private void UpdateTextureDimensionsForPSBlock(ref PSBlock psData, Material mat) { for (int i = 0; i < 8; i++) { if (mat.TextureIndices[i] < 0) { continue; } Texture texture = TEX1Tag.Textures[MAT3Tag.TextureRemapTable[mat.TextureIndices[i]]]; Vector4 texDimensions = new Vector4(texture.CompressedData.Width, texture.CompressedData.Height, 0, 0); switch (i) { case 0: psData.TexDimension0 = texDimensions; break; case 1: psData.TexDimension1 = texDimensions; break; case 2: psData.TexDimension2 = texDimensions; break; case 3: psData.TexDimension3 = texDimensions; break; case 4: psData.TexDimension4 = texDimensions; break; case 5: psData.TexDimension5 = texDimensions; break; case 6: psData.TexDimension6 = texDimensions; break; case 7: psData.TexDimension7 = texDimensions; break; } } }
public void SetPSBlockForMaterial(Material srcMaterial, ref PSBlock psBlock) { psBlock.Color0 = m_colorsEnabled[0] ? m_colors[0] : srcMaterial.TevColorIndexes[0]; psBlock.Color1 = m_colorsEnabled[1] ? m_colors[1] : srcMaterial.TevColorIndexes[1]; psBlock.Color2 = m_colorsEnabled[2] ? m_colors[2] : srcMaterial.TevColorIndexes[2]; psBlock.Color3 = m_colorsEnabled[3] ? m_colors[3] : srcMaterial.TevColorIndexes[3]; psBlock.kColor0 = m_kColorsEnabled[0] ? m_kColors[0] : srcMaterial.KonstColors[0]; psBlock.kColor1 = m_kColorsEnabled[1] ? m_kColors[1] : srcMaterial.KonstColors[1]; psBlock.kColor2 = m_kColorsEnabled[2] ? m_kColors[2] : srcMaterial.KonstColors[2]; psBlock.kColor3 = m_kColorsEnabled[3] ? m_kColors[3] : srcMaterial.KonstColors[3]; }
private void UpdateFogForPSBlock(ref PSBlock psData, Material mat) { psData.FogColor = mat.Fog.Color; }
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); }