Example #1
0
        private void BindMaterialByIndex(ushort index, bool bDepthOnlyPrePass)
        {
            MAT3 mat3 = MAT3Tag;
            TEX1 tex1 = TEX1Tag;

            if (m_currentExternalMaterial != null)
            {
                if (m_currentExternalMaterial.MaterialsCount != 0)
                {
                    mat3 = m_currentExternalMaterial.MAT3;
                }
                if (m_currentExternalMaterial.TexturesCount != 0)
                {
                    tex1 = m_currentExternalMaterial.TEX1;
                }
            }

            // While the game collapses duplicate materials via the material index remap table,
            // the actual original names are preserved with their original indexes through the
            // string table.
            string materialName = mat3.MaterialNameTable[index];

            Material material = mat3.MaterialList[index];

            material.Bind();
            m_currentBoundMat = material;

            Shader shader = material.Shader;

            //GL.UniformMatrix4(shader.UniformModelMtx, false, ref m_modelMatrix);
            //GL.UniformMatrix4(shader.UniformViewMtx, false, ref m_viewMatrix);
            //GL.UniformMatrix4(shader.UniformProjMtx, false, ref m_projMatrix);

            for (int i = 0; i < 8; i++)
            {
                int idx = material.TextureIndices[i];
                if (idx < 0)
                {
                    continue;
                }

                //int glTextureIndex = GL.GetUniformLocation(shader.Program, string.Format("Texture[{0}]", i));
                Texture tex = tex1.Textures[mat3.TextureRemapTable[idx]];

                // Before we bind the texture, we need to check if this particular texture has been overriden.
                // This allows textures to be replaced on a per-name basis with another file. Used in cases of
                // broken/incorrect texture included by default in models, ie: The Wind Waker toon textures.
                if (m_textureOverrides.ContainsKey(tex.Name))
                {
                    tex = m_textureOverrides[tex.Name];
                }

                GL.Uniform1(shader.UniformTextureSamplers[i], i); // Everything dies without this, don't forget this bit.
                tex.Bind(i);
            }

            /*if (shader.UniformTexMtx >= 0)
             * {
             *  for (int i = 0; i < material.TexMatrixIndexes.Length; i++)
             *  {
             *      Matrix4 matrix = material.TexMatrixIndexes[i].TexMtx;
             *      string matrixString = string.Format("TexMtx[{0}]", i);
             *                          if(material.TexMatrixIndexes[i].MatrixUniformLocationForGPU < 0)
             *                          {
             *                                  // If the shader's broke this will try to re-assign every frame, but should vastly improve it most use cases.
             *                                  material.TexMatrixIndexes[i].MatrixUniformLocationForGPU = GL.GetUniformLocation(shader.Program, matrixString);
             *                          }
             *
             *      GL.UniformMatrix4(material.TexMatrixIndexes[i].MatrixUniformLocationForGPU, true, ref matrix);
             *  }
             * }
             *
             *          if(shader.UniformPostTexMtx >= 0)
             *          {
             *                  for(int i = 0; i < material.PostTexMatrixIndexes.Length; i++)
             *                  {
             *                          Matrix4 matrix = material.PostTexMatrixIndexes[i].TexMtx;
             *
             *                          string matrixString = string.Format("PostMtx[{0}]", i);
             *
             *                          if (material.PostTexMatrixIndexes[i].MatrixUniformLocationForGPU == 0)
             *                          {
             *                                  material.PostTexMatrixIndexes[i].MatrixUniformLocationForGPU = GL.GetUniformLocation(shader.Program, matrixString);
             *                          }
             *
             *                          GL.UniformMatrix4(material.PostTexMatrixIndexes[i].MatrixUniformLocationForGPU, true, ref matrix);
             *                  }
             *          }*/

            var color0Amb = material.AmbientColors[0];
            var color0Mat = material.MaterialColors[0];
            var color1Amb = material.AmbientColors[1];
            var color1Mat = material.MaterialColors[1];

            //if (shader.UniformColor0Amb >= 0) GL.Uniform4(shader.UniformColor0Amb, color0Amb.R, color0Amb.G, color0Amb.B, color0Amb.A);
            //if (shader.UniformColor0Mat >= 0) GL.Uniform4(shader.UniformColor0Mat, color0Mat.R, color0Mat.G, color0Mat.B, color0Mat.A);
            //if (shader.UniformColor1Amb >= 0) GL.Uniform4(shader.UniformColor1Amb, color1Amb.R, color1Amb.G, color1Amb.B, color1Amb.A);
            //if (shader.UniformColor1Mat >= 0) GL.Uniform4(shader.UniformColor1Mat, color1Mat.R, color1Mat.G, color1Mat.B, color1Mat.A);

            // Set the OpenGL State
            GXToOpenGL.SetBlendState(material.BlendMode);
            GXToOpenGL.SetCullState(material.CullMode);
            GXToOpenGL.SetDepthState(material.ZMode, bDepthOnlyPrePass);
            GXToOpenGL.SetDitherEnabled(material.Dither);

            // Check to see if we've overridden the material's ability to write to the color channel. This is used
            // to add support for bmd/bdl models who have this setting changed through game-code since the bmd/bdl
            // format does not appear to otherwise specify.
            if (m_colorWriteOverrides.ContainsKey(materialName))
            {
                bool enabled = m_colorWriteOverrides[materialName];
                GL.ColorMask(enabled, enabled, enabled, true);
            }
            else if (bDepthOnlyPrePass)
            {
                GL.ColorMask(false, false, false, false);
            }
            else
            {
                GL.ColorMask(true, true, true, true);
            }
            //if (WInput.GetKey(System.Windows.Input.Key.U))
            //    GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
            //else
            //    GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);


            // Update the data in the PS Block
            PSBlock psData = new PSBlock();

            m_tevColorOverrides.SetPSBlockForMaterial(material, ref psData);
            UpdateTextureDimensionsForPSBlock(ref psData, material);
            UpdateFogForPSBlock(ref psData, material);

            // Upload the PS Block to the GPU
            GL.BindBufferBase(BufferRangeTarget.UniformBuffer, (int)ShaderUniformBlockIds.PixelShaderBlock, shader.PSBlockUBO);
            GL.BufferData <PSBlock>(BufferTarget.UniformBuffer, (IntPtr)(Marshal.SizeOf(psData)), ref psData, BufferUsageHint.DynamicDraw);
        }
Example #2
0
        public Texture(string name, BinaryTextureImage compressedData)
        {
            Name           = name;
            CompressedData = compressedData;

            m_glTextureIndex = GL.GenTexture();
            GL.BindTexture(TextureTarget.Texture2D, m_glTextureIndex);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)GXToOpenGL.GetWrapMode(compressedData.WrapS));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)GXToOpenGL.GetWrapMode(compressedData.WrapT));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)GXToOpenGL.GetMinFilter(compressedData.MinFilter));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)GXToOpenGL.GetMagFilter(compressedData.MagFilter));

            // Border Color
            WLinearColor borderColor = compressedData.BorderColor;

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, new[] { borderColor.R, borderColor.G, borderColor.B, borderColor.A });

            // ToDo: Min/Mag LOD & Biases

            // Upload Image Data
            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, compressedData.Width, compressedData.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, compressedData.GetData());

            // Generate Mip Maps
            if (compressedData.MipMapCount > 0)
            {
                GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
            }
        }