Materials (Metroid Prime): Difference between revisions

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>Aruki
(→‎Mode 4/5: U/V Offset: i'm good at spelling. also extra details added)
>Aruki
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A material can have multiple animations; each animation will generate a separate texture matrix, which can then be used by texgen to transform the texture coordinates accordingly. The structure of the animations themselves is somewhat simple. Each animation has a 32-bit ''mode'' setting, followed by a number of float parameters. The number and usage of these float parameters varies depending on what mode is set. There are 8 possible modes, but only modes 2 through 5 are known.
A material can have multiple animations; each animation will generate a separate texture matrix, which can then be used by texgen to transform the texture coordinates accordingly. The structure of the animations themselves is somewhat simple. Each animation has a 32-bit ''mode'' setting, followed by a number of float parameters. The number and usage of these float parameters varies depending on what mode is set. There are 8 possible modes, but only modes 2 through 5 are known.


For all of the following modes, ''s'' refers to ''the amount of time passed, in seconds''.
For all of the following modes, ''s'' refers to ''seconds mod 900''.
 
==== Mode 0: Inverse ModelView Matrix (No Translation) ====
 
This mode is commonly used with vertex normals to simulate reflective surfaces using spheremaps that move with the camera. It takes no parameters, and will generate both a texture matrix and a post-transform matrix. Translation is ignored.
 
The texture matrix is calculated like this. Note that the multiplication of the view matrix by the model matrix should be modified slightly rather than being a straight multiplication to ignore translation on the model matrix.
 
<pre>texmtx = inverse(ViewMatrix) * ModelMatrix;
texmtx[0][3] = texmtx[1][3] = texmtx[2][3] = 0;</pre>
 
The post-transform matrix is a constant value. [1][1] and [1][2] may need to be swapped around for correct playback.
 
<pre>0.5, 0.0, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0</pre>
 
==== Mode 1: Inverse ModelView Matrix ====
 
This mode is nearly identical to mode 0; the only difference is that translation is left as-is. The multiplication of the view matrix by the model matrix actually is a straight multiplication in this mode, and the translation values on the texture matrix aren't set to 0.


==== Mode 2: UV Offset ====
==== Mode 2: UV Offset ====
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<pre>float value = step * scale * (offset + s);
<pre>float value = step * scale * (offset + s);
float uv_offset = (float)(short)(float)(numFrames * fmod(value, 1.0f)) * step;</pre>
float uv_offset = (float)(short)(float)(numFrames * fmod(value, 1.0f)) * step;</pre>
==== Mode 6: Model Matrix ====
This mode is similar to modes 0 and 1 in that it simulates reflective surfaces, but it only takes the model matrix into account, which means camera movement doesn't affect the reflection. It takes no parameters and it generates both a texture matrix and a post-transform matrix.
The texture matrix is simply the model matrix, with the translation values ([0][3], [1][3], and [2][3]) set to 0. The post-transform matrix is set to the following:
<pre>0.5, 0.0, 0.0, ModelMatrix[0][3] * 0.50000001,
0.0, 0.0, 0.5, ModelMatrix[1][3] * 0.50000001,
0.0, 0.0, 0.0, 1.0</pre>
==== Mode 7: Unknown ====
Mode 7 operates on both the model and view matrices, like modes 0 and 1, and it takes two float parameters. it generates both a texture matrix and a post-transform matrix. It's unknown how this mode works.


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