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using System;
using System.Collections.Generic;
namespace NW4RTools.Models {
public class ChanCtrl {
public UInt32 Flags;
public Color MatColor, AmbColor;
public UInt32 FlagC, FlagA;
}
// TODO: Rename this class?
public class SRTSettingInfo {
public float ScaleX, ScaleY, Rotate, TranslateX, TranslateY;
public byte CameraID;
public byte LightID;
public byte MapType;
public byte Flags;
public Matrix TexMatrix;
}
public class BoundTextureInfo {
public string TextureName, PaletteName;
public UInt32 TexMapID, TlutID, WrapS, WrapT, MinFilt, MagFilt;
public float LODBias;
public UInt32 MaxAniso;
public bool BiasClamp, DoEdgeLOD;
}
public class Material {
public UInt32 Index, Flags;
// ResGenMode
public byte TexCoordGenCount, ChanCount, TevStageCount, IndStageCount;
public UInt32 CullMode;
// ResMatMisc
public byte ZCompLoc, LightSetID, FogID;
public byte[] IndirectTexMtxCalcMethod1;
public byte[] IndirectTexMtxCalcMethod2;
// ResTexObj and ResTlutObj
public byte[][] TexObj;
public byte[] TlutObj;
// ResTexSrt
public UInt32 TexMatrixType;
public SRTSettingInfo[] SRTSettings;
// ResMatChan
public ChanCtrl[] ChanCtrls;
// Other
public List<BoundTextureInfo> BoundTextures;
public Shader ShaderRef;
// Display Lists
public byte[] PixDL;
public byte[] TevColorDL;
public byte[] IndMtxAndScaleDL;
public byte[] TexCoordGenDL;
public Material() {
}
}
}
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