80 lines
2.6 KiB
C#
80 lines
2.6 KiB
C#
|
using System;
|
|||
|
using System.Collections.Generic;
|
|||
|
using System.Linq;
|
|||
|
using System.Text;
|
|||
|
using System.Threading.Tasks;
|
|||
|
using OpenTK.Graphics.OpenGL;
|
|||
|
|
|||
|
namespace Switch_Toolbox.Library
|
|||
|
{
|
|||
|
public class STGenericMatTexture
|
|||
|
{
|
|||
|
public int mapMode = 0;
|
|||
|
public int wrapModeS = 1;
|
|||
|
public int wrapModeT = 1;
|
|||
|
public int wrapModeW = 1; //Used for 3D textures
|
|||
|
public int minFilter = 3;
|
|||
|
public int magFilter = 2;
|
|||
|
public int mipDetail = 6;
|
|||
|
public string Name;
|
|||
|
public string SamplerName;
|
|||
|
public int textureUnit;
|
|||
|
|
|||
|
public TextureState textureState = TextureState.Unbinded;
|
|||
|
|
|||
|
//Determine the state the texture is in.
|
|||
|
//If the texture is binded we don't need to bind it again unless it's animated or replaced
|
|||
|
public enum TextureState
|
|||
|
{
|
|||
|
Unbinded,
|
|||
|
Binded,
|
|||
|
Animated,
|
|||
|
Replaced,
|
|||
|
}
|
|||
|
|
|||
|
public TextureType Type;
|
|||
|
|
|||
|
//An enum for the assumed texture type by sampler
|
|||
|
//Many games have a consistant type of samplers and type. _a0 for diffuse, _n0 for normal, ect
|
|||
|
public enum TextureType
|
|||
|
{
|
|||
|
Unknown = 0,
|
|||
|
Diffuse = 1,
|
|||
|
Normal = 2,
|
|||
|
Specular = 3,
|
|||
|
Emission = 4,
|
|||
|
DiffuseLayer2 = 5,
|
|||
|
TeamColor = 6,
|
|||
|
Transparency = 7,
|
|||
|
Shadow = 8,
|
|||
|
AO = 9,
|
|||
|
Light = 10,
|
|||
|
Roughness = 11,
|
|||
|
Metalness = 12,
|
|||
|
MRA = 13, //Combined pbr texture HAL uses for KSA
|
|||
|
SphereMap = 14,
|
|||
|
SubSurfaceScattering = 15,
|
|||
|
}
|
|||
|
|
|||
|
public static readonly Dictionary<int, TextureMinFilter> minfilter = new Dictionary<int, TextureMinFilter>()
|
|||
|
{
|
|||
|
{ 0x00, TextureMinFilter.LinearMipmapLinear},
|
|||
|
{ 0x01, TextureMinFilter.Nearest},
|
|||
|
{ 0x02, TextureMinFilter.Linear},
|
|||
|
{ 0x03, TextureMinFilter.NearestMipmapLinear},
|
|||
|
};
|
|||
|
public static readonly Dictionary<int, TextureMagFilter> magfilter = new Dictionary<int, TextureMagFilter>()
|
|||
|
{
|
|||
|
{ 0x00, TextureMagFilter.Linear},
|
|||
|
{ 0x01, TextureMagFilter.Nearest},
|
|||
|
{ 0x02, TextureMagFilter.Linear}
|
|||
|
};
|
|||
|
public static Dictionary<int, TextureWrapMode> wrapmode = new Dictionary<int, TextureWrapMode>(){
|
|||
|
{ 0x00, TextureWrapMode.Repeat},
|
|||
|
{ 0x01, TextureWrapMode.MirroredRepeat},
|
|||
|
{ 0x02, TextureWrapMode.ClampToEdge},
|
|||
|
{ 0x03, TextureWrapMode.MirroredRepeat},
|
|||
|
};
|
|||
|
}
|
|||
|
}
|