fixed material index + wrong gl + draw distance + grid fading

This commit is contained in:
4sval 2022-08-29 02:07:56 +02:00
parent 8597e491e0
commit b2002121ab
5 changed files with 20 additions and 13 deletions

View File

@ -13,13 +13,17 @@ public class Camera
public float Yaw { get; set; } = -90f;
public float Pitch { get; set; } = 0f;
public float Zoom { get; set; } = 45f;
public float Speed { get; set; } = 1f;
public float Speed { get; } = 1f;
public float Near { get; } = 0.01f;
public float Far { get; } = 100f;
public float AspectRatio => 16f / 9f;
public Camera(Vector3 position, Vector3 direction, float speed)
public Camera(Vector3 position, Vector3 direction, float near, float far, float speed)
{
Position = position;
Direction = direction;
Near = near;
Far = far;
Speed = speed;
// trigonometric math to calculate the cam's yaw/pitch based on position and direction to look
@ -52,7 +56,7 @@ public class Camera
public Matrix4x4 GetProjectionMatrix()
{
return Matrix4x4.CreatePerspectiveFieldOfView(Helper.DegreesToRadians(Zoom), AspectRatio, 0.1f, 100.0f);
return Matrix4x4.CreatePerspectiveFieldOfView(Helper.DegreesToRadians(Zoom), AspectRatio, Near, Far);
}
public void CalculateDirection()

View File

@ -51,8 +51,8 @@ public class Grid : IDisposable
_shader.SetUniform("view", camera.GetViewMatrix());
_shader.SetUniform("proj", camera.GetProjectionMatrix());
_shader.SetUniform("uNear", -0.01f);
_shader.SetUniform("uFar", 100f);
_shader.SetUniform("uNear", camera.Near);
_shader.SetUniform("uFar", camera.Far);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint) Indices.Length);

View File

@ -39,7 +39,7 @@ public class Model : IDisposable
for (var s = 0; s < sections.Length; s++)
{
var section = sections[s];
Sections[s] = new Section(section.MaterialName, (uint) section.NumFaces * _faceSize, section.FirstIndex, section);
Sections[s] = new Section(section.MaterialName, section.MaterialIndex, (uint) section.NumFaces * _faceSize, section.FirstIndex, section);
for (uint face = 0; face < section.NumFaces; face++)
{
foreach (var f in _facesIndex)
@ -121,7 +121,7 @@ public class Model : IDisposable
ImGui.TableHeadersRow();
for (int section = 0; section < Sections.Length; section++)
{
Sections[section].Bind(section, Indices.Length);
Sections[section].Bind(Indices.Length);
_gl.DrawArrays(PrimitiveType.Triangles, Sections[section].FirstFaceIndex, Sections[section].FacesCount);
}
ImGui.EndTable();

View File

@ -1,5 +1,4 @@
using System;
using System.Numerics;
using CUE4Parse.UE4.Assets.Exports.Material;
using CUE4Parse.UE4.Assets.Exports.Texture;
using CUE4Parse_Conversion.Meshes.PSK;
@ -22,18 +21,21 @@ public class Section : IDisposable
private Texture _emissionMap;
public string Name;
public int Index;
public uint FacesCount;
public int FirstFaceIndex;
public CMaterialParams Parameters;
public Section(string name, uint facesCount, int firstFaceIndex, CMeshSection section)
public Section(string name, int index, uint facesCount, int firstFaceIndex, CMeshSection section)
{
Name = name;
Index = index;
FacesCount = facesCount;
FirstFaceIndex = firstFaceIndex;
Parameters = new CMaterialParams();
if (section.Material != null && section.Material.TryLoad(out var material) && material is UMaterialInterface unrealMaterial)
{
Name = unrealMaterial.Name;
unrealMaterial.GetParams(Parameters);
}
}
@ -76,18 +78,18 @@ public class Section : IDisposable
}
}
public void Bind(int index, float indices)
public void Bind(float indices)
{
ImGui.TableNextRow();
ImGui.TableSetColumnIndex(0);
ImGui.Text(index.ToString());
ImGui.Text(Index.ToString());
ImGui.TableSetColumnIndex(1);
ImGui.Text(Name);
if (ImGui.IsItemHovered())
{
ImGui.BeginTooltip();
ImGui.Text($"Faces: {FacesCount} ({Math.Floor(FacesCount / indices * 100f)}%%)");
ImGui.Text($"Faces: {FacesCount} ({Math.Round(FacesCount / indices * 100f, 2)}%%)");
ImGui.Text($"First Face: {FirstFaceIndex}");
ImGui.Separator();
ImGui.Text($"Diffuse: ({Parameters.Diffuse?.ExportType}) {Parameters.Diffuse?.Name}");

View File

@ -80,9 +80,10 @@ public class Snooper
private void SetupCamera(FBox box)
{
var far = box.Max.Max();
var center = box.GetCenter();
var position = new Vector3(0f, center.Z, box.Max.Y * 3);
_camera = new Camera(position, center, box.Max.Max() / 2f);
_camera = new Camera(position, center, 0.01f, far * 50f, far / 2f);
}
private void OnLoad()