mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 20:43:09 +00:00
68 lines
2 KiB
C#
68 lines
2 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Toolbox.Library.Rendering;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Toolbox.Library;
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using FirstPlugin;
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namespace HyruleWarriors.G1M
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{
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public class G1M_Renderer : GenericModelRenderer
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{
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public G1M G1MFile { get; set; }
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public List<ushort> SkinningIndices { get; set; }
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public override void OnRender(GLControl control)
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{
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}
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public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
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{
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shader.SetBoolToInt("NoSkinning", Skeleton.bones.Count == 0);
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if (mat.Text == "driver_cloth")
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{
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GL.Disable(EnableCap.CullFace);
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}
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else
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{
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GL.Enable(EnableCap.CullFace);
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}
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}
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public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
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string activeTex = tex.Name;
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foreach (var texContainer in PluginRuntime.G1TextureContainers)
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{
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if (G1MFile.IFileInfo.ArchiveParent != texContainer.IFileInfo.ArchiveParent)
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continue;
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var textureList = texContainer.TextureList;
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foreach (var texture in texContainer.TextureList)
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{
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if (textureList.IndexOf(texture) == ((G1MTextureMap)tex).TextureIndex)
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{
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BindGLTexture(tex, shader, textureList[((G1MTextureMap)tex).TextureIndex]);
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return tex.textureUnit + 1;
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}
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}
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}
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return tex.textureUnit + 1;
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}
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}
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}
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