mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-05-26 13:50:21 -04:00
better shader with sky/ground light, along with half lambert (#96)
* better shader with sky/ground light, along with half lambert * force recalculate normal * more wireframe/shade/normal mode!
This commit is contained in:
parent
01f1d7c14e
commit
bd7a43f0dc
94
Unity Studio/Resource1.Designer.cs
generated
94
Unity Studio/Resource1.Designer.cs
generated
@ -1,10 +1,10 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// 此代码由工具生成。
|
||||
// 运行时版本:4.0.30319.42000
|
||||
// This code was generated by a tool.
|
||||
// Runtime Version:4.0.30319.42000
|
||||
//
|
||||
// 对此文件的更改可能会导致不正确的行为,并且如果
|
||||
// 重新生成代码,这些更改将会丢失。
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@ -13,13 +13,13 @@ namespace Unity_Studio {
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 一个强类型的资源类,用于查找本地化的字符串等。
|
||||
/// A strongly-typed resource class, for looking up localized strings, etc.
|
||||
/// </summary>
|
||||
// 此类是由 StronglyTypedResourceBuilder
|
||||
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
|
||||
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
|
||||
// (以 /str 作为命令选项),或重新生成 VS 项目。
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
|
||||
// This class was auto-generated by the StronglyTypedResourceBuilder
|
||||
// class via a tool like ResGen or Visual Studio.
|
||||
// To add or remove a member, edit your .ResX file then rerun ResGen
|
||||
// with the /str option, or rebuild your VS project.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "15.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Resource1 {
|
||||
@ -33,7 +33,7 @@ namespace Unity_Studio {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 返回此类使用的缓存的 ResourceManager 实例。
|
||||
/// Returns the cached ResourceManager instance used by this class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager {
|
||||
@ -47,8 +47,8 @@ namespace Unity_Studio {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 使用此强类型资源类,为所有资源查找
|
||||
/// 重写当前线程的 CurrentUICulture 属性。
|
||||
/// Overrides the current thread's CurrentUICulture property for all
|
||||
/// resource lookups using this strongly typed resource class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture {
|
||||
@ -61,28 +61,22 @@ namespace Unity_Studio {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找类似 #version 140
|
||||
/// Looks up a localized string similar to #version 140
|
||||
///
|
||||
///in vec3 surfaceNormal;
|
||||
///in vec3 toLightVector;
|
||||
///in vec4 color;
|
||||
///in vec3 normal;
|
||||
///
|
||||
///out vec4 outputColor;
|
||||
///
|
||||
///void main()
|
||||
///{
|
||||
/// vec3 lightColor = vec3(0.5, 0.5, 0.5);
|
||||
/// vec3 unitNormal = normalize(normal);
|
||||
/// float nDotProduct = clamp(dot(unitNormal, vec3(0.707, 0, 0.707)), 0, 1);
|
||||
/// vec2 ContributionWeightsSqrt = vec2(0.5, 0.5f) + vec2(0.5f, -0.5f) * unitNormal.y;
|
||||
/// vec2 ContributionWeights = ContributionWeightsSqrt * ContributionWeightsSqrt;
|
||||
///
|
||||
/// // Ambient
|
||||
/// float ambientStrength = 0.9;
|
||||
/// vec3 ambient = ambientStrength * lightColor;
|
||||
///
|
||||
/// // Diffuse
|
||||
/// vec3 unitNormal = normalize(surfaceNormal);
|
||||
/// vec3 unitLightVector = normalize(toLightVector);
|
||||
/// float nDotProduct = dot(unitNormal, unitLightVector);
|
||||
/// float brightness = clamp(nDotProduct, 0, 1); // max(nDotProduct, 0.0);
|
||||
/// vec3 diffuse [字符串的其余部分被截断]"; 的本地化字符串。
|
||||
/// vec3 color = nDotProduct * vec3(1, 0.957, 0.839) / 3.14159;
|
||||
/// color += vec3(0.779, 0.716, 0.453) * ContributionWeights.y;
|
||||
/// color += vec3(0.368, 0.477, 0. [rest of string was truncated]";.
|
||||
/// </summary>
|
||||
internal static string fs {
|
||||
get {
|
||||
@ -91,25 +85,55 @@ namespace Unity_Studio {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找类似 #version 140
|
||||
/// Looks up a localized string similar to #version 140
|
||||
///
|
||||
///out vec4 outputColor;
|
||||
///
|
||||
///void main()
|
||||
///{
|
||||
/// outputColor = vec4(0, 0, 0, 1);
|
||||
///}.
|
||||
/// </summary>
|
||||
internal static string fsBlack {
|
||||
get {
|
||||
return ResourceManager.GetString("fsBlack", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to #version 140
|
||||
///
|
||||
///out vec4 outputColor;
|
||||
///in vec4 color;
|
||||
///
|
||||
///void main()
|
||||
///{
|
||||
/// outputColor = color;
|
||||
///}.
|
||||
/// </summary>
|
||||
internal static string fsColor {
|
||||
get {
|
||||
return ResourceManager.GetString("fsColor", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to #version 140
|
||||
///
|
||||
///in vec3 vertexPosition;
|
||||
///in vec3 normalDirection;
|
||||
///in vec4 vertexColor;
|
||||
///uniform mat4 viewMatrix;
|
||||
///
|
||||
///out vec3 surfaceNormal;
|
||||
///out vec3 toLightVector;
|
||||
///out vec3 normal;
|
||||
///out vec4 color;
|
||||
///
|
||||
///void main()
|
||||
///{
|
||||
/// vec3 lightPosition = vec3(200.0, 200.0, 200.0);
|
||||
/// gl_Position = viewMatrix * vec4(vertexPosition, 1.0);
|
||||
/// surfaceNormal = normalDirection;
|
||||
/// toLightVector = lightPosition - vertexPosition;
|
||||
/// normal = normalDirection;
|
||||
/// color = vertexColor;
|
||||
///} 的本地化字符串。
|
||||
///}.
|
||||
/// </summary>
|
||||
internal static string vs {
|
||||
get {
|
||||
|
@ -120,30 +120,42 @@
|
||||
<data name="fs" xml:space="preserve">
|
||||
<value>#version 140
|
||||
|
||||
in vec3 surfaceNormal;
|
||||
in vec3 toLightVector;
|
||||
in vec4 color;
|
||||
in vec3 normal;
|
||||
|
||||
out vec4 outputColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightColor = vec3(0.5, 0.5, 0.5);
|
||||
vec3 unitNormal = normalize(normal);
|
||||
float nDotProduct = clamp(dot(unitNormal, vec3(0.707, 0, 0.707)), 0, 1);
|
||||
vec2 ContributionWeightsSqrt = vec2(0.5, 0.5f) + vec2(0.5f, -0.5f) * unitNormal.y;
|
||||
vec2 ContributionWeights = ContributionWeightsSqrt * ContributionWeightsSqrt;
|
||||
|
||||
// Ambient
|
||||
float ambientStrength = 0.9;
|
||||
vec3 ambient = ambientStrength * lightColor;
|
||||
vec3 color = nDotProduct * vec3(1, 0.957, 0.839) / 3.14159;
|
||||
color += vec3(0.779, 0.716, 0.453) * ContributionWeights.y;
|
||||
color += vec3(0.368, 0.477, 0.735) * ContributionWeights.x;
|
||||
outputColor = vec4(sqrt(color), 1);
|
||||
}</value>
|
||||
</data>
|
||||
<data name="fsBlack" xml:space="preserve">
|
||||
<value>#version 140
|
||||
|
||||
// Diffuse
|
||||
vec3 unitNormal = normalize(surfaceNormal);
|
||||
vec3 unitLightVector = normalize(toLightVector);
|
||||
float nDotProduct = dot(unitNormal, unitLightVector);
|
||||
float brightness = clamp(nDotProduct, 0, 1); // max(nDotProduct, 0.0);
|
||||
vec3 diffuse = brightness * lightColor;
|
||||
out vec4 outputColor;
|
||||
|
||||
// Output Color
|
||||
vec4 result = color * vec4((ambient + diffuse/2), 0.0);
|
||||
outputColor = result;
|
||||
void main()
|
||||
{
|
||||
outputColor = vec4(0, 0, 0, 1);
|
||||
}</value>
|
||||
</data>
|
||||
<data name="fsColor" xml:space="preserve">
|
||||
<value>#version 140
|
||||
|
||||
out vec4 outputColor;
|
||||
in vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
outputColor = color;
|
||||
}</value>
|
||||
</data>
|
||||
<data name="vs" xml:space="preserve">
|
||||
@ -154,16 +166,13 @@ in vec3 normalDirection;
|
||||
in vec4 vertexColor;
|
||||
uniform mat4 viewMatrix;
|
||||
|
||||
out vec3 surfaceNormal;
|
||||
out vec3 toLightVector;
|
||||
out vec3 normal;
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightPosition = vec3(200.0, 200.0, 200.0);
|
||||
gl_Position = viewMatrix * vec4(vertexPosition, 1.0);
|
||||
surfaceNormal = normalDirection;
|
||||
toLightVector = lightPosition - vertexPosition;
|
||||
normal = normalDirection;
|
||||
color = vertexColor;
|
||||
}</value>
|
||||
</data>
|
||||
|
@ -36,9 +36,7 @@ namespace Unity_Studio
|
||||
private Bitmap imageTexture;
|
||||
|
||||
#region OpenTK variables
|
||||
int pgmID;
|
||||
int vsID;
|
||||
int fsID;
|
||||
int pgmID, pgmColorID, pgmBlackID;
|
||||
int attributeVertexPosition;
|
||||
int attributeNormalDirection;
|
||||
int attributeVertexColor;
|
||||
@ -51,10 +49,13 @@ namespace Unity_Studio
|
||||
int eboElements;
|
||||
Vector3[] vertexData;
|
||||
Vector3[] normalData;
|
||||
Vector3[] normal2Data;
|
||||
Vector4[] colorData;
|
||||
Matrix4[] viewMatrixData;
|
||||
int[] indiceData;
|
||||
bool wireFrameView;
|
||||
int wireFrameMode;
|
||||
int shadeMode;
|
||||
int normalMode;
|
||||
#endregion
|
||||
|
||||
//asset list sorting helpers
|
||||
@ -366,7 +367,7 @@ namespace Unity_Studio
|
||||
{
|
||||
if (e.Control && e.KeyCode == Keys.W) //Toggle WireFrame
|
||||
{
|
||||
wireFrameView = !wireFrameView;
|
||||
wireFrameMode = (wireFrameMode + 1) % 3;
|
||||
glControl1.Invalidate();
|
||||
}
|
||||
else if (e.Shift && e.KeyCode == Keys.W) //Move
|
||||
@ -384,7 +385,12 @@ namespace Unity_Studio
|
||||
// Down
|
||||
if (e.KeyCode == Keys.S)
|
||||
{
|
||||
if (e.Shift && e.KeyCode == Keys.S) //Move
|
||||
if (e.Control && e.KeyCode == Keys.S) //Toggle Shade
|
||||
{
|
||||
shadeMode = (shadeMode + 1) % 2;
|
||||
glControl1.Invalidate();
|
||||
}
|
||||
else if (e.Shift && e.KeyCode == Keys.S) //Move
|
||||
{
|
||||
viewMatrixData[0] *= Matrix4.CreateTranslation(0, -0.1f, 0);
|
||||
}
|
||||
@ -412,6 +418,14 @@ namespace Unity_Studio
|
||||
glControl1.Invalidate();
|
||||
}
|
||||
|
||||
// Normal mode
|
||||
if (e.Control && e.KeyCode == Keys.N)
|
||||
{
|
||||
normalMode = (normalMode + 1) % 2;
|
||||
createVAO();
|
||||
glControl1.Invalidate();
|
||||
}
|
||||
|
||||
// Toggle Timer
|
||||
if (e.KeyCode == Keys.T)
|
||||
{
|
||||
@ -1045,6 +1059,33 @@ namespace Unity_Studio
|
||||
}
|
||||
else
|
||||
normalData = null;
|
||||
// calculate normal by ourself
|
||||
normal2Data = new Vector3[m_Mesh.m_VertexCount];
|
||||
int[] normalCalculatedCount = new int[m_Mesh.m_VertexCount];
|
||||
for (int i = 0; i < m_Mesh.m_VertexCount; i++)
|
||||
{
|
||||
normal2Data[i] = Vector3.Zero;
|
||||
normalCalculatedCount[i] = 0;
|
||||
}
|
||||
for (int i = 0; i < m_Mesh.m_Indices.Count; i = i + 3)
|
||||
{
|
||||
Vector3 dir1 = vertexData[indiceData[i + 1]] - vertexData[indiceData[i]];
|
||||
Vector3 dir2 = vertexData[indiceData[i + 2]] - vertexData[indiceData[i]];
|
||||
Vector3 normal = Vector3.Cross(dir1, dir2);
|
||||
normal.Normalize();
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
normal2Data[indiceData[i + j]] += normal;
|
||||
normalCalculatedCount[indiceData[i + j]] ++;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < m_Mesh.m_VertexCount; i++)
|
||||
{
|
||||
if(normalCalculatedCount[i] == 0)
|
||||
normal2Data[i] = new Vector3(0, 1, 0);
|
||||
else
|
||||
normal2Data[i] /= normalCalculatedCount[i];
|
||||
}
|
||||
#endregion
|
||||
#region Colors
|
||||
if (m_Mesh.m_Colors == null)
|
||||
@ -1052,8 +1093,7 @@ namespace Unity_Studio
|
||||
colorData = new Vector4[m_Mesh.m_VertexCount];
|
||||
for (int c = 0; c < m_Mesh.m_VertexCount; c++)
|
||||
{
|
||||
colorData[c] = new Vector4(
|
||||
0.5f, 0.5f, 0.5f, 1.0f);
|
||||
colorData[c] = new Vector4(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
}
|
||||
}
|
||||
else if (m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3)
|
||||
@ -1083,9 +1123,9 @@ namespace Unity_Studio
|
||||
#endregion
|
||||
}
|
||||
createVAO();
|
||||
StatusStripUpdate("Using OpenGL Version: " + GL.GetString(StringName.Version)
|
||||
+ " | 'T'=Start/Stop Rotation | 'WASD'=Manual Rotate | "
|
||||
+ "'Shift WASD'=Move | 'Q/E'=Zoom | 'Ctl W' =Wireframe");
|
||||
StatusStripUpdate("Using OpenGL Version: " + GL.GetString(StringName.Version) + "\n"
|
||||
+ "'T'=Start/Stop Rotation | 'WASD'=Manual Rotate | 'Shift WASD'=Move | 'Q/E'=Zoom \n"
|
||||
+ "'Ctrl W'=Wireframe | 'Ctrl S'=Shade | 'Ctrl N'=ReNormal ");
|
||||
}
|
||||
break;
|
||||
#endregion
|
||||
@ -1743,14 +1783,27 @@ namespace Unity_Studio
|
||||
{
|
||||
GL.Viewport(0, 0, glControl1.ClientSize.Width, glControl1.ClientSize.Height);
|
||||
GL.ClearColor(Color.CadetBlue);
|
||||
int vsID, fsID;
|
||||
|
||||
pgmID = GL.CreateProgram();
|
||||
loadShader("vs", ShaderType.VertexShader, pgmID, out vsID);
|
||||
loadShader("fs", ShaderType.FragmentShader, pgmID, out fsID);
|
||||
GL.LinkProgram(pgmID);
|
||||
GL.UseProgram(pgmID);
|
||||
|
||||
pgmColorID = GL.CreateProgram();
|
||||
loadShader("vs", ShaderType.VertexShader, pgmColorID, out vsID);
|
||||
loadShader("fsColor", ShaderType.FragmentShader, pgmColorID, out fsID);
|
||||
GL.LinkProgram(pgmColorID);
|
||||
|
||||
pgmBlackID = GL.CreateProgram();
|
||||
loadShader("vs", ShaderType.VertexShader, pgmBlackID, out vsID);
|
||||
loadShader("fsBlack", ShaderType.FragmentShader, pgmBlackID, out fsID);
|
||||
GL.LinkProgram(pgmBlackID);
|
||||
|
||||
attributeVertexPosition = GL.GetAttribLocation(pgmID, "vertexPosition");
|
||||
attributeNormalDirection = GL.GetAttribLocation(pgmID, "normalDirection");
|
||||
attributeVertexColor = GL.GetAttribLocation(pgmID, "vertexColor");
|
||||
attributeVertexColor = GL.GetAttribLocation(pgmColorID, "vertexColor");
|
||||
var str = GL.GetError();
|
||||
uniformViewMatrix = GL.GetUniformLocation(pgmID, "viewMatrix");
|
||||
glControl1.Visible = false;
|
||||
}
|
||||
@ -1812,8 +1865,15 @@ namespace Unity_Studio
|
||||
GL.GenVertexArrays(1, out vao);
|
||||
GL.BindVertexArray(vao);
|
||||
createVBO(out vboPositions, vertexData, attributeVertexPosition);
|
||||
if (normalData != null)
|
||||
createVBO(out vboNormals, normalData, attributeNormalDirection);
|
||||
if (normalMode == 0)
|
||||
{
|
||||
createVBO(out vboNormals, normal2Data, attributeNormalDirection);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (normalData != null)
|
||||
createVBO(out vboNormals, normalData, attributeNormalDirection);
|
||||
}
|
||||
createVBO(out vboColors, colorData, attributeVertexColor);
|
||||
createVBO(out vboViewMatrix, viewMatrixData, uniformViewMatrix);
|
||||
createEBO(out eboElements, indiceData);
|
||||
@ -1832,17 +1892,26 @@ namespace Unity_Studio
|
||||
glControl1.MakeCurrent();
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
GL.Enable(EnableCap.DepthTest);
|
||||
GL.DepthFunc(DepthFunction.Less);
|
||||
GL.DepthFunc(DepthFunction.Lequal);
|
||||
GL.BindVertexArray(vao);
|
||||
if (wireFrameView == true)
|
||||
{
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line); //Wireframe
|
||||
}
|
||||
else
|
||||
if (wireFrameMode == 0 || wireFrameMode == 2)
|
||||
{
|
||||
GL.UseProgram(shadeMode == 0 ? pgmID : pgmColorID);
|
||||
GL.UniformMatrix4(uniformViewMatrix, false, ref viewMatrixData[0]);
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
||||
GL.DrawElements(BeginMode.Triangles, indiceData.Length, DrawElementsType.UnsignedInt, 0);
|
||||
}
|
||||
//Wireframe
|
||||
if (wireFrameMode == 1 || wireFrameMode == 2)
|
||||
{
|
||||
GL.Enable(EnableCap.PolygonOffsetLine);
|
||||
GL.PolygonOffset(-1, -1);
|
||||
GL.UseProgram(pgmBlackID);
|
||||
GL.UniformMatrix4(uniformViewMatrix, false, ref viewMatrixData[0]);
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
|
||||
GL.DrawElements(BeginMode.Triangles, indiceData.Length, DrawElementsType.UnsignedInt, 0);
|
||||
GL.Disable(EnableCap.PolygonOffsetLine);
|
||||
}
|
||||
GL.DrawElements(BeginMode.Triangles, indiceData.Length, DrawElementsType.UnsignedInt, 0);
|
||||
GL.BindVertexArray(0);
|
||||
GL.Flush();
|
||||
glControl1.SwapBuffers();
|
||||
|
Loading…
Reference in New Issue
Block a user