public void RefreshColors(BRLYT.mat1.MAT1Entry Material) { this.MatColor = new float[] { Material.MatColor.R / 255f, Material.MatColor.G / 255f, Material.MatColor.B / 255f, Material.MatColor.A / 255f }; g_color_registers = new float[3][]; g_color_registers[0] = new float[] { Material.ForeColor.R / 255f, Material.ForeColor.G / 255f, Material.ForeColor.B / 255f, Material.ForeColor.A / 255f }; g_color_registers[1] = new float[] { Material.BackColor.R / 255f, Material.BackColor.G / 255f, Material.BackColor.B / 255f, Material.BackColor.A / 255f }; g_color_registers[2] = new float[] { Material.ColorReg3.R / 255f, Material.ColorReg3.G / 255f, Material.ColorReg3.B / 255f, Material.ColorReg3.A / 255f }; g_color_consts = new float[4][]; g_color_consts[0] = new float[] { Material.TevColor1.R / 255f, Material.TevColor1.G / 255f, Material.TevColor1.B / 255f, Material.TevColor1.A / 255f }; g_color_consts[1] = new float[] { Material.TevColor2.R / 255f, Material.TevColor2.G / 255f, Material.TevColor2.B / 255f, Material.TevColor2.A / 255f }; g_color_consts[2] = new float[] { Material.TevColor3.R / 255f, Material.TevColor3.G / 255f, Material.TevColor3.B / 255f, Material.TevColor3.A / 255f }; g_color_consts[3] = new float[] { Material.TevColor4.R / 255f, Material.TevColor4.G / 255f, Material.TevColor4.B / 255f, Material.TevColor4.A / 255f }; }
public Shader(BRLYT.mat1.MAT1Entry Material, int[] textures) { this.color_matsrc = Material.ChanControl.ColorMaterialSource; this.alpha_matsrc = Material.ChanControl.AlphaMaterialSource; this.MatColor = new float[] { Material.MatColor.R / 255f, Material.MatColor.G / 255f, Material.MatColor.B / 255f, Material.MatColor.A / 255f }; TevStages = Material.TevStageEntries; Textures = textures; g_color_registers = new float[3][]; g_color_registers[0] = new float[] { Material.ForeColor.R / 255f, Material.ForeColor.G / 255f, Material.ForeColor.B / 255f, Material.ForeColor.A / 255f }; g_color_registers[1] = new float[] { Material.BackColor.R / 255f, Material.BackColor.G / 255f, Material.BackColor.B / 255f, Material.BackColor.A / 255f }; g_color_registers[2] = new float[] { Material.ColorReg3.R / 255f, Material.ColorReg3.G / 255f, Material.ColorReg3.B / 255f, Material.ColorReg3.A / 255f }; g_color_consts = new float[4][]; g_color_consts[0] = new float[] { Material.TevColor1.R / 255f, Material.TevColor1.G / 255f, Material.TevColor1.B / 255f, Material.TevColor1.A / 255f }; g_color_consts[1] = new float[] { Material.TevColor2.R / 255f, Material.TevColor2.G / 255f, Material.TevColor2.B / 255f, Material.TevColor2.A / 255f }; g_color_consts[2] = new float[] { Material.TevColor3.R / 255f, Material.TevColor3.G / 255f, Material.TevColor3.B / 255f, Material.TevColor3.A / 255f }; g_color_consts[3] = new float[] { Material.TevColor4.R / 255f, Material.TevColor4.G / 255f, Material.TevColor4.B / 255f, Material.TevColor4.A / 255f }; }