Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.Runtime.InteropServices;
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2019-07-16 21:35:21 +00:00
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namespace Toolbox.Library
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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{
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public class BitmapExtension
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{
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public BitmapExtension()
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{
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}
|
2019-05-14 00:20:26 +00:00
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public static Bitmap FillColor(int Width, int Height, Color color)
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{
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Bitmap Bmp = new Bitmap(Width, Height);
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using (Graphics gfx = Graphics.FromImage(Bmp))
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using (SolidBrush brush = new SolidBrush(color))
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{
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gfx.FillRectangle(brush, 0, 0, Width, Height);
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}
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return Bmp;
|
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}
|
|
|
|
|
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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public static List<byte[]> GenerateMipMaps(Bitmap bitmap)
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{
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List<byte[]> datas = new List<byte[]>();
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datas.Add(ImageToByte(bitmap));
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while (bitmap.Width / 2 > 0 && bitmap.Height / 2 > 0)
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{
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bitmap = Resize(bitmap, bitmap.Width / 2, bitmap.Height / 2);
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datas.Add(ImageToByte(bitmap));
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}
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return datas;
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}
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2019-06-09 16:19:23 +00:00
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public static Bitmap Resize(Image original, Size size)
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{
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return ResizeImage(original, size.Width, size.Height);
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}
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|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
public static Bitmap Resize(Image original, int width, int height)
|
|
|
|
|
{
|
|
|
|
|
return ResizeImage(original, width, height);
|
|
|
|
|
}
|
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|
2019-05-14 19:12:26 +00:00
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public static Bitmap ReplaceChannel(Image OriginalImage, Image ChannelImage, STChannelType ChannelType)
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{
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Bitmap b = new Bitmap(OriginalImage);
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Bitmap c = new Bitmap(ChannelImage, new Size(b.Width, b.Height)); //Force to be same size
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|
c = GrayScale(c); //Convert to grayscale
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BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
|
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
|
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int stride = bmData.Stride;
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System.IntPtr Scan0 = bmData.Scan0;
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BitmapData cmData = c.LockBits(new Rectangle(0, 0, c.Width, c.Height),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
|
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int cstride = cmData.Stride;
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System.IntPtr cScan0 = cmData.Scan0;
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unsafe
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{
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byte* p = (byte*)(void*)Scan0;
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byte* channelPointer = (byte*)(void*)cScan0;
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int nOffset = stride - b.Width * 4;
|
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byte red, green, blue, alpha;
|
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for (int y = 0; y < b.Height; ++y)
|
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|
|
{
|
|
|
|
|
for (int x = 0; x < b.Width; ++x)
|
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|
|
|
{
|
|
|
|
|
blue = p[0];
|
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|
green = p[1];
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|
red = p[2];
|
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alpha = p[3];
|
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|
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|
|
|
|
|
|
if (ChannelType == STChannelType.Red)
|
|
|
|
|
{
|
|
|
|
|
p[2] = channelPointer[2];
|
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|
|
|
p[1] = green;
|
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|
p[0] = blue;
|
|
|
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|
p[3] = alpha;
|
|
|
|
|
}
|
|
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|
|
else if (ChannelType == STChannelType.Green)
|
|
|
|
|
{
|
|
|
|
|
p[2] = red;
|
|
|
|
|
p[1] = channelPointer[2];
|
|
|
|
|
p[0] = blue;
|
|
|
|
|
p[3] = alpha;
|
|
|
|
|
}
|
|
|
|
|
else if (ChannelType == STChannelType.Blue)
|
|
|
|
|
{
|
|
|
|
|
p[2] = red;
|
|
|
|
|
p[1] = green;
|
|
|
|
|
p[0] = channelPointer[2];
|
|
|
|
|
p[3] = alpha;
|
|
|
|
|
}
|
|
|
|
|
else if (ChannelType == STChannelType.Alpha)
|
|
|
|
|
{
|
|
|
|
|
p[2] = red;
|
|
|
|
|
p[1] = green;
|
|
|
|
|
p[0] = blue;
|
|
|
|
|
p[3] = channelPointer[2];
|
|
|
|
|
}
|
|
|
|
|
|
|
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|
p += 4;
|
|
|
|
|
channelPointer += 4;
|
|
|
|
|
}
|
|
|
|
|
p += nOffset;
|
|
|
|
|
channelPointer += nOffset;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
b.UnlockBits(bmData);
|
|
|
|
|
c.UnlockBits(cmData);
|
|
|
|
|
|
|
|
|
|
return b;
|
|
|
|
|
}
|
|
|
|
|
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
public static Bitmap SwapBlueRedChannels(Image image)
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|
|
|
|
{
|
|
|
|
|
Bitmap b = new Bitmap(image);
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|
|
|
|
|
|
|
|
BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
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|
|
|
|
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
|
|
|
|
|
int stride = bmData.Stride;
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|
|
|
|
System.IntPtr Scan0 = bmData.Scan0;
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|
|
|
|
|
|
|
|
|
unsafe
|
|
|
|
|
{
|
|
|
|
|
byte* p = (byte*)(void*)Scan0;
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|
|
|
|
|
|
|
|
int nOffset = stride - b.Width * 4;
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|
byte red, green, blue, alpha;
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|
|
|
|
|
|
|
|
for (int y = 0; y < b.Height; ++y)
|
|
|
|
|
{
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|
|
|
|
for (int x = 0; x < b.Width; ++x)
|
|
|
|
|
{
|
|
|
|
|
blue = p[0];
|
|
|
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|
green = p[1];
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|
|
|
|
red = p[2];
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|
|
|
|
alpha = p[3];
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|
|
|
|
|
|
|
|
p[0] = red;
|
|
|
|
|
p[1] = green;
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|
|
|
p[2] = blue;
|
|
|
|
|
p[3] = alpha;
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|
|
|
|
|
|
|
|
p += 4;
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|
|
|
}
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|
|
|
|
p += nOffset;
|
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|
|
|
}
|
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|
|
|
}
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|
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|
|
b.UnlockBits(bmData);
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|
|
return b;
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|
}
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|
public static Bitmap ResizeImage(Image image, int width, int height,
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|
InterpolationMode interpolationMode = InterpolationMode.HighQualityBicubic,
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|
|
SmoothingMode smoothingMode = SmoothingMode.HighQuality)
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|
|
|
|
{
|
2019-04-21 23:13:06 +00:00
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|
|
if (width == 0) width = 1;
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|
|
if (height == 0) height = 1;
|
|
|
|
|
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
var destRect = new Rectangle(0, 0, width, height);
|
|
|
|
|
var destImage = new Bitmap(width, height);
|
|
|
|
|
|
|
|
|
|
destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
|
|
|
|
|
|
|
|
|
|
using (var graphics = Graphics.FromImage(destImage))
|
|
|
|
|
{
|
|
|
|
|
graphics.CompositingMode = CompositingMode.SourceCopy;
|
|
|
|
|
graphics.CompositingQuality = CompositingQuality.HighQuality;
|
|
|
|
|
graphics.InterpolationMode = interpolationMode;
|
|
|
|
|
graphics.SmoothingMode = smoothingMode;
|
|
|
|
|
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
|
|
|
|
|
|
|
|
|
|
using (var wrapMode = new ImageAttributes())
|
|
|
|
|
{
|
|
|
|
|
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
|
|
|
|
|
graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return destImage;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Bitmap GetBitmap(byte[] Buffer, int Width, int Height, PixelFormat pixelFormat = PixelFormat.Format32bppArgb)
|
|
|
|
|
{
|
|
|
|
|
Rectangle Rect = new Rectangle(0, 0, Width, Height);
|
|
|
|
|
|
|
|
|
|
Bitmap Img = new Bitmap(Width, Height, pixelFormat);
|
|
|
|
|
|
|
|
|
|
BitmapData ImgData = Img.LockBits(Rect, ImageLockMode.WriteOnly, Img.PixelFormat);
|
|
|
|
|
|
|
|
|
|
if (Buffer.Length > ImgData.Stride * Img.Height)
|
|
|
|
|
throw new Exception($"Invalid Buffer Length ({Buffer.Length})!!!");
|
|
|
|
|
|
|
|
|
|
Marshal.Copy(Buffer, 0, ImgData.Scan0, Buffer.Length);
|
|
|
|
|
|
|
|
|
|
Img.UnlockBits(ImgData);
|
|
|
|
|
|
|
|
|
|
return Img;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Bitmap SetChannel(Bitmap b,
|
|
|
|
|
STChannelType channelR,
|
|
|
|
|
STChannelType channelG,
|
|
|
|
|
STChannelType channelB,
|
|
|
|
|
STChannelType channelA)
|
|
|
|
|
{
|
|
|
|
|
BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
|
|
|
|
|
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
|
|
|
|
|
int stride = bmData.Stride;
|
|
|
|
|
System.IntPtr Scan0 = bmData.Scan0;
|
|
|
|
|
|
|
|
|
|
unsafe
|
|
|
|
|
{
|
|
|
|
|
byte* p = (byte*)(void*)Scan0;
|
|
|
|
|
|
|
|
|
|
int nOffset = stride - b.Width * 4;
|
|
|
|
|
|
|
|
|
|
byte red, green, blue, alpha;
|
|
|
|
|
|
|
|
|
|
for (int y = 0; y < b.Height; ++y)
|
|
|
|
|
{
|
|
|
|
|
for (int x = 0; x < b.Width; ++x)
|
|
|
|
|
{
|
|
|
|
|
blue = p[0];
|
|
|
|
|
green = p[1];
|
|
|
|
|
red = p[2];
|
|
|
|
|
alpha = p[3];
|
|
|
|
|
|
|
|
|
|
p[2] = SetChannelByte(channelR, red, green, blue, alpha);
|
|
|
|
|
p[1] = SetChannelByte(channelG, red, green, blue, alpha);
|
|
|
|
|
p[0] = SetChannelByte(channelB, red, green, blue, alpha);
|
|
|
|
|
p[3] = SetChannelByte(channelA, red, green, blue, alpha);
|
|
|
|
|
|
|
|
|
|
p += 4;
|
|
|
|
|
}
|
|
|
|
|
p += nOffset;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
b.UnlockBits(bmData);
|
|
|
|
|
|
|
|
|
|
return b;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static byte SetChannelByte(STChannelType channel, byte r, byte g, byte b, byte a)
|
|
|
|
|
{
|
|
|
|
|
switch (channel) {
|
|
|
|
|
case STChannelType.Red: return r;
|
|
|
|
|
case STChannelType.Green: return g;
|
|
|
|
|
case STChannelType.Blue: return b;
|
|
|
|
|
case STChannelType.Alpha: return a;
|
|
|
|
|
case STChannelType.One: return 255;
|
|
|
|
|
case STChannelType.Zero: return 0;
|
|
|
|
|
default:
|
|
|
|
|
throw new Exception("Unknown channel type! " + channel);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Bitmap ShowChannel(Bitmap b, STChannelType channel)
|
|
|
|
|
{
|
|
|
|
|
BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
|
|
|
|
|
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
|
|
|
|
|
int stride = bmData.Stride;
|
|
|
|
|
System.IntPtr Scan0 = bmData.Scan0;
|
|
|
|
|
|
|
|
|
|
unsafe
|
|
|
|
|
{
|
|
|
|
|
byte* p = (byte*)(void*)Scan0;
|
|
|
|
|
|
|
|
|
|
int nOffset = stride - b.Width * 4;
|
|
|
|
|
|
|
|
|
|
byte red, green, blue, alpha;
|
|
|
|
|
|
|
|
|
|
for (int y = 0; y < b.Height; ++y)
|
|
|
|
|
{
|
|
|
|
|
for (int x = 0; x < b.Width; ++x)
|
|
|
|
|
{
|
|
|
|
|
blue = p[0];
|
|
|
|
|
green = p[1];
|
|
|
|
|
red = p[2];
|
|
|
|
|
alpha = p[3];
|
|
|
|
|
|
|
|
|
|
if (channel == STChannelType.Red)
|
|
|
|
|
{
|
|
|
|
|
p[0] = red;
|
|
|
|
|
p[1] = red;
|
|
|
|
|
p[2] = red;
|
|
|
|
|
p[3] = 255;
|
|
|
|
|
}
|
|
|
|
|
else if (channel == STChannelType.Green)
|
|
|
|
|
{
|
|
|
|
|
p[0] = green;
|
|
|
|
|
p[1] = green;
|
|
|
|
|
p[2] = green;
|
|
|
|
|
p[3] = 255;
|
|
|
|
|
}
|
|
|
|
|
else if (channel == STChannelType.Blue)
|
|
|
|
|
{
|
|
|
|
|
p[0] = blue;
|
|
|
|
|
p[1] = blue;
|
|
|
|
|
p[2] = blue;
|
|
|
|
|
p[3] = 255;
|
|
|
|
|
}
|
|
|
|
|
else if (channel == STChannelType.Alpha)
|
|
|
|
|
{
|
|
|
|
|
p[0] = alpha;
|
|
|
|
|
p[1] = alpha;
|
|
|
|
|
p[2] = alpha;
|
|
|
|
|
p[3] = 255;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
p += 4;
|
|
|
|
|
}
|
|
|
|
|
p += nOffset;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
b.UnlockBits(bmData);
|
|
|
|
|
|
|
|
|
|
return b;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public static bool SetChannels(Bitmap b, bool UseRed, bool UseBlue, bool UseGreen, bool UseAlpha)
|
|
|
|
|
{
|
|
|
|
|
BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
|
|
|
|
|
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
|
|
|
|
|
int stride = bmData.Stride;
|
|
|
|
|
System.IntPtr Scan0 = bmData.Scan0;
|
|
|
|
|
|
|
|
|
|
unsafe
|
|
|
|
|
{
|
|
|
|
|
byte* p = (byte*)(void*)Scan0;
|
|
|
|
|
|
|
|
|
|
int nOffset = stride - b.Width * 4;
|
|
|
|
|
|
|
|
|
|
byte red, green, blue, alpha;
|
|
|
|
|
|
|
|
|
|
for (int y = 0; y < b.Height; ++y)
|
|
|
|
|
{
|
|
|
|
|
for (int x = 0; x < b.Width; ++x)
|
|
|
|
|
{
|
|
|
|
|
blue = p[0];
|
|
|
|
|
green = p[1];
|
|
|
|
|
red = p[2];
|
|
|
|
|
alpha = p[3];
|
|
|
|
|
|
|
|
|
|
if (!UseRed)
|
|
|
|
|
red = 0;
|
|
|
|
|
if (!UseGreen)
|
|
|
|
|
green = 0;
|
|
|
|
|
if (!UseBlue)
|
|
|
|
|
blue = 0;
|
|
|
|
|
if (!UseAlpha)
|
|
|
|
|
alpha = 0;
|
|
|
|
|
|
|
|
|
|
p[2] = red;
|
|
|
|
|
p[1] = green;
|
|
|
|
|
p[0] = blue;
|
|
|
|
|
p[3] = alpha;
|
|
|
|
|
|
|
|
|
|
p += 4;
|
|
|
|
|
}
|
|
|
|
|
p += nOffset;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
b.UnlockBits(bmData);
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2019-04-29 18:42:52 +00:00
|
|
|
|
public static Bitmap GrayScale(Image b) { return GrayScale(new Bitmap(b));
|
|
|
|
|
}
|
|
|
|
|
public static Bitmap GrayScale(Bitmap b)
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
{
|
|
|
|
|
BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
|
2019-04-29 18:42:52 +00:00
|
|
|
|
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
int stride = bmData.Stride;
|
|
|
|
|
System.IntPtr Scan0 = bmData.Scan0;
|
|
|
|
|
|
|
|
|
|
unsafe
|
|
|
|
|
{
|
|
|
|
|
byte* p = (byte*)(void*)Scan0;
|
|
|
|
|
|
2019-04-29 18:42:52 +00:00
|
|
|
|
int nOffset = stride - b.Width * 4;
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
|
2019-04-29 18:42:52 +00:00
|
|
|
|
byte red, green, blue, alpha;
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
|
|
|
|
|
for (int y = 0; y < b.Height; ++y)
|
|
|
|
|
{
|
|
|
|
|
for (int x = 0; x < b.Width; ++x)
|
|
|
|
|
{
|
|
|
|
|
blue = p[0];
|
|
|
|
|
green = p[1];
|
|
|
|
|
red = p[2];
|
2019-04-29 18:42:52 +00:00
|
|
|
|
alpha = p[3];
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
|
|
|
|
|
p[0] = p[1] = p[2] = (byte)(.299 * red
|
|
|
|
|
+ .587 * green
|
|
|
|
|
+ .114 * blue);
|
|
|
|
|
|
2019-04-29 18:42:52 +00:00
|
|
|
|
p += 4;
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
}
|
|
|
|
|
p += nOffset;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
b.UnlockBits(bmData);
|
|
|
|
|
|
2019-04-29 18:42:52 +00:00
|
|
|
|
return b;
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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}
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public static bool Invert(Bitmap b)
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{
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BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
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ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
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int stride = bmData.Stride;
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System.IntPtr Scan0 = bmData.Scan0;
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unsafe
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{
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byte* p = (byte*)(void*)Scan0;
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int nOffset = stride - b.Width * 3;
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int nWidth = b.Width * 3;
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for (int y = 0; y < b.Height; ++y)
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{
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for (int x = 0; x < nWidth; ++x)
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{
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p[0] = (byte)(255 - p[0]);
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++p;
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}
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p += nOffset;
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}
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}
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b.UnlockBits(bmData);
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return true;
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}
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public static Bitmap HueStaturationBrightnessScale(Bitmap image,
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bool EditHue, bool EditSaturation, bool EditBrightness,
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float HueScale = 255, float SaturationScale = 0.5f, float BrightnessScale = 0.5f)
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{
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Bitmap b = new Bitmap(image);
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BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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int stride = bmData.Stride;
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System.IntPtr Scan0 = bmData.Scan0;
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unsafe
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{
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byte* pointer = (byte*)(void*)Scan0;
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int bytesPerPixel = 4;
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int nOffset = stride - b.Width * bytesPerPixel;
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byte red, green, blue, alpha;
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for (int y = 0; y < b.Height; ++y)
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{
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for (int x = 0; x < b.Width; ++x)
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{
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blue = pointer[0];
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green = pointer[1];
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red = pointer[2];
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alpha = pointer[3];
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double hue, sat, val;
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ColorToHSV(Color.FromArgb(alpha, red, green, blue), out hue, out sat, out val);
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var color = ColorFromHSV(hue * HueScale, sat * SaturationScale, val * BrightnessScale);
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pointer[2] = color.R;
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pointer[1] = color.G;
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pointer[0] = color.B;
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pointer[3] = alpha;
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pointer += bytesPerPixel;
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}
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pointer += nOffset;
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}
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}
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b.UnlockBits(bmData);
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return b;
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}
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public static void ColorToHSV(Color color, out double hue, out double saturation, out double value)
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|
{
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int max = Math.Max(color.R, Math.Max(color.G, color.B));
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int min = Math.Min(color.R, Math.Min(color.G, color.B));
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hue = color.GetHue();
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saturation = (max == 0) ? 0 : 1d - (1d * min / max);
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value = max / 255d;
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}
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|
public static Color ColorFromHSV(double hue, double saturation, double value)
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|
|
|
{
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|
int hi = Convert.ToInt32(Math.Floor(hue / 60)) % 6;
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double f = hue / 60 - Math.Floor(hue / 60);
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value = value * 255;
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int v = Convert.ToInt32(value);
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int p = Convert.ToInt32(value * (1 - saturation));
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int q = Convert.ToInt32(value * (1 - f * saturation));
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int t = Convert.ToInt32(value * (1 - (1 - f) * saturation));
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if (hi == 0)
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return Color.FromArgb(255, v, t, p);
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else if (hi == 1)
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return Color.FromArgb(255, q, v, p);
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else if (hi == 2)
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return Color.FromArgb(255, p, v, t);
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else if (hi == 3)
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return Color.FromArgb(255, p, q, v);
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else if (hi == 4)
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|
return Color.FromArgb(255, t, p, v);
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|
else
|
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|
|
return Color.FromArgb(255, v, p, q);
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|
}
|
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|
|
public static void RgbToHls(int r, int g, int b,
|
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|
|
|
out double h, out double l, out double s)
|
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|
|
|
{
|
|
|
|
|
// Convert RGB to a 0.0 to 1.0 range.
|
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|
|
double double_r = r / 255.0;
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|
double double_g = g / 255.0;
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|
double double_b = b / 255.0;
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|
|
// Get the maximum and minimum RGB components.
|
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|
double max = double_r;
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if (max < double_g) max = double_g;
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|
if (max < double_b) max = double_b;
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|
double min = double_r;
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|
if (min > double_g) min = double_g;
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|
|
if (min > double_b) min = double_b;
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|
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|
|
double diff = max - min;
|
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|
|
|
l = (max + min) / 2;
|
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|
|
|
if (Math.Abs(diff) < 0.00001)
|
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|
|
|
{
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|
|
s = 0;
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|
|
|
h = 0; // H is really undefined.
|
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|
|
|
}
|
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|
else
|
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|
|
|
{
|
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|
|
|
if (l <= 0.5) s = diff / (max + min);
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|
|
|
else s = diff / (2 - max - min);
|
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|
|
|
|
|
|
|
|
double r_dist = (max - double_r) / diff;
|
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|
|
double g_dist = (max - double_g) / diff;
|
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|
|
|
double b_dist = (max - double_b) / diff;
|
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|
|
|
|
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|
|
|
if (double_r == max) h = b_dist - g_dist;
|
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|
|
else if (double_g == max) h = 2 + r_dist - b_dist;
|
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|
|
else h = 4 + g_dist - r_dist;
|
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|
|
|
|
|
|
|
|
h = h * 60;
|
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|
|
|
if (h < 0) h += 360;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Convert an HLS value into an RGB value.
|
|
|
|
|
public static void HlsToRgb(double h, double l, double s,
|
|
|
|
|
out int r, out int g, out int b)
|
|
|
|
|
{
|
|
|
|
|
double p2;
|
|
|
|
|
if (l <= 0.5) p2 = l * (1 + s);
|
|
|
|
|
else p2 = l + s - l * s;
|
|
|
|
|
|
|
|
|
|
double p1 = 2 * l - p2;
|
|
|
|
|
double double_r, double_g, double_b;
|
|
|
|
|
if (s == 0)
|
|
|
|
|
{
|
|
|
|
|
double_r = l;
|
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|
|
|
double_g = l;
|
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|
|
|
double_b = l;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
double_r = QqhToRgb(p1, p2, h + 120);
|
|
|
|
|
double_g = QqhToRgb(p1, p2, h);
|
|
|
|
|
double_b = QqhToRgb(p1, p2, h - 120);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Convert RGB to the 0 to 255 range.
|
|
|
|
|
r = (int)(double_r * 255.0);
|
|
|
|
|
g = (int)(double_g * 255.0);
|
|
|
|
|
b = (int)(double_b * 255.0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static double QqhToRgb(double q1, double q2, double hue)
|
|
|
|
|
{
|
|
|
|
|
if (hue > 360) hue -= 360;
|
|
|
|
|
else if (hue < 0) hue += 360;
|
|
|
|
|
|
|
|
|
|
if (hue < 60) return q1 + (q2 - q1) * hue / 60;
|
|
|
|
|
if (hue < 180) return q2;
|
|
|
|
|
if (hue < 240) return q1 + (q2 - q1) * (240 - hue) / 60;
|
|
|
|
|
return q1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void ConvertBgraToRgba(byte[] bytes)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < bytes.Length; i += 4)
|
|
|
|
|
{
|
|
|
|
|
var temp = bytes[i];
|
|
|
|
|
bytes[i] = bytes[i + 2];
|
|
|
|
|
bytes[i + 2] = temp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Bitmap AdjustGamma(Image image, float gamma)
|
|
|
|
|
{
|
|
|
|
|
ImageAttributes attributes = new ImageAttributes();
|
|
|
|
|
attributes.SetGamma(gamma);
|
|
|
|
|
|
|
|
|
|
Point[] points =
|
|
|
|
|
{
|
|
|
|
|
new Point(0, 0),
|
|
|
|
|
new Point(image.Width, 0),
|
|
|
|
|
new Point(0, image.Height),
|
|
|
|
|
};
|
|
|
|
|
Rectangle rect = new Rectangle(0, 0, image.Width, image.Height);
|
|
|
|
|
|
|
|
|
|
Bitmap bm = new Bitmap(image.Width, image.Height);
|
|
|
|
|
using (Graphics gr = Graphics.FromImage(bm))
|
|
|
|
|
{
|
|
|
|
|
gr.DrawImage(image, points, rect,
|
|
|
|
|
GraphicsUnit.Pixel, attributes);
|
|
|
|
|
}
|
|
|
|
|
return bm;
|
|
|
|
|
}
|
|
|
|
|
public static byte[] ImageToByte(Bitmap bitmap)
|
|
|
|
|
{
|
|
|
|
|
BitmapData bmpdata = null;
|
|
|
|
|
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
|
|
|
|
|
int numbytes = bmpdata.Stride * bitmap.Height;
|
|
|
|
|
byte[] bytedata = new byte[numbytes];
|
|
|
|
|
IntPtr ptr = bmpdata.Scan0;
|
|
|
|
|
|
|
|
|
|
Marshal.Copy(ptr, bytedata, 0, numbytes);
|
|
|
|
|
|
|
|
|
|
return bytedata;
|
|
|
|
|
}
|
|
|
|
|
finally
|
|
|
|
|
{
|
|
|
|
|
if (bmpdata != null)
|
|
|
|
|
bitmap.UnlockBits(bmpdata);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|