public void Update(Vertex[] verts) { GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID); GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)(numOfIndices * vertexSize), verts); }
public void DataToVBO(Vertex[] verts, int[] indices) { vertexFlags = VertexMode.UV1; // normaalit + uv AllocVBO(verts.Length, indices.Length); GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID); GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)(verts.Length * vertexSize), verts); GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexID); GL.BufferSubData(BufferTarget.ElementArrayBuffer, (IntPtr)0, (IntPtr)(indices.Length * sizeof(int)), indices); Util.CheckGLError("VBO"); }
/// <summary> /// Prepare mesh for rendering /// </summary> void PrepareMesh() { int i, j, k; meshes.Clear(); // Calculate the final Position ingame Position of all the model vertexes for (k = 0; k < numMesh; k++) { numOfFaces = model[k].numTris; vertices = new Vertex[numOfFaces * 3]; for (i = 0; i < model[k].numVert; i++) { Vector3 finalVertex = new Vector3(0, 0, 0); for (j = 0; j < model[k].verts[i].countw; j++) { MD5Weight wt = model[k].weights[model[k].verts[i].startw + j]; MD5Joint joint = skeleton[wt.joint]; Vector3 wv = MathExt.RotatePoint(ref joint.orient, ref wt.pos); finalVertex.X += (joint.pos.X + wv.X) * wt.bias; finalVertex.Y += (joint.pos.Y + wv.Y) * wt.bias; finalVertex.Z += (joint.pos.Z + wv.Z) * wt.bias; } finalVert[i] = finalVertex; } // aika laskea normaalit uudelleen? if (updateNormalsCount == FramesBetweenNormalsUpdate) { MathExt.CalcNormals(ref finalVert, ref model[k].faces, ref normals, false); updateNormalsCount = 0; } else updateAnimCount++; int count = 0; // Organize the final vertexes acording to the meshes triangles for (i = 0; i < model[k].numTris; i++) { vertices[count] = new Vertex(finalVert[(int)model[k].faces[i][0]], normals[(int)model[k].faces[i][0]], model[k].verts[(int)model[k].faces[i][0]].uv); vertices[count + 1] = new Vertex(finalVert[(int)model[k].faces[i][1]], normals[(int)model[k].faces[i][1]], model[k].verts[(int)model[k].faces[i][1]].uv); vertices[count + 2] = new Vertex(finalVert[(int)model[k].faces[i][2]], normals[(int)model[k].faces[i][2]], model[k].verts[(int)model[k].faces[i][2]].uv); count += 3; } meshes.Add(vertices); if (model[k].vbo != null) model[k].vbo.Update(vertices); } }
/// <summary> /// kopioi objekti vbo:hon. /// jos käytetään uvs (tai +uvs2) tai colors, normals pitää myös löytyä. /// </summary> /// <param name="vertices"></param> /// <param name="indices"></param> /// <param name="normals"></param> /// <param name="uvs"></param> public void DataToVBO(Vector3[] vertices, int[] indices, Vector3[] normals, Vector2[] uvs, Vector2[] uvs2, Vector2[] colors) { Vertex[] verts = new Vertex[vertices.Length]; if (normals != null) vertexFlags = VertexMode.Normal; if (uvs != null) vertexFlags = VertexMode.UV1; if (uvs2 != null) vertexFlags = VertexMode.UV2; if (colors != null) vertexFlags = VertexMode.Color; // koppaa vertex infot Vertexiin switch (vertexFlags) { case VertexMode.OnlyVertex: for (int q = 0; q < vertices.Length; q++) { verts[q] = new Vertex(vertices[q]); } break; case VertexMode.Normal: for (int q = 0; q < vertices.Length; q++) { verts[q] = new Vertex(vertices[q], normals[q]); } break; case VertexMode.UV1: for (int q = 0; q < vertices.Length; q++) { verts[q] = new Vertex(vertices[q], normals[q], uvs[q]); } break; case VertexMode.UV2: for (int q = 0; q < vertices.Length; q++) { verts[q] = new Vertex(vertices[q], normals[q], uvs[q], uvs2[q]); } break; case VertexMode.Color: for (int q = 0; q < vertices.Length; q++) { verts[q] = new Vertex(vertices[q], normals[q], colors[q]); } break; } AllocVBO(verts.Length, indices.Length); GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID); GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)(verts.Length * vertexSize), verts); GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexID); GL.BufferSubData(BufferTarget.ElementArrayBuffer, (IntPtr)0, (IntPtr)(indices.Length * sizeof(int)), indices); Util.CheckGLError("VBO"); }
/// <summary> /// lataa mesh tiedosto /// </summary> /// <param name="fileName"></param> /// <param name="xs"></param> /// <param name="ys"></param> /// <param name="zs"></param> public void Load(string fileName, float xs, float ys, float zs) { pathData.Clear(); ObjModel mesh = null; List<Vector3> _vertex = new List<Vector3>(); List<Vector3> _normal = new List<Vector3>(); List<Vector2> _uv = new List<Vector2>(); string dir = Settings.DataDir; if (fileName.Contains("\\")) { int l = fileName.LastIndexOf("\\"); dir = dir + fileName.Substring(0, l + 1); } else if (fileName.Contains("/")) { int l = fileName.LastIndexOf("/"); dir = dir + fileName.Substring(0, l + 1); } fileName = Settings.DataDir + fileName; bool path = false; // jos reitti using (System.IO.StreamReader file = new System.IO.StreamReader(fileName)) { // tiedosto muistiin string data = file.ReadToEnd(); data = data.Replace('\r', ' '); // pilko se string[] lines = data.Split('\n'); int numOfFaces = 0; for (int q = 0; q < lines.Length; q++) { string[] ln = lines[q].Split(' '); // pilko datat if (ln[0] == "f") numOfFaces++; } // lue kaikki datat objektiin ja indexit mesheihin for (int q = 0; q < lines.Length; q++) { string line = lines[q]; if (line.StartsWith("#")) continue; string[] ln = line.Split(' '); // pilko datat if (ln[0] == "v") // vertex x y z { float x = (Util.GetFloat(ln[1]) - mesh.Position.X) * xs; float y = (Util.GetFloat(ln[2]) - mesh.Position.Y) * ys; float z = (Util.GetFloat(ln[3]) - mesh.Position.Z) * zs; if (path) pathData.Add(new Vector3(x, y, z)); else _vertex.Add(new Vector3(x, y, z)); continue; } if (ln[0] == "vn") // normal x y z { _normal.Add(new Vector3(Util.GetFloat(ln[1]), Util.GetFloat(ln[2]), Util.GetFloat(ln[3]))); continue; } if (ln[0] == "vt") // texcoord U V { _uv.Add(new Vector2(Util.GetFloat(ln[1]), Util.GetFloat(ln[2]))); continue; } // uusi objekti if (ln[0] == "o" || ln[0] == "g") { if (mesh != null) meshes.Add(mesh); // talteen mesh = new ObjModel(ln[1]); mesh.material = material; // Nimessä voi olla ohjeita mitä muuta halutaan, esim: // * Path_reitti1 jolloin ei ladata objektia mutta reitti jota pitkin kamera/objektit voi kulkea. // * BBox_nimi/BSphere_nimi jolloin tämä onkin nimi-objektin bounding box/sphere. if (mesh.Name.Contains("Path_")) { path = true; } else if (mesh.Name.Contains("BBox_") || mesh.Name.Contains("BSphere_")) { // TODO: bbox_ bsphere_ } continue; } // materiaali if (ln[0] == "usemtl") { // jos kesken meshin materiaali vaihtuu, luodaan uusi obu johon loput facet if (lines[q - 1].StartsWith("f")) { meshes.Add(mesh); Vector3 tmpPos = mesh.Position; mesh = new ObjModel(mesh.Name); mesh.material = material; mesh.Position = tmpPos; // samaa objektia, niin sama Position } mesh.MaterialName = ln[1]; continue; } if (ln[0] == "f") { // ota talteen f rivi: // f vertex/uv/normal vertex/uv/normal vertex/uv/normal // eli esim: f 4/4/2 5/5/3 7/2/4 // tarkistetaan jos ilman texcoordei eli f 4/4 5/4 6/4 tai f 2//3 jne tai ilman / merkkejä. int dv = 0; for (int t = 0; t < line.Length; t++) if (line[t] == '/') dv++; if (line.Contains("//")) dv = 0; // ei ole texindexei line = line.Replace("//", " "); line = line.Replace("/", " "); string[] _ln = line.Split(' '); if (dv == 0 || dv == 3) // luultavasti nyt ei ole texturecoordinaatteja { mesh._vertexInd.Add(Int32.Parse(_ln[1]) - 1); mesh._vertexInd.Add(Int32.Parse(_ln[3]) - 1); mesh._vertexInd.Add(Int32.Parse(_ln[5]) - 1); mesh._normalInd.Add(Int32.Parse(_ln[2]) - 1); mesh._normalInd.Add(Int32.Parse(_ln[4]) - 1); mesh._normalInd.Add(Int32.Parse(_ln[6]) - 1); } else // kaikki mukana { mesh._vertexInd.Add(Int32.Parse(_ln[1]) - 1); mesh._vertexInd.Add(Int32.Parse(_ln[4]) - 1); mesh._vertexInd.Add(Int32.Parse(_ln[7]) - 1); mesh._uvInd.Add(Int32.Parse(_ln[2]) - 1); mesh._uvInd.Add(Int32.Parse(_ln[5]) - 1); mesh._uvInd.Add(Int32.Parse(_ln[8]) - 1); mesh._normalInd.Add(Int32.Parse(_ln[3]) - 1); mesh._normalInd.Add(Int32.Parse(_ln[6]) - 1); mesh._normalInd.Add(Int32.Parse(_ln[9]) - 1); } continue; } // materiaalitiedosto if (ln[0] == "mtllib") { try { // ladataan objektille materiaalitiedot (mesheille otetaan talteen materialname joka viittaa sitten näihin materiaaleihin) material = new Material(); material.Load(dir + ln[1], Texture.LoadTextures); } catch (Exception e) { Log.WriteDebugLine(e.ToString()); } } } if (mesh != null) meshes.Add(mesh); // pathille ei luoda objektia, se on vain kasa vertexejä if (path == false) { int cc = 0; vertices = new Vertex[numOfFaces * 3]; for (int m = 0; m < meshes.Count; m++) { meshes[m].vertices = new Vertex[meshes[m]._vertexInd.Count]; for (int q = 0; q < meshes[m]._vertexInd.Count; q++) { // mesh datat meshes[m].vertices[q].vertex = _vertex[meshes[m]._vertexInd[q]]; meshes[m].vertices[q].normal = _normal[meshes[m]._normalInd[q]]; if (meshes[m]._uvInd.Count != 0) meshes[m].vertices[q].uv_or_color = new Vector4(_uv[meshes[m]._uvInd[q]].X, _uv[meshes[m]._uvInd[q]].Y, _uv[meshes[m]._uvInd[q]].X, _uv[meshes[m]._uvInd[q]].Y); // pistetään myös objektille kaikki vertexit yhteen klimppiin. //TODO Miks? vie vaa muistia nii paljo, mesheissä kumminki nuo datat säilytetään. // jos tää on VAIN collisionia varten, siihe ny o helppo tehdä se et se menee objektin puun läpi // ni sit ei tartte tätä vertices[cc].vertex = _vertex[meshes[m]._vertexInd[q]]; vertices[cc].normal = _normal[meshes[m]._normalInd[q]]; if (meshes[m]._uvInd.Count != 0) vertices[cc].uv_or_color = new Vector4(_uv[meshes[m]._uvInd[q]].X, _uv[meshes[m]._uvInd[q]].Y, _uv[meshes[m]._uvInd[q]].X, _uv[meshes[m]._uvInd[q]].Y); cc++; } // index taulukko meshes[m].indices = new int[meshes[m]._vertexInd.Count]; for (int q = 0; q < meshes[m]._vertexInd.Count; q++) meshes[m].indices[q] = q; meshes[m].vbo = new VBO(); meshes[m].vbo.DataToVBO(meshes[m].vertices, meshes[m].indices); // meshin bounding volume meshes[m].Boundings = new BoundingVolume(); meshes[m].Boundings.CreateBoundingVolume(meshes[m]); // lataa glsl koodit string shader = material.GetMaterial(meshes[m].MaterialName).ShaderName; if (shader != "") { mesh.Shader = new GLSL(); mesh.Shader.Load(shader + ".vert", shader + ".frag"); } if (material.GetMaterial(meshes[m].MaterialName).Dissolve < 1.0f) IsTranslucent = true; } // koko objektin bounding volume IsRendObj = false; // childeissä rendattavat objektit, tässä ei ole rendattavaa, vain paikka Boundings = new BoundingVolume(); Boundings.CreateBoundingVolume(this); // lisätään objektille meshit childeiks for (int q = 0; q < meshes.Count; q++) { Add(meshes[q]); } Log.WriteDebugLine("Object: " + Name + " meshes: " + meshes.Count); } _vertex.Clear(); _normal.Clear(); _uv.Clear(); for (int q = 0; q < meshes.Count; q++) { meshes[q]._vertexInd.Clear(); meshes[q]._normalInd.Clear(); meshes[q]._uvInd.Clear(); } } }