Switch-Toolbox/Switch_FileFormatsMain/GL/BMD_Renderer.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Switch_Toolbox.Library.Rendering;
using Switch_Toolbox.Library;
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using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using OpenTK;
using OpenTK.Graphics.OpenGL;
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using SuperBMDLib.Materials.Enums;
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namespace FirstPlugin
{
public class BMD_Renderer : GenericModelRenderer
{
public List<BMDTextureWrapper> TextureList = new List<BMDTextureWrapper>();
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public override void OnRender(GLControl control)
{
}
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public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
{
var bmdMaterial = (BMDMaterialWrapper)mat;
switch (bmdMaterial.Material.CullMode)
{
case CullMode.None:
GL.Disable(EnableCap.CullFace);
break;
case CullMode.Back:
GL.CullFace(CullFaceMode.Back);
break;
case CullMode.Front:
GL.CullFace(CullFaceMode.Front);
break;
case CullMode.All:
GL.CullFace(CullFaceMode.FrontAndBack);
break;
}
}
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 texture in TextureList)
{
if (TextureList.IndexOf(texture) == ((BMDTextureMap)tex).TextureIndex)
{
BindGLTexture(tex, shader, TextureList[((BMDTextureMap)tex).TextureIndex]);
return tex.textureUnit + 1;
}
}
return tex.textureUnit + 1;
}
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}
}