//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= DrawMode::QUADS*/)
{
	if (numVertexes == 0)
	{
		return;
	}
	MeshBuilder builder;
	builder.Begin();
	for (int i = 0; i < numVertexes; ++i)
	{
		builder.SetColor(vertexes[i].color);
		builder.SetUV(vertexes[i].texCoords);
		builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
		builder.AddVertex(vertexes[i].pos);
		builder.AddIndex(i);
	}
	builder.End();

	Mesh* mesh = new Mesh();
	builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
	mesh->m_drawMode = drawMode;
	MeshRenderer* thingToRender = new MeshRenderer(mesh, m_defaultMaterial);
	m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
	GL_CHECK_ERROR();
	thingToRender->Render();
	delete mesh;
}
예제 #2
0
    //-----------------------------------------------------------------------------------
    static void ImportVertex(MeshBuilder& builder, const Matrix4x4& transform, FbxMesh* mesh, int polyIndex, int vertIndex, std::vector<SkinWeight>& skinWeights)
    {
        Vector3 normal;
        if (GetNormal(normal, transform, mesh, polyIndex, vertIndex))
        {
            builder.SetNormal(normal);

            //Temporary hack to get around not supporting multiple vertex definitions
            Vector3 bitangent = Vector3::UP;
            if (normal == bitangent)
            {
                bitangent = Vector3::FORWARD;
            }
            Vector3 tangent = Vector3::Cross(bitangent, normal);
            bitangent = Vector3::Cross(normal, tangent);

            builder.SetTangent(tangent);
            builder.SetBitangent(bitangent);
        }
        
        RGBA color;
        if (GetColor(color, mesh, polyIndex, vertIndex))
        {
            builder.SetColor(color);
        }

        Vector2 uv;
        if (GetUV(uv, mesh, polyIndex, vertIndex, 0))
        {
            builder.SetUV(uv);
        }

        //Set Skin Weights
        int controlIndex = mesh->GetPolygonVertex(polyIndex, vertIndex);
        if (controlIndex < skinWeights.size())
        {
            builder.SetBoneWeights(skinWeights[controlIndex].indices, skinWeights[controlIndex].weights);
            builder.RenormalizeSkinWeights(); //Just to be safe.
        }
        else
        {
            builder.ClearBoneWeights();
        }

        Vector3 position;
        if (GetPosition(&position, transform, mesh, polyIndex, vertIndex))
        {
            builder.AddVertex(position);
        }
    }
예제 #3
0
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
// 	if (!texture)
// 	{
// 		texture = m_defaultTexture;
// 	}
// 	BindTexture(*texture);
// 	glEnableClientState(GL_VERTEX_ARRAY);
// 	glEnableClientState(GL_COLOR_ARRAY);
// 	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// 	
// 	glVertexPointer(3, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].pos);
// 	glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex_PCT), &vertexes[0].color);
// 	glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].texCoords);
// 
// 	glDrawArrays(GetDrawMode(drawMode), 0, numVertexes);
// 
// 	glDisableClientState(GL_VERTEX_ARRAY);
// 	glDisableClientState(GL_COLOR_ARRAY);
// 	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// 	UnbindTexture();
	if (numVertexes == 0)
	{
		return;
	}
	MeshBuilder builder;
	builder.Begin();
	for (int i = 0; i < numVertexes; ++i)
	{
		builder.SetColor(vertexes[i].color);
		builder.SetUV(vertexes[i].texCoords);
		builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
		builder.AddVertex(vertexes[i].pos);
		builder.AddIndex(i);
	}
	builder.End();

	Mesh* mesh = new Mesh();
	builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
	mesh->m_drawMode = drawMode;
	MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
	m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
	GL_CHECK_ERROR();
	thingToRender.Render();
	delete mesh;
}
예제 #4
0
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArrayModern(const Vertex_PCT* vertexes, int numVertexes, Renderer::DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
	MeshBuilder builder;
	builder.Begin();
	for (int i = 0; i < numVertexes; ++i)
	{
		builder.SetColor(vertexes[i].color);
		builder.SetUV(vertexes[i].texCoords);
		builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
		builder.AddVertex(vertexes[i].pos);
		builder.AddIndex(i);
	}
	builder.End();

	Mesh* mesh = new Mesh();
	builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
	mesh->m_drawMode = drawMode;
	MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
	m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
	GL_CHECK_ERROR();
	thingToRender.Render();
	delete mesh;
}
	//--------------------------------------------------------------------
	Ptr<TransformNode> Nebula3Writer::writeSkinGeometryData( const NodeData& instanceNodeData,const SkinData& skinData,GeometryData& geometryData )
	{
		Ptr<TransformNode> transformNode = TransformNode::Create();
		MeshBuilder meshBuilder;
		Util::String meshFilename ="msh:" + geometryData.mGeometryName;meshFilename.Append(".nvx2");
		for (int groupIndex=0;groupIndex<geometryData.mMeshDatas.Size();groupIndex++)
		{
			/// 设置基本信息
			GeometryData::MeshData& meshData = geometryData.mMeshDatas[groupIndex];
			Ptr<CharacterSkinNode> shapeNode = CharacterSkinNode::Create();
			Util::String shapeName(geometryData.mGeometryName);
			shapeName.Append("_s_");
			shapeName.AppendInt(groupIndex);
			shapeNode->SetName(shapeName);
			shapeNode->SetPrimitiveGroupIndex(groupIndex);
			shapeNode->SetMeshResourceId(meshFilename);	
			this->writeMaterialData(instanceNodeData,geometryData,groupIndex,shapeNode.upcast<ModelNode>());

			for (int j=0;j< meshData.positionIndices.Size();j+=3 )
			{
				MeshBuilderVertex vertex01,vertex02,vertex03;
				vertex01.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j]]);
				vertex02.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j+1]]);
				vertex03.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j+2]]);

				if( !meshData.normalIndices.IsEmpty())
				{
					vertex01.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j]]);
					vertex02.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j+1]]);
					vertex03.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j+2]]);
				}
				if( !meshData.mDiffMapUVs.IsEmpty())
				{
					vertex01.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j]]);
					vertex02.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j+1]]);
					vertex03.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j+2]]);
				}

				if( !geometryData.mJointIndices.IsEmpty())
				{
					vertex01.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j]]);
					vertex01.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j]]);
					vertex02.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j+1]]);
					vertex02.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j+1]]);
					vertex03.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j+2]]);
					vertex03.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j+2]]);
				}				

				meshBuilder.AddVertex(vertex01);
				size_t indices01 = meshBuilder.GetNumVertices() -1;
				meshBuilder.AddVertex(vertex02);
				size_t indices02 = meshBuilder.GetNumVertices() -1;
				meshBuilder.AddVertex(vertex03);
				size_t indices03 = meshBuilder.GetNumVertices() -1;

				MeshBuilderTriangle triangle;
				triangle.SetGroupId(groupIndex);
				triangle.SetVertexIndices(indices01,indices02,indices03);
				meshBuilder.AddTriangle(triangle);				
			}///end for	
			transformNode->AddChild(shapeNode.upcast<ModelNode>());
		}///end for

		/// 保存模型文件		
		if( !MeshBuilderSaver::SaveNvx2(meshFilename,meshBuilder,Platform::Win32) )
		{
			n_error("Save [%s] Failed!\n",meshFilename);
		}///end if	

		Math::bbox boundingbox = meshBuilder.ComputeBoundingBox();
		transformNode->SetName(geometryData.mGeometryName);
		transformNode->SetBoundingBox(boundingbox);
		Util::Array<Ptr<ModelNode>> shapeNodes = transformNode->GetChildren();
		for (int i=0;i<shapeNodes.Size();i++)
		{
			shapeNodes[i]->SetBoundingBox(boundingbox);
		}///end for

		/// 设置位置信息
		//Math::vector outTranslate;Math::quaternion outRotate;Math::vector outScale;		
		//Math::matrix44 matTemp = this->getGeometryMatrix(instanceNodeData.nodeUniqueId);
		//matTemp.decompose(outScale,outRotate,outTranslate);	
		//transformNode->SetPosition(outTranslate);
		//transformNode->SetRotation(outRotate);
		//transformNode->SetScale(outScale);	
		return transformNode;
	}