using System; using System.Collections.Generic; using System.Linq; using System.Drawing; using System.Threading.Tasks; using Syroot.NintenTools.NSW.Bfres; using Syroot.NintenTools.NSW.Bfres.Helpers; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Windows.Forms; using Smash_Forge.Rendering; using SFGraphics.GLObjects.Shaders; using GL_Core; using GL_Core.Interfaces; using Switch_Toolbox.Library; using Switch_Toolbox.Library.Rendering; using WeifenLuo.WinFormsUI.Docking; using Switch_Toolbox.Library.IO; using Switch_Toolbox.Library.Forms; using ResU = Syroot.NintenTools.Bfres; using Bfres.Structs; namespace FirstPlugin { public class BFRESRender : AbstractGlDrawable { // gl buffer objects int vbo_position; int ibo_elements; public ResFile resFile = null; public ResU.ResFile resFileU = null; public Shader shader = null; public List models = new List(); public ResourceFile ResFileNode; public BFRESRender() { } public void DisposeFile() { Destroy(); ResFileNode.Nodes.Clear(); ResFileNode.Remove(); } private void GenerateBuffers() { GL.GenBuffers(1, out vbo_position); GL.GenBuffers(1, out ibo_elements); } public void LoadFile(ResU.ResFile r) { resFileU = r; ResFileNode.Load(resFileU); BfresWiiU.Read(this, resFileU, ResFileNode); UpdateVertexData(); UpdateTextureMaps(); } public void LoadFile(ResFile r) { resFile = r; ResFileNode.Load(resFile); BfresSwitch.Read(this, resFile, ResFileNode); UpdateVertexData(); UpdateTextureMaps(); } public void Destroy() { GL.DeleteBuffer(vbo_position); GL.DeleteBuffer(ibo_elements); } #region structs public void LoadViewport() { if (!Runtime.DisableViewport) { if (!EditorIsViewportActive(FirstPlugin.DockedViewport)) { Viewport.Instance.gL_ControlModern1.MainDrawable = this; FirstPlugin.DockedViewport.Text = resFile.Name + ".bfres"; FirstPlugin.DockedViewport = Viewport.Instance; } } } public bool EditorIsViewportActive(DockContent dock) { if (dock is Viewport) { if (BFRES.IsWiiU) dock.Text = resFileU.Name + ".bfres"; else dock.Text = resFile.Name + ".bfres"; ((Viewport)dock).gL_ControlModern1.MainDrawable = this; return true; } return false; } #endregion #region Rendering bool RanOnce = false; public override void Prepare(GL_ControlModern control) { } public override void Prepare(GL_ControlLegacy control) { } private void DrawBoundingBoxes() { foreach (FMDL mdl in models) { foreach (FSHP m in mdl.shapes) { if (m.IsSelected) GL.Color4(Color.GhostWhite); else GL.Color4(Color.OrangeRed); foreach (FSHP.BoundingBox box in m.boundingBoxes) { RenderTools.DrawRectangularPrism(box.Center, box.Extend.X, box.Extend.Y, box.Extend.Z, true); } } } } public override void Draw(GL_ControlLegacy control) { bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0; if (!buffersWereInitialized) GenerateBuffers(); if (OpenTKSharedResources.SetupStatus == OpenTKSharedResources.SharedResourceStatus.Unitialized) return; // if (Runtime.renderBoundingBoxes) // DrawBoundingBoxes(); if (Runtime.viewportShading != Runtime.ViewportShading.Default) shader = OpenTKSharedResources.shaders["BFRES_Debug"]; else shader = OpenTKSharedResources.shaders["BFRES"]; shader.UseProgram(); if (RanOnce == false) { // ShaderTools.SaveErrorLogs(); RanOnce = true; } Matrix4 camMat = control.mtxCam * control.mtxProj; shader.SetVector3("difLightDirection", Vector3.TransformNormal(new Vector3(0f, 0f, -1f), camMat.Inverted()).Normalized()); shader.EnableVertexAttributes(); SetRenderSettings(shader); shader.SetMatrix4x4("mvpMatrix", ref camMat); foreach (FMDL mdl in models) { foreach (FSHP shp in mdl.shapes) { DrawModel(shp, mdl, shader); } } shader.DisableVertexAttributes(); GL.UseProgram(0); GL.Disable(EnableCap.DepthTest); GL.Enable(EnableCap.DepthTest); } public override void Draw(GL_ControlModern control) { bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0; if (!buffersWereInitialized) GenerateBuffers(); if (OpenTKSharedResources.SetupStatus == OpenTKSharedResources.SharedResourceStatus.Unitialized) return; // if (Runtime.renderBoundingBoxes) // DrawBoundingBoxes(); if (Runtime.viewportShading != Runtime.ViewportShading.Default) shader = OpenTKSharedResources.shaders["BFRES_Debug"]; else shader = OpenTKSharedResources.shaders["BFRES"]; shader.UseProgram(); if (RanOnce == false) { // ShaderTools.SaveErrorLogs(); RanOnce = true; } Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale); Matrix4 camMat = previewScale * control.mtxCam * control.mtxProj; shader.SetVector3("difLightDirection", Vector3.TransformNormal(new Vector3(0f, 0f, -1f), camMat.Inverted()).Normalized()); shader.EnableVertexAttributes(); SetRenderSettings(shader); shader.SetMatrix4x4("mvpMatrix", ref camMat); GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Gequal, 0.1f); foreach (FMDL mdl in models) { foreach (FSHP shp in mdl.shapes) { DrawModel(shp, mdl, shader); } } shader.DisableVertexAttributes(); GL.UseProgram(0); GL.Disable(EnableCap.DepthTest); GL.Enable(EnableCap.DepthTest); } private void SetRenderSettings(Shader shader) { shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor); shader.SetInt("renderType", (int)Runtime.viewportShading); shader.SetBoolToInt("useNormalMap", Runtime.useNormalMap); shader.SetInt("uvChannel", (int)Runtime.uvChannel); shader.SetBoolToInt("renderR", Runtime.renderR); shader.SetBoolToInt("renderG", Runtime.renderG); shader.SetBoolToInt("renderB", Runtime.renderB); shader.SetBoolToInt("renderAlpha", Runtime.renderAlpha); shader.SetInt("isTransparent", 1); } private static void SetDefaultTextureAttributes(FMAT mat, Shader shader) { shader.SetBoolToInt("HasDiffuse", mat.HasDiffuseMap); shader.SetBoolToInt("HasDiffuseLayer", mat.HasDiffuseLayer); shader.SetBoolToInt("HasNormalMap", mat.HasNormalMap); shader.SetBoolToInt("HasEmissionMap", mat.HasEmissionMap); shader.SetBoolToInt("HasLightMap", mat.HasLightMap); shader.SetBoolToInt("HasShadowMap", mat.HasShadowMap); shader.SetBoolToInt("HasSpecularMap", mat.HasSpecularMap); shader.SetBoolToInt("HasTeamColorMap", mat.HasTeamColorMap); shader.SetBoolToInt("HasSphereMap", mat.HasSphereMap); shader.SetBoolToInt("HasSubSurfaceScatteringMap", mat.HasSubSurfaceScatteringMap); //Unused atm untill I do PBR shader shader.SetBoolToInt("HasMetalnessMap", mat.HasMetalnessMap); shader.SetBoolToInt("HasRoughnessMap", mat.HasRoughnessMap); shader.SetBoolToInt("HasMRA", mat.HasMRA); } private static void SetBoneUniforms(Shader shader, FMDL fmdl) { for (int i = 0; i < fmdl.Skeleton.Node_Array.Length; i++) { Matrix4 transform = fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].invert * fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].transform; GL.UniformMatrix4(GL.GetUniformLocation(shader.Id, String.Format("bones[{0}]", i)), false, ref transform); } } private static void SetTextureUniforms(FMAT mat, FSHP m, Shader shader) { SetDefaultTextureAttributes(mat, shader); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id); shader.SetTexture("UVTestPattern", RenderTools.uvTestPattern, 10); GL.Uniform1(shader.GetAttribLocation("normalMap"), 0); GL.Uniform1(shader.GetAttribLocation("BakeShadowMap"), 0); // PBR IBL // shader.SetTexture("irradianceMap", RenderTools.diffusePbr, 18); // shader.SetTexture("specularIbl", RenderTools.specularPbr, 19); foreach (MatTexture matex in mat.textures) { if (matex.Type == MatTexture.TextureType.Diffuse) TextureUniform(shader, mat, mat.HasDiffuseMap, "DiffuseMap", matex); else if (matex.Type == MatTexture.TextureType.Normal) TextureUniform(shader, mat, mat.HasNormalMap, "NormalMap", matex); else if (matex.Type == MatTexture.TextureType.Emission) TextureUniform(shader, mat, mat.HasEmissionMap, "EmissionMap", matex); else if (matex.Type == MatTexture.TextureType.Specular) TextureUniform(shader, mat, mat.HasSpecularMap, "SpecularMap", matex); else if (matex.Type == MatTexture.TextureType.Shadow) TextureUniform(shader, mat, mat.HasShadowMap, "BakeShadowMap", matex); else if (matex.Type == MatTexture.TextureType.Light) TextureUniform(shader, mat, mat.HasLightMap, "BakeLightMap", matex); else if (matex.Type == MatTexture.TextureType.Metalness) TextureUniform(shader, mat, mat.HasMetalnessMap, "MetalnessMap", matex); else if (matex.Type == MatTexture.TextureType.Roughness) TextureUniform(shader, mat, mat.HasRoughnessMap, "RoughnessMap", matex); else if (matex.Type == MatTexture.TextureType.TeamColor) TextureUniform(shader, mat, mat.HasTeamColorMap, "TeamColorMap", matex); else if (matex.Type == MatTexture.TextureType.Transparency) TextureUniform(shader, mat, mat.HasTransparencyMap, "TransparencyMap", matex); else if (matex.Type == MatTexture.TextureType.DiffuseLayer2) TextureUniform(shader, mat, mat.HasDiffuseLayer, "DiffuseLayer", matex); else if (matex.Type == MatTexture.TextureType.SphereMap) TextureUniform(shader, mat, mat.HasSphereMap, "SphereMap", matex); else if (matex.Type == MatTexture.TextureType.SubSurfaceScattering) TextureUniform(shader, mat, mat.HasSubSurfaceScatteringMap, "SubSurfaceScatteringMap", matex); else if (matex.Type == MatTexture.TextureType.MRA) TextureUniform(shader, mat, mat.HasMRA, "MRA", matex); } } private static void TextureUniform(Shader shader, FMAT mat, bool hasTex, string name, MatTexture mattex) { // Bind the texture and create the uniform if the material has the right textures. if (hasTex) { GL.Uniform1(shader.GetUniformLocation(name), BindTexture(mattex)); } } public static int BindTexture(MatTexture tex) { GL.ActiveTexture(TextureUnit.Texture0 + tex.hash + 1); GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id); if (BFRES.IsWiiU) { foreach (var ftexContainer in PluginRuntime.ftexContainers) { if (ftexContainer.Textures.ContainsKey(tex.Name)) { BindGLTexture(tex, ftexContainer.Textures[tex.Name].renderedTex.display); } } } else { foreach (var bntx in PluginRuntime.bntxContainers) { if (bntx.Textures.ContainsKey(tex.Name)) { BindGLTexture(tex, bntx.Textures[tex.Name].renderedGLTex.display); } } } return tex.hash + 1; } private static void BindGLTexture(MatTexture tex, int texid) { // GL.ActiveTexture(TextureUnit.Texture0 + texid); GL.BindTexture(TextureTarget.Texture2D, texid); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)MatTexture.wrapmode[tex.wrapModeS]); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)MatTexture.wrapmode[tex.wrapModeT]); GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f); } private void DrawModel(FSHP m, FMDL mdl, Shader shader, bool drawSelection = false) { if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3) return; SetUniforms(m.GetMaterial(), shader, m, m.DisplayId); SetTextureUniforms(m.GetMaterial(), m, shader); SetBoneUniforms(shader, mdl); SetVertexAttributes(m, shader); ApplyTransformFix(mdl, m, shader); if (m.Checked) { if ((m.IsSelected)) { DrawModelSelection(m, shader); } else { if (Runtime.RenderModelWireframe) { DrawModelWireframe(m, shader); } if (Runtime.RenderModels) { PrimitiveType primitiveType = PrimitiveType.Triangles; switch (m.lodMeshes[m.DisplayLODIndex].PrimitiveType) { case STPolygonType.Line: primitiveType = PrimitiveType.Lines; break; case STPolygonType.LineStrip: primitiveType = PrimitiveType.LineStrip; break; case STPolygonType.Point: primitiveType = PrimitiveType.Points; break; case STPolygonType.Triangle: primitiveType = PrimitiveType.Triangles; break; } GL.DrawElements(primitiveType, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset); } } } } private static void ApplyTransformFix(FMDL fmdl, FSHP m, Shader shader) { shader.SetInt("NoSkinning", 0); shader.SetInt("RigidSkinning", 0); //Some objects will have no weights or indices. These will weigh to the bone index in the shape section. shader.SetInt("SingleBoneIndex", m.boneIndx); if (m.VertexSkinCount == 1) { shader.SetInt("RigidSkinning", 1); } if (m.VertexSkinCount == 0) { Matrix4 transform = fmdl.Skeleton.bones[m.boneIndx].invert * fmdl.Skeleton.bones[m.boneIndx].transform; shader.SetMatrix4x4("singleBoneBindTransform", ref transform); shader.SetInt("NoSkinning", 1); } } public void UpdateVertexData() { if (OpenTKSharedResources.SetupStatus == OpenTKSharedResources.SharedResourceStatus.Unitialized) return; DisplayVertex[] Vertices; int[] Faces; int poffset = 0; int voffset = 0; List Vs = new List(); List Ds = new List(); foreach (FMDL mdl in models) { foreach (FSHP m in mdl.shapes) { m.Offset = poffset * 4; List pv = m.CreateDisplayVertices(); Vs.AddRange(pv); for (int i = 0; i < m.lodMeshes[m.DisplayLODIndex].displayFaceSize; i++) { Ds.Add(m.display[i] + voffset); } poffset += m.lodMeshes[m.DisplayLODIndex].displayFaceSize; voffset += pv.Count; } } // Binds Vertices = Vs.ToArray(); Faces = Ds.ToArray(); // Bind only once! GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw); Viewport.Instance.UpdateViewport(); } public void UpdateSingleMaterialTextureMaps(FMAT mat) { if (OpenTKSharedResources.SetupStatus == OpenTKSharedResources.SharedResourceStatus.Unitialized) return; foreach (BinaryTextureContainer bntx in PluginRuntime.bntxContainers) { foreach (var t in mat.textures) { if (bntx.Textures.ContainsKey(t.Name)) { if (!bntx.Textures[t.Name].GLInitialized) bntx.Textures[t.Name].LoadOpenGLTexture(); } } } Viewport.Instance.UpdateViewport(); } public void UpdateTextureMaps() { if (OpenTKSharedResources.SetupStatus == OpenTKSharedResources.SharedResourceStatus.Unitialized) return; foreach (BinaryTextureContainer bntx in PluginRuntime.bntxContainers) { if (!bntx.AllGLInitialized) { foreach (var tex in bntx.Textures) { if (!tex.Value.GLInitialized) tex.Value.LoadOpenGLTexture(); } } } foreach (FTEXContainer ftexCont in PluginRuntime.ftexContainers) { foreach (var tex in ftexCont.Textures) { tex.Value.LoadOpenGLTexture(); } } Viewport.Instance.UpdateViewport(); } private static void SetUniforms(FMAT mat, Shader shader, FSHP m, int id) { shader.SetVector4("gsys_bake_st0", new Vector4(1, 1, 0, 0)); shader.SetVector4("gsys_bake_st1", new Vector4(1, 1, 0, 0)); shader.SetVector4("const_color0", new Vector4(1, 1, 1, 1)); shader.SetVector4("base_color_mul_color", new Vector4(1, 1, 1, 1)); shader.SetInt("enableCellShading", 0); bool HasTans = m.vertexAttributes.Any(x => x.Name == "_t0"); shader.SetBoolToInt("hasTangents", HasTans); SetUniformData(mat, shader, "gsys_bake_st0"); SetUniformData(mat, shader, "gsys_bake_st1"); SetUniformData(mat, shader, "const_color0"); SetUniformData(mat, shader, "base_color_mul_color"); } private static void SetUniformData(FMAT mat, Shader shader, string propertyName) { if (mat.shaderassign.options.ContainsKey(propertyName)) { float value = float.Parse(mat.shaderassign.options[propertyName]); shader.SetFloat(propertyName, value); } if (mat.matparam.ContainsKey(propertyName)) { if (mat.matparam[propertyName].Type == ShaderParamType.Float) { if (mat.anims.ContainsKey(propertyName)) mat.matparam[propertyName].ValueFloat[0] = mat.anims[propertyName][0]; shader.SetFloat(propertyName, mat.matparam[propertyName].ValueFloat[0]); } if (mat.matparam[propertyName].Type == ShaderParamType.Float2) { if (mat.anims.ContainsKey(propertyName)) { mat.matparam[propertyName].ValueFloat = new float[2] { mat.anims[propertyName][0], mat.anims[propertyName][1]}; } shader.SetVector2(propertyName, Utils.ToVec2(mat.matparam[propertyName].ValueFloat)); } if (mat.matparam[propertyName].Type == ShaderParamType.Float3) { if (mat.anims.ContainsKey(propertyName)) { mat.matparam[propertyName].ValueFloat = new float[3] { mat.anims[propertyName][0], mat.anims[propertyName][1], mat.anims[propertyName][2]}; } shader.SetVector3(propertyName, Utils.ToVec3(mat.matparam[propertyName].ValueFloat)); } if (mat.matparam[propertyName].Type == ShaderParamType.Float4) { if (mat.anims.ContainsKey(propertyName)) { mat.matparam[propertyName].ValueFloat = new float[4] { mat.anims[propertyName][0], mat.anims[propertyName][1], mat.anims[propertyName][2], mat.anims[propertyName][3]}; } shader.SetVector4(propertyName, Utils.ToVec4(mat.matparam[propertyName].ValueFloat)); } if (mat.matparam[propertyName].Type == ShaderParamType.TexSrt) { // Vector 2 Scale // 1 roation float // Vector2 translate TexSrt texSRT = mat.matparam[propertyName].ValueTexSrt; shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling)); shader.SetFloat("SRT_Rotate", texSRT.Rotation); shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation)); } } } private void SetVertexAttributes(FSHP m, Shader shader) { GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position); GL.VertexAttribPointer(shader.GetAttribLocation("vPosition"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 0); GL.VertexAttribPointer(shader.GetAttribLocation("vNormal"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 12); GL.VertexAttribPointer(shader.GetAttribLocation("vTangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 24); GL.VertexAttribPointer(shader.GetAttribLocation("vBitangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 36); GL.VertexAttribPointer(shader.GetAttribLocation("vUV0"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 48); GL.VertexAttribPointer(shader.GetAttribLocation("vColor"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 56); GL.VertexAttribIPointer(shader.GetAttribLocation("vBone"), 4, VertexAttribIntegerType.Int, DisplayVertex.Size, new IntPtr(72)); GL.VertexAttribPointer(shader.GetAttribLocation("vWeight"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 88); GL.VertexAttribPointer(shader.GetAttribLocation("vUV1"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 104); GL.VertexAttribPointer(shader.GetAttribLocation("vUV2"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 112); GL.VertexAttribPointer(shader.GetAttribLocation("vPosition2"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 124); GL.VertexAttribPointer(shader.GetAttribLocation("vPosition3"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 136); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements); } private static void DrawModelWireframe(STGenericObject p, Shader shader) { // use vertex color for wireframe color shader.SetInt("colorOverride", 1); GL.PolygonMode(MaterialFace.Front, PolygonMode.Line); GL.Enable(EnableCap.LineSmooth); GL.LineWidth(1.5f); GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); shader.SetInt("colorOverride", 0); } private static void DrawModelSelection(STGenericObject p, Shader shader) { //This part needs to be reworked for proper outline. Currently would make model disappear /* GL.Enable(EnableCap.DepthTest); GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); GL.StencilMask(0x00); GL.StencilFunc(StencilFunction.Always, 1, 0xFF); // all fragments should update the stencil buffer GL.StencilMask(0xFF); // enable writing to the stencil buffer GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); GL.StencilFunc(StencilFunction.Notequal, 1, 0xFF); GL.StencilMask(0x00); // enable writing to the stencil buffer GL.Disable(EnableCap.DepthTest); shader.SetInt("colorOverride", 1); GL.PolygonMode(MaterialFace.Front, PolygonMode.Line); GL.LineWidth(2.0f); GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); shader.SetInt("colorOverride", 0); GL.StencilMask(0xFF); GL.Enable(EnableCap.DepthTest);*/ // Override the model color with white in the shader. shader.SetInt("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); shader.SetInt("colorOverride", 0); GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset); } #endregion } }