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Switch-Toolbox/Switch_Toolbox_Library/Generics/GenericMatTexture.cs

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 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},
};
}
}