Пример #1
0
        public void OnRender(Camera camera, Vector4 highlightColor)
        {
            if (ShaderProgram == null)
            {
                PrepareShaders();
            }

            if (ShaderProgramDebug == null)
            {
                PrepareDebugShaders();
            }

            //SkeletonRender.Render(camera);

            Matrix4 mtxMdl = camera.ModelMatrix * Matrix4.CreateScale(PreviewScale);
            Matrix4 mtxCam = camera.ViewMatrix * camera.ProjectionMatrix;

            if (Runtime.DebugRendering != Runtime.DebugRender.Default)
            {
                ShaderProgramDebug.Enable();
                ShaderProgramDebug.SetVector4("highlight_color", highlightColor);
                ShaderProgramDebug.SetMatrix4x4("mtxMdl", ref mtxMdl);
                ShaderProgramDebug.SetMatrix4x4("mtxCam", ref mtxCam);
                ReloadUniforms(ShaderProgramDebug);
            }
            else
            {
                ShaderProgram.Enable();
                ShaderProgram.SetVector4("highlight_color", highlightColor);
                ShaderProgram.SetMatrix4x4("mtxMdl", ref mtxMdl);
                ShaderProgram.SetMatrix4x4("mtxCam", ref mtxCam);
                ReloadUniforms(ShaderProgram);
            }
        }
Пример #2
0
        public void Render(Camera camera)
        {
            if (Skeleton == null || !Visibile || !Runtime.DisplayBones)
            {
                return;
            }

            CheckBuffers();

            if (!Runtime.OpenTKInitialized)
            {
                return;
            }

            Console.WriteLine($"Skeleton render {Skeleton.Bones.Count}");

            ShaderProgram.Enable();
            GL.Disable(EnableCap.CullFace);
            GL.Disable(EnableCap.DepthTest);

            ShaderProgram.EnableVertexAttributes();
            ShaderProgram.SetMatrix4x4("rotation", ref prismRotation);

            Matrix4 camMat         = camera.ViewMatrix;
            Matrix4 mdlMat         = camera.ModelMatrix;
            Matrix4 projMat        = camera.ProjectionMatrix;
            Matrix4 computedCamMtx = camMat * projMat;

            ShaderProgram.SetMatrix4x4("mtxCam", ref computedCamMtx);
            ShaderProgram.SetMatrix4x4("mtxMdl", ref mdlMat);

            foreach (STBone bn in Skeleton.Bones)
            {
                if (!bn.Visible)
                {
                    continue;
                }

                Matrix4 modelMatrix = Matrix4.Identity;

                ShaderProgram.SetVector4("boneColor", ColorUtility.ToVector4(boneColor));
                ShaderProgram.SetFloat("scale", Runtime.BonePointSize * Skeleton.PreviewScale);
                ShaderProgram.SetMatrix4x4("ModelMatrix", ref modelMatrix);


                Matrix4 transform = bn.Transform;

                ShaderProgram.SetMatrix4x4("bone", ref transform);
                ShaderProgram.SetInt("hasParent", bn.ParentIndex != -1 ? 1 : 0);

                if (bn.ParentIndex != -1)
                {
                    var transformParent = ((STBone)bn.Parent).Transform;
                    ShaderProgram.SetMatrix4x4("parent", ref transformParent);
                }

                Draw(ShaderProgram);

                if (Runtime.SelectedBoneIndex == Skeleton.Bones.IndexOf(bn))
                {
                    ShaderProgram.SetVector4("boneColor", ColorUtility.ToVector4(selectedBoneColor));
                }

                ShaderProgram.SetInt("hasParent", 0);
                Draw(ShaderProgram);
            }

            ShaderProgram.DisableVertexAttributes();

            GL.UseProgram(0);
            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);
        }