Switch-Toolbox/File_Format_Library/GL/G1M_Renderer.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Toolbox.Library.Rendering;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Toolbox.Library;
using FirstPlugin;
namespace HyruleWarriors.G1M
{
public class G1M_Renderer : GenericModelRenderer
{
public G1M G1MFile { get; set; }
public List<ushort> SkinningIndices { get; set; }
public override void OnRender(GLControl control)
{
}
public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{
shader.SetBoolToInt("NoSkinning", Skeleton.bones.Count == 0);
if (mat.Text == "driver_cloth")
{
GL.Disable(EnableCap.CullFace);
}
else
{
GL.Enable(EnableCap.CullFace);
}
}
public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader)
{
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
string activeTex = tex.Name;
foreach (var texContainer in PluginRuntime.G1TextureContainers)
{
if (G1MFile.IFileInfo.ArchiveParent != texContainer.IFileInfo.ArchiveParent)
continue;
var textureList = texContainer.TextureList;
foreach (var texture in texContainer.TextureList)
{
if (textureList.IndexOf(texture) == ((G1MTextureMap)tex).TextureIndex)
{
BindGLTexture(tex, shader, textureList[((G1MTextureMap)tex).TextureIndex]);
return tex.textureUnit + 1;
}
}
}
return tex.textureUnit + 1;
}
}
}