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mirror of synced 2024-12-03 19:47:29 +01:00
Switch-Toolbox/Switch_Toolbox_Library/Generics/Materials/GenericMatTexture.cs
KillzXGaming e4722ed1af Alot of additions.
General
- Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML)
- Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code.
- Add flat buffer templates for gfbmdl and gfbanm.
- Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres.
- Auto compress bfres with .sbfres extension.

BFLYT:
-Add animation reference list to panes if they have any animations.
- Note the animation editor in it is not functional yet.

GFBMDL
- Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why.
- Add new texture map display with UV coordinates shown. Displays how transforms are handled.
- Add option to export materials and models entirely as .json files.

DAE
- improve bone/joint check.
2019-12-07 20:16:13 -05:00

127 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
using OpenTK;
namespace Toolbox.Library
{
public enum STTextureWrapMode
{
Repeat,
Mirror,
Clamp,
}
public enum STTextureMagFilter
{
Nearest,
Linear,
}
public enum STTextureMinFilter
{
LinearMipMapNearest,
Nearest,
Linear,
NearestMipmapLinear,
NearestMipmapNearest,
}
public class STTextureTransform
{
public Vector2 Scale { get; set; }
public float Rotate { get; set; }
public Vector2 Translate { get; set; }
}
public class STGenericMatTexture
{
public int mapMode = 0;
public STTextureWrapMode WrapModeS = STTextureWrapMode.Repeat;
public STTextureWrapMode WrapModeT = STTextureWrapMode.Repeat;
public STTextureWrapMode WrapModeW = STTextureWrapMode.Clamp;
public STTextureMinFilter MinFilter = STTextureMinFilter.Linear;
public STTextureMagFilter MagFilter = STTextureMagFilter.Linear;
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,
}
/// <summary>
/// Gets the texture that links to this material texture map
/// Used for UV editor
/// </summary>
/// <returns></returns>
public virtual STGenericTexture GetTexture()
{
return null;
}
public virtual STTextureTransform Transform { get; set; }
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<STTextureMinFilter, TextureMinFilter> minfilter = new Dictionary<STTextureMinFilter, TextureMinFilter>()
{
{ STTextureMinFilter.LinearMipMapNearest, TextureMinFilter.LinearMipmapLinear},
{ STTextureMinFilter.Nearest, TextureMinFilter.Nearest},
{ STTextureMinFilter.Linear, TextureMinFilter.Linear},
{ STTextureMinFilter.NearestMipmapLinear, TextureMinFilter.NearestMipmapLinear},
{ STTextureMinFilter.NearestMipmapNearest, TextureMinFilter.NearestMipmapNearest},
};
public static readonly Dictionary<STTextureMagFilter, TextureMagFilter> magfilter = new Dictionary<STTextureMagFilter, TextureMagFilter>()
{
{ STTextureMagFilter.Linear, TextureMagFilter.Linear},
{ STTextureMagFilter.Nearest, TextureMagFilter.Nearest},
{ (STTextureMagFilter)3, TextureMagFilter.Linear},
};
public static Dictionary<STTextureWrapMode, TextureWrapMode> wrapmode = new Dictionary<STTextureWrapMode, TextureWrapMode>(){
{ STTextureWrapMode.Repeat, TextureWrapMode.Repeat},
{ STTextureWrapMode.Mirror, TextureWrapMode.MirroredRepeat},
{ STTextureWrapMode.Clamp, TextureWrapMode.ClampToEdge},
{ (STTextureWrapMode)3, TextureWrapMode.ClampToEdge},
{ (STTextureWrapMode)4, TextureWrapMode.ClampToEdge},
{ (STTextureWrapMode)5, TextureWrapMode.ClampToEdge},
};
}
}