nicer model highlighting

This commit is contained in:
bird_egop
2026-06-10 01:38:44 +03:00
parent 325970374a
commit fa05aba9ba
2 changed files with 17 additions and 89 deletions
+16 -89
View File
@@ -15,7 +15,6 @@ public sealed class ViewportRenderer
public GL Gl => _gl;
private ShaderProgram? _meshShader;
private ShaderProgram? _outlineShader;
private GpuMesh? _unitWireBoxMesh;
private GpuMesh? _axesMesh;
@@ -25,9 +24,7 @@ public sealed class ViewportRenderer
private int _lightDirectionLocation;
private int _useTextureLocation;
private int _texture0Location;
private int _outlineMvpLocation;
private int _outlineColorLocation;
private int _colorAddLocation;
private bool _initialized;
@@ -110,7 +107,7 @@ public sealed class ViewportRenderer
Matrix4x4 view,
Matrix4x4 projection)
{
if (_meshShader == null || _outlineShader == null)
if (_meshShader == null)
throw new InvalidOperationException("Viewport renderer is not initialized.");
_gl.Disable(EnableCap.StencilTest);
@@ -121,37 +118,13 @@ public sealed class ViewportRenderer
foreach (var piece in scene.Pieces)
{
if (piece.Id == scene.SelectedPieceId)
continue;
DrawPiece(piece, sceneRotation, view, projection);
var colorAdd = piece.Id == scene.SelectedPieceId
? new Vector3(0.22f, 0.16f, 0.02f)
: Vector3.Zero;
DrawPiece(piece, sceneRotation, view, projection, colorAdd);
}
var selectedPiece = scene.SelectedPiece;
if (selectedPiece == null)
{
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
return;
}
_gl.Enable(EnableCap.StencilTest);
_gl.StencilMask(0xFF);
_gl.StencilFunc(StencilFunction.Always, 1, 0xFF);
_gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
_meshShader.Use();
DrawPiece(selectedPiece, sceneRotation, view, projection);
_gl.PolygonMode(TriangleFace.FrontAndBack, PolygonMode.Fill);
_gl.StencilFunc(StencilFunction.Notequal, 1, 0xFF);
_gl.StencilMask(0x00);
_gl.Disable(EnableCap.DepthTest);
DrawPieceOutline(selectedPiece, sceneRotation, view, projection);
_gl.Enable(EnableCap.DepthTest);
_gl.StencilMask(0xFF);
_gl.Disable(EnableCap.StencilTest);
}
private void DrawDebugOverlays(
@@ -206,40 +179,20 @@ public sealed class ViewportRenderer
ViewportPiece piece,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection)
Matrix4x4 projection,
Vector3 colorAdd)
{
var model = piece.LocalTransform * sceneRotation;
foreach (var mesh in piece.Meshes)
DrawMesh(mesh, model, view, projection);
}
private void DrawPieceOutline(
ViewportPiece piece,
Matrix4x4 sceneRotation,
Matrix4x4 view,
Matrix4x4 projection)
{
if (_outlineShader == null)
throw new InvalidOperationException("Viewport outline shader is not initialized.");
const float outlineScale = 1.06f;
var model = Matrix4x4.CreateScale(outlineScale) * piece.LocalTransform * sceneRotation;
var mvp = model * view * projection;
_outlineShader.Use();
_outlineShader.SetMatrix4(_outlineMvpLocation, mvp);
_outlineShader.SetVector4(_outlineColorLocation, new Vector4(1.0f, 0.82f, 0.15f, 1.0f));
foreach (var mesh in piece.Meshes)
mesh.Draw();
DrawMesh(mesh, model, view, projection, colorAdd);
}
private void DrawMesh(
GpuMesh mesh,
Matrix4x4 model,
Matrix4x4 view,
Matrix4x4 projection)
Matrix4x4 projection,
Vector3? colorAdd = null)
{
if (_meshShader == null)
throw new InvalidOperationException("Viewport mesh shader is not initialized.");
@@ -252,6 +205,7 @@ public sealed class ViewportRenderer
_meshShader.SetMatrix4(_mvpLocation, mvp);
_meshShader.SetMatrix4(_modelLocation, model);
_meshShader.SetVector3(_lightDirectionLocation, lightDirection);
_meshShader.SetVector3(_colorAddLocation, colorAdd ?? Vector3.Zero);
if (mesh.Material.HasTexture)
{
@@ -322,6 +276,7 @@ public sealed class ViewportRenderer
in vec2 vTexCoord;
uniform vec3 uLightDirectionWorld;
uniform vec3 uColorAdd;
uniform bool uUseTexture;
uniform sampler2D uTexture0;
@@ -344,46 +299,18 @@ public sealed class ViewportRenderer
if (texel.a < 0.05)
discard;
FragColor = vec4(vColor * texel.rgb * lighting, texel.a);
}
""";
const string outlineVertexShaderSource = """
#version 330 core
layout (location = 0) in vec3 aPosition;
uniform mat4 uMvp;
void main()
{
gl_Position = uMvp * vec4(aPosition, 1.0);
}
""";
const string outlineFragmentShaderSource = """
#version 330 core
uniform vec4 uColor;
out vec4 FragColor;
void main()
{
FragColor = uColor;
vec3 litColor = vColor * texel.rgb * lighting;
FragColor = vec4(clamp(litColor + uColorAdd, 0.0, 1.0), texel.a);
}
""";
_meshShader = new ShaderProgram(_gl, meshVertexShaderSource, meshFragmentShaderSource, "Viewport mesh");
_outlineShader = new ShaderProgram(_gl, outlineVertexShaderSource, outlineFragmentShaderSource,
"Viewport outline");
_modelLocation = _meshShader.GetUniformLocation("uModel");
_mvpLocation = _meshShader.GetUniformLocation("uMvp");
_lightDirectionLocation = _meshShader.GetUniformLocation("uLightDirectionWorld");
_useTextureLocation = _meshShader.GetUniformLocation("uUseTexture");
_texture0Location = _meshShader.GetUniformLocation("uTexture0");
_outlineMvpLocation = _outlineShader.GetUniformLocation("uMvp");
_outlineColorLocation = _outlineShader.GetUniformLocation("uColor");
_colorAddLocation = _meshShader.GetUniformLocation("uColorAdd");
}
}