示例#1
0
 public void Draw(Matrix4 viewMatrix, Matrix4 projectionMatrix, TextureBinder textureBinder = null, bool wireframe = false)
 {
     if (!IsValid)
     {
         return;
     }
     foreach (var mesh in _meshes)
     {
         if (mesh == null)
         {
             continue;
         }
         var modelMatrix = mesh.WorldMatrix;
         var mvpMatrix   = modelMatrix * viewMatrix * projectionMatrix;
         GL.UniformMatrix4(Scene.UniformIndexMVP, false, ref mvpMatrix);
         mesh.Draw(textureBinder, wireframe);
     }
 }
示例#2
0
        public void Draw(TextureBinder textureBinder = null, bool wireframe = false)
        {
            GL.BindVertexArray(_meshId);

            GL.BindBuffer(BufferTarget.ArrayBuffer, _positionBuffer);
            GL.EnableVertexAttribArray((uint)Scene.AttributeIndexPosition);
            GL.VertexAttribPointer((uint)Scene.AttributeIndexPosition, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero);

            GL.BindBuffer(BufferTarget.ArrayBuffer, _normalBuffer);
            GL.EnableVertexAttribArray((uint)Scene.AttributeIndexNormal);
            GL.VertexAttribPointer((uint)Scene.AttributeIndexNormal, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero);

            GL.BindBuffer(BufferTarget.ArrayBuffer, _colorBuffer);
            GL.EnableVertexAttribArray((uint)Scene.AttributeIndexColour);
            GL.VertexAttribPointer((uint)Scene.AttributeIndexColour, 3, VertexAttribPointerType.Float, true, 0, IntPtr.Zero);

            GL.BindBuffer(BufferTarget.ArrayBuffer, _uvBuffer);
            GL.EnableVertexAttribArray((uint)Scene.AttributeIndexUv);
            GL.VertexAttribPointer((uint)Scene.AttributeIndexUv, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero);

            if (textureBinder != null && Texture != 0)
            {
                textureBinder.BindTexture(Texture);
            }

            GL.PolygonMode(MaterialFace.FrontAndBack, wireframe ? PolygonMode.Line : PolygonMode.Fill);
            GL.DrawArrays(PrimitiveType.Triangles, 0, _numElements);
            GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);

            if (textureBinder != null && Texture != 0)
            {
                textureBinder.Unbind();
            }

            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindVertexArray(0);
        }
示例#3
0
        public void SetupMultipleEntityBatch(RootEntity[] checkedEntities = null, ModelEntity selectedModelEntity = null, RootEntity selectedRootEntity = null, TextureBinder textureBinder = null, bool updateMeshData = true, bool focus = false, bool hasAnimation = false)
        {
            if (selectedModelEntity == null && selectedRootEntity == null)
            {
                return;
            }
            var bounds = focus ? new BoundingBox() : null;

            selectedRootEntity = selectedRootEntity ?? selectedModelEntity.GetRootEntity();

            //count the selected entity
            var modelCount = 1;

            //count checked, excecpt, the selected
            if (checkedEntities != null)
            {
                foreach (var checkedEntity in checkedEntities)
                {
                    if (checkedEntity == selectedRootEntity)
                    {
                        continue;
                    }
                    modelCount += checkedEntity.ChildEntities.Length;
                    if (focus)
                    {
                        bounds.AddPoints(checkedEntity.Bounds3D.Corners);
                    }
                }
            }
            //focus
            if (selectedRootEntity != null)
            {
                foreach (var subEntity in selectedRootEntity.ChildEntities)
                {
                    modelCount++;
                    if (focus)
                    {
                        bounds.AddPoints(subEntity.Bounds3D.Corners);
                    }
                }
            }
            //reset
            ResetModelIndex();
            if (updateMeshData)
            {
                Reset(modelCount);
            }
            //bindings

            //checked entities, except selected root
            if (checkedEntities != null)
            {
                foreach (var entity in checkedEntities)
                {
                    if (entity == selectedRootEntity)
                    {
                        continue;
                    }
                    foreach (ModelEntity modelEntity in entity.ChildEntities)
                    {
                        BindMesh(modelEntity, modelEntity.TempMatrix * modelEntity.WorldMatrix, textureBinder, updateMeshData, modelEntity.InitialVertices, modelEntity.InitialNormals, modelEntity.FinalVertices, modelEntity.FinalNormals, modelEntity.Interpolator);
                    }
                }
            }
            //if not animating
            //if (!hasAnimation)
            //{
            //root entity
            if (selectedRootEntity != null)
            {
                foreach (ModelEntity modelEntity in selectedRootEntity.ChildEntities)
                {
                    BindMesh(modelEntity, modelEntity.TempMatrix * modelEntity.WorldMatrix, textureBinder, updateMeshData, modelEntity.InitialVertices, modelEntity.InitialNormals, modelEntity.FinalVertices, modelEntity.FinalNormals, modelEntity.Interpolator);
                }
            }
            //}
            // do focus
            if (focus)
            {
                _scene.FocusOnBounds(bounds);
            }
        }
示例#4
0
        private void BindMesh(ModelEntity modelEntity, Matrix4?matrix = null, TextureBinder textureBinder = null, bool updateMeshData = true, Vector3[] initialVertices = null, Vector3[] initialNormals = null, Vector3[] finalVertices = null, Vector3[] finalNormals = null, float?interpolator = null)
        {
            if (!modelEntity.Visible)
            {
                return;
            }
            var mesh = GetMesh(_modelIndex++);

            if (mesh == null)
            {
                return;
            }
            //var rootEntity = modelEntity.ParentEntity as RootEntity; //todo
            mesh.WorldMatrix = matrix ?? modelEntity.WorldMatrix;
            if (updateMeshData)
            {
                var numTriangles = modelEntity.Triangles.Length;
                var elementCount = numTriangles * 3 * 3;
                var baseIndex    = 0;
                var positionList = new float[elementCount];
                var normalList   = new float[elementCount];
                var colorList    = new float[elementCount];
                var uvList       = new float[elementCount];
                for (var t = 0; t < numTriangles; t++)
                {
                    var lastVertex = Vector3.Zero;
                    var lastNormal = Vector3.Zero;
                    var lastColor  = Color.White;
                    var lastUv     = Vector3.Zero;
                    var triangle   = modelEntity.Triangles[t];
                    for (var i = 0; i < 3; i++)
                    {
                        var index1 = baseIndex++;
                        var index2 = baseIndex++;
                        var index3 = baseIndex++;

                        var sourceVertex = triangle.Vertices[i];
                        if (triangle.AttachedIndices != null)
                        {
                            var attachedIndex = triangle.AttachedIndices[i];
                            if (attachedIndex != uint.MaxValue)
                            {
                                if (!_scene.AutoAttach)
                                {
                                    sourceVertex = new Vector3(DiscardValue, DiscardValue, DiscardValue);
                                }
                            }
                        }

                        Vector3 vertex;
                        if (_scene.VibRibbonWireframe && i == 2)
                        {
                            vertex = lastVertex;
                        }
                        else
                        {
                            if (initialVertices != null && finalVertices != null && triangle.OriginalVertexIndices[i] < finalVertices.Length)
                            {
                                var initialVertex = sourceVertex + initialVertices[triangle.OriginalVertexIndices[i]];
                                var finalVertex   = sourceVertex + finalVertices[triangle.OriginalVertexIndices[i]];
                                vertex = Vector3.Lerp(initialVertex, finalVertex, interpolator.GetValueOrDefault());
                            }
                            else
                            {
                                vertex = sourceVertex;
                            }
                        }

                        positionList[index1] = vertex.X;
                        positionList[index2] = vertex.Y;
                        positionList[index3] = vertex.Z;

                        Vector3 normal;
                        if (_scene.VibRibbonWireframe && i == 2)
                        {
                            normal = lastNormal;
                        }
                        else
                        {
                            if (initialNormals != null && finalNormals != null && triangle.OriginalNormalIndices[i] < finalNormals.Length)
                            {
                                var initialNormal = triangle.Normals[i] + initialNormals[triangle.OriginalNormalIndices[i]] / 4096f;
                                var finalNormal   = triangle.Normals[i] + finalNormals[triangle.OriginalNormalIndices[i]] / 4096f;
                                normal = Vector3.Lerp(initialNormal, finalNormal, interpolator.GetValueOrDefault());
                            }
                            else
                            {
                                normal = triangle.Normals[i];
                            }
                        }

                        normalList[index1] = normal.X;
                        normalList[index2] = normal.Y;
                        normalList[index3] = normal.Z;

                        Color color;
                        if (_scene.VibRibbonWireframe && i == 2)
                        {
                            color = lastColor;
                        }
                        else
                        {
                            color = triangle.Colors[i];
                        }
                        colorList[index1] = color.R;
                        colorList[index2] = color.G;
                        colorList[index3] = color.B;

                        Vector3 uv;
                        if (_scene.VibRibbonWireframe && i == 2)
                        {
                            uv = lastUv;
                        }
                        else
                        {
                            uv = triangle.Uv[i];
                        }
                        uvList[index1] = uv.X;
                        uvList[index2] = uv.Y;
                        uvList[index3] = uv.Z;

                        lastVertex = vertex;
                        lastNormal = normal;
                        lastColor  = color;
                        lastUv     = uv;
                    }
                }
                mesh.SetData(numTriangles * 3, positionList, normalList, colorList, uvList);
            }
            if (textureBinder != null)
            {
                mesh.Texture = modelEntity.Texture != null?textureBinder.GetTexture((int)modelEntity.TexturePage) : 0;
            }
        }
示例#5
0
        public void BindCube(Matrix4 matrix, Color color, Vector3 center, Vector3 size, int index, TextureBinder textureBinder = null, bool updateMeshData = true)
        {
            var mesh = GetMesh(index);

            if (mesh == null)
            {
                return;
            }
            if (updateMeshData)
            {
                const int numTriangles = 12;
                const int elementCount = numTriangles * 3 * 3;
                var       baseIndex    = 0;
                var       positionList = new float[elementCount];
                var       normalList   = new float[elementCount];
                var       colorList    = new float[elementCount];
                var       uvList       = new float[elementCount];
                var       vertices     = new[]
                {
                    center.X - size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X - size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z + size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z + size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z + size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X - size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z + size.Z,
                    center.X + size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z + size.Z,
                    center.X + size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X - size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y - size.Y, center.Z - size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X - size.X, center.Y - size.Y, center.Z + size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z - size.Z,
                    center.X - size.X, center.Y + size.Y, center.Z + size.Z
                };
                for (var t = 0; t < numTriangles; t++)
                {
                    for (var i = 0; i < 3; i++)
                    {
                        var index1 = baseIndex++;
                        var index2 = baseIndex++;
                        var index3 = baseIndex++;

                        positionList[index1] = vertices[index1];
                        positionList[index2] = vertices[index2];
                        positionList[index3] = vertices[index3];

                        normalList[index1] = 0f;
                        normalList[index2] = 0f;
                        normalList[index3] = 0f;

                        colorList[index1] = color.R;
                        colorList[index2] = color.G;
                        colorList[index3] = color.B;

                        uvList[index1] = 0f;
                        uvList[index2] = 0f;
                        uvList[index3] = 0f;
                    }
                }
                mesh.SetData(numTriangles * 3, positionList, normalList, colorList, uvList);
            }
            mesh.WorldMatrix = matrix;
            if (textureBinder != null)
            {
                mesh.Texture = textureBinder.GetTexture(0);
            }
        }
示例#6
0
 public void BindModelBatch(ModelEntity modelEntity, Matrix4 matrix, TextureBinder textureBinder = null, Vector3[] initialVertices = null, Vector3[] initialNormals = null, Vector3[] finalVertices = null, Vector3[] finalNormals = null, float?interpolator = null)
 {
     BindMesh(modelEntity, matrix, textureBinder, finalVertices != null || finalNormals != null, initialVertices, initialNormals, finalVertices, finalNormals, interpolator);
 }
示例#7
0
 public void BindModelBatch(ModelEntity modelEntity, int index, Matrix4 matrix, TextureBinder textureBinder = null)
 {
     BindMesh(modelEntity, index, matrix, textureBinder);
 }
示例#8
0
        public void SetupMultipleEntityBatch(RootEntity[] checkedEntities = null, ModelEntity selectedModel = null, RootEntity selectedEntity = null, TextureBinder textureBinder = null, bool updateMeshData = true, bool focus = false)
        {
            var bounds     = focus ? new BoundingBox() : null;
            var modelCount = checkedEntities != null || selectedEntity != null || selectedModel != null ? 1 : 0;

            if (checkedEntities != null)
            {
                foreach (var entity in checkedEntities)
                {
                    if (entity == selectedEntity)
                    {
                        continue;
                    }
                    modelCount += entity.ChildEntities.Length;
                }
            }
            if (selectedEntity != null)
            {
                foreach (var subEntity in selectedEntity.ChildEntities)
                {
                    modelCount++;
                    if (focus)
                    {
                        bounds.AddPoints(subEntity.Bounds3D.Corners);
                    }
                }
            }
            if (updateMeshData)
            {
                Reset(modelCount);
            }
            var modelIndex = 0;

            if (checkedEntities != null)
            {
                foreach (var entity in checkedEntities)
                {
                    if (entity == selectedEntity)
                    {
                        continue;
                    }
                    foreach (var subEntity in entity.ChildEntities)
                    {
                        if (subEntity == selectedModel)
                        {
                            continue;
                        }
                        BindMesh((ModelEntity)subEntity, modelIndex++, null, textureBinder, updateMeshData);
                    }
                }
            }
            if (selectedEntity != null)
            {
                foreach (var subEntity in selectedEntity.ChildEntities)
                {
                    if (subEntity == selectedModel)
                    {
                        continue;
                    }
                    BindMesh((ModelEntity)subEntity, modelIndex++, null, textureBinder, updateMeshData);
                }
            }
            if (selectedModel != null)
            {
                BindMesh(selectedModel, modelIndex, null, textureBinder, updateMeshData);
            }
            if (focus)
            {
                _scene.FocusOnBounds(bounds);
            }
        }
示例#9
0
        private void BindMesh(ModelEntity modelEntity, int index, Matrix4?matrix = null, TextureBinder textureBinder = null, bool updateMeshData = true)
        {
            var mesh = GetMesh(index);

            if (mesh == null)
            {
                return;
            }
            if (updateMeshData)
            {
                var numTriangles = modelEntity.Triangles.Length;
                var elementCount = numTriangles * 3 * 3;
                var baseIndex    = 0;
                var positionList = new float[elementCount];
                var normalList   = new float[elementCount];
                var colorList    = new float[elementCount];
                var uvList       = new float[elementCount];
                for (var t = 0; t < numTriangles; t++)
                {
                    var triangle = modelEntity.Triangles[t];
                    for (var i = 0; i < 3; i++)
                    {
                        var index1 = baseIndex++;
                        var index2 = baseIndex++;
                        var index3 = baseIndex++;

                        var vertex = triangle.Vertices[i];
                        positionList[index1] = vertex.X;
                        positionList[index2] = vertex.Y;
                        positionList[index3] = vertex.Z;

                        var normal = triangle.Normals[i];
                        normalList[index1] = normal.X;
                        normalList[index2] = normal.Y;
                        normalList[index3] = normal.Z;

                        var color = triangle.Colors[i];
                        colorList[index1] = color.R;
                        colorList[index2] = color.G;
                        colorList[index3] = color.B;

                        var uv = triangle.Uv[i];
                        uvList[index1] = uv.X;
                        uvList[index2] = uv.Y;
                        uvList[index3] = uv.Z;
                    }
                }
                mesh.SetData(numTriangles * 3, positionList, normalList, colorList, uvList);
            }
            mesh.WorldMatrix = matrix ?? modelEntity.WorldMatrix;
            if (textureBinder != null)
            {
                mesh.Texture = modelEntity.Texture != null?textureBinder.GetTexture(modelEntity.TexturePage) : 0;
            }
        }