/// <summary> /// Called once when the renderer can be loaded from a given shader model and mesh. /// </summary> public void OnLoad(SHARCFB sharcfb, FMDL model, FSHP mesh, BfresMeshAsset meshAsset) { ShaderModel = sharcfb.Programs.FirstOrDefault(x => x.Name == mesh.Material.ShaderModel); if (ShaderModel == null) { Console.WriteLine($"Failed to find program! {mesh.Material.ShaderModel}"); return; } //Assign some necessary data meshAsset.MaterialAsset = this; //Force reload from material editing mesh.ShaderReload += delegate { Console.WriteLine($"Reloading shader program {meshAsset.Name}"); this.ReloadRenderState(meshAsset); this.ReloadProgram(meshAsset); mesh.HasValidShader = this.HasValidProgram; Console.WriteLine($"Program Validation: {this.HasValidProgram}"); this.UpdateShader = true; }; MaterialData = mesh.Material; ParentModel = model; //Load mesh function for loading the custom shader for the first time LoadMesh(meshAsset); ReloadRenderState(meshAsset); ReloadProgram(meshAsset); var gx2ShaderVertex = (GX2VertexShader)ShaderModel.GetGX2VertexShader(BinaryIndex); var bfresMaterial = (FMAT)this.MaterialData; //Remap the vertex layouts from shader model attributes Dictionary <string, string> attributeLocations = new Dictionary <string, string>(); for (int i = 0; i < gx2ShaderVertex.Attributes.Count; i++) { var symbol = ShaderModel.AttributeVariables.symbols.FirstOrDefault( x => x.Name == gx2ShaderVertex.Attributes[i].Name); if (symbol == null) { continue; } var attribVar = gx2ShaderVertex.Attributes[i]; var arrayCount = Math.Max(1, attribVar.Count); var streamCount = attribVar.GetStreamCount(); if (arrayCount > 1 || streamCount > 1) { throw new Exception("Multiple attribute streams and variable counts not supported!"); } attributeLocations.Add(symbol.SymbolName, $"{symbol.Name}_0_0"); } meshAsset.UpdateVaoAttributes(attributeLocations); }
public RedPro2URender(SHARCFB.ShaderProgram shaderModel) : base(shaderModel) { }
public SharcFBRenderer(SHARCFB.ShaderProgram shaderModel) { ShaderModel = shaderModel; }
public WWHDRender(SHARCFB.ShaderProgram shaderModel) : base(shaderModel) { }