Пример #1
0
        private static void SetUniformData(FMAT mat, SF.Shader shader, string propertyName)
        {
            if (mat.shaderassign.options.ContainsKey(propertyName))
            {
                float value = float.Parse(mat.shaderassign.options[propertyName]);
                shader.SetFloat(propertyName, value);
            }

            Dictionary <string, BfresShaderParam> matParams = mat.matparam;

            if (mat.animatedMatParams.ContainsKey(propertyName))
            {
                matParams = mat.animatedMatParams;
            }

            if (matParams.ContainsKey(propertyName))
            {
                if (matParams[propertyName].Type == ShaderParamType.Float)
                {
                    if (mat.anims.ContainsKey(propertyName))
                    {
                        matParams[propertyName].ValueFloat[0] = mat.anims[propertyName][0];
                    }
                    shader.SetFloat(propertyName, matParams[propertyName].ValueFloat[0]);
                }

                if (matParams[propertyName].Type == ShaderParamType.Float2)
                {
                    if (mat.anims.ContainsKey(propertyName))
                    {
                        matParams[propertyName].ValueFloat = new float[2] {
                            mat.anims[propertyName][0], mat.anims[propertyName][1]
                        };
                    }

                    shader.SetVector2(propertyName, Utils.ToVec2(matParams[propertyName].ValueFloat));
                }

                if (matParams[propertyName].Type == ShaderParamType.Float3)
                {
                    if (mat.anims.ContainsKey(propertyName))
                    {
                        matParams[propertyName].ValueFloat = new float[3] {
                            mat.anims[propertyName][0],
                            mat.anims[propertyName][1],
                            mat.anims[propertyName][2]
                        };
                    }

                    shader.SetVector3(propertyName, Utils.ToVec3(matParams[propertyName].ValueFloat));
                }
                if (matParams[propertyName].Type == ShaderParamType.Float4)
                {
                    if (mat.anims.ContainsKey(propertyName))
                    {
                        matParams[propertyName].ValueFloat = new float[4] {
                            mat.anims[propertyName][0], mat.anims[propertyName][1],
                            mat.anims[propertyName][2], mat.anims[propertyName][3]
                        };
                    }

                    shader.SetVector4(propertyName, Utils.ToVec4(matParams[propertyName].ValueFloat));
                }
                if (matParams[propertyName].Type == ShaderParamType.TexSrt)
                {
                    // Vector 2 Scale
                    // 1 roation float
                    // Vector2 translate
                    TexSrt texSRT = matParams[propertyName].ValueTexSrt;

                    shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
                    shader.SetFloat("SRT_Rotate", texSRT.Rotation);
                    shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
                }
                if (matParams[propertyName].Type == ShaderParamType.TexSrtEx)
                {
                    // Vector 2 Scale
                    // 1 roation float
                    // Vector2 translate
                    TexSrtEx texSRT = matParams[propertyName].ValueTexSrtEx;

                    shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
                    shader.SetFloat("SRT_Rotate", texSRT.Rotation);
                    shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
                }

                //MTA SRT
                if (propertyName == "texsrt0" && mat.shaderassign.ShaderArchive == "ssg")
                {
                    TexSrt texSRT = matParams[propertyName].ValueTexSrt;

                    shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
                    shader.SetFloat("SRT_Rotate", texSRT.Rotation);
                    shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
                }
            }
        }
Пример #2
0
        private static void SetUniforms(FMAT mat, SF.Shader shader, FSHP m, int id)
        {
            shader.SetBoolToInt("isTransparent", mat.isTransparent);

            shader.SetFloat("ao_density", 1);
            shader.SetFloat("shadow_density", 1);

            shader.SetFloat("normal_map_weight", 1);

            //Bake map UV coordinate ST
            shader.SetVector4("gsys_bake_st0", new Vector4(1, 1, 0, 0));
            shader.SetVector4("gsys_bake_st1", new Vector4(1, 1, 0, 0));

            shader.SetBoolToInt("UseSpecularColor",
                                (mat.GetOptionValue("specular_mask_is_color") == 1) ||
                                mat.GetOptionValue("enable_specular_color") == 1);

            shader.SetBoolToInt("UseMultiTexture", mat.GetOptionValue("enable_multi_texture") == 1);

            //Colors
            shader.SetVector4("const_color0", new Vector4(1, 1, 1, 1));
            shader.SetVector4("base_color_mul_color", new Vector4(1, 1, 1, 1));
            shader.SetVector3("albedo_tex_color", new Vector3(1, 1, 1));
            shader.SetVector3("emission_color", new Vector3(1, 1, 1));
            shader.SetVector3("specular_color", new Vector3(1, 1, 1));

            shader.SetFloat("fuv1_mtx", 0);

            //SRT
            shader.SetVector4("tex_mtx0", new Vector4(1, 1, 1, 1));
            shader.SetVector2("SRT_Scale", new Vector2(1, 1));
            shader.SetFloat("SRT_Rotate", 0);
            shader.SetVector2("SRT_Translate", new Vector2(0, 0));

            shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);

            SetUniformData(mat, shader, "base_color_mul_color");

            shader.SetInt("enableCellShading", 0);
            bool HasTans = m.vertexAttributes.Any(x => x.Name == "_t0");

            shader.SetBoolToInt("hasTangents", HasTans);

            SetUniformData(mat, shader, "fuv1_mtx");

            SetUniformData(mat, shader, "gsys_bake_st0");
            SetUniformData(mat, shader, "gsys_bake_st1");

            SetUniformData(mat, shader, "ao_density");
            SetUniformData(mat, shader, "shadow_density");
            SetUniformData(mat, shader, "normal_map_weight");

            SetUniformData(mat, shader, "const_color0");
            SetUniformData(mat, shader, "base_color_mul_color");
            SetUniformData(mat, shader, "albedo_tex_color");
            SetUniformData(mat, shader, "emission_color");
            SetUniformData(mat, shader, "specular_color");


            //This uniform sets various maps for BOTW to use second UV channel
            SetUniformData(mat, shader, "uking_texture2_texcoord");

            SetUniformData(mat, shader, "cIsEnableNormalMap");

            SetUniformData(mat, shader, "texsrt0");
            SetUniformData(mat, shader, "tex_mtx0");
            SetUniformData(mat, shader, "texmtx0");

            //Sets shadow type
            //0 = Ambient occusion bake map
            //1 = Shadow
            //2 = Shadow + Ambient occusion map
            SetUniformData(mat, shader, "bake_shadow_type");
            SetUniformData(mat, shader, "bake_light_type");
            SetUniformData(mat, shader, "gsys_bake_light_scale");

            SetUniformData(mat, shader, "enable_projection_light");
            SetUniformData(mat, shader, "enable_actor_light");

            SetUniformData(mat, shader, "bake_calc_type");
        }