Пример #1
0
		static string GetVertSource (MeshShaderSettings settings) {
			var sb = new StringBuilder();
			sb.Append("#version ").AppendLine(ShaderVersion);
			AppendDefines(sb, settings);
			AppendUniform(sb, settings);
			AppendAttribute(sb, settings);
			AppendVarying(sb, settings, true);
			sb.AppendLine("void main() {");
			sb.AppendLine("    vec4 p = Position;");
			if (settings.BoneSlotCount > 0) {
				sb.AppendLine("    p = (");
				for (var i = 0; i < settings.BoneSlotCount; i++) {
					sb.Append("        BoneWeight").Append(i).Append(" * Bones[int(BoneIndex").Append(i).Append(")]");
					sb.AppendLine(i == settings.BoneSlotCount - 1 ? ") * p;" : " + ");
				}
			}
			sb.AppendLine("    normal = normalize((NormalMatrix * Normal).xyz);");
			sb.AppendLine("    v = (WorldView * p).xyz;");
			for (var i = 0; i < 4; i++)
				sb.Append("    texCoord").Append(i).Append(" = TexCoord").Append(i).AppendLine(";");
			sb.AppendLine("    gl_Position = WorldViewProjection * p;");
			sb.AppendLine("}");

			Console.WriteLine(sb.ToString());
			return sb.ToString();
		}
Пример #2
0
		static string GetFragSource (MeshShaderSettings settings) {
			var sb = new StringBuilder();
			sb.Append("#version ").AppendLine(ShaderVersion);
			AppendDefines(sb, settings);
			AppendUniform(sb, settings);
			AppendVarying(sb, settings, false);
			sb.AppendLine("void main() {");
			sb.AppendLine("    vec3 n = normal;");
			sb.AppendLine("    vec4 a = ColorAmbient;");
			sb.AppendLine("    vec4 d = ColorDiffuse;");
			sb.AppendLine("    vec4 s = ColorSpecular;");
			sb.AppendLine("    vec4 e = ColorEmissive;");
			sb.AppendLine("    vec4 tmp;");
			if (settings.Diffuse != null) {
				for (var i = 0; i < settings.Diffuse.Length; i++)
					sb.AppendFormat(FragDiffuse, i);
			}
			if (settings.Normal != null) {
				for (var i = 0; i < settings.Normal.Length; i++)
					sb.AppendFormat(FragNormal, i);
			}
			if (settings.Specular != null) {
				for (var i = 0; i < settings.Specular.Length; i++)
					sb.AppendFormat(FragSpecular, i);
			}
			if (settings.Emissive != null) {
				for (var i = 0; i < settings.Emissive.Length; i++)
					sb.AppendFormat(FragEmissive, i);
			}
			sb.AppendLine(FragPhong);
			sb.AppendLine("}");

			return sb.ToString();
		}
Пример #3
0
        static string GetVertSource(MeshShaderSettings settings)
        {
            var sb = new StringBuilder();

            sb.Append("#version ").AppendLine(ShaderVersion);
            AppendDefines(sb, settings);
            AppendUniform(sb, settings);
            AppendAttribute(sb, settings);
            AppendVarying(sb, settings, true);
            sb.AppendLine("void main() {");
            sb.AppendLine("    vec4 p = Position;");
            if (settings.BoneSlotCount > 0)
            {
                sb.AppendLine("    p = (");
                for (var i = 0; i < settings.BoneSlotCount; i++)
                {
                    sb.Append("        BoneWeight").Append(i).Append(" * Bones[int(BoneIndex").Append(i).Append(")]");
                    sb.AppendLine(i == settings.BoneSlotCount - 1 ? ") * p;" : " + ");
                }
            }
            sb.AppendLine("    normal = normalize((NormalMatrix * Normal).xyz);");
            sb.AppendLine("    v = (WorldView * p).xyz;");
            for (var i = 0; i < 4; i++)
            {
                sb.Append("    texCoord").Append(i).Append(" = TexCoord").Append(i).AppendLine(";");
            }
            sb.AppendLine("    gl_Position = WorldViewProjection * p;");
            sb.AppendLine("}");

            return(sb.ToString());
        }
Пример #4
0
 static void AppendVarying(StringBuilder sb, MeshShaderSettings settings, bool output)
 {
     sb.AppendLine("varying vec3 normal;");
     sb.AppendLine("varying vec3 v;");
     for (var i = 0; i < 4; i++)
     {
         sb.Append("varying").Append(" vec2 texCoord").Append(i).AppendLine(";");
     }
 }
Пример #5
0
 static void AppendUniform(StringBuilder sb, MeshShaderSettings settings)
 {
     sb.AppendLine("uniform mat4 WorldViewProjection;");
     sb.AppendLine("uniform mat4 WorldView;");
     sb.AppendLine("uniform mat4 NormalMatrix;");
     sb.AppendLine("uniform vec4 ColorAmbient;");
     sb.AppendLine("uniform vec4 ColorDiffuse;");
     sb.AppendLine("uniform vec4 ColorSpecular;");
     sb.AppendLine("uniform vec4 ColorEmissive;");
     sb.AppendLine("uniform float Shininess;");
     sb.AppendLine("uniform float ShininessStrength;");
     if (settings.Diffuse != null)
     {
         for (var i = 0; i < settings.Diffuse.Length; i++)
         {
             sb.Append("uniform sampler2D DiffuseMap").Append(i.ToString()).AppendLine(";");
         }
     }
     if (settings.Normal != null)
     {
         for (var i = 0; i < settings.Normal.Length; i++)
         {
             sb.Append("uniform sampler2D NormalMap").Append(i.ToString()).AppendLine(";");
         }
     }
     if (settings.Specular != null)
     {
         for (var i = 0; i < settings.Specular.Length; i++)
         {
             sb.Append("uniform sampler2D SpecularMap").Append(i.ToString()).AppendLine(";");
         }
     }
     if (settings.Emissive != null)
     {
         for (var i = 0; i < settings.Emissive.Length; i++)
         {
             sb.Append("uniform sampler2D EmissiveMap").Append(i.ToString()).AppendLine(";");
         }
     }
     if (settings.BoneCount > 0)
     {
         sb.Append("uniform mat4 Bones[").Append(settings.BoneCount).AppendLine("];");
     }
     sb.AppendLine("uniform int NumLights;");
     if (settings.MaxLights > 0)
     {
         sb.AppendLine("uniform int LightType[MAX_NUM_LIGHTS];");
         sb.AppendLine("uniform vec3 LightVector[MAX_NUM_LIGHTS];");
         sb.AppendLine("uniform vec3 LightAmbient[MAX_NUM_LIGHTS];");
         sb.AppendLine("uniform vec3 LightDiffuse[MAX_NUM_LIGHTS];");
         sb.AppendLine("uniform vec3 LightSpecular[MAX_NUM_LIGHTS];");
         sb.AppendLine("uniform vec3 LightAttenuation[MAX_NUM_LIGHTS];");
     }
 }
Пример #6
0
 static void AppendAttribute(StringBuilder sb, MeshShaderSettings settings)
 {
     sb.AppendLine("attribute vec4 Position;");
     sb.AppendLine("attribute vec4 Normal;");
     for (var i = 0; i < 4; i++)
     {
         sb.Append("attribute vec2 TexCoord").Append(i).AppendLine(";");
     }
     for (var i = 0; i < settings.BoneSlotCount; i++)
     {
         sb.Append("attribute float BoneWeight").Append(i).AppendLine(";");
         sb.Append("attribute float BoneIndex").Append(i).AppendLine(";");
     }
 }
Пример #7
0
        static string GetFragSource(MeshShaderSettings settings)
        {
            var sb = new StringBuilder();

            sb.Append("#version ").AppendLine(ShaderVersion);
            AppendDefines(sb, settings);
            AppendUniform(sb, settings);
            AppendVarying(sb, settings, false);
            sb.AppendLine("void main() {");
            sb.AppendLine("    vec3 n = normal;");
            sb.AppendLine("    vec4 a = ColorAmbient;");
            sb.AppendLine("    vec4 d = ColorDiffuse;");
            sb.AppendLine("    vec4 s = ColorSpecular;");
            sb.AppendLine("    vec4 e = ColorEmissive;");
            sb.AppendLine("    vec4 tmp;");
            if (settings.Diffuse != null)
            {
                for (var i = 0; i < settings.Diffuse.Length; i++)
                {
                    sb.AppendFormat(FragDiffuse, i);
                }
            }
            if (settings.Normal != null)
            {
                for (var i = 0; i < settings.Normal.Length; i++)
                {
                    sb.AppendFormat(FragNormal, i);
                }
            }
            if (settings.Specular != null)
            {
                for (var i = 0; i < settings.Specular.Length; i++)
                {
                    sb.AppendFormat(FragSpecular, i);
                }
            }
            if (settings.Emissive != null)
            {
                for (var i = 0; i < settings.Emissive.Length; i++)
                {
                    sb.AppendFormat(FragEmissive, i);
                }
            }
            sb.AppendLine(FragPhong);
            sb.AppendLine("}");

            return(sb.ToString());
        }
Пример #8
0
 static void AppendDefines(StringBuilder sb, MeshShaderSettings settings)
 {
     sb.Append("#define MAX_NUM_LIGHTS ").AppendLine(settings.MaxLights.ToString());
     if (settings.Diffuse != null)
     {
         for (var i = 0; i < settings.Diffuse.Length; i++)
         {
             var item = settings.Diffuse[0];
             sb.Append("#define DIFFUSE_INDEX").Append(i.ToString()).Append(" texCoord").AppendLine(item.Index.ToString());
             sb.Append("#define DIFFUSE_BLEND").Append(i.ToString()).Append(" ").AppendLine(item.BlendFactor.ToString());
             sb.Append("#define DIFFUSE_OP").Append(i.ToString()).Append(" ").AppendLine(((int)item.Operation).ToString());
         }
     }
     if (settings.Normal != null)
     {
         for (var i = 0; i < settings.Normal.Length; i++)
         {
             var item = settings.Normal[0];
             sb.Append("#define NORMAL_INDEX").Append(i.ToString()).Append(" texCoord").AppendLine(item.Index.ToString());
             sb.Append("#define NORMAL_BLEND").Append(i.ToString()).Append(" ").AppendLine(item.BlendFactor.ToString());
             sb.Append("#define NORMAL_OP").Append(i.ToString()).Append(" ").AppendLine(((int)item.Operation).ToString());
         }
     }
     if (settings.Specular != null)
     {
         for (var i = 0; i < settings.Specular.Length; i++)
         {
             var item = settings.Specular[0];
             sb.Append("#define SPECULAR_INDEX").Append(i.ToString()).Append(" texCoord").AppendLine(item.Index.ToString());
             sb.Append("#define SPECULAR_BLEND").Append(i.ToString()).Append(" ").AppendLine(item.BlendFactor.ToString());
             sb.Append("#define SPECULAR_OP").Append(i.ToString()).Append(" ").AppendLine(((int)item.Operation).ToString());
         }
     }
     if (settings.Emissive != null)
     {
         for (var i = 0; i < settings.Specular.Length; i++)
         {
             var item = settings.Specular[0];
             sb.Append("#define EMISSIVE_INDEX").Append(i.ToString()).Append(" texCoord").AppendLine(item.Index.ToString());
             sb.Append("#define EMISSIVE_BLEND").Append(i.ToString()).Append(" ").AppendLine(item.BlendFactor.ToString());
             sb.Append("#define EMISSIVE_OP").Append(i.ToString()).Append(" ").AppendLine(((int)item.Operation).ToString());
         }
     }
     sb.AppendLine();
 }
Пример #9
0
        Material[] ReadMaterials(BinaryReader reader, Dictionary <string, Texture> textures)
        {
            var matCount = reader.ReadInt32();
            var mats     = new MeshMaterial[matCount];

            for (var i = 0; i < matCount; i++)
            {
                var name = reader.ReadString();
                var mat  = new MeshMaterial(null, name);
                mat.IsTwoSided         = reader.ReadBoolean();
                mat.IsWireframeEnabled = reader.ReadBoolean();
                var shadingMode = (ShadingMode)reader.ReadInt32();
                mat.BlendMode         = (BlendMode)reader.ReadInt32();
                mat.Opacity           = reader.ReadSingle();
                mat.Shininess         = reader.ReadSingle();
                mat.ShininessStrength = reader.ReadSingle();
                mat.ColorAmbient      = reader.ReadVector4();
                mat.ColorDiffuse      = reader.ReadVector4();
                mat.ColorSpecular     = reader.ReadVector4();
                mat.ColorEmissive     = reader.ReadVector4();
                mat.ColorTransparent  = reader.ReadVector4();
                var boneCount     = reader.ReadInt32();
                var boneSlotCount = reader.ReadInt32();
                mat.DiffuseMap  = this.ReadTextureStack(reader, textures);
                mat.NormalMap   = this.ReadTextureStack(reader, textures);
                mat.SpecularMap = this.ReadTextureStack(reader, textures);
                mat.EmissiveMap = this.ReadTextureStack(reader, textures);

                var settings = new MeshShaderSettings {
                    MaxLights     = 4,
                    BoneCount     = boneCount,
                    BoneSlotCount = boneSlotCount,
                    ShadingMode   = shadingMode,
                    Diffuse       = GetMeshTextureStack(mat.DiffuseMap),
                    Normal        = GetMeshTextureStack(mat.NormalMap),
                    Specular      = GetMeshTextureStack(mat.SpecularMap),
                    Emissive      = GetMeshTextureStack(mat.EmissiveMap)
                };
                mat.Shader = new MeshShader(settings);

                mats[i] = mat;
            }
            return(mats);
        }
Пример #10
0
		static void AppendDefines (StringBuilder sb, MeshShaderSettings settings) {
			sb.Append("#define MAX_NUM_LIGHTS ").AppendLine(settings.MaxLights.ToString());
			if (settings.Diffuse != null) {
				for (var i = 0; i < settings.Diffuse.Length; i++) {
					var item = settings.Diffuse[0];
					sb.Append("#define DIFFUSE_INDEX").Append(i.ToString()).Append(" texCoord").AppendLine(item.Index.ToString());
					sb.Append("#define DIFFUSE_BLEND").Append(i.ToString()).Append(" ").AppendLine(item.BlendFactor.ToString());
					sb.Append("#define DIFFUSE_OP").Append(i.ToString()).Append(" ").AppendLine(((int)item.Operation).ToString());
				}
			}
			if (settings.Normal != null) {
				for (var i = 0; i < settings.Normal.Length; i++) {
					var item = settings.Normal[0];
					sb.Append("#define NORMAL_INDEX").Append(i.ToString()).Append(" texCoord").AppendLine(item.Index.ToString());
					sb.Append("#define NORMAL_BLEND").Append(i.ToString()).Append(" ").AppendLine(item.BlendFactor.ToString());
					sb.Append("#define NORMAL_OP").Append(i.ToString()).Append(" ").AppendLine(((int)item.Operation).ToString());
				}
			}
			if (settings.Specular != null) {
				for (var i = 0; i < settings.Specular.Length; i++) {
					var item = settings.Specular[0];
					sb.Append("#define SPECULAR_INDEX").Append(i.ToString()).Append(" texCoord").AppendLine(item.Index.ToString());
					sb.Append("#define SPECULAR_BLEND").Append(i.ToString()).Append(" ").AppendLine(item.BlendFactor.ToString());
					sb.Append("#define SPECULAR_OP").Append(i.ToString()).Append(" ").AppendLine(((int)item.Operation).ToString());
				}
			}
			if (settings.Emissive != null) {
				for (var i = 0; i < settings.Specular.Length; i++) {
					var item = settings.Specular[0];
					sb.Append("#define EMISSIVE_INDEX").Append(i.ToString()).Append(" texCoord").AppendLine(item.Index.ToString());
					sb.Append("#define EMISSIVE_BLEND").Append(i.ToString()).Append(" ").AppendLine(item.BlendFactor.ToString());
					sb.Append("#define EMISSIVE_OP").Append(i.ToString()).Append(" ").AppendLine(((int)item.Operation).ToString());
				}
			}
			sb.AppendLine();
		}
Пример #11
0
		static void AppendVarying (StringBuilder sb, MeshShaderSettings settings, bool output) {
			sb.AppendLine("varying vec3 normal;");
			sb.AppendLine("varying vec3 v;");
			for (var i = 0; i < 4; i++)
				sb.Append("varying").Append(" vec2 texCoord").Append(i).AppendLine(";");
		}
Пример #12
0
		static void AppendAttribute (StringBuilder sb, MeshShaderSettings settings) {
			sb.AppendLine("attribute vec4 Position;");
			sb.AppendLine("attribute vec4 Normal;");
			for (var i = 0; i < 4; i++)
				sb.Append("attribute vec2 TexCoord").Append(i).AppendLine(";");
			for (var i = 0; i < settings.BoneSlotCount; i++) {
				sb.Append("attribute float BoneWeight").Append(i).AppendLine(";");
				sb.Append("attribute float BoneIndex").Append(i).AppendLine(";");
			}
		}
Пример #13
0
		static void AppendUniform (StringBuilder sb, MeshShaderSettings settings) {
			sb.AppendLine("uniform mat4 WorldViewProjection;");
			sb.AppendLine("uniform mat4 WorldView;");
			sb.AppendLine("uniform mat4 NormalMatrix;");
			sb.AppendLine("uniform vec4 ColorAmbient;");
			sb.AppendLine("uniform vec4 ColorDiffuse;");
			sb.AppendLine("uniform vec4 ColorSpecular;");
			sb.AppendLine("uniform vec4 ColorEmissive;");
			sb.AppendLine("uniform float Shininess;");
			sb.AppendLine("uniform float ShininessStrength;");
			if (settings.Diffuse != null) {
				for (var i = 0; i < settings.Diffuse.Length; i++)
					sb.Append("uniform sampler2D DiffuseMap").Append(i.ToString()).AppendLine(";");
			}
			if (settings.Normal != null) {
				for (var i = 0; i < settings.Normal.Length; i++)
					sb.Append("uniform sampler2D NormalMap").Append(i.ToString()).AppendLine(";");
			}
			if (settings.Specular != null) {
				for (var i = 0; i < settings.Specular.Length; i++)
					sb.Append("uniform sampler2D SpecularMap").Append(i.ToString()).AppendLine(";");
			}
			if (settings.Emissive != null) {
				for (var i = 0; i < settings.Emissive.Length; i++)
					sb.Append("uniform sampler2D EmissiveMap").Append(i.ToString()).AppendLine(";");
			}
			if (settings.BoneCount > 0)
				sb.Append("uniform mat4 Bones[").Append(settings.BoneCount).AppendLine("];");
			sb.AppendLine("uniform int NumLights;");
			if (settings.MaxLights > 0) {
				sb.AppendLine("uniform int LightType[MAX_NUM_LIGHTS];");
				sb.AppendLine("uniform vec3 LightVector[MAX_NUM_LIGHTS];");
				sb.AppendLine("uniform vec3 LightAmbient[MAX_NUM_LIGHTS];");
				sb.AppendLine("uniform vec3 LightDiffuse[MAX_NUM_LIGHTS];");
				sb.AppendLine("uniform vec3 LightSpecular[MAX_NUM_LIGHTS];");
				sb.AppendLine("uniform vec3 LightAttenuation[MAX_NUM_LIGHTS];");
			}
		}
Пример #14
0
 static string GetName(MeshShaderSettings settings)
 {
     return(typeof(MeshShader).FullName + "::" + settings.MaxLights);
 }
Пример #15
0
 public MeshShader(MeshShaderSettings settings)
     : base(GetVertSource(settings), GetFragSource(settings), GetName(settings))
 {
     _maxNumLights = settings.MaxLights;
 }
Пример #16
0
		public MeshShader (MeshShaderSettings settings) : base(GetVertSource(settings), GetFragSource(settings)) {
			_maxNumLights = settings.MaxLights;
		}
Пример #17
0
		Material[] ReadMaterials (BinaryReader reader, Dictionary<string, Texture> textures) {
			var matCount = reader.ReadInt32();
			var mats = new MeshMaterial[matCount];
			for (var i = 0; i < matCount; i++) {
				var name = reader.ReadString();
				var mat = new MeshMaterial(null, name);
				mat.IsTwoSided = reader.ReadBoolean();
				mat.IsWireframeEnabled = reader.ReadBoolean();
				var shadingMode = (ShadingMode)reader.ReadInt32();
				mat.BlendMode = (BlendMode)reader.ReadInt32();
				mat.Opacity = reader.ReadSingle();
				mat.Shininess = reader.ReadSingle();
				mat.ShininessStrength = reader.ReadSingle();
				mat.ColorAmbient = reader.ReadVector4();
				mat.ColorDiffuse = reader.ReadVector4();
				mat.ColorSpecular = reader.ReadVector4();
				mat.ColorEmissive = reader.ReadVector4();
				mat.ColorTransparent = reader.ReadVector4();
				var boneCount = reader.ReadInt32();
				var boneSlotCount = reader.ReadInt32();
				mat.DiffuseMap = this.ReadTextureStack(reader, textures);
				mat.NormalMap = this.ReadTextureStack(reader, textures);
				mat.SpecularMap = this.ReadTextureStack(reader, textures);
				mat.EmissiveMap = this.ReadTextureStack(reader, textures);

				var settings = new MeshShaderSettings {
					MaxLights = 4,
					BoneCount = boneCount,
					BoneSlotCount = boneSlotCount,
					ShadingMode = shadingMode,
					Diffuse = GetMeshTextureStack(mat.DiffuseMap),
					Normal = GetMeshTextureStack(mat.NormalMap),
					Specular = GetMeshTextureStack(mat.SpecularMap),
					Emissive = GetMeshTextureStack(mat.EmissiveMap)
				};
				mat.Shader = new MeshShader(settings);

				mats[i] = mat;
			}
			return mats;
		}