2019-05-10 21:51:59 +00:00
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.IO;
|
|
|
|
|
using System.Text;
|
|
|
|
|
using System.Threading.Tasks;
|
|
|
|
|
using GL_EditorFramework.GL_Core;
|
|
|
|
|
using GL_EditorFramework.Interfaces;
|
|
|
|
|
using Switch_Toolbox.Library.IO;
|
|
|
|
|
using Switch_Toolbox.Library;
|
|
|
|
|
using Switch_Toolbox.Library.Rendering;
|
|
|
|
|
using OpenTK;
|
|
|
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
|
using BcresLibrary;
|
|
|
|
|
|
|
|
|
|
namespace FirstPlugin
|
|
|
|
|
{
|
|
|
|
|
public class BCRES_Render : AbstractGlDrawable
|
|
|
|
|
{
|
2019-05-11 20:11:27 +00:00
|
|
|
|
public Matrix4 ModelTransform = Matrix4.Identity;
|
|
|
|
|
|
2019-05-10 21:51:59 +00:00
|
|
|
|
public List<CMDLWrapper> Models = new List<CMDLWrapper>();
|
|
|
|
|
|
|
|
|
|
// gl buffer objects
|
|
|
|
|
int vbo_position;
|
|
|
|
|
int ibo_elements;
|
|
|
|
|
|
2019-05-13 22:36:14 +00:00
|
|
|
|
//Uniform block buffers
|
|
|
|
|
int TexCoord1Buffer;
|
|
|
|
|
|
2019-05-10 21:51:59 +00:00
|
|
|
|
private void GenerateBuffers()
|
|
|
|
|
{
|
|
|
|
|
GL.GenBuffers(1, out vbo_position);
|
|
|
|
|
GL.GenBuffers(1, out ibo_elements);
|
2019-05-13 22:36:14 +00:00
|
|
|
|
GL.GenBuffers(1, out TexCoord1Buffer);
|
2019-05-10 21:51:59 +00:00
|
|
|
|
|
|
|
|
|
UpdateVertexData();
|
2019-05-11 22:17:35 +00:00
|
|
|
|
UpdateTextureMaps();
|
2019-05-10 21:51:59 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Destroy()
|
|
|
|
|
{
|
|
|
|
|
GL.DeleteBuffer(vbo_position);
|
|
|
|
|
GL.DeleteBuffer(ibo_elements);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateVertexData()
|
|
|
|
|
{
|
|
|
|
|
if (!Runtime.OpenTKInitialized)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
SOBJWrapper.DisplayVertex[] Vertices;
|
|
|
|
|
int[] Faces;
|
|
|
|
|
|
|
|
|
|
int poffset = 0;
|
|
|
|
|
int voffset = 0;
|
|
|
|
|
List<SOBJWrapper.DisplayVertex> Vs = new List<SOBJWrapper.DisplayVertex>();
|
|
|
|
|
List<int> Ds = new List<int>();
|
|
|
|
|
foreach (CMDLWrapper m in Models)
|
|
|
|
|
{
|
|
|
|
|
foreach (SOBJWrapper shape in m.Shapes)
|
|
|
|
|
{
|
|
|
|
|
shape.Offset = poffset * 4;
|
|
|
|
|
List<SOBJWrapper.DisplayVertex> pv = shape.CreateDisplayVertices();
|
|
|
|
|
Vs.AddRange(pv);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize; i++)
|
|
|
|
|
{
|
|
|
|
|
Ds.Add(shape.display[i] + voffset);
|
|
|
|
|
}
|
|
|
|
|
poffset += shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize;
|
|
|
|
|
voffset += pv.Count;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Binds
|
|
|
|
|
Vertices = Vs.ToArray();
|
|
|
|
|
Faces = Ds.ToArray();
|
|
|
|
|
|
|
|
|
|
// Bind only once!
|
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
|
|
|
GL.BufferData<SOBJWrapper.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * SOBJWrapper.DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
|
|
|
|
|
|
|
|
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
|
|
|
|
|
GL.BufferData<int>(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw);
|
|
|
|
|
|
|
|
|
|
LibraryGUI.Instance.UpdateViewport();
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-11 22:17:35 +00:00
|
|
|
|
public void UpdateTextureMaps()
|
|
|
|
|
{
|
|
|
|
|
if (!Runtime.OpenTKInitialized)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
foreach (BCRESGroupNode bcresTexGroup in PluginRuntime.bcresTexContainers)
|
|
|
|
|
{
|
|
|
|
|
foreach (var tex in bcresTexGroup.ResourceNodes)
|
|
|
|
|
{
|
|
|
|
|
if (!((TXOBWrapper)tex.Value).RenderableTex.GLInitialized)
|
|
|
|
|
((TXOBWrapper)tex.Value).LoadOpenGLTexture();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LibraryGUI.Instance.UpdateViewport();
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-10 21:51:59 +00:00
|
|
|
|
public ShaderProgram defaultShaderProgram;
|
|
|
|
|
|
|
|
|
|
public override void Prepare(GL_ControlModern control)
|
|
|
|
|
{
|
|
|
|
|
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.frag";
|
|
|
|
|
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.vert";
|
|
|
|
|
|
|
|
|
|
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
|
|
|
|
|
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
|
|
|
|
|
|
|
|
|
|
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Prepare(GL_ControlLegacy control)
|
|
|
|
|
{
|
|
|
|
|
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.frag";
|
|
|
|
|
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.vert";
|
|
|
|
|
|
|
|
|
|
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
|
|
|
|
|
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
|
|
|
|
|
|
|
|
|
|
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Draw(GL_ControlLegacy control, Pass pass)
|
|
|
|
|
{
|
|
|
|
|
if (!Runtime.OpenTKInitialized)
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Draw(GL_ControlModern control, Pass pass)
|
|
|
|
|
{
|
2019-05-12 00:51:23 +00:00
|
|
|
|
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
|
2019-05-10 21:51:59 +00:00
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
|
|
|
|
|
if (!buffersWereInitialized)
|
|
|
|
|
GenerateBuffers();
|
|
|
|
|
|
2019-05-11 20:11:27 +00:00
|
|
|
|
ShaderProgram shader = defaultShaderProgram;
|
|
|
|
|
control.CurrentShader = shader;
|
|
|
|
|
control.UpdateModelMatrix(Matrix4.CreateScale(Runtime.previewScale) * ModelTransform);
|
|
|
|
|
|
2019-05-11 20:25:27 +00:00
|
|
|
|
Matrix4 camMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
|
|
|
|
|
|
|
|
|
|
Matrix4 invertedCamera = Matrix4.Identity;
|
|
|
|
|
if (invertedCamera.Determinant != 0)
|
|
|
|
|
invertedCamera = camMat.Inverted();
|
|
|
|
|
|
|
|
|
|
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
|
|
|
|
|
|
|
|
|
|
shader.SetVector3("difLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
|
|
|
|
|
|
2019-05-12 00:51:23 +00:00
|
|
|
|
// GL.Enable(EnableCap.AlphaTest);
|
|
|
|
|
// GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
|
|
|
|
|
|
2019-05-11 20:11:27 +00:00
|
|
|
|
SetRenderSettings(shader);
|
|
|
|
|
|
|
|
|
|
DrawModels(shader, control);
|
2019-05-12 00:51:23 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
GL.UseProgram(0);
|
|
|
|
|
GL.Disable(EnableCap.DepthTest);
|
|
|
|
|
GL.Enable(EnableCap.DepthTest);
|
|
|
|
|
GL.Enable(EnableCap.CullFace);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void SetBoneUniforms(ShaderProgram shader, CMDLWrapper fmdl, SOBJWrapper fshp)
|
|
|
|
|
{
|
2019-05-12 01:17:49 +00:00
|
|
|
|
foreach (var FaceGroup in fshp.Shape.FaceGroups)
|
2019-05-12 00:51:23 +00:00
|
|
|
|
{
|
2019-05-12 01:54:20 +00:00
|
|
|
|
if (FaceGroup.BoneIndexList == null)
|
|
|
|
|
continue;
|
|
|
|
|
|
2019-05-12 01:17:49 +00:00
|
|
|
|
for (int i = 0; i < FaceGroup.BoneIndexList.Length; i++)
|
|
|
|
|
{
|
2019-05-12 01:41:32 +00:00
|
|
|
|
GL.Uniform1(GL.GetUniformLocation(shader.program, String.Format("boneIds[{0}]", i)), FaceGroup.BoneIndexList[i]);
|
2019-05-12 00:51:23 +00:00
|
|
|
|
|
2019-05-12 01:17:49 +00:00
|
|
|
|
Matrix4 transform = fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].invert * fmdl.Skeleton.Renderable.bones[(int)FaceGroup.BoneIndexList[i]].Transform;
|
|
|
|
|
GL.UniformMatrix4(GL.GetUniformLocation(shader.program, String.Format("bones[{0}]", i)), false, ref transform);
|
|
|
|
|
}
|
2019-05-12 00:51:23 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-13 22:36:14 +00:00
|
|
|
|
private void SetUniformBlocks(MTOBWrapper mat, ShaderProgram shader, SOBJWrapper m, int id)
|
|
|
|
|
{
|
2019-05-14 00:20:26 +00:00
|
|
|
|
shader.UniformBlockBinding("TexCoord1", 3);
|
|
|
|
|
GL.GetActiveUniformBlock(shader.program,
|
|
|
|
|
shader.GetUniformBlockIndex("TexCoord1"),
|
|
|
|
|
ActiveUniformBlockParameter.UniformBlockBinding, out int binding);
|
|
|
|
|
|
|
|
|
|
/* GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer);
|
|
|
|
|
GL.BufferData(BufferTarget.UniformBuffer,
|
|
|
|
|
(IntPtr)MTOBWrapper.TexCoord1.Size,
|
|
|
|
|
ref mat.TexCoord1Buffer,
|
|
|
|
|
BufferUsageHint.StaticDraw);
|
|
|
|
|
GL.BindBuffer(BufferTarget.UniformBuffer, 0);
|
|
|
|
|
GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, TexCoord1Buffer, (IntPtr)0,
|
|
|
|
|
MTOBWrapper.TexCoord1.Size);
|
|
|
|
|
GL.BindBuffer(BufferTarget.UniformBuffer, TexCoord1Buffer);
|
|
|
|
|
GL.BINDBUFFER*/
|
2019-05-13 22:36:14 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-05-12 00:51:23 +00:00
|
|
|
|
private static void SetUniforms(MTOBWrapper mat, ShaderProgram shader, SOBJWrapper m, int id)
|
|
|
|
|
{
|
2019-05-12 01:41:32 +00:00
|
|
|
|
shader.SetBoolToInt("RigidSkinning", m.Shape.FaceGroups[0].SkinnningMode == BcresLibrary.Enums.SkinnningMode.Rigid);
|
|
|
|
|
shader.SetBoolToInt("NoSkinning", m.Shape.FaceGroups[0].SkinnningMode == BcresLibrary.Enums.SkinnningMode.None);
|
2019-05-11 20:11:27 +00:00
|
|
|
|
}
|
2019-05-13 22:36:14 +00:00
|
|
|
|
|
2019-05-11 22:17:35 +00:00
|
|
|
|
private static void SetTextureUniforms(MTOBWrapper mat, SOBJWrapper m, ShaderProgram shader)
|
|
|
|
|
{
|
|
|
|
|
SetDefaultTextureAttributes(mat, shader);
|
|
|
|
|
|
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0 + 1);
|
2019-05-13 21:17:36 +00:00
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
|
2019-05-11 22:17:35 +00:00
|
|
|
|
|
2019-05-12 00:51:23 +00:00
|
|
|
|
GL.Uniform1(shader["debugOption"], 2);
|
|
|
|
|
|
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture11);
|
|
|
|
|
GL.Uniform1(shader["weightRamp1"], 11);
|
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient.Id);
|
|
|
|
|
|
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture12);
|
|
|
|
|
GL.Uniform1(shader["weightRamp2"], 12);
|
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient2.Id);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture10);
|
|
|
|
|
GL.Uniform1(shader["UVTestPattern"], 10);
|
2019-05-13 21:17:36 +00:00
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID);
|
2019-05-12 00:51:23 +00:00
|
|
|
|
|
2019-05-11 22:17:35 +00:00
|
|
|
|
foreach (STGenericMatTexture matex in mat.TextureMaps)
|
|
|
|
|
{
|
|
|
|
|
if (matex.Type == STGenericMatTexture.TextureType.Diffuse)
|
|
|
|
|
TextureUniform(shader, mat, true, "DiffuseMap", matex);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void TextureUniform(ShaderProgram shader, MTOBWrapper mat, bool hasTex, string name, STGenericMatTexture mattex)
|
|
|
|
|
{
|
|
|
|
|
if (mattex.textureState == STGenericMatTexture.TextureState.Binded)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// Bind the texture and create the uniform if the material has the right textures.
|
|
|
|
|
if (hasTex)
|
|
|
|
|
{
|
|
|
|
|
GL.Uniform1(shader[name], BindTexture(mattex));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static int BindTexture(STGenericMatTexture tex)
|
|
|
|
|
{
|
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
|
2019-05-13 21:17:36 +00:00
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
|
2019-05-11 22:17:35 +00:00
|
|
|
|
|
|
|
|
|
string activeTex = tex.Name;
|
|
|
|
|
|
|
|
|
|
foreach (var bcresTexContainer in PluginRuntime.bcresTexContainers)
|
|
|
|
|
{
|
|
|
|
|
if (bcresTexContainer.ResourceNodes.ContainsKey(activeTex))
|
|
|
|
|
{
|
|
|
|
|
TXOBWrapper txob = (TXOBWrapper)bcresTexContainer.ResourceNodes[activeTex];
|
|
|
|
|
|
|
|
|
|
if (txob.RenderableTex == null || !txob.RenderableTex.GLInitialized)
|
|
|
|
|
txob.LoadOpenGLTexture();
|
|
|
|
|
|
|
|
|
|
BindGLTexture(tex, txob.RenderableTex.TexID);
|
2019-05-13 21:17:36 +00:00
|
|
|
|
break;
|
2019-05-11 22:17:35 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return tex.textureUnit + 1;
|
|
|
|
|
}
|
|
|
|
|
private static void BindGLTexture(STGenericMatTexture tex, int texid)
|
|
|
|
|
{
|
|
|
|
|
// GL.ActiveTexture(TextureUnit.Texture0 + texid);
|
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, texid);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)STGenericMatTexture.wrapmode[tex.wrapModeS]);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)STGenericMatTexture.wrapmode[tex.wrapModeT]);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)STGenericMatTexture.minfilter[tex.minFilter]);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)STGenericMatTexture.magfilter[tex.magFilter]);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void SetDefaultTextureAttributes(MTOBWrapper mat, ShaderProgram shader)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-11 20:11:27 +00:00
|
|
|
|
private void SetRenderSettings(ShaderProgram shader)
|
|
|
|
|
{
|
|
|
|
|
shader.SetInt("renderType", (int)Runtime.viewportShading);
|
2019-05-12 00:51:23 +00:00
|
|
|
|
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
|
2019-05-12 02:13:32 +00:00
|
|
|
|
shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor);
|
2019-05-11 20:11:27 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void DrawModels(ShaderProgram shader, GL_ControlModern control)
|
|
|
|
|
{
|
|
|
|
|
shader.EnableVertexAttributes();
|
|
|
|
|
foreach (CMDLWrapper mdl in Models)
|
|
|
|
|
{
|
|
|
|
|
if (mdl.Checked)
|
|
|
|
|
{
|
|
|
|
|
foreach (SOBJWrapper shp in mdl.Shapes)
|
|
|
|
|
{
|
|
|
|
|
DrawModel(shp, mdl, shader, mdl.IsSelected);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
shader.DisableVertexAttributes();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void SetVertexAttributes(SOBJWrapper m, ShaderProgram shader)
|
|
|
|
|
{
|
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
2019-05-11 22:49:32 +00:00
|
|
|
|
GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 0); //+12
|
|
|
|
|
GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 12); //+12
|
|
|
|
|
GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 24); //+12
|
|
|
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 36); //+8
|
|
|
|
|
GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 44); //+16
|
|
|
|
|
GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, SOBJWrapper.DisplayVertex.Size, new IntPtr(60)); //+16
|
|
|
|
|
GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 76);//+16
|
|
|
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 92);//+8
|
|
|
|
|
GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 100);//+8
|
2019-05-11 20:11:27 +00:00
|
|
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void DrawModel(SOBJWrapper m, CMDLWrapper mdl, ShaderProgram shader, bool drawSelection)
|
|
|
|
|
{
|
|
|
|
|
if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
|
|
|
|
|
return;
|
|
|
|
|
|
2019-05-12 01:54:20 +00:00
|
|
|
|
SetUniforms(m.MaterialWrapper, shader, m, m.DisplayId);
|
2019-05-13 22:36:14 +00:00
|
|
|
|
SetUniformBlocks(m.MaterialWrapper, shader, m, m.DisplayId);
|
2019-05-12 00:51:23 +00:00
|
|
|
|
SetBoneUniforms(shader, mdl, m);
|
2019-05-11 20:11:27 +00:00
|
|
|
|
SetVertexAttributes(m, shader);
|
2019-05-11 22:17:35 +00:00
|
|
|
|
SetTextureUniforms(m.MaterialWrapper, m, shader);
|
2019-05-11 20:11:27 +00:00
|
|
|
|
|
|
|
|
|
if ((m.IsSelected))
|
|
|
|
|
{
|
|
|
|
|
DrawModelSelection(m, shader);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (Runtime.RenderModels)
|
|
|
|
|
{
|
|
|
|
|
GL.DrawElements(PrimitiveType.Triangles, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void DrawModelSelection(STGenericObject p, ShaderProgram shader)
|
|
|
|
|
{
|
2019-05-12 01:47:27 +00:00
|
|
|
|
GL.Uniform1(shader["colorOverride"], 1);
|
|
|
|
|
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
|
|
|
|
|
GL.Enable(EnableCap.LineSmooth);
|
|
|
|
|
GL.LineWidth(1.3f);
|
|
|
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
|
|
|
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
|
|
|
|
GL.Uniform1(shader["colorOverride"], 0);
|
|
|
|
|
|
|
|
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
2019-05-10 21:51:59 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|