLine($"Reloading shader program {meshAsset.Name}");
                this.ReloadRenderState(meshAsset);
                this.ReloadProgram(meshAsset);
                mesh.HasValidShader = this.HasValidProgram;

                Console.WriteLine($"Program Validation: {this.HasValidProgram}");
                this.UpdateShader = true;
            };

            ShaderModel  = shaderModel;
            MaterialData = mesh.Material;
            ParentModel  = model;
            //Load mesh function for loading the custom shader for the first time
            LoadMesh(meshAsset);
            ReloadRenderState(meshAsset);
            ReloadProgram(meshAsset);

            var bfresMaterial = (FMAT)this.MaterialData;

            //Remap the vertex layouts from shader model attributes
            if (!IsSwitch)
            {
                //GX2 shaders can be directly mapped via string and location searches
                Dictionary <string, string> attributeLocations = new Dictionary <string, string>();
                for (int i = 0; i < shaderModel.Attributes.Count; i++)
                {
                    string key = shaderModel.Attributes.GetKey(i);
                    attributeLocations.Add(key, $"{key}_0_0");
                }
                meshAsset.UpdateVaoAttributes(attributeLocations);
            }
            else
            {
                Dictionary <string, int> attributeLocations = new Dictionary <string, int>();
                for (int i = 0; i < shaderModel.Attributes.Count; i++)
                {
                    string key      = shaderModel.Attributes.GetKey(i);
                    int    location = shaderModel.Attributes[i].Location;
                    attributeLocations.Add(key, location);
                }
                meshAsset.UpdateVaoAttributes(attributeLocations);
            }
        }
        /// <summary>
        /// Called once when the renderer can be loaded from a given shader model and mesh.
        /// </summary>
        public void OnLoad(SHARCFB sharcfb, FMDL model, FSHP mesh, BfresMeshAsset meshAsset)
        {
            ShaderModel = sharcfb.Programs.FirstOrDefault(x => x.Name == mesh.Material.ShaderModel);
            if (ShaderModel == null)
            {
                Console.WriteLine($"Failed to find program! {mesh.Material.ShaderModel}");
                return;
            }

            //Assign some necessary data
            meshAsset.MaterialAsset = this;

            //Force reload from material editing
            mesh.ShaderReload += delegate
            {
                Console.WriteLine($"Reloading shader program {meshAsset.Name}");
                this.ReloadRenderState(meshAsset);
                this.ReloadProgram(meshAsset);
                mesh.HasValidShader = this.HasValidProgram;

                Console.WriteLine($"Program Validation: {this.HasValidProgram}");
                this.UpdateShader = true;
            };

            MaterialData = mesh.Material;
            ParentModel  = model;
            //Load mesh function for loading the custom shader for the first time
            LoadMesh(meshAsset);
            ReloadRenderState(meshAsset);
            ReloadProgram(meshAsset);

            var gx2ShaderVertex = (GX2VertexShader)ShaderModel.GetGX2VertexShader(BinaryIndex);
            var bfresMaterial   = (FMAT)this.MaterialData;

            //Remap the vertex layouts from shader model attributes
            Dictionary <string, string> attributeLocations = new Dictionary <string, string>();

            for (int i = 0; i < gx2ShaderVertex.Attributes.Count; i++)
            {
                var symbol = ShaderModel.AttributeVariables.symbols.FirstOrDefault(
                    x => x.Name == gx2ShaderVertex.Attributes[i].Name);

                if (symbol == null)
                {
                    continue;
                }

                var attribVar   = gx2ShaderVertex.Attributes[i];
                var arrayCount  = Math.Max(1, attribVar.Count);
                var streamCount = attribVar.GetStreamCount();

                if (arrayCount > 1 || streamCount > 1)
                {
                    throw new Exception("Multiple attribute streams and variable counts not supported!");
                }

                attributeLocations.Add(symbol.SymbolName, $"{symbol.Name}_0_0");
            }

            meshAsset.UpdateVaoAttributes(attributeLocations);
        }
예제 #11
0
 /// <summary>
 /// Loads the material renderer for the first time.
 /// </summary>
 public virtual void TryLoadShader(BFRES bfres, FMDL fmdl, FSHP mesh, BfresMeshAsset meshAsset)
 {
 }