コード例 #1
0
 private void AddFloat(string name, GenericMaterial genericMaterial, long paramId, float defaultValue)
 {
     if (floatByParamId.ContainsKey(paramId))
     {
         var value = floatByParamId[paramId];
         genericMaterial.AddFloat(name, value);
     }
     else
     {
         genericMaterial.AddFloat(name, defaultValue);
     }
 }
コード例 #2
0
ファイル: Material.cs プロジェクト: itzinvy/SSBHLib
        private void AddFloat(GenericMaterial genericMaterial, long paramId, float defaultValue)
        {
            var name = $"param{paramId.ToString("X")}";

            if (floatByParamId.ContainsKey(paramId))
            {
                var value = floatByParamId[paramId];
                genericMaterial.AddFloat(name, value);
            }
            else
            {
                genericMaterial.AddFloat(name, defaultValue);
            }
        }
コード例 #3
0
        private GenericMaterial CreateGenericMaterial()
        {
            // Don't use the default texture unit.
            var genericMaterial = new GenericMaterial(1);

            AddTextures(genericMaterial);

            // HACK: There isn't an easy way to access the current frame.
            genericMaterial.AddFloat("currentFrame", CurrentFrame);
            genericMaterial.AddFloat("depthBias", DepthBias);

            // TODO: Convert from quaternion values in light.nuanimb.
            AddQuaternion("chrLightDir", genericMaterial, -0.453154f, -0.365998f, -0.211309f, 0.784886f);

            return(genericMaterial);
        }
コード例 #4
0
ファイル: RMaterial.cs プロジェクト: ssbucarlos/SSBHLib
        private GenericMaterial CreateGenericMaterial()
        {
            // Don't use the default texture unit.
            var genericMaterial = new GenericMaterial(1);

            AddTextures(genericMaterial);

            genericMaterial.AddFloat("depthBias", DepthBias);
            genericMaterial.AddVector3("materialId", MaterialIdColorRgb255 / 255f);

            // TODO: Convert from quaternion values in light.nuanimb.
            AddQuaternion("chrLightDir", genericMaterial, -0.453154f, -0.365998f, -0.211309f, 0.784886f);

            return(genericMaterial);
        }
コード例 #5
0
        public GenericMaterial CreateGenericMaterial(Material material)
        {
            // Don't use the default texture unit.
            var genericMaterial = new GenericMaterial(1);

            AddTextures(genericMaterial);

            genericMaterial.AddBoolToInt("useStippleBlend", UseStippleBlend);

            // HACK: There isn't an easy way to access the current frame.
            genericMaterial.AddFloat("currentFrame", CurrentFrame);

            genericMaterial.AddBoolToInt("hasCustomVector44", vec4ByParamId.ContainsKey(MatlEnums.ParamId.CustomVector44));
            genericMaterial.AddBoolToInt("hasCustomVector47", vec4ByParamId.ContainsKey(MatlEnums.ParamId.CustomVector47));

            // TODO: Convert from quaternion values in light.nuanimb.
            AddQuaternion("chrLightDir", genericMaterial, -0.453154f, -0.365998f, -0.211309f, 0.784886f);

            return(genericMaterial);
        }