Esempio n. 1
0
        internal static W3dShader Parse(BinaryReader reader)
        {
            var result = new W3dShader
            {
                DepthCompare        = reader.ReadByteAsEnum <W3dShaderDepthCompare>(),
                DepthMask           = reader.ReadByteAsEnum <W3dShaderDepthMask>(),
                ColorMask           = reader.ReadByte(),
                DestBlend           = reader.ReadByteAsEnum <W3dShaderDestBlendFunc>(),
                FogFunc             = reader.ReadByte(),
                PrimaryGradient     = reader.ReadByteAsEnum <W3dShaderPrimaryGradient>(),
                SecondaryGradient   = reader.ReadByteAsEnum <W3dShaderSecondaryGradient>(),
                SrcBlend            = reader.ReadByteAsEnum <W3dShaderSrcBlendFunc>(),
                Texturing           = reader.ReadByteAsEnum <W3dShaderTexturing>(),
                DetailColorFunc     = reader.ReadByteAsEnum <W3dShaderDetailColorFunc>(),
                DetailAlphaFunc     = reader.ReadByteAsEnum <W3dShaderDetailAlphaFunc>(),
                ShaderPreset        = reader.ReadByte(),
                AlphaTest           = reader.ReadByteAsEnum <W3dShaderAlphaTest>(),
                PostDetailColorFunc = reader.ReadByteAsEnum <W3dShaderDetailColorFunc>(),
                PostDetailAlphaFunc = reader.ReadByteAsEnum <W3dShaderDetailAlphaFunc>()
            };

            reader.ReadByte(); // padding

            return(result);
        }
Esempio n. 2
0
        internal static W3dEmitterInfoV2 Parse(BinaryReader reader, W3dParseContext context)
        {
            return(ParseChunk(reader, context, header =>
            {
                var result = new W3dEmitterInfoV2
                {
                    BurstSize = reader.ReadUInt32(),
                    CreationVolume = W3dVolumeRandomizer.Parse(reader),
                    VelRandom = W3dVolumeRandomizer.Parse(reader),
                    OutwardVel = reader.ReadSingle(),
                    VelInherit = reader.ReadSingle(),
                    Shader = W3dShader.Parse(reader),
                    RenderMode = reader.ReadUInt32AsEnum <W3dEmitterRenderMode>(),
                    FrameMode = reader.ReadUInt32AsEnum <W3dEmitterFrameMode>()
                };

                reader.ReadBytes(6 * sizeof(uint)); // Pad

                return result;
            }));
        }