FModel/FModel/Views/Snooper/Model.cs
2022-08-31 20:04:59 +02:00

134 lines
4.6 KiB
C#

using System;
using System.Linq;
using System.Numerics;
using CUE4Parse_Conversion.Meshes.PSK;
using ImGuiNET;
using Silk.NET.OpenGL;
namespace FModel.Views.Snooper;
public class Model : IDisposable
{
private uint _handle;
private GL _gl;
private BufferObject<uint> _ebo;
private BufferObject<float> _vbo;
private VertexArrayObject<float, uint> _vao;
private uint _vertexSize = 8; // Position + Normal + UV
private const uint _faceSize = 3; // just so we don't have to do .Length
private readonly uint[] _facesIndex = { 1, 0, 2 };
public readonly string Name;
public readonly bool HasVertexColors;
public readonly uint[] Indices;
public readonly float[] Vertices;
public readonly Section[] Sections;
private bool _display_vertex_colors;
public Model(string name, CBaseMeshLod lod, CMeshVertex[] vertices)
{
Name = name;
HasVertexColors = lod.VertexColors != null;
if (HasVertexColors) _vertexSize += 4; // + Color
var sections = lod.Sections.Value;
Sections = new Section[sections.Length];
Indices = new uint[sections.Sum(section => section.NumFaces * _faceSize)];
Vertices = new float[Indices.Length * _vertexSize];
for (var s = 0; s < sections.Length; s++)
{
var section = sections[s];
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)
{
var i = face * _faceSize + f;
var index = section.FirstIndex + i;
var indice = lod.Indices.Value[index];
var vert = vertices[indice];
Vertices[index * _vertexSize] = vert.Position.X * Constants.SCALE_DOWN_RATIO;
Vertices[index * _vertexSize + 1] = vert.Position.Z * Constants.SCALE_DOWN_RATIO;
Vertices[index * _vertexSize + 2] = vert.Position.Y * Constants.SCALE_DOWN_RATIO;
Vertices[index * _vertexSize + 3] = vert.Normal.X;
Vertices[index * _vertexSize + 4] = vert.Normal.Z;
Vertices[index * _vertexSize + 5] = vert.Normal.Y;
Vertices[index * _vertexSize + 6] = vert.UV.U;
Vertices[index * _vertexSize + 7] = vert.UV.V;
if (HasVertexColors)
{
var color = lod.VertexColors[indice];
Vertices[index * _vertexSize + 8] = color.R;
Vertices[index * _vertexSize + 9] = color.G;
Vertices[index * _vertexSize + 10] = color.B;
Vertices[index * _vertexSize + 11] = color.A;
}
Indices[index] = i;
}
}
}
}
public void Setup(GL gl)
{
_gl = gl;
_handle = _gl.CreateProgram();
_ebo = new BufferObject<uint>(_gl, Indices, BufferTargetARB.ElementArrayBuffer);
_vbo = new BufferObject<float>(_gl, Vertices, BufferTargetARB.ArrayBuffer);
_vao = new VertexArrayObject<float, uint>(_gl, _vbo, _ebo);
_vao.VertexAttributePointer(0, 3, VertexAttribPointerType.Float, _vertexSize, 0); // position
_vao.VertexAttributePointer(1, 3, VertexAttribPointerType.Float, _vertexSize, 3); // normal
_vao.VertexAttributePointer(2, 2, VertexAttribPointerType.Float, _vertexSize, 6); // uv
_vao.VertexAttributePointer(3, 4, VertexAttribPointerType.Float, _vertexSize, 8); // color
for (int section = 0; section < Sections.Length; section++)
{
Sections[section].Setup(_gl);
}
}
public void Bind(Shader shader)
{
_vao.Bind();
shader.SetUniform("display_vertex_colors", _display_vertex_colors);
DrawImGui();
for (int section = 0; section < Sections.Length; section++)
{
Sections[section].Bind(shader, Indices.Length);
}
ImGui.Separator();
}
public void Dispose()
{
_ebo.Dispose();
_vbo.Dispose();
_vao.Dispose();
for (int section = 0; section < Sections.Length; section++)
{
Sections[section].Dispose();
}
_gl.DeleteProgram(_handle);
}
private void DrawImGui()
{
ImGui.Text($"Entity: {Name}");
if (HasVertexColors)
ImGui.Checkbox("Display Vertex Colors", ref _display_vertex_colors);
}
}