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); }
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); } }