usbloadergx/source/banner/Material.cpp
dimok789 070b77548a OK since the Wii System Menu Player is released now as I already mentioned the source for the loader will also be put on SVN again. Now that i am done with merging here is the MOD17 source.
Changelog since last revision:
- add banner/icon animation support for wii games / channels / gamecube
- add custom banner for gamecube which loads the gamecube internal opening.bnr information (it is much better than the generic one of the system menu) (big thanks to diddy from the wiithemeteam for creating the brlyt/brlan for the banner)
- add gamecube banner of system menu (not used right now since it sucks)
- add banner grid of the system menu (resources loaded from nand) (with button highliter)
- add big banner frame window of the system menu (resources loaded from nand). the banner window has buttons "Settings" and "Start" by default. if parental control is enabled the "Settings" button is replaced by "Back"
- add play count text to the banner frame window (can be disabled as up until now in the gui settings)
- add zoom in/out/scroll animations to banner grid and change into big frame window
- add loading gc banners from ISO and DVD
- add loading wii banners from DVD discs even if the game is not installed
- add favorite level setting to the game settings since it is no longer on the banner frame window
- add new settings section for banner settings
- add option to choose between disc window and banner window
- added back ehci module to support 2 usb drives and re-enabled the option
- add option for 2 usb drives for d2x cIOS as well (will be supported in the future, not yet)
- exchanged "GC Games" and "EmuNand Channels" on the game selection screen (more space for translators)
- add and fixed gui numpad for entering numbers of any kind
- add setting for tooltip delay time
- fix reload of cover image on game list when only 1 item is left after a change (e.g. sort)
- add use of old build in font for credits window because it doesnt look good with the system menu one
- fixed effect bug when scrolling buttons in the settings and the wiimote is over button 1
- fixed bug where entering -1 (Use global) for cIOS was not possible in game settings
- many source cleanups
- add bnr chace setting
- add DML configuration from the loader
- removed creation of temporary "boot.bin" file
- DML custom game paths.
  Additionally i added support for following forms of paths:
  1. configpath/gamepath/game.iso
  2. configpath/gamepath/game.gcm
  3. configpath/gamepath/GAMEID6.iso
  4. configpath/gamepath/GAMEID6.gcm
  Where gamepath can be anything you want inside the configure path in the custom path settings.
  I don't know if GCM files are allowed by DML but i just added support for it just in case.
  Changing path to USB is not blocked currently but games won't run from USB just keep that in mind.
  The "copy to SD before start" feature is not added yet. Listing the games should work though
- DML cheats now work the same way as for wii, gct goes to "Cheatcode Path" as GAMEID.gct (same as on wii)
- several DML internal configs are added as per game/global settings
- added load of last cheat configuration from GCT files
- added init of network into background thread so it is cancelable and has a timeout
- added gc games copy from USB to SD on demand with choice menu to delete SD games to make space, SD games path can be chosen seperately from main gc path.
  all dupicate sd games are prefered then the main path to allow direct boot of games that are already on sd. main path can be on USB or anywhere else.
- added gc disc dump functionality with multidisc, compress and align support (thanks to FIX94 and Overjoy for their disc dump source on which this is based)
- added selection menu for gc multidisc which game to install
- fixed loading game ID when it can't be read from path for GC games and with that loading the titles from GameTDB for them
- lots of string handling improvements (thanks to gerbilsoft for his patch)
- added gamecube banner cache loading (only loading) if available with GAMEID6.bnr or ID3.bnr in the banner cache path. wii games/channels also accept now ID3.bnr.
- added several progress bar cancel buttons on some missing progress windows
- improved calculation of progress speed. now it is always the last 15 secs average instead of overall progress speed.
- added pulsing new icon on banner grid layout for new games
- added resize of widescreen screenshots to 768 width
- added mii extract on save game extract if the file does not yet exists
- added mii extractor and SYSCONF extractor that always extracts and overwrites old files
- changed wifi gecko to UDP socket
- support for DML v1.2+

NOTE:
Banner animation support requires AHBPROT flag to be enabled. If you use old HBC you should use our forwarder or update the HBC otherwise you wont have that support.

I am hoping that now the themers and the translators can catch up with their stuff for the next upcomming official release.
2012-05-06 10:59:58 +00:00

592 lines
15 KiB
C++

/*
Copyright (c) 2010 - Wii Banner Player Project
Copyright (c) 2012 - Dimok and giantpune
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#include <algorithm>
#include <math.h>
#include "Layout.h"
#include "Material.h"
Material::Material()
: flags(0)
, texture_maps(0)
, texture_srts(0)
, texture_coord_gens(0)
, chan_control(0)
, mat_color(0)
, tev_swap_table(0)
, ind_srt(0)
, ind_stage(0)
, tev_stages(0)
, alpha_compare(0)
, blend_mode(0)
, header(0)
{
for( int i = 0; i < 8; i++ )
palette_texture[i] = DEFAULT_PALETTE;
}
void Material::Load(Material::Header *file)
{
header = file;
// Flags
flags = (MatFlags *) &header->flags;
flags->texture_map = std::min((int)MAX_TEX_MAP, (int)flags->texture_map);
flags->texture_srt = std::min((int)MAX_TEX_SRT, (int)flags->texture_srt);
flags->texture_coord_gen = std::min((int)MAX_TEX_GEN, (int)flags->texture_coord_gen);
flags->ind_srt = flags->ind_srt;
flags->ind_stage = std::min((int)MAX_IND_STAGES, (int)flags->ind_stage);
flags->tev_stages = std::min((int)MAX_TEV_STAGES, (int)flags->tev_stages);
u8 *buf_offset = (u8 *) (header+1);
// texture map
if(flags->texture_map)
{
texture_maps = (TextureMap *) buf_offset;
buf_offset += sizeof(TextureMap) * flags->texture_map;
}
// texture srt
if(flags->texture_srt)
{
texture_srts = (TextureSrt *) buf_offset;
buf_offset += sizeof(TextureSrt) * flags->texture_srt;
}
// texture coord gen
if(flags->texture_coord_gen)
{
texture_coord_gens = (TextureCoordGen *) buf_offset;
buf_offset += sizeof(TextureCoordGen) * flags->texture_coord_gen;
}
// channel control
if (flags->channel_control)
{
chan_control = (ChannelControl *) buf_offset;
buf_offset += sizeof(ChannelControl);
}
// material color
if (flags->material_color)
{
mat_color = (GXColor *) buf_offset;
buf_offset += sizeof(GXColor);
}
//else Default to 0xFFFFFFFF
// tev swap table
if (flags->tev_swap_table)
{
tev_swap_table = (TevSwap *) buf_offset;
buf_offset += sizeof(TevSwap) * 4;
}
// ind srt
if(flags->ind_srt)
{
ind_srt = (IndSrt *) buf_offset;
buf_offset += sizeof(IndSrt) * flags->ind_srt;
}
// ind stage
if(flags->ind_stage)
{
ind_stage = (IndStage *) buf_offset;
buf_offset += sizeof(IndStage) * flags->ind_stage;
}
// tev stage
if(flags->tev_stages)
{
tev_stages = (TevStage *) buf_offset;
buf_offset += sizeof(TevStage) * flags->tev_stages;
}
// alpha compare
if (flags->alpha_compare)
{
alpha_compare = (AlphaCompareModes *) buf_offset;
buf_offset += sizeof(AlphaCompareModes);
}
// blend mode
if (flags->blend_mode)
{
blend_mode = (BlendModes *) buf_offset;
buf_offset += sizeof(BlendModes);
}
}
inline void Material::ApplyChannelControl(u8 render_alpha, bool &modulate_colors) const
{
if(flags->channel_control)
{
GX_SetChanCtrl(0, 0, 0, chan_control->color_matsrc, 0, 0, 2 );
GX_SetChanCtrl(2, 0, 0, chan_control->alpha_matsrc, 0, 0, 2 );
if(chan_control->alpha_matsrc != 1 && chan_control->color_matsrc != 1)
modulate_colors = false;
if(!chan_control->alpha_matsrc || !chan_control->color_matsrc)
{
GXColor matColor = (GXColor){0xff, 0xff, 0xff, MultiplyAlpha(0xff, render_alpha) };
if(flags->material_color)
matColor = (GXColor){ mat_color->r, mat_color->g, mat_color->b,
MultiplyAlpha(mat_color->a, render_alpha) };
GX_SetChanMatColor(4, matColor);
if((*(u32 *)&matColor) == 0xFFFFFFFF)
modulate_colors = true;
}
}
else
{
GX_SetChanCtrl(4, 0, 0, 1, 0, 0, 2);
}
GX_SetNumChans(1);
}
inline void Material::ApplyTexCoordGens(void) const
{
// texture coord gen
for(u32 i = 0; i != flags->texture_coord_gen; ++i)
{
const TextureCoordGen &tcg = texture_coord_gens[i];
GX_SetTexCoordGen(GX_TEXCOORD0 + i, tcg.tgen_typ, tcg.tgen_src, tcg.mtxsrc);
const u8 mtrx = (tcg.mtxsrc - GX_TEXMTX0) / 3;
if (tcg.tgen_typ == 1 && tcg.mtxsrc != GX_IDENTITY && mtrx < flags->texture_srt)
{
const TextureSrt& srt = texture_srts[mtrx];
const float rotate_rad = DegToRad(srt.rotate);
const float cosF = cosf(rotate_rad);
const float sinF = sinf(rotate_rad);
// setup texture matrix
Mtx m;
m[0][0] = srt.scale_x * cosF;
m[0][1] = srt.scale_y * -sinF;
m[0][2] = 0.0f;
m[0][3] = -0.5f * (m[0][0] + m[0][1]) + srt.translate_x + 0.5f;
m[1][0] = srt.scale_x * sinF;
m[1][1] = srt.scale_y * cosF;
m[1][2] = 0.0f;
m[1][3] = -0.5f * (m[1][0] + m[1][1]) + srt.translate_y + 0.5f;
m[2][0] = 0.0f;
m[2][1] = 0.0f;
m[2][2] = 1.0f;
m[2][3] = 0.0f;
GX_LoadTexMtxImm(m, tcg.mtxsrc, GX_MTX3x4);
}
}
GX_SetNumTexGens(flags->texture_coord_gen);
}
inline void Material::ApplyTevSwapTable(void) const
{
if (flags->tev_swap_table)
{
for(int i = 0; i < 4; i++)
GX_SetTevSwapModeTable(GX_TEV_SWAP0 + i,
tev_swap_table[i].r, tev_swap_table[i].g,
tev_swap_table[i].b, tev_swap_table[i].a);
}
else
{
GX_SetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA);
GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA);
GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA);
GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA);
}
}
inline void Material::ApplyTevStages(bool modulate_colors) const
{
u32 tev_stages_cnt = 0;
if(flags->tev_stages)
{
// tev stages
for(u32 i = 0; i < flags->tev_stages; ++i)
{
const TevStage &ts = tev_stages[i];
GX_SetTevOrder(i, ts.texcoord, ts.tex_map | (ts.lowBit << 8), ts.color );
GX_SetTevSwapMode(i, ts.ras_sel, ts.tex_sel);
GX_SetTevColorIn(i, ts.color_in.a, ts.color_in.b, ts.color_in.c, ts.color_in.d);
GX_SetTevColorOp(i, ts.color_in.tevop, ts.color_in.tevbias, ts.color_in.tevscale, ts.color_in.clamp, ts.color_in.tevregid );
GX_SetTevKColorSel(i, ts.color_in.sel );
GX_SetTevAlphaIn(i, ts.alpha_in.a, ts.alpha_in.b, ts.alpha_in.c, ts.alpha_in.d);
GX_SetTevAlphaOp(i, ts.alpha_in.tevop, ts.alpha_in.tevbias, ts.alpha_in.tevscale, ts.alpha_in.clamp, ts.alpha_in.tevregid );
GX_SetTevKAlphaSel(i, ts.alpha_in.sel );
GX_SetTevIndirect(i, ts.ind.indtexid, ts.ind.format, ts.ind.bias, ts.ind.mtxid,
ts.ind.wrap_s, ts.ind.wrap_t, ts.ind.addprev, ts.ind.utclod, ts.ind.a);
tev_stages_cnt++;
}
}
else
{
if(flags->texture_map == 0)
{
// 1st stage
GX_SetTevOrder(GX_TEVSTAGE0, 0xFF, 0xFF, 4);
GX_SetTevColorIn(GX_TEVSTAGE0, 0xF, 4, 0xA, 0xF);
GX_SetTevAlphaIn(GX_TEVSTAGE0, 0x7, 2, 0x5, 0x7);
tev_stages_cnt++;
}
else if(flags->texture_map == 1)
{
// 1st stage
GX_SetTevOrder(GX_TEVSTAGE0, 0, 0, 0xFF);
GX_SetTevColorIn(GX_TEVSTAGE0, 2, 4, 8, 0xF);
GX_SetTevAlphaIn(GX_TEVSTAGE0, 1, 2, 4, 7);
tev_stages_cnt++;
// 2nd stage
if(modulate_colors)
{
GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 0xFF, 0xFF, 4);
GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 0xF, 0, 0xA, 0xF);
GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 7, 0, 5, 7);
tev_stages_cnt++;
}
}
else if(flags->texture_map == 2)
{
// 1st stage
GX_SetTevOrder(GX_TEVSTAGE0, 0, 0, 0xFF);
GX_SetTevColorIn(GX_TEVSTAGE0, 0xF, 0xF, 0xF, 8);
GX_SetTevAlphaIn(GX_TEVSTAGE0, 7, 7, 7, 4);
tev_stages_cnt++;
// 2nd stage
GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 1, 1, 0xFF);
GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 8, 0, 0xE, 0xF);
GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 4, 0, 6, 7);
GX_SetTevKColorSel(GX_TEVSTAGE0 + tev_stages_cnt, 0x1f);
GX_SetTevKAlphaSel(GX_TEVSTAGE0 + tev_stages_cnt, 0x1f);
tev_stages_cnt++;
// 3rd stage
if(modulate_colors)
{
GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 0xFF, 0xFF, 4);
GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 0xF, 0, 0xA, 0xF);
GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 7, 0, 5, 7);
tev_stages_cnt++;
}
}
else
{
u32 TevKDefault[] = { 0x1F, 0x1B, 0x17, 0x13, 0x1E, 0x1A, 0x16, 0x12 };
for(int i = 0; i < flags->texture_map; i++)
{
GX_SetTevOrder(i, i, i, 0xff );
GX_SetTevColorIn(i, 0xf, 8, 0xe, i ? 0xf : 0 );
GX_SetTevAlphaIn(i, 7, 4, 6, i ? 7 : 0 );
GX_SetTevKColorSel(i, TevKDefault[i] );
GX_SetTevKAlphaSel(i, TevKDefault[i] );
tev_stages_cnt++;
}
GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 0xff, 0xff, 0xff );
GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 2, 4, 0, 0xf );
GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 1, 2, 0, 7 );
tev_stages_cnt++;
if(modulate_colors)
{
GX_SetTevOrder(GX_TEVSTAGE0 + tev_stages_cnt, 0xFF, 0xFF, 4);
GX_SetTevColorIn(GX_TEVSTAGE0 + tev_stages_cnt, 0xF, 0, 0xA, 0xF);
GX_SetTevAlphaIn(GX_TEVSTAGE0 + tev_stages_cnt, 7, 0, 5, 7);
tev_stages_cnt++;
}
}
for(u32 i = 0; i < tev_stages_cnt; i++)
{
GX_SetTevColorOp(GX_TEVSTAGE0 + i, 0, 0, 0, 1, 0);
GX_SetTevAlphaOp(GX_TEVSTAGE0 + i, 0, 0, 0, 1, 0);
GX_SetTevDirect(GX_TEVSTAGE0 + i);
GX_SetTevSwapMode(GX_TEVSTAGE0 + i, 0, 0);
}
}
// enable correct number of tev stages
GX_SetNumTevStages(tev_stages_cnt);
}
inline void Material::ApplyIndStages(void) const
{
for( int i = 0; i < flags->ind_srt; i++ )
{
const IndSrt &ind = ind_srt[i];
const float rotate_rad = DegToRad(ind.rotate);
// maybe add a look up table
float cosF = cosf(rotate_rad);
float sinF = sinf(rotate_rad);
int scale_exp = 0;
f32 mtx23[2][3];
f32 mtxabs23[2][3];
mtx23[0][0] = ind.scale_x * cosF;
mtx23[0][1] = ind.scale_y * -sinF;
mtx23[0][2] = ind.translate_x;
mtx23[1][0] = ind.scale_x * sinF;
mtx23[1][1] = ind.scale_y * cosF;
mtx23[1][2] = ind.translate_y;
// create matrix with abs values
// compiler will optimize the loops
for(int n = 0; n < 2; n++)
for(int m = 0; m < 3; m++)
mtxabs23[n][m] = fabs(mtx23[n][m]);
// hardcore clamping going on here
if( (mtxabs23[0][0] >= 1.0f)
|| (mtxabs23[0][1] >= 1.0f)
|| (mtxabs23[0][2] >= 1.0f)
|| (mtxabs23[1][0] >= 1.0f)
|| (mtxabs23[1][1] >= 1.0f)
|| (mtxabs23[1][2] >= 1.0f))
{
while( scale_exp < 0x2E
&& ((mtxabs23[0][0] >= 1.0f)
|| (mtxabs23[0][1] >= 1.0f)
|| (mtxabs23[0][2] >= 1.0f)
|| (mtxabs23[1][0] >= 1.0f)
|| (mtxabs23[1][1] >= 1.0f)
|| (mtxabs23[1][2] >= 1.0f)))
{
for(int n = 0; n < 2; n++)
{
for(int m = 0; m < 3; m++)
{
mtx23[n][m] *= 0.5f;
mtxabs23[n][m] *= 0.5f;
}
}
scale_exp++;
}
}
else if( (mtxabs23[0][0] < 0.5f)
&& (mtxabs23[0][1] < 0.5f)
&& (mtxabs23[0][2] < 0.5f)
&& (mtxabs23[1][0] < 0.5f)
&& (mtxabs23[1][1] < 0.5f)
&& (mtxabs23[1][2] < 0.5f))
{
while( scale_exp > -0x11
&& (mtxabs23[0][0] < 0.5f)
&& (mtxabs23[0][1] < 0.5f)
&& (mtxabs23[0][2] < 0.5f)
&& (mtxabs23[1][0] < 0.5f)
&& (mtxabs23[1][1] < 0.5f)
&& (mtxabs23[1][2] < 0.5f))
{
for(int n = 0; n < 2; n++)
{
for(int m = 0; m < 3; m++)
{
mtx23[n][m] *= 2.0f;
mtxabs23[n][m] *= 2.0f;
}
}
scale_exp--;
}
}
GX_SetIndTexMatrix(GX_ITM_0 + i, mtx23, scale_exp);
}
for( int i = 0; i < flags->ind_stage; i++ )
{
const IndStage &stage = ind_stage[i];
GX_SetIndTexOrder(i, stage.texcoord, stage.tex_map);
GX_SetIndTexCoordScale(i, stage.scale_s, stage.scale_t);
}
GX_SetNumIndStages(flags->ind_stage);
}
inline void Material::ApplyTextures(const BannerResources& resources) const
{
u8 tlut_name = 0;
for(u32 i = 0; i < flags->texture_map; ++i)
{
const TextureMap &tr = texture_maps[i];
if(palette_texture[i] == DEFAULT_PALETTE)
{
if (tr.tex_index < resources.textures.size())
resources.textures[tr.tex_index]->Apply(tlut_name, i, tr.wrap_s, tr.wrap_t);
}
else
{
// find texture from palette
if(palette_texture[i] >= resources.palettes[resources.cur_set].size())
{
gprintf( "palette index is out of range %i\n", palette_texture[i]);
return;
}
for(u32 n = 0; n < resources.textures.size(); n++)
{
if(resources.textures[n]->getName() == resources.palettes[resources.cur_set][palette_texture[i]])
{
resources.textures[n]->Apply(tlut_name, i, tr.wrap_s, tr.wrap_t);
break;
}
}
}
}
// invalidate texture cache
GX_InvalidateTexAll();
}
void Material::Apply(const BannerResources& resources, u8 render_alpha, bool modulate_colors) const
{
// channel control and material color
ApplyChannelControl(render_alpha, modulate_colors);
// texture coordinates gen
ApplyTexCoordGens();
// bind textures
ApplyTextures(resources);
for (u32 i = 0; i < 4; ++i)
{
// tev reg colors
if(i < 3)
GX_SetTevColorS10(GX_TEVREG0 + i, header->color_regs[i]);
// tev k colors
GX_SetTevKColor(GX_KCOLOR0 + i, header->color_constants[i]);
}
// tev swap colors
ApplyTevSwapTable();
// tev stages
ApplyTevStages(modulate_colors);
// ind stages
ApplyIndStages();
// alpha compare
if(flags->alpha_compare)
GX_SetAlphaCompare(alpha_compare->compare & 0xf, alpha_compare->ref0,
alpha_compare->op, alpha_compare->compare >> 4, alpha_compare->ref1);
else
GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0);
// blend mode
if (flags->blend_mode)
GX_SetBlendMode(blend_mode->type, blend_mode->src_factor, blend_mode->dst_factor, blend_mode->logical_op);
else
GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET);
}
void Material::ProcessHermiteKey(const KeyType& type, float value)
{
if (type.type == ANIMATION_TYPE_TEXTURE_SRT) // texture scale/rotate/translate
{
if (type.target < 5 && type.index < flags->texture_srt)
{
(&texture_srts[type.index].translate_x)[type.target] = value;
return;
}
// TODO: Something is still here: target 0-4 and index 1-9 while texture_srt is 1, value is always 0 or 1
return; // TODO remove this
}
else if (type.type == ANIMATION_TYPE_IND_MATERIAL) // ind texture crap
{
if (type.target < 5 && type.index < flags->ind_srt)
{
(&ind_srt[type.index].translate_x)[type.target] = value;
return;
}
return; // TODO remove this
}
else if (type.type == ANIMATION_TYPE_MATERIAL_COLOR) // material color
{
if (type.target < 4)
{
// mat_color
if(flags->material_color)
(&mat_color->r)[type.target] = FLOAT_2_U8(value);
return;
}
else if (type.target < 0x10)
{
(&header->color_regs->r)[type.target - 4] = FLOAT_2_S16(value);
return;
}
else if (type.target < 0x20)
{
(&header->color_constants->r)[type.target - 0x10] = FLOAT_2_U8(value);
return;
}
}
Base::ProcessHermiteKey(type, value);
}
void Material::ProcessStepKey(const KeyType& type, StepKeyHandler::KeyData data)
{
if (type.type == ANIMATION_TYPE_TEXTURE_PALETTE) // tpl palette
{
if(type.index < MAX_TEX_MAP)
{
palette_texture[type.index] = data.data2;
return;
}
}
Base::ProcessStepKey(type, data);
}