Ejemplo n.º 1
0
void CMaterialViewer::Draw2D()
{
	guard(CMaterialViewer::Draw2D);
	CObjectViewer::Draw2D();

	if (IsTexture && ShowChannels)
	{
		UUnrealMaterial *Mat = static_cast<UUnrealMaterial*>(Object);
		Mat->SetMaterial();
		int width, height;
		Window->GetWindowSize(width, height);
		int w = min(width, height) / 2;
		for (int i = 0; i < 4; i++)
		{
			int x0 =  (i       & 1) * w;
			int y0 = ((i >> 1) & 1) * w;
			static const CVec3 colors[4] =
			{
				{ 1, 1, 1 }, { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }	// normal, red, green, blue
			};
			glColor3fv(colors[i].v);
			glBegin(GL_QUADS);
			glTexCoord2f(1, 0);
			glVertex2f(x0+w, y0);
			glTexCoord2f(0, 0);
			glVertex2f(x0, y0);
			glTexCoord2f(0, 1);
			glVertex2f(x0, y0+w);
			glTexCoord2f(1, 1);
			glVertex2f(x0+w, y0+w);
			glEnd();
		}
	}
Ejemplo n.º 2
0
void CMaterialViewer::Draw3D(float TimeDelta)
{
	if (IsTexture && ShowChannels) return;

	static const CVec3 origin = { -150, 100, 100 };
//	static const CVec3 origin = { -150, 50, 50 };
	CVec3 lightPosV;
	viewAxis.UnTransformVector(origin, lightPosV);

#if 0
	// show light source
	glDisable(GL_LIGHTING);
	BindDefaultMaterial(true);
	glBegin(GL_LINES);
	glColor3f(1, 0, 0);
	CVec3 tmp;
	tmp = lightPosV;
	tmp[0] -= 20; glVertex3fv(tmp.v); tmp[0] += 40; glVertex3fv(tmp.v);
	tmp = lightPosV;
	tmp[1] -= 20; glVertex3fv(tmp.v); tmp[1] += 40; glVertex3fv(tmp.v);
	tmp = lightPosV;
	tmp[2] -= 20; glVertex3fv(tmp.v); tmp[2] += 40; glVertex3fv(tmp.v);
	glEnd();
#endif

	glColor3f(1, 1, 1);

	if (!IsTexture)
	{
		glEnable(GL_LIGHTING);	// no lighting for textures
		float lightPos[4];
		lightPos[0] = lightPosV[0];
		lightPos[1] = lightPosV[1];
		lightPos[2] = lightPosV[2];
		lightPos[3] = 0;
		glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
//		glMaterialf(GL_FRONT, GL_SHININESS, 20);
	}

	// bind material
	UUnrealMaterial *Mat = static_cast<UUnrealMaterial*>(Object);
	Mat->SetMaterial();

	// check tangent space
	GLint aNormal = -1;
	GLint aTangent = -1;
//	GLint aBinormal = -1;
	const CShader *Sh = GCurrentShader;
	if (Sh)
	{
		aNormal    = Sh->GetAttrib("normal");
		aTangent   = Sh->GetAttrib("tangent");
//		aBinormal  = Sh->GetAttrib("binormal");
	}

	// and draw box ...
#define A 100
// vertex
#define V000 {-A, -A, -A}
#define V001 {-A, -A,  A}
#define V010 {-A,  A, -A}
#define V011 {-A,  A,  A}
#define V100 { A, -A, -A}
#define V101 { A, -A,  A}
#define V110 { A,  A, -A}
#define V111 { A,  A,  A}
	static const CVec3 box[] =
	{
		V001, V000, V010, V011,		// near   (x=-A)
		V111, V110,	V100, V101,		// far    (x=+A)
		V101, V100, V000, V001,		// left   (y=-A)
		V011, V010, V110, V111,		// right  (y=+A)
		V010, V000, V100, V110,		// bottom (z=-A)
		V001, V011, V111, V101,		// top    (z=+A)
#undef A
	};
#define REP4(...)	{__VA_ARGS__},{__VA_ARGS__},{__VA_ARGS__},{__VA_ARGS__}
	static const CVec4 normal[] =
	{
		REP4(-1, 0, 0, 1 ),
		REP4( 1, 0, 0, 1 ),
		REP4( 0,-1, 0, 1 ),
		REP4( 0, 1, 0, 1 ),
		REP4( 0, 0,-1, 1 ),
		REP4( 0, 0, 1, 1 )
	};
	static const CVec3 tangent[] =
	{
		REP4( 0,-1, 0 ),
		REP4( 0, 1, 0 ),
		REP4( 1, 0, 0 ),
		REP4(-1, 0, 0 ),
		REP4( 1, 0, 0 ),
		REP4(-1, 0, 0 )
	};
//	static const CVec3 binormal[] =
//	{
//		REP4( 0, 0, 1 ),
//		REP4( 0, 0, 1 ),
//		REP4( 0, 0, 1 ),
//		REP4( 0, 0, 1 ),
//		REP4( 0,-1, 0 ),
//		REP4( 0,-1, 0 )
//	};
#undef REP4
	static const float tex[][2] =
	{
		{0, 0}, {0, 1}, {1, 1}, {1, 0},
		{0, 0}, {0, 1}, {1, 1}, {1, 0},
		{0, 0}, {0, 1}, {1, 1}, {1, 0},
		{0, 0}, {0, 1}, {1, 1}, {1, 0},
		{0, 0}, {0, 1}, {1, 1}, {1, 0},
		{0, 0}, {0, 1}, {1, 1}, {1, 0}
	};
	static const int inds[] =
	{
		 0, 1, 2, 3,
		 4, 5, 6, 7,
		 8, 9,10,11,
		12,13,14,15,
		16,17,18,19,
		20,21,22,23
	};

#if 0
	// verify tangents, should be suitable for binormal computation in shaders
	// (note: we're not verifying correspondence with UV coordinates)
	for (int i = 0; i < 24; i++)
	{
		CVec4 n4 = normal[i];
		CVec3 n = n4.ToVec3();
		CVec3 t = tangent[i];
		CVec3 b = binormal[i];
		CVec3 b2;
		cross(n, t, b2);
		VectorScale(b2, n4[3], b2);
		float dd = VectorDistance(b2, b);
		if (dd > 0.001f) appPrintf("dist[%d] = %g\n", i, dd);
	}
#endif

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);

	glVertexPointer(3, GL_FLOAT, sizeof(CVec3), box);
	glNormalPointer(GL_FLOAT, sizeof(CVec4), normal);
	glTexCoordPointer(2, GL_FLOAT, 0, tex);

	if (aNormal >= 0)
	{
		glEnableVertexAttribArray(aNormal);
		// send 4 components to decode binormal in shader
		glVertexAttribPointer(aNormal, 4, GL_FLOAT, GL_FALSE, sizeof(CVec4), normal);
	}
	if (aTangent >= 0)
	{
		glEnableVertexAttribArray(aTangent);
		glVertexAttribPointer(aTangent,  3, GL_FLOAT, GL_FALSE, sizeof(CVec3), tangent);
	}
//	if (aBinormal >= 0)
//	{
//		glEnableVertexAttribArray(aBinormal);
//		glVertexAttribPointer(aBinormal, 3, GL_FLOAT, GL_FALSE, sizeof(CVec3), binormal);
//	}

	glDrawElements(GL_QUADS, ARRAY_COUNT(inds), GL_UNSIGNED_INT, inds);

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glDisableClientState(GL_NORMAL_ARRAY);
	// disable tangents
	if (aNormal >= 0)
		glDisableVertexAttribArray(aNormal);
	if (aTangent >= 0)
		glDisableVertexAttribArray(aTangent);
//	if (aBinormal >= 0)
//		glDisableVertexAttribArray(aBinormal);

	BindDefaultMaterial(true);

#if 0
	glBegin(GL_LINES);
	glColor3f(0.2, 0.2, 1);
	for (int i = 0; i < ARRAY_COUNT(box); i++)
	{
		glVertex3fv(box[i].v);
		CVec3 tmp;
		VectorMA(box[i], 20, normal[i], tmp);
		glVertex3fv(tmp.v);
	}
	glEnd();
	glColor3f(1, 1, 1);
#endif
}