示例#1
0
        public override void ApplyMaterial(Mesh mesh, Material mat, bool textured, bool shaded)
        {
            ShaderGen.GenFlags flags = 0;
            if (textured)
            {
                flags |= ShaderGen.GenFlags.ColorMap;
            }
            if (shaded)
            {
                flags |= ShaderGen.GenFlags.Lighting;
            }
            Shader shader = _shaderGen.GenerateOrGetFromCache(flags);

            shader.BindIfNecessary();
        }
示例#2
0
        public override void ApplyMaterial(Mesh mesh, Material mat, bool textured, bool shaded, bool twoSided)
        {
            RenderControl.GLError("StartMaterialMapper");
            ShaderGen.GenFlags flags = 0;
            var hasAlpha             = false;
            var hasTexture           = false;

            // note: keep this up-to-date with the code in MaterialMapper.UploadTextures()
            for (int i = 0; i < Renderer.modernGLUsedTextureTypeCount; i++)
            {
                TextureType currTextureType = (TextureType)((int)TextureType.Diffuse + i);
                GL.ActiveTexture((TextureUnit)((int)TextureUnit.Texture0 + i));
                GL.BindTexture(TextureTarget.Texture2D, Renderer.modernGLTextureType[i]); //we use own texture always, even when textures off to supply preset values
                if (textured && mat.GetMaterialTextureCount(currTextureType) > 0)
                {
                    hasTexture = true;
                    //flags |= ShaderGen.GenFlags.Texture; flag not used, we always have some texture
                    TextureSlot tex;
                    mat.GetMaterialTexture(currTextureType, 0, out tex);
                    var gtex = _scene.TextureSet.GetOriginalOrReplacement(tex.FilePath);
                    hasAlpha = hasAlpha || gtex.HasAlpha == Texture.AlphaState.HasAlpha;
                    if (gtex.State == Texture.TextureState.GlTextureCreated)
                    {
                        gtex.BindGlTexture();
                    }
                }
            }
            GL.ActiveTexture(TextureUnit.Texture0);
            RenderControl.GLError("EndTextureSettings");
            if (shaded)
            {
                flags |= ShaderGen.GenFlags.Lighting;
            }
            var hasColors = mesh != null && mesh.HasVertexColors(0);

            if (hasColors)
            {
                flags |= ShaderGen.GenFlags.VertexColor;
            }
            if (_UseSceneLights)
            {
                flags |= ShaderGen.GenFlags.PhongSpecularShading;
            }
            if ((mat.IsTwoSided) || (twoSided))
            {
                flags |= ShaderGen.GenFlags.TwoSide;
            }
            Shader shader = _shaderGen.GenerateOrGetFromCache(flags, _LightCount > 0 ? _LightCount : 1);

            shader.BindIfNecessary();
            Matrix4 curView = Matrix4.CreateScale(_scene.Scale) * _View;

            shader.SetMat4("WorldViewProjection", _World * curView * _Perspective);
            Matrix4 cameraPos      = _View.ClearRotation();
            Matrix4 cameraRotation = _View.ClearTranslation();
            Matrix4 cam            = Matrix4.Identity;

            cam = cameraPos * cameraRotation;
            Vector3 cameraPosition = -cam.ExtractTranslation() / _scene.Scale;//does not work for orbitcontroller

            //            cameraPosition = new Vector3(200,100,-100); //1m = 100units and positive
            cameraPosition.Z = -cameraPosition.Z;
            shader.SetVec3("CameraPosition", -cameraPosition);
            shader.SetMat4("World", _World);
            shader.SetMat4("WorldView", _World * curView); //_world* curView keeps light source at "fixed" position during rotating of the model
            shader.SetFloat("SceneBrightness", _SceneBrightness);
            shader.SetFloat("Material.diffuse", 0);
            shader.SetFloat("Material.ambient", 1);
            shader.SetFloat("Material.specular", 2);
            shader.SetFloat("Material.emissive", 3);
            shader.SetFloat("Material.height", 4);
            shader.SetFloat("Material.normal", 5);
            shader.SetLights(_GLLights, _LightCount);
            RenderControl.GLError("UniformSettings");

            // note: keep semantics of hasAlpha consistent with IsAlphaMaterial()
            var alpha = 1.0f;

            if (mat.HasOpacity)
            {
                alpha = mat.Opacity;
                if (alpha < AlphaSuppressionThreshold) // suppress zero opacity, this is likely wrong input data
                {
                    alpha = 1.0f;
                }
            }
            var color = new Color4(.8f, .8f, .8f, 1.0f);

            if (mat.HasColorDiffuse)
            {
                color = AssimpToOpenTk.FromColor(mat.ColorDiffuse);
                if (color.A < AlphaSuppressionThreshold) // s.a.
                {
                    color.A = 1.0f;
                }
            }
            color.A *= alpha;
            hasAlpha = hasAlpha || color.A < 1.0f;

            if (shaded)
            {
                // if the material has a texture but the diffuse color texture is all black,
                // then heuristically assume that this is an import/export flaw and substitute
                // white.
                if (hasTexture && color.R < 1e-3f && color.G < 1e-3f && color.B < 1e-3f)
                {
                    color = Color4.White;
                }
                shader.SetCol4("MaterialDiffuse_Alpha", color);

                color = new Color4(0, 0, 0, 1.0f);
                if (mat.HasColorSpecular)
                {
                    color = AssimpToOpenTk.FromColor(mat.ColorSpecular);
                }
                shader.SetCol4("MaterialSpecular", color);

                color = new Color4(.2f, .2f, .2f, 1.0f);
                if (mat.HasColorAmbient)
                {
                    color = AssimpToOpenTk.FromColor(mat.ColorAmbient);
                }
                shader.SetCol4("MaterialAmbient", color);

                color = new Color4(0, 0, 0, 1.0f);
                if (mat.HasColorEmissive)
                {
                    color = AssimpToOpenTk.FromColor(mat.ColorEmissive);
                }
                shader.SetCol4("MaterialEmissive", color);

                float shininess = 1;
                float strength  = 1;
                if (mat.HasShininess)
                {
                    shininess = mat.Shininess;
                }
                // todo: I don't even remember how shininess strength was supposed to be handled in assimp .. Scales the specular color of the material.Not implemented here.
                if (mat.HasShininessStrength)
                {
                    strength = mat.ShininessStrength;
                }
                var exp = shininess;
                if (exp >= 128.0f) // 128 is the maximum exponent as per the Gl spec
                {
                    exp = 128.0f;
                }
                shader.SetFloat("MaterialShininess", exp);
                //Shininess may be at mat.ColorSpecular.a too..?? but in FBX is
            }
            else if (!hasColors)
            {
                shader.SetCol4("MaterialDiffuse_Alpha", color);
            }

            if (hasAlpha)
            {
                GL.Enable(EnableCap.Blend);
                GL.BlendFuncSeparate(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha, BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);
                GL.DepthMask(false);
            }
            else
            {
                GL.DepthMask(true);
                GL.Disable(EnableCap.Blend);
            }
            RenderControl.GLError("EndMaterialMapper");
        }