示例#1
0
 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
     };
 }
示例#2
0
 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
     };
 }