예제 #1
0
        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;
                }
            }
        }
예제 #2
0
        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];
        }
예제 #3
0
 private void UpdateFogForPSBlock(ref PSBlock psData, Material mat)
 {
     psData.FogColor = mat.Fog.Color;
 }
예제 #4
0
        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);
        }