示例#1
0
        private void SetupDrawCalls(Mesh mesh, Dictionary <string, string> skinMaterials)
        {
            var vbib           = mesh.VBIB;
            var data           = mesh.GetData();
            var gpuMeshBuffers = guiContext.MeshBufferCache.GetVertexIndexBuffers(vbib);

            //Prepare drawcalls
            var sceneObjects = data.GetArray("m_sceneObjects");

            foreach (var sceneObject in sceneObjects)
            {
                var objectDrawCalls = sceneObject.GetArray("m_drawCalls");

                foreach (var objectDrawCall in objectDrawCalls)
                {
                    var materialName = objectDrawCall.GetProperty <string>("m_material");

                    if (skinMaterials != null && skinMaterials.ContainsKey(materialName))
                    {
                        materialName = skinMaterials[materialName];
                    }

                    var material  = guiContext.MaterialLoader.GetMaterial(materialName);
                    var isOverlay = material.Material.IntParams.ContainsKey("F_OVERLAY");

                    // Ignore overlays for now
                    if (isOverlay)
                    {
                        continue;
                    }

                    var shaderArguments = new Dictionary <string, bool>();

                    if (DrawCall.IsCompressedNormalTangent(objectDrawCall))
                    {
                        shaderArguments.Add("fulltangent", false);
                    }

                    // TODO: Don't pass around so much shit
                    var drawCall = CreateDrawCall(objectDrawCall, vbib, shaderArguments, material);

                    if (drawCall.Material.IsBlended)
                    {
                        DrawCallsBlended.Add(drawCall);
                    }
                    else
                    {
                        DrawCallsOpaque.Add(drawCall);
                    }
                }
            }

            //drawCalls = drawCalls.OrderBy(x => x.Material.Parameters.Name).ToList();
        }
        private void SetupDrawCallMaterial(DrawCall drawCall, IDictionary <string, bool> shaderArguments, RenderMaterial material)
        {
            drawCall.Material = material;
            // Add shader parameters from material to the shader parameters from the draw call
            var combinedShaderParameters = shaderArguments
                                           .Concat(material.Material.GetShaderArguments())
                                           .ToDictionary(kvp => kvp.Key, kvp => kvp.Value);

            // Load shader
            drawCall.Shader = guiContext.ShaderLoader.LoadShader(drawCall.Material.Material.ShaderName, combinedShaderParameters);

            //Bind and validate shader
            GL.UseProgram(drawCall.Shader.Program);

            if (!drawCall.Material.Textures.ContainsKey("g_tTintMask"))
            {
                drawCall.Material.Textures.Add("g_tTintMask", MaterialLoader.CreateSolidTexture(1f, 1f, 1f));
            }

            if (!drawCall.Material.Textures.ContainsKey("g_tNormal"))
            {
                drawCall.Material.Textures.Add("g_tNormal", MaterialLoader.CreateSolidTexture(0.5f, 1f, 0.5f));
            }
        }
        private DrawCall CreateDrawCall(IKeyValueCollection objectDrawCall, VBIB vbib, GPUMeshBuffers gpuMeshBuffers, IDictionary <string, bool> shaderArguments, RenderMaterial material)
        {
            var drawCall = new DrawCall();

            switch (objectDrawCall.GetProperty <string>("m_nPrimitiveType"))
            {
            case "RENDER_PRIM_TRIANGLES":
                drawCall.PrimitiveType = PrimitiveType.Triangles;
                break;

            default:
                throw new Exception("Unknown PrimitiveType in drawCall! (" + objectDrawCall.GetProperty <string>("m_nPrimitiveType") + ")");
            }

            drawCall.Material = material;
            // Add shader parameters from material to the shader parameters from the draw call
            var combinedShaderParameters = shaderArguments
                                           .Concat(material.Material.GetShaderArguments())
                                           .ToDictionary(kvp => kvp.Key, kvp => kvp.Value);

            // Load shader
            drawCall.Shader = guiContext.ShaderLoader.LoadShader(drawCall.Material.Material.ShaderName, combinedShaderParameters);

            //Bind and validate shader
            GL.UseProgram(drawCall.Shader.Program);

            var indexBufferObject = objectDrawCall.GetSubCollection("m_indexBuffer");

            var indexBuffer = default(DrawBuffer);

            indexBuffer.Id       = Convert.ToUInt32(indexBufferObject.GetProperty <object>("m_hBuffer"));
            indexBuffer.Offset   = Convert.ToUInt32(indexBufferObject.GetProperty <object>("m_nBindOffsetBytes"));
            drawCall.IndexBuffer = indexBuffer;

            var indexElementSize = vbib.IndexBuffers[(int)drawCall.IndexBuffer.Id].Size;

            //drawCall.BaseVertex = Convert.ToUInt32(objectDrawCall.GetProperty<object>("m_nBaseVertex"));
            //drawCall.VertexCount = Convert.ToUInt32(objectDrawCall.GetProperty<object>("m_nVertexCount"));
            drawCall.StartIndex = Convert.ToUInt32(objectDrawCall.GetProperty <object>("m_nStartIndex")) * indexElementSize;
            drawCall.IndexCount = Convert.ToInt32(objectDrawCall.GetProperty <object>("m_nIndexCount"));

            if (objectDrawCall.ContainsKey("m_vTintColor"))
            {
                var tintColor = objectDrawCall.GetSubCollection("m_vTintColor").ToVector3();
                drawCall.TintColor = new OpenTK.Vector3(tintColor.X, tintColor.Y, tintColor.Z);
            }

            if (!drawCall.Material.Textures.ContainsKey("g_tTintMask"))
            {
                drawCall.Material.Textures.Add("g_tTintMask", MaterialLoader.CreateSolidTexture(1f, 1f, 1f));
            }

            if (!drawCall.Material.Textures.ContainsKey("g_tNormal"))
            {
                drawCall.Material.Textures.Add("g_tNormal", MaterialLoader.CreateSolidTexture(0.5f, 1f, 0.5f));
            }

            if (indexElementSize == 2)
            {
                //shopkeeper_vr
                drawCall.IndexType = DrawElementsType.UnsignedShort;
            }
            else if (indexElementSize == 4)
            {
                //glados
                drawCall.IndexType = DrawElementsType.UnsignedInt;
            }
            else
            {
                throw new Exception("Unsupported index type");
            }

            var m_vertexBuffers = objectDrawCall.GetSubCollection("m_vertexBuffers");
            var m_vertexBuffer  = m_vertexBuffers.GetSubCollection("0"); // TODO: Not just 0

            var vertexBuffer = default(DrawBuffer);

            vertexBuffer.Id       = Convert.ToUInt32(m_vertexBuffer.GetProperty <object>("m_hBuffer"));
            vertexBuffer.Offset   = Convert.ToUInt32(m_vertexBuffer.GetProperty <object>("m_nBindOffsetBytes"));
            drawCall.VertexBuffer = vertexBuffer;

            drawCall.VertexArrayObject = guiContext.MeshBufferCache.GetVertexArrayObject(
                vbib,
                drawCall.Shader,
                drawCall.VertexBuffer.Id,
                drawCall.IndexBuffer.Id);

            return(drawCall);
        }
示例#4
0
        //Set up a draw call
        private DrawCall CreateDrawCall(Dictionary <string, KVValue> drawProperties, uint[] vertexBuffers, uint[] indexBuffers, ArgumentDependencies modelArguments, VBIB block, Material material)
        {
            var drawCall = new DrawCall();

            switch (drawProperties["m_nPrimitiveType"].Value.ToString())
            {
            case "RENDER_PRIM_TRIANGLES":
                drawCall.PrimitiveType = PrimitiveType.Triangles;
                break;

            default:
                throw new Exception("Unknown PrimitiveType in drawCall! (" + drawProperties["m_nPrimitiveType"].Value + ")");
            }

            drawCall.Material = material;

            // Load shader
            drawCall.Shader = ShaderLoader.LoadShader(drawCall.Material.ShaderName, modelArguments);

            //Bind and validate shader
            GL.UseProgram(drawCall.Shader.Program);

            var f = (KVObject)drawProperties["m_indexBuffer"].Value;

            var indexBuffer = default(DrawBuffer);

            indexBuffer.Id       = Convert.ToUInt32(f.Properties["m_hBuffer"].Value);
            indexBuffer.Offset   = Convert.ToUInt32(f.Properties["m_nBindOffsetBytes"].Value);
            drawCall.IndexBuffer = indexBuffer;

            var bufferSize = block.IndexBuffers[(int)drawCall.IndexBuffer.Id].Size;

            drawCall.BaseVertex  = Convert.ToUInt32(drawProperties["m_nBaseVertex"].Value);
            drawCall.VertexCount = Convert.ToUInt32(drawProperties["m_nVertexCount"].Value);
            drawCall.StartIndex  = Convert.ToUInt32(drawProperties["m_nStartIndex"].Value) * bufferSize;
            drawCall.IndexCount  = Convert.ToInt32(drawProperties["m_nIndexCount"].Value);

            if (drawProperties.ContainsKey("m_vTintColor"))
            {
                var tint = (KVObject)drawProperties["m_vTintColor"].Value;
                drawCall.TintColor = new Vector3(
                    Convert.ToSingle(tint.Properties["0"].Value),
                    Convert.ToSingle(tint.Properties["1"].Value),
                    Convert.ToSingle(tint.Properties["2"].Value));
            }

            if (bufferSize == 2)
            {
                //shopkeeper_vr
                drawCall.IndiceType = DrawElementsType.UnsignedShort;
            }
            else if (bufferSize == 4)
            {
                //glados
                drawCall.IndiceType = DrawElementsType.UnsignedInt;
            }
            else
            {
                throw new Exception("Unsupported indice type");
            }

            var g = (KVObject)drawProperties["m_vertexBuffers"].Value;
            var h = (KVObject)g.Properties["0"].Value; // TODO: Not just 0

            var vertexBuffer = default(DrawBuffer);

            vertexBuffer.Id       = Convert.ToUInt32(h.Properties["m_hBuffer"].Value);
            vertexBuffer.Offset   = Convert.ToUInt32(h.Properties["m_nBindOffsetBytes"].Value);
            drawCall.VertexBuffer = vertexBuffer;

            GL.GenVertexArrays(1, out drawCall.VertexArrayObject);

            GL.BindVertexArray(drawCall.VertexArrayObject);
            GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffers[drawCall.VertexBuffer.Id]);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffers[drawCall.IndexBuffer.Id]);

            var curVertexBuffer = block.VertexBuffers[(int)drawCall.VertexBuffer.Id];
            var texCoordNum     = 0;

            foreach (var attribute in curVertexBuffer.Attributes)
            {
                var attributeName = "v" + attribute.Name;

                // TODO: other params too?
                if (attribute.Name == "TEXCOORD" && texCoordNum++ > 0)
                {
                    attributeName += texCoordNum;
                }

                BindVertexAttrib(attribute, attributeName, drawCall.Shader.Program, (int)curVertexBuffer.Size);
            }

            GL.BindVertexArray(0);

            return(drawCall);
        }
        private DrawCall CreateDrawCall(IKeyValueCollection objectDrawCall, VBIB vbib, IDictionary <string, bool> shaderArguments, RenderMaterial material)
        {
            var drawCall = new DrawCall();

            string primitiveType = objectDrawCall.GetProperty <object>("m_nPrimitiveType") switch
            {
                string primitiveTypeString => primitiveTypeString,
                byte primitiveTypeByte =>
                (primitiveTypeByte == 5) ? "RENDER_PRIM_TRIANGLES" : ("UNKNOWN_" + primitiveTypeByte),
                _ => throw new NotImplementedException("Unknown PrimitiveType in drawCall!")
            };

            switch (primitiveType)
            {
            case "RENDER_PRIM_TRIANGLES":
                drawCall.PrimitiveType = PrimitiveType.Triangles;
                break;

            default:
                throw new NotImplementedException("Unknown PrimitiveType in drawCall! (" + primitiveType + ")");
            }

            SetupDrawCallMaterial(drawCall, shaderArguments, material);

            var indexBufferObject = objectDrawCall.GetSubCollection("m_indexBuffer");

            var indexBuffer = default(DrawBuffer);

            indexBuffer.Id       = Convert.ToUInt32(indexBufferObject.GetProperty <object>("m_hBuffer"));
            indexBuffer.Offset   = Convert.ToUInt32(indexBufferObject.GetProperty <object>("m_nBindOffsetBytes"));
            drawCall.IndexBuffer = indexBuffer;

            var indexElementSize = vbib.IndexBuffers[(int)drawCall.IndexBuffer.Id].ElementSizeInBytes;

            //drawCall.BaseVertex = Convert.ToUInt32(objectDrawCall.GetProperty<object>("m_nBaseVertex"));
            //drawCall.VertexCount = Convert.ToUInt32(objectDrawCall.GetProperty<object>("m_nVertexCount"));
            drawCall.StartIndex = Convert.ToUInt32(objectDrawCall.GetProperty <object>("m_nStartIndex")) * indexElementSize;
            drawCall.IndexCount = Convert.ToInt32(objectDrawCall.GetProperty <object>("m_nIndexCount"));

            if (objectDrawCall.ContainsKey("m_vTintColor"))
            {
                var tintColor = objectDrawCall.GetSubCollection("m_vTintColor").ToVector3();
                drawCall.TintColor = new OpenTK.Vector3(tintColor.X, tintColor.Y, tintColor.Z);
            }

            if (indexElementSize == 2)
            {
                //shopkeeper_vr
                drawCall.IndexType = DrawElementsType.UnsignedShort;
            }
            else if (indexElementSize == 4)
            {
                //glados
                drawCall.IndexType = DrawElementsType.UnsignedInt;
            }
            else
            {
                throw new Exception("Unsupported index type");
            }

            var m_vertexBuffer = objectDrawCall.GetArray("m_vertexBuffers")[0]; // TODO: Not just 0

            var vertexBuffer = default(DrawBuffer);

            vertexBuffer.Id       = Convert.ToUInt32(m_vertexBuffer.GetProperty <object>("m_hBuffer"));
            vertexBuffer.Offset   = Convert.ToUInt32(m_vertexBuffer.GetProperty <object>("m_nBindOffsetBytes"));
            drawCall.VertexBuffer = vertexBuffer;

            drawCall.VertexArrayObject = guiContext.MeshBufferCache.GetVertexArrayObject(
                vbib,
                drawCall.Shader,
                drawCall.VertexBuffer.Id,
                drawCall.IndexBuffer.Id);

            return(drawCall);
        }