179 lines
4.3 KiB
C#
179 lines
4.3 KiB
C#
using System;
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using OpenTK.Graphics.OpenGL;
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using OpenTK;
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namespace org.niclasundharald.engine.graphics {
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public class Model3D {
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protected int vao,
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vbo, // Vertex Buffer
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cbo, // Color Buffer
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nbo; // Normals Buffer
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protected int nTriangles;
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Vector3[] vertexes;
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Vector4[] colors;
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Vector3[] normals;
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protected Model3D(){
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vao = GL.GenVertexArray();
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nTriangles = 0;
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prepare();
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}
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protected void prepare(){
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vbo = GL.GenBuffer();
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cbo = GL.GenBuffer();
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nbo = GL.GenBuffer();
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GL.BindVertexArray(vao);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
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GL.VertexAttribPointer(0,
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3,
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VertexAttribPointerType.Float,
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false,
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0,
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0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, cbo);
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GL.VertexAttribPointer(1,
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4,
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VertexAttribPointerType.Float,
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false,
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0,
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0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, nbo);
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GL.VertexAttribPointer(2,
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3,
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VertexAttribPointerType.Float,
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false,
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0,
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0);
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GL.BindVertexArray(0);
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}
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protected void rebind(){
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}
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protected void bind(Vector3[] vertexes){
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bind( vertexes, null, null, null );
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}
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protected void bind(Vector3[] vertexes,Vector4[] colors){
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bind( vertexes, colors, null, null );
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}
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protected void bind(Vector3[] vertexes,Vector4[] colors,Vector3[] normals){
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bind( vertexes, colors, normals, null );
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}
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protected void bind(Vector3[] vertexes,Vector4[] colors,Vector3[] normals,Vector2[] uvs){
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/* float[] fv = new float[vertexes.Length * 3];
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for (int n=0;n<vertexes.Length;n++){
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fv[(n * 3) ] = vertexes[n].X;
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fv[(n * 3) + 1] = vertexes[n].Y;
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fv[(n * 3) + 2] = vertexes[n].Z;
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}
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*/
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GL.BindVertexArray(vao);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
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// GL.BufferData(BufferTarget.ArrayBuffer, 4 * fv.Length, fv, BufferUsageHint.StaticDraw);
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GL.BufferData(BufferTarget.ArrayBuffer, 12 * vertexes.Length, vertexes, BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(0);
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nTriangles = vertexes.Length / 3;
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if (colors == null){
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colors = new Vector4[ vertexes.Length ];
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for (int n=0;n<colors.Length;n++){
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colors[n] = new Vector4(0.5f,0.9f,0.9f,1.0f);
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}
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}
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GL.BindBuffer(BufferTarget.ArrayBuffer, cbo);
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GL.BufferData(BufferTarget.ArrayBuffer, 16 * colors.Length, colors, BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(1);
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if (normals == null){
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normals = computeNormals(vertexes);
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}
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/*
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float[] fn = v3aToArray(normals);
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*/
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GL.BindBuffer(BufferTarget.ArrayBuffer, nbo);
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GL.BufferData(BufferTarget.ArrayBuffer, 12 * normals.Length, normals, BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(2);
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}
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public virtual void draw(){
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GL.BindVertexArray(this.vao);
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GL.DrawArrays(PrimitiveType.Triangles, 0, nTriangles * 3);
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GL.BindVertexArray(0);
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}
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public static void setTriangle(Vector3[] vertexes,int n, Vector3 a, Vector3 b, Vector3 c)
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{
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vertexes[(3 * n)] = a;
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vertexes[(3 * n)+1] = b;
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vertexes[(3 * n)+2] = c;
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}
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public static Vector3[] computeNormals(Vector3[] vertexes){
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Vector3[] normals = new Vector3[ vertexes.Length ];
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for (int n=0;n<vertexes.Length-2;n+=3){
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Vector3 normal = Vector3.Cross( vertexes[n+1] - vertexes[n], vertexes[n+2] - vertexes[n] );
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normal.Normalize();
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/*
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Console.WriteLine("Normal Length: {0} Normal: {1}",normal.Length, normal);
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if (normal.Length != 1){
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Console.WriteLine("!!! Broken Normal !!!");
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Console.WriteLine("Triangle: {0} {1} {2}",vertexes[n],vertexes[n+1],vertexes[n+2]);
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}
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*/
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normals[(n) ] = normal;
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normals[(n) + 1] = normal;
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normals[(n) + 2] = normal;
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}
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return normals;
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}
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public static float[] v3aToArray(Vector3[] v3a){
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float[] a = new float[ v3a.Length * 3];
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for (int n=0;n<v3a.Length;n++){
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a[ (3 * n) ] = v3a[n].X;
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a[ (3 * n) + 1] = v3a[n].Y;
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a[ (3 * n) + 2] = v3a[n].Z;
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}
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return a;
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}
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public static Model3D loadObjFile(string filename,float scale){
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return new LoadedModel(filename,scale);
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}
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}
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} |