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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() {
		}
	}
}