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:
Kanglai Qian
2017-09-28 16:08:59 -05:00
committed by Perfare
parent 01f1d7c14e
commit bd7a43f0dc
3 changed files with 180 additions and 78 deletions

View File

@ -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();