private static void SetTextureUniforms(MTOBWrapper mat, SOBJWrapper 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); foreach (STGenericMatTexture matex in mat.TextureMaps) { if (matex.Type == STGenericMatTexture.TextureType.Diffuse) { TextureUniform(shader, mat, true, "DiffuseMap", matex); } } }
public void LoadModel(Model model, BCRES bcres) { BcresParent = bcres; Model = model; Text = model.Name; var MaterialFolder = new TreeNode("Materials"); var MeshFolder = new TreeNode("Meshes"); Skeleton = new CRESSkeletonWrapper(); Skeleton.Text = "Skeleton"; Checked = true; Nodes.Add(MeshFolder); Nodes.Add(MaterialFolder); Nodes.Add(Skeleton); if (model.HasSkeleton) { Skeleton.Load(model.Skeleton, bcres); } int Index = 0; foreach (var material in model.Materials.Values) { var matWrapper = new MTOBWrapper(); matWrapper.Load(bcres, material); if (matWrapper.Text == string.Empty) { matWrapper.Text = $"Material {Index++}"; } MaterialFolder.Nodes.Add(matWrapper); Materials.Add(matWrapper); } Index = 0; foreach (var mesh in model.Meshes) { var meshWrapper = new SOBJWrapper(this, mesh) { BcresParent = bcres }; MeshFolder.Nodes.Add(meshWrapper); if (meshWrapper.Text == string.Empty) { meshWrapper.Text = $"Mesh {Index++}"; } Shapes.Add(meshWrapper); } }
private static void TextureUniform(ShaderProgram shader, MTOBWrapper mat, bool hasTex, string name, STGenericMatTexture mattex) { if (mattex.textureState == STGenericMatTexture.TextureState.Binded) { return; } // Bind the texture and create the uniform if the material has the right textures. if (hasTex) { GL.Uniform1(shader[name], BindTexture(mattex)); } }
private void SetUniformBlocks(MTOBWrapper mat, ShaderProgram shader, SOBJWrapper 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 SetDefaultTextureAttributes(MTOBWrapper mat, ShaderProgram shader) { }
private static void SetUniforms(MTOBWrapper mat, ShaderProgram shader, SOBJWrapper m, int id) { shader.SetBoolToInt("RigidSkinning", m.Shape.FaceGroups[0].SkinnningMode == BcresLibrary.Enums.SkinnningMode.Rigid); shader.SetBoolToInt("NoSkinning", m.Shape.FaceGroups[0].SkinnningMode == BcresLibrary.Enums.SkinnningMode.None); }