+ AxisHelper

~ Transformation can now set to be ignored. (Sending a Identity, when requested)
~ Changed how Meshes store Attributes
This commit is contained in:
Michel Fedde 2020-12-13 13:03:57 +01:00
parent 0895c600cf
commit 2e7051d800
14 changed files with 146 additions and 30 deletions

View file

@ -11,6 +11,8 @@ namespace SM.Base.Drawing
/// </summary> /// </summary>
public abstract class GenericTransformation public abstract class GenericTransformation
{ {
public bool Ignore = false;
/// <summary> /// <summary>
/// Contains the current model matrix. /// Contains the current model matrix.
/// </summary> /// </summary>
@ -27,6 +29,8 @@ namespace SM.Base.Drawing
/// <returns></returns> /// <returns></returns>
public Matrix4 GetMatrix() public Matrix4 GetMatrix()
{ {
if (Ignore) return Matrix4.Identity;
if (_lastFrame != SMRenderer.CurrentFrame) if (_lastFrame != SMRenderer.CurrentFrame)
{ {
_lastFrame = SMRenderer.CurrentFrame; _lastFrame = SMRenderer.CurrentFrame;

View file

@ -14,7 +14,7 @@ namespace SM.Base.Objects
/// </summary> /// </summary>
protected Mesh() protected Mesh()
{ {
AttribDataIndex.Add(3, Color); Attributes.Add(3, "color", Color);
} }
/// <summary> /// <summary>

View file

@ -0,0 +1,35 @@
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Mesh;
namespace SM.Base.Objects.Static
{
public class AxisHelper : Mesh
{
public static AxisHelper Object = new AxisHelper();
private AxisHelper() {}
public override VBO Vertex { get; } = new VBO()
{
{0, 0, 0},
{.5f, 0, 0},
{0, 0, 0},
{0, .5f, 0},
{0, 0, -.5f},
{0, 0, .5f},
};
public override VBO Color { get; } = new VBO(pointerSize:4)
{
{Color4.White},
{Color4.Red},
{Color4.White},
{Color4.Green},
{Color4.White},
{Color4.DarkBlue},
};
public override PrimitiveType PrimitiveType { get; } = PrimitiveType.Lines;
}
}

View file

@ -56,6 +56,7 @@
<Compile Include="Drawing\Particles\ParticleDrawingBasis.cs" /> <Compile Include="Drawing\Particles\ParticleDrawingBasis.cs" />
<Compile Include="Log.cs" /> <Compile Include="Log.cs" />
<Compile Include="Objects\Mesh.cs" /> <Compile Include="Objects\Mesh.cs" />
<Compile Include="Objects\Static\AxisHelper.cs" />
<Compile Include="PostProcess\PostProcessEffect.cs" /> <Compile Include="PostProcess\PostProcessEffect.cs" />
<Compile Include="PostProcess\PostProcessShader.cs" /> <Compile Include="PostProcess\PostProcessShader.cs" />
<Compile Include="Scene\IScriptable.cs" /> <Compile Include="Scene\IScriptable.cs" />

View file

@ -3,6 +3,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Dynamic; using System.Dynamic;
using SM.Base.Contexts; using SM.Base.Contexts;
using SM.Base.Drawing;
#endregion #endregion
@ -13,8 +14,6 @@ namespace SM.Base.Scene
/// </summary> /// </summary>
public abstract class GenericScene public abstract class GenericScene
{ {
private IBackgroundItem _background; private IBackgroundItem _background;
/// <summary> /// <summary>
@ -34,6 +33,7 @@ namespace SM.Base.Scene
/// </summary> /// </summary>
public bool IsInitialized { get; private set; } public bool IsInitialized { get; private set; }
/// <summary> /// <summary>
/// Updates this scene. /// Updates this scene.
/// </summary> /// </summary>
@ -91,6 +91,8 @@ namespace SM.Base.Scene
private TCollection _hud = new TCollection(); private TCollection _hud = new TCollection();
private TCollection _objectCollection = new TCollection(); private TCollection _objectCollection = new TCollection();
public bool ShowAxisHelper { get; set; } = false;
/// <summary> /// <summary>
/// A collection for cameras to switch easier to different cameras. /// A collection for cameras to switch easier to different cameras.
/// </summary> /// </summary>
@ -154,6 +156,7 @@ namespace SM.Base.Scene
DrawMainObjects(context); DrawMainObjects(context);
DrawHUD(context); DrawHUD(context);
DrawDebug(context);
} }
public void DrawBackground(DrawContext context) public void DrawBackground(DrawContext context)
@ -174,5 +177,10 @@ namespace SM.Base.Scene
context.View = HUDCamera.CalculateViewMatrix(); context.View = HUDCamera.CalculateViewMatrix();
_hud.Draw(context); _hud.Draw(context);
} }
public virtual void DrawDebug(DrawContext context)
{
}
} }
} }

View file

@ -1,11 +1,6 @@
#version 330 #version 330
#define maxInstances //!instanceMax #define maxInstances //!instanceMax
struct Instance {
mat4 ModelMatrix;
vec2 TextureOffset;
vec2 TextureScale;
};
layout(location = 0) in vec3 aPos; layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex; layout(location = 1) in vec2 aTex;
@ -13,14 +8,13 @@ layout(location = 3) in vec4 aColor;
uniform mat4 MVP; uniform mat4 MVP;
uniform bool HasVColor; uniform bool HasVColor;
uniform Instance[maxInstances] Instances;
out vec2 vTexture; out vec2 vTexture;
out vec4 vColor; out vec4 vColor;
out vec3 FragPos; out vec3 FragPos;
void ApplyTexModifier() { void ApplyTexModifier() {
vTexture = aTex * Instances[gl_InstanceID].TextureScale + Instances[gl_InstanceID].TextureOffset; vTexture = aTex;
} }
void CheckVertexColor() { void CheckVertexColor() {
@ -29,7 +23,7 @@ void CheckVertexColor() {
} }
void ApplyModelTransformation() { void ApplyModelTransformation() {
gl_Position = MVP * Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1); gl_Position = MVP * vec4(aPos, 1);
FragPos = vec3(Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1)); FragPos = vec3(vec4(aPos, 1));
} }

View file

@ -13,16 +13,17 @@ namespace SM.OGL.Mesh
/// </summary> /// </summary>
public abstract class GenericMesh : GLObject public abstract class GenericMesh : GLObject
{ {
/// <summary> /// <summary>
/// Generates the AttribDataIndex /// Generates the AttribDataIndex
/// </summary> /// </summary>
protected GenericMesh() protected GenericMesh()
{ {
AttribDataIndex = new Dictionary<int, VBO> Attributes = new MeshAttributeList()
{ {
{0, Vertex}, {0, "vertex", Vertex},
{1, UVs}, {1, "uv", UVs},
{2, Normals} {2, "normal", Normals}
}; };
} }
@ -61,7 +62,7 @@ namespace SM.OGL.Mesh
/// <summary> /// <summary>
/// Connects the different buffer objects with ids. /// Connects the different buffer objects with ids.
/// </summary> /// </summary>
public Dictionary<int, VBO> AttribDataIndex { get; } public MeshAttributeList Attributes { get; }
/// <summary> /// <summary>
/// Stores indices for a more performance friendly method to draw objects. /// Stores indices for a more performance friendly method to draw objects.
@ -74,9 +75,9 @@ namespace SM.OGL.Mesh
_id = GL.GenVertexArray(); _id = GL.GenVertexArray();
GL.BindVertexArray(_id); GL.BindVertexArray(_id);
if (AttribDataIndex == null) throw new Exception("[Critical] The model requires a attribute data index."); if (Attributes == null) throw new Exception("[Critical] The model requires attributes.");
foreach (var kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key); foreach (var kvp in Attributes) kvp.ConnectedVBO?.BindBuffer(kvp.Index);
GL.BindVertexArray(0); GL.BindVertexArray(0);
} }

View file

@ -0,0 +1,16 @@
namespace SM.OGL.Mesh
{
public struct MeshAttribute
{
public int Index;
public string Name;
public VBO ConnectedVBO;
public MeshAttribute(int index, string name, VBO buffer)
{
Index = index;
Name = name;
ConnectedVBO = buffer;
}
}
}

View file

@ -0,0 +1,31 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace SM.OGL.Mesh
{
public class MeshAttributeList : List<MeshAttribute>
{
public VBO this[string name]
{
get
{
for (int i = 0; i < Count; i++)
{
if (this[i].Name == name)
{
return this[i].ConnectedVBO;
}
}
return null;
}
}
public void Add(int id, string name, VBO vbo)
{
if (vbo == null) return;
Add(new MeshAttribute(id, name, vbo));
}
}
}

View file

@ -51,6 +51,8 @@
<Compile Include="GLSystem.cs" /> <Compile Include="GLSystem.cs" />
<Compile Include="Mesh\BoundingBox.cs" /> <Compile Include="Mesh\BoundingBox.cs" />
<Compile Include="Mesh\GenericMesh.cs" /> <Compile Include="Mesh\GenericMesh.cs" />
<Compile Include="Mesh\MeshAttribute.cs" />
<Compile Include="Mesh\MeshAttributeList.cs" />
<Compile Include="Mesh\VBO.cs" /> <Compile Include="Mesh\VBO.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Shaders\GenericShader.cs" /> <Compile Include="Shaders\GenericShader.cs" />

View file

@ -1,6 +1,9 @@
#region usings #region usings
using OpenTK;
using OpenTK.Graphics; using OpenTK.Graphics;
using SM.Base.Contexts;
using SM.Base.Objects.Static;
using SM.Base.Scene; using SM.Base.Scene;
using SM2D.Drawing; using SM2D.Drawing;
@ -10,11 +13,30 @@ namespace SM2D.Scene
{ {
public class Scene : GenericScene<Camera, ItemCollection, I2DShowItem> public class Scene : GenericScene<Camera, ItemCollection, I2DShowItem>
{ {
private static DrawObject2D _axisHelper;
public float AxisHelperSize = 100;
static Scene()
{
_axisHelper = new DrawObject2D();
_axisHelper.ApplyMesh(AxisHelper.Object);
}
public Scene() public Scene()
{ {
_Background = new DrawBackground(Color4.Black); _Background = new DrawBackground(Color4.Black);
} }
public DrawBackground Background => (DrawBackground) _Background; public DrawBackground Background => (DrawBackground) _Background;
public override void DrawDebug(DrawContext context)
{
if (ShowAxisHelper)
{
_axisHelper.Transform.Size.Set(AxisHelperSize, AxisHelperSize);
_axisHelper.Draw(context);
}
}
} }
} }

View file

@ -26,8 +26,8 @@ namespace SM2D.Shader
// Vertex Uniforms // Vertex Uniforms
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World); Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"] Uniforms["HasVColor"]
.SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null); .SetUniform1(context.Mesh.Attributes["color"] != null);
/*
Uniforms.GetArray("Instances").Set((i, uniforms) => Uniforms.GetArray("Instances").Set((i, uniforms) =>
{ {
if (i >= context.Instances.Count) return false; if (i >= context.Instances.Count) return false;
@ -38,7 +38,7 @@ namespace SM2D.Shader
uniforms["TextureScale"].SetUniform2(instance.TextureScale); uniforms["TextureScale"].SetUniform2(instance.TextureScale);
return true; return true;
}); });*/
// Fragment Uniforms // Fragment Uniforms
Uniforms["Tint"].SetUniform4(context.Material.Tint); Uniforms["Tint"].SetUniform4(context.Material.Tint);

View file

@ -24,6 +24,6 @@ uniform sampler2D Texture;
layout(location = 0) out vec4 color; layout(location = 0) out vec4 color;
void fmain() { void fmain() {
color = vColor * Tint; color = vColor;
if (UseTexture) color *= texture(Texture, vTexture); //if (UseTexture) color *= texture(Texture, vTexture);
} }

View file

@ -8,6 +8,7 @@ using OpenTK.Graphics;
using OpenTK.Input; using OpenTK.Input;
using SM.Base; using SM.Base;
using SM.Base.Scene; using SM.Base.Scene;
using SM.Base.Textures;
using SM.Base.Time; using SM.Base.Time;
using SM.Utility; using SM.Utility;
using SM2D; using SM2D;
@ -46,16 +47,17 @@ namespace SM_TEST
{ {
if (Keyboard.GetState()[Key.R]) if (Keyboard.GetState()[Key.R])
particles.Trigger(); particles.Trigger();
particles.Paused = Keyboard.GetState()[Key.P]; //particles.Paused = Keyboard.GetState()[Key.P];
} }
private static void WindowOnLoad(object sender, EventArgs e) private static void WindowOnLoad(object sender, EventArgs e)
{ {
particles = new DrawParticles(TimeSpan.FromSeconds(5)) scene.ShowAxisHelper = true;
{
MaxSpeed = 10 DrawObject2D kasten = new DrawObject2D();
}; kasten.Transform.Size.Set(50,50);
window.CurrentScene.Objects.Add(particles); kasten.Texture = new Texture(new Bitmap("herosword.png"));
scene.Objects.Add(kasten);
//particles.Trigger(); //particles.Trigger();
} }