コード例 #1
0
        public void UpdateAsMetal()
        {
            if (!isMetal)
                return;

            _updating = true;
            if (ShaderNode != null && ShaderNode._autoMetal && ShaderNode.texCount == Children.Count)
            {
                //ShaderNode.DefaultAsMetal(Children.Count);
            }
            else
            {
                bool found = false;
                foreach (MDL0ShaderNode s in Model._shadGroup.Children)
                {
                    if (s._autoMetal && s.texCount == Children.Count)
                    {
                        ShaderNode = s;
                        found = true;
                    }
                    else
                    {
                        if (s._stages == 4)
                        {
                            foreach (MDL0MaterialNode y in s._materials)
                                if (!y.isMetal || y.Children.Count != Children.Count)
                                    goto NotFound;
                            ShaderNode = s;
                            found = true;
                            goto End;
                        NotFound:
                            continue;
                        }
                    }
                }
            End:
                if (!found)
                {
                    MDL0ShaderNode shader = new MDL0ShaderNode();
                    Model._shadGroup.AddChild(shader);
                    shader.DefaultAsMetal(Children.Count);
                    ShaderNode = shader;
                }
            }

            if (MetalMaterial != null)
            {
                Name = MetalMaterial.Name + "_ExtMtl";
                _ssc = 4;

                if (Children.Count - 1 != MetalMaterial.Children.Count)
                {
                    //Remove all children
                    for (int i = 0; i < Children.Count; i++)
                    {
                        ((MDL0MaterialRefNode)Children[i]).TextureNode = null;
                        ((MDL0MaterialRefNode)Children[i]).PaletteNode = null;
                        RemoveChild(Children[i--]);
                    }

                    //Start over
                    for (int i = 0; i <= MetalMaterial.Children.Count; i++)
                    {
                        MDL0MaterialRefNode mr = new MDL0MaterialRefNode();

                        AddChild(mr);
                        mr.Texture = "metal00";
                        mr._index1 = mr._index2 = i;

                        mr._texFlags.TexScale = new Vector2(1);
                        mr._bindState._scale = new Vector3(1);
                        mr._texMatrix.TexMtx = Matrix43.Identity;
                        mr._texMatrix.SCNCamera = -1;
                        mr._texMatrix.SCNLight = -1;
                        mr._texMatrix.Identity = 1;

                        if (i == MetalMaterial.Children.Count)
                        {
                            mr._minFltr = 5;
                            mr._magFltr = 1;
                            mr._lodBias = -2;
                            mr.HasTextureMatrix = true;
                            mr._projection = (int)TexProjection.STQ;
                            mr._inputForm = (int)TexInputForm.ABC1;
                            mr._sourceRow = (int)TexSourceRow.Normals;
                            mr.Normalize = true;
                            mr.MapMode = (MDL0MaterialRefNode.MappingMethod)1;
                        }
                        else
                        {
                            mr._projection = (int)TexProjection.ST;
                            mr._inputForm = (int)TexInputForm.AB11;
                            mr._sourceRow = (int)TexSourceRow.TexCoord0 + i;
                            mr.Normalize = false;
                            mr.MapMode = (MDL0MaterialRefNode.MappingMethod)0;
                        }

                        mr._texGenType = (int)TexTexgenType.Regular;
                        mr._embossSource = 4;
                        mr._embossLight = 2;

                        mr.getTexMtxVal();
                    }

                    _chan1 = new LightChannel(63, new RGBAPixel(128, 128, 128, 255), new RGBAPixel(255, 255, 255, 255), 0, 0, this);
                    C1ColorEnabled = true;
                    C1ColorDiffuseFunction = GXDiffuseFn.Clamped;
                    C1ColorAttenuation = GXAttnFn.Spotlight;
                    C1AlphaEnabled = true;
                    C1AlphaDiffuseFunction = GXDiffuseFn.Clamped;
                    C1AlphaAttenuation = GXAttnFn.Spotlight;

                    _chan2 = new LightChannel(63, new RGBAPixel(255, 255, 255, 255), new RGBAPixel(), 0, 0, this);
                    C2ColorEnabled = true;
                    C2ColorDiffuseFunction = GXDiffuseFn.Disabled;
                    C2ColorAttenuation = GXAttnFn.Specular;
                    C2AlphaDiffuseFunction = GXDiffuseFn.Disabled;
                    C2AlphaAttenuation = GXAttnFn.Specular;

                    _lSet = MetalMaterial._lSet;
                    _fSet = MetalMaterial._fSet;

                    _cull = MetalMaterial._cull;
                    _numLights = 2;
                    ZCompareLoc = false;
                    _normMapRefLight1 =
                    _normMapRefLight2 =
                    _normMapRefLight3 =
                    _normMapRefLight4 = -1;

                    SignalPropertyChange();
                }
            }
            _updating = false;
        }
コード例 #2
0
        public MDL0MaterialNode()
        {
            _normMapRefLight1 =
            _normMapRefLight2 =
            _normMapRefLight3 =
            _normMapRefLight4 = -1;
            _numLights = 1;

            _chan1 = new LightChannel(63, new RGBAPixel(255, 255, 255, 255), new RGBAPixel(255, 255, 255, 255), 0, 0, this);
            _chan2 = new LightChannel(15, new RGBAPixel(0, 0, 0, 255), new RGBAPixel(), 0, 0, this);
        }
コード例 #3
0
        public override bool OnInitialize()
        {
            MDL0Material* header = Header;

            _initVersion = header->_pad != 0 && _replaced ? header->_pad : Model._version;

            if ((_name == null) && (header->_stringOffset != 0))
                _name = header->ResourceString;

            XFCmds.Clear();

            //Get XF Commands
            byte* pData = (byte*)header->DisplayLists(Model._version) + 0xE0;
            Top:
            if (*pData++ == 0x10)
            {
                XFData dat = new XFData();
                int count = (ushort)*(bushort*)pData; pData += 2;
                dat.addr = (XFMemoryAddr)(ushort)*(bushort*)pData; pData += 2;
                dat.values = new List<uint>();
                for (int i = 0; i < count + 1; i++)
                {
                    dat.values.Add(*(buint*)pData);
                    pData += 4;
                }
                XFCmds.Add(dat);
                goto Top;
            }

            _mdl0Offset = header->_mdl0Offset;
            _stringOffset = header->_stringOffset;
            _userDataOffset = header->UserDataOffset(_initVersion);
            _shaderOffset = header->_shaderOffset;
            _dlOffset = header->DisplayListOffset(_initVersion);
            _furDataOffset = header->FurDataOffset(_initVersion);
            _matRefOffset = header->_matRefOffset;
            _pad = header->_pad;

            _dataLen = header->_dataLen;
            _numTextures = header->_numTexGens;
            _numLights = header->_numLightChans;
            _usageFlags = new Bin32(header->_usageFlags);

            _indirectMethod1 = header->_indirectMethod1;
            _indirectMethod2 = header->_indirectMethod2;
            _indirectMethod3 = header->_indirectMethod3;
            _indirectMethod4 = header->_indirectMethod4;

            _normMapRefLight1 = header->_normMapRefLight1;
            _normMapRefLight2 = header->_normMapRefLight2;
            _normMapRefLight3 = header->_normMapRefLight3;
            _normMapRefLight4 = header->_normMapRefLight4;

            _ssc = header->_activeTEVStages;
            _clip = header->_numIndTexStages;
            _transp = header->_enableAlphaTest;

            _lSet = header->_lightSet;
            _fSet = header->_fogSet;

            _cull = (CullMode)(int)header->_cull;

            if ((-header->_mdl0Offset + (int)header->DisplayListOffset(_initVersion)) % 0x20 != 0)
            {
                Model._errors.Add("Material " + Index + " has an improper align offset.");
                SignalPropertyChange();
            }

            mode = header->DisplayLists(_initVersion);
            _alphaFunc = mode->AlphaFunction;
            _zMode = mode->ZMode;
            _blendMode = mode->BlendMode;
            _constantAlpha = mode->ConstantAlpha;

            _tevColorBlock = *header->TevColorBlock(_initVersion);
            _tevKonstBlock = *header->TevKonstBlock(_initVersion);
            _indMtx = *header->IndMtxBlock(_initVersion);

            MDL0TexSRTData* TexMatrices = header->TexMatrices(_initVersion);

            _layerFlags = TexMatrices->_layerFlags;
            _texMtxFlags = TexMatrices->_mtxFlags;

            MDL0MaterialLighting* Light = header->Light(_initVersion);

            (_chan1 = Light->Channel1)._parent = this;
            (_chan2 = Light->Channel2)._parent = this;

            c1 = CReg2Color;
            c2 = CReg2Color;
            c3 = CReg2Color;

            k1 = KReg0Color;
            k2 = KReg1Color;
            k3 = KReg2Color;
            k3 = KReg3Color;

            clr1 = C1MaterialColor;
            clr2 = C2MaterialColor;

            amb1 = C1AmbientColor;
            amb2 = C2AmbientColor;

            (_userEntries = new UserDataCollection()).Read(header->UserData(_initVersion));

            return true;
        }