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https://github.com/sampletext32/ParkanPlayground.git
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@@ -226,7 +226,7 @@ public static unsafe class PrimitiveMeshes
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BufferUsageARB.StaticDraw);
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}
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const uint stride = 6 * sizeof(float);
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const uint stride = 9 * sizeof(float);
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gl.EnableVertexAttribArray(0);
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gl.VertexAttribPointer(
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@@ -245,6 +245,16 @@ public static unsafe class PrimitiveMeshes
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false,
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stride,
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(void*)(3 * sizeof(float)));
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gl.EnableVertexAttribArray(2);
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gl.VertexAttribPointer(
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2,
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3,
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VertexAttribPointerType.Float,
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false,
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stride,
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(void*)(6 * sizeof(float))
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);
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gl.BindVertexArray(0);
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@@ -0,0 +1,156 @@
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using System.Collections;
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using System.Numerics;
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using Common;
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using MshLib;
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using Quaternion = System.Numerics.Quaternion;
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using Vector3 = System.Numerics.Vector3;
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namespace NResUI.Rendering.Viewport.Msh;
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public static class MshRestPoseBuilder
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{
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public static IReadOnlyList<MshPieceRestPose> BuildRestPose(Msh0x01.Msh0x01Component nodesComponent, List<Msh0x08.AnimationDescriptor> animationDescriptors)
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{
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var nodeList = nodesComponent.Nodes;
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var animationList = animationDescriptors;
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var poses = new MshPieceRestPose[nodeList.Count];
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var state = new byte[nodeList.Count];
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for (var nodeIndex = 0; nodeIndex < nodeList.Count; nodeIndex++)
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BuildNodePose(nodeIndex, nodeList, animationList, poses, state);
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return poses;
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}
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private static Matrix4x4 BuildNodePose(
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int nodeIndex,
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List<Msh0x01.Node> nodes,
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List<Msh0x08.AnimationDescriptor> animationDescriptors,
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MshPieceRestPose[] poses,
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byte[] state)
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{
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if (state[nodeIndex] == 2)
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return poses[nodeIndex].MeshSpaceTransform;
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if (state[nodeIndex] == 1)
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{
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// Broken/cyclic parent chain. Keep this node local so the viewer remains usable.
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return Matrix4x4.Identity;
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}
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state[nodeIndex] = 1;
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var node = nodes[nodeIndex]!;
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var parentIndex = GetParentIndex(node);
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var fallbackKeyframeIndex = GetFallbackKeyframeIndex(node);
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var hasFallbackPose = fallbackKeyframeIndex >= 0 && fallbackKeyframeIndex < animationDescriptors.Count;
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// var localTransform = Matrix4x4.Identity;
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Matrix4x4 localTransform;
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if (hasFallbackPose)
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{
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localTransform = BuildTransformFromAnimationDescriptor(animationDescriptors[fallbackKeyframeIndex]!);
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}
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else
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{
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localTransform = Matrix4x4.Identity;
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Console.WriteLine($"Node {nodeIndex} has no fallback");
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}
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if (parentIndex == -1)
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{
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localTransform.Translation = Vector3.Zero;
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Console.WriteLine($"Node {nodeIndex} has no parent");
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}
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var meshSpaceTransform = localTransform;
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if (parentIndex >= 0 && parentIndex < nodes.Count && parentIndex != nodeIndex)
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{
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var parentTransform = BuildNodePose(parentIndex, nodes, animationDescriptors, poses, state);
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meshSpaceTransform = localTransform * parentTransform;
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}
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poses[nodeIndex] = new MshPieceRestPose(
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NodeIndex: nodeIndex,
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ParentIndex: parentIndex,
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FallbackKeyframeIndex: fallbackKeyframeIndex,
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HasFallbackPose: hasFallbackPose,
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LocalTransform: localTransform,
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MeshSpaceTransform: meshSpaceTransform);
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state[nodeIndex] = 2;
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return meshSpaceTransform;
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}
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private static int GetParentIndex(Msh0x01.Node node)
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{
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try
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{
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return Convert.ToInt32(node.ParentIndexOrMinusOne);
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}
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catch
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{
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var rawParent = Convert.ToUInt16(node.ParentIndexOrLink);
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return rawParent == ushort.MaxValue ? -1 : rawParent;
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}
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}
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private static int GetFallbackKeyframeIndex(Msh0x01.Node node)
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{
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try
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{
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var value = Convert.ToUInt16(node.FallbackKey0x08);
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return value == ushort.MaxValue ? -1 : value;
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}
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catch
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{
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return -1;
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}
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}
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private static Matrix4x4 BuildTransformFromAnimationDescriptor(Msh0x08.AnimationDescriptor descriptor)
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{
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var position = ToSystemVector3(descriptor.Position);
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var rotation = ToSystemQuaternion(descriptor.Rotation);
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var matrix = Matrix4x4.CreateFromQuaternion(rotation);
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matrix.Translation = position;
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return matrix;
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}
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private static Vector3 ToSystemVector3(dynamic vector)
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{
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return new Vector3(
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Convert.ToSingle(vector.X),
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Convert.ToSingle(vector.Y),
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Convert.ToSingle(vector.Z));
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}
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private static Quaternion ToSystemQuaternion(UShortQuaternion packedQuaternion)
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{
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// MSH 0x08 stores quaternion as W, X, Y, Z.
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// System.Numerics.Quaternion constructor expects X, Y, Z, W.
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var q = new Quaternion(
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packedQuaternion.X / 32767f,
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packedQuaternion.Y / 32767f,
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packedQuaternion.Z / 32767f,
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packedQuaternion.W / 32767f
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);
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if (q.LengthSquared() < 1e-8f)
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return Quaternion.Identity;
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return Quaternion.Normalize(q);
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}
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}
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public readonly record struct MshPieceRestPose(
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int NodeIndex,
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int ParentIndex,
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int FallbackKeyframeIndex,
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bool HasFallbackPose,
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Matrix4x4 LocalTransform,
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Matrix4x4 MeshSpaceTransform);
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@@ -49,6 +49,9 @@ public static class MshViewportLoader
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var positions = Msh0x03.ReadComponent(fs, archive);
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var indices = Msh0x06.ReadComponent(fs, archive);
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var batches = Msh0x0D.ReadComponent(fs, archive);
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var animationDescriptors = Msh0x08.ReadComponent(fs, archive);
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var restPoses = MshRestPoseBuilder.BuildRestPose(nodes, animationDescriptors);
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var mshToViewportTransform = Matrix4x4.CreateRotationX(-MathF.PI * 0.5f);
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var names = TryReadNames(fs, archive);
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var pieces = new List<ViewportPiece>();
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@@ -56,6 +59,7 @@ public static class MshViewportLoader
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for (var nodeIndex = 0; nodeIndex < nodes.Nodes.Count; nodeIndex++)
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{
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var node = nodes.Nodes[nodeIndex];
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var restPose = restPoses[nodeIndex];
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var slotIndex = node.ResolveSlotIndex(DefaultModelState, DefaultLod);
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if (slotIndex == ushort.MaxValue)
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continue;
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@@ -72,24 +76,24 @@ public static class MshViewportLoader
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continue;
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var name = ResolvePieceName(names, nodeIndex);
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var parentIndex = node.ParentIndexOrMinusOne;
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pieces.Add(new ViewportPiece(
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id: nodeIndex,
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name: name,
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mesh: meshBuildResult.Mesh,
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localTransform: Matrix4x4.Identity,
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localTransform: restPose.MeshSpaceTransform * mshToViewportTransform,
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boundsMin: meshBuildResult.BoundsMin,
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boundsMax: meshBuildResult.BoundsMax,
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debugInfo: new ViewportPieceDebugInfo
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{
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SourceKind = "MSH 0x01 piece",
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SourcePieceIndex = nodeIndex,
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SourceParentIndex = parentIndex,
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SourceParentIndex = restPose.ParentIndex,
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GeometrySlotIndex = slotIndex,
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Msh01Flags = (uint)node.Flags,
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BatchCount = meshBuildResult.BatchCount,
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TriangleCount = meshBuildResult.TriangleCount
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TriangleCount = meshBuildResult.TriangleCount,
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FallbackKeyframeIndex = restPose.FallbackKeyframeIndex,
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HasRestPose = restPose.HasFallbackPose
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}));
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}
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@@ -135,9 +139,19 @@ public static class MshViewportLoader
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if (!IsValidTriangle(positions.Count, vertexIndex0, vertexIndex1, vertexIndex2))
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continue;
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AddTriangleVertex(positions[vertexIndex0], color, vertices, outIndices, ref boundsMin, ref boundsMax);
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AddTriangleVertex(positions[vertexIndex1], color, vertices, outIndices, ref boundsMin, ref boundsMax);
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AddTriangleVertex(positions[vertexIndex2], color, vertices, outIndices, ref boundsMin, ref boundsMax);
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var p0 = ToNumericsVector3(positions[vertexIndex0]);
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var p1 = ToNumericsVector3(positions[vertexIndex1]);
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var p2 = ToNumericsVector3(positions[vertexIndex2]);
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var normal = Vector3.Cross(p1 - p0, p2 - p0);
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if (normal.LengthSquared() < 1e-8f)
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normal = Vector3.UnitY;
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else
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normal = Vector3.Normalize(normal);
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AddTriangleVertex(p0, color, normal, vertices, outIndices, ref boundsMin, ref boundsMax);
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AddTriangleVertex(p1, color, normal, vertices, outIndices, ref boundsMin, ref boundsMax);
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AddTriangleVertex(p2, color, normal, vertices, outIndices, ref boundsMin, ref boundsMax);
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triangleCount++;
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}
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}
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@@ -148,14 +162,21 @@ public static class MshViewportLoader
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var mesh = PrimitiveMeshes.CreateColoredIndexedMesh(gl, vertices, outIndices, PrimitiveType.Triangles);
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return new PieceMeshBuildResult(mesh, boundsMin, boundsMax, batchCount, triangleCount);
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}
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private static Vector3 ToNumericsVector3(Common.Vector3 position)
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{
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return new Vector3(position.X, position.Y, position.Z);
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}
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private static void AddTriangleVertex(
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Common.Vector3 position,
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Vector3 position,
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Vector3 color,
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Vector3 normal,
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List<float> vertices,
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List<uint> indices,
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ref Vector3 boundsMin,
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ref Vector3 boundsMax)
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ref Vector3 boundsMax
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)
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{
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var vertexIndex = (uint)(vertices.Count / 6);
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@@ -165,6 +186,9 @@ public static class MshViewportLoader
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vertices.Add(color.X);
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vertices.Add(color.Y);
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vertices.Add(color.Z);
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vertices.Add(normal.X);
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vertices.Add(normal.Y);
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vertices.Add(normal.Z);
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indices.Add(vertexIndex);
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@@ -49,6 +49,11 @@ public sealed unsafe class ShaderProgram
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_gl.UniformMatrix4(location, 1, false, (float*)&matrix);
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}
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public void SetVector3(int location, Vector3 value)
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{
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_gl.Uniform3(location, value.X, value.Y, value.Z);
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}
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public void SetVector4(int location, Vector4 value)
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{
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_gl.Uniform4(location, value.X, value.Y, value.Z, value.W);
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@@ -9,5 +9,8 @@ public sealed class ViewportPieceDebugInfo
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public int BatchCount { get; init; }
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public int TriangleCount { get; init; }
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public int FallbackKeyframeIndex { get; init; } = -1;
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public bool HasRestPose { get; init; }
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public string SourceKind { get; init; } = "MSH";
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}
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@@ -20,7 +20,10 @@ public sealed class ViewportRenderer
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private GpuMesh? _unitWireBoxMesh;
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private GpuMesh? _axesMesh;
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private int _meshMvpLocation;
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private int _modelLocation;
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private int _mvpLocation;
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private int _lightDirectionLocation;
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private int _outlineMvpLocation;
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private int _outlineColorLocation;
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@@ -44,8 +47,7 @@ public sealed class ViewportRenderer
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_framebuffer.BindForRender();
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_gl.Enable(EnableCap.DepthTest);
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_gl.Enable(EnableCap.CullFace);
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_gl.CullFace(TriangleFace.Back);
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_gl.Disable(EnableCap.CullFace);
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_gl.ClearColor(0.12f, 0.13f, 0.15f, 1.0f);
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_gl.ClearStencil(0);
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@@ -66,7 +68,6 @@ public sealed class ViewportRenderer
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_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
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_framebuffer.Resolve();
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_gl.Disable(EnableCap.CullFace);
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_gl.Disable(EnableCap.DepthTest);
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_gl.Disable(EnableCap.StencilTest);
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_gl.UseProgram(0);
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@@ -96,14 +97,12 @@ public sealed class ViewportRenderer
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var mvp = model * view * projection;
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_gl.Disable(EnableCap.StencilTest);
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_gl.Disable(EnableCap.CullFace);
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_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
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_meshShader.Use();
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_meshShader.SetMatrix4(_meshMvpLocation, mvp);
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_meshShader.SetMatrix4(_mvpLocation, mvp);
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grid.Mesh.Draw();
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_gl.Enable(EnableCap.CullFace);
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}
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private void DrawScene(
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@@ -166,7 +165,6 @@ public sealed class ViewportRenderer
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throw new InvalidOperationException("Viewport debug resources are not initialized.");
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_gl.Disable(EnableCap.StencilTest);
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_gl.Disable(EnableCap.CullFace);
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_gl.Disable(EnableCap.DepthTest);
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_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
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_gl.LineWidth(2.0f);
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@@ -203,7 +201,6 @@ public sealed class ViewportRenderer
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_gl.LineWidth(1.0f);
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_gl.Enable(EnableCap.DepthTest);
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_gl.Enable(EnableCap.CullFace);
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}
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private void DrawPiece(
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@@ -248,8 +245,13 @@ public sealed class ViewportRenderer
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var mvp = model * view * projection;
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var lightDirection = Vector3.Normalize(new Vector3(-0.35f, -0.75f, -0.55f));
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_meshShader.Use();
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_meshShader.SetMatrix4(_meshMvpLocation, mvp);
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_meshShader.SetMatrix4(_mvpLocation, mvp);
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_meshShader.SetMatrix4(_modelLocation, model);
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_meshShader.SetVector3(_lightDirectionLocation, lightDirection);
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mesh.Draw();
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}
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@@ -276,30 +278,49 @@ public sealed class ViewportRenderer
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{
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const string meshVertexShaderSource = """
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 aNormal;
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uniform mat4 uModel;
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uniform mat4 uMvp;
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out vec3 vColor;
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out vec3 vNormalWorld;
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void main()
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{
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vColor = aColor;
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vNormalWorld = mat3(transpose(inverse(uModel))) * aNormal;
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gl_Position = uMvp * vec4(aPosition, 1.0);
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}
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""";
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const string meshFragmentShaderSource = """
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#version 330 core
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in vec3 vColor;
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in vec3 vNormalWorld;
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uniform vec3 uLightDirectionWorld;
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(vColor, 1.0);
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vec3 normal = normalize(vNormalWorld);
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// Useful when backface display is enabled.
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if (!gl_FrontFacing)
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normal = -normal;
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vec3 lightDir = normalize(-uLightDirectionWorld);
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float diffuse = max(dot(normal, lightDir), 0.0);
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float lighting = 0.35 + diffuse * 0.65;
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FragColor = vec4(vColor * lighting, 1.0);
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}
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""";
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@@ -329,9 +350,13 @@ public sealed class ViewportRenderer
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""";
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_meshShader = new ShaderProgram(_gl, meshVertexShaderSource, meshFragmentShaderSource, "Viewport mesh");
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_outlineShader = new ShaderProgram(_gl, outlineVertexShaderSource, outlineFragmentShaderSource, "Viewport outline");
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_outlineShader = new ShaderProgram(_gl, outlineVertexShaderSource, outlineFragmentShaderSource,
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"Viewport outline");
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_modelLocation = _meshShader.GetUniformLocation("uModel");
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_mvpLocation = _meshShader.GetUniformLocation("uMvp");
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_lightDirectionLocation = _meshShader.GetUniformLocation("uLightDirectionWorld");
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_meshMvpLocation = _meshShader.GetUniformLocation("uMvp");
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_outlineMvpLocation = _outlineShader.GetUniformLocation("uMvp");
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_outlineColorLocation = _outlineShader.GetUniformLocation("uColor");
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}
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