mirror of
https://github.com/4sval/FModel.git
synced 2026-04-01 06:35:36 -05:00
190 lines
7.2 KiB
C#
190 lines
7.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using CUE4Parse_Conversion.Meshes.PSK;
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using Silk.NET.OpenGL;
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namespace FModel.Views.Snooper;
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public class Model : IDisposable
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{
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private uint _handle;
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private GL _gl;
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private BufferObject<uint> _ebo;
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private BufferObject<float> _vbo;
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private BufferObject<Matrix4x4> _mvbo;
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private VertexArrayObject<float, uint> _vao;
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private uint _vertexSize = 8; // Position + Normal + UV
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private const uint _faceSize = 3; // just so we don't have to do .Length
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private readonly uint[] _facesIndex = { 1, 0, 2 };
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public readonly string Name;
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public readonly string Type;
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public readonly bool HasVertexColors;
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public readonly bool HasBones;
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public uint[] Indices;
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public float[] Vertices;
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public Section[] Sections;
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public readonly List<CSkelMeshBone> Skeleton;
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public int TransformsCount;
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public readonly List<Transform> Transforms;
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public readonly string[] TransformsLabels = {
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"X Location", "Y", "Z",
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"X Rotation", "Y", "Z",
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"X Scale", "Y", "Z"
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};
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public bool DisplayVertexColors;
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public bool DisplayBones;
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protected Model(string name, string type)
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{
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Name = name;
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Type = type;
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Transforms = new List<Transform>();
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}
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public Model(string name, string type, CBaseMeshLod lod, CMeshVertex[] vertices, List<CSkelMeshBone> skeleton = null, Transform transform = null) : this(name, type)
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{
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HasVertexColors = lod.VertexColors != null;
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if (HasVertexColors) _vertexSize += 4; // + Color
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Skeleton = skeleton;
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HasBones = Skeleton != null;
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if (HasBones) _vertexSize += 8; // + BoneIds + BoneWeights
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_vertexSize += 16; // + InstanceMatrix
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var sections = lod.Sections.Value;
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Sections = new Section[sections.Length];
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Indices = new uint[sections.Sum(section => section.NumFaces * _faceSize)];
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Vertices = new float[Indices.Length * _vertexSize];
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for (var s = 0; s < sections.Length; s++)
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{
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var section = sections[s];
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Sections[s] = new Section(section.MaterialName, section.MaterialIndex, (uint) section.NumFaces * _faceSize, section.FirstIndex, section);
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for (uint face = 0; face < section.NumFaces; face++)
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{
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foreach (var f in _facesIndex)
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{
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var count = 0;
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var i = face * _faceSize + f;
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var index = section.FirstIndex + i;
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var indice = lod.Indices.Value[index];
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var vert = vertices[indice];
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Vertices[index * _vertexSize + count++] = vert.Position.X * Constants.SCALE_DOWN_RATIO;
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Vertices[index * _vertexSize + count++] = vert.Position.Z * Constants.SCALE_DOWN_RATIO;
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Vertices[index * _vertexSize + count++] = vert.Position.Y * Constants.SCALE_DOWN_RATIO;
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Vertices[index * _vertexSize + count++] = vert.Normal.X;
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Vertices[index * _vertexSize + count++] = vert.Normal.Z;
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Vertices[index * _vertexSize + count++] = vert.Normal.Y;
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Vertices[index * _vertexSize + count++] = vert.UV.U;
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Vertices[index * _vertexSize + count++] = vert.UV.V;
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if (HasVertexColors)
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{
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var color = lod.VertexColors[indice];
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Vertices[index * _vertexSize + count++] = color.R;
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Vertices[index * _vertexSize + count++] = color.G;
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Vertices[index * _vertexSize + count++] = color.B;
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Vertices[index * _vertexSize + count++] = color.A;
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}
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if (HasBones)
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{
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var skelVert = (CSkelMeshVertex) vert;
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var weightsHash = skelVert.UnpackWeights();
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Vertices[index * _vertexSize + count++] = skelVert.Bone[0];
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Vertices[index * _vertexSize + count++] = skelVert.Bone[1];
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Vertices[index * _vertexSize + count++] = skelVert.Bone[2];
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Vertices[index * _vertexSize + count++] = skelVert.Bone[3];
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Vertices[index * _vertexSize + count++] = weightsHash[0];
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Vertices[index * _vertexSize + count++] = weightsHash[1];
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Vertices[index * _vertexSize + count++] = weightsHash[2];
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Vertices[index * _vertexSize + count++] = weightsHash[3];
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}
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Indices[index] = i;
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}
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}
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}
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AddInstance(transform ?? Transform.Identity);
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}
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public void AddInstance(Transform transform) => Transforms.Add(transform);
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public void UpdateMatrix(int index)
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{
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_mvbo.Bind();
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_mvbo.Update(index, Transforms[index].Matrix);
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_mvbo.Unbind();
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}
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public void Setup(GL gl)
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{
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_gl = gl;
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_handle = _gl.CreateProgram();
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_ebo = new BufferObject<uint>(_gl, Indices, BufferTargetARB.ElementArrayBuffer);
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_vbo = new BufferObject<float>(_gl, Vertices, BufferTargetARB.ArrayBuffer);
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_vao = new VertexArrayObject<float, uint>(_gl, _vbo, _ebo);
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_vao.VertexAttributePointer(0, 3, VertexAttribPointerType.Float, _vertexSize, 0); // position
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_vao.VertexAttributePointer(1, 3, VertexAttribPointerType.Float, _vertexSize, 3); // normal
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_vao.VertexAttributePointer(2, 2, VertexAttribPointerType.Float, _vertexSize, 6); // uv
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_vao.VertexAttributePointer(3, 4, VertexAttribPointerType.Float, _vertexSize, 8); // color
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_vao.VertexAttributePointer(4, 4, VertexAttribPointerType.Int, _vertexSize, 12); // boneids
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_vao.VertexAttributePointer(5, 4, VertexAttribPointerType.Float, _vertexSize, 16); // boneweights
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_vao.VertexAttributePointer(6, 16, VertexAttribPointerType.Float, _vertexSize, 20); // instancematrix
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TransformsCount = Transforms.Count;
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var instanceMatrix = new Matrix4x4[TransformsCount];
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for (var i = 0; i < instanceMatrix.Length; i++)
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instanceMatrix[i] = Transforms[i].Matrix;
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_mvbo = new BufferObject<Matrix4x4>(_gl, instanceMatrix, BufferTargetARB.ArrayBuffer);
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for (int section = 0; section < Sections.Length; section++)
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{
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_vao.Bind();
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_vao.BindInstancing();
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_vao.Unbind();
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Sections[section].Setup(_gl);
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}
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}
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public void Bind(Shader shader)
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{
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shader.SetUniform("display_vertex_colors", DisplayVertexColors);
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var instanceCount = (uint) TransformsCount;
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for (int section = 0; section < Sections.Length; section++)
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{
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_vao.Bind();
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Sections[section].Bind(shader, instanceCount);
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_vao.Unbind();
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}
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}
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public void Dispose()
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{
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_ebo.Dispose();
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_vbo.Dispose();
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_mvbo.Dispose();
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_vao.Dispose();
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for (int section = 0; section < Sections.Length; section++)
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{
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Sections[section].Dispose();
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}
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_gl.DeleteProgram(_handle);
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}
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}
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