Switch-Toolbox/Switch_FileFormatsMain/FileFormats/BFRES/BfresSwitch.cs

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C#
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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
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Syroot.NintenTools.NSW.Bfres;
using Syroot.NintenTools.NSW.Bfres.Helpers;
using Syroot.NintenTools.NSW.Bfres.GFX;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Rendering;
using Switch_Toolbox.Library.Forms;
using OpenTK;
using System.Windows.Forms;
using Bfres.Structs;
using Switch_Toolbox.Library.Animations;
namespace FirstPlugin
{
public static class BfresSwitch
{
public static Model SetModel(FMDL fmdl)
{
Model model = new Model();
model.Name = fmdl.Text;
model.Path = "";
model.Shapes = new List<Shape>();
model.VertexBuffers = new List<VertexBuffer>();
model.Materials = new List<Material>();
model.UserData = new List<UserData>();
model.Skeleton = new Skeleton();
model.Skeleton = fmdl.Skeleton.node.Skeleton;
model.ShapeDict = new ResDict();
model.MaterialDict = new ResDict();
model.UserDataDict = new ResDict();
model.UserData = fmdl.Model.UserData;
model.UserDataDict = fmdl.Model.UserDataDict;
if (model.Skeleton.InverseModelMatrices == null)
model.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
if (model.Skeleton.MatrixToBoneList == null)
model.Skeleton.MatrixToBoneList = new List<ushort>();
foreach (var bone in fmdl.Skeleton.bones)
{
if (model.Skeleton.InverseModelMatrices.Count <= 0)
break;
int inde = 0;
foreach (var bn in model.Skeleton.Bones)
{
if (bone.Text == bn.Name)
{
var mat = MatrixExenstion.GetMatrixInverted(bone);
if (bn.SmoothMatrixIndex > -1)
model.Skeleton.InverseModelMatrices[bn.SmoothMatrixIndex] = mat;
}
inde++;
}
}
int i = 0;
var duplicates = fmdl.shapes.GroupBy(c => c.Text).Where(g => g.Skip(1).Any()).SelectMany(c => c);
foreach (var shape in duplicates)
shape.Text += i++;
foreach (FSHP shape in fmdl.shapes)
{
BFRES.CheckMissingTextures(shape);
SetShape(shape, shape.Shape);
model.Shapes.Add(shape.Shape);
model.VertexBuffers.Add(shape.VertexBuffer);
shape.Shape.VertexBufferIndex = (ushort)(model.VertexBuffers.Count - 1);
// BFRES.SetShaderAssignAttributes(shape.GetMaterial().shaderassign, shape);
}
foreach (FMAT mat in fmdl.materials.Values)
{
SetMaterial(mat, mat.Material);
model.Materials.Add(mat.Material);
}
return model;
}
public static void ReadModel(FMDL model, Model mdl)
{
if (model == null)
model = new FMDL();
model.Text = mdl.Name;
model.Skeleton = new FSKL(mdl.Skeleton);
model.Nodes[2] = model.Skeleton.node;
model.Model = mdl;
foreach (Material mat in mdl.Materials)
{
FMAT FMAT = new FMAT();
FMAT.Text = mat.Name;
FMAT.ReadMaterial(mat);
model.Nodes[1].Nodes.Add(FMAT);
model.materials.Add(FMAT.Text, FMAT);
}
foreach (Shape shp in mdl.Shapes)
{
VertexBuffer vertexBuffer = mdl.VertexBuffers[shp.VertexBufferIndex];
FSHP mesh = new FSHP();
ReadShapesVertices(mesh, shp, vertexBuffer, model);
mesh.MaterialIndex = shp.MaterialIndex;
model.Nodes[0].Nodes.Add(mesh);
model.shapes.Add(mesh);
}
}
public static Shape SaveShape(FSHP fshp)
{
Shape Shape = new Shape();
Shape.VertexSkinCount = (byte)fshp.VertexSkinCount;
Shape.Flags = ShapeFlags.HasVertexBuffer;
Shape.BoneIndex = (ushort)fshp.BoneIndex;
Shape.MaterialIndex = (ushort)fshp.MaterialIndex;
Shape.VertexBufferIndex = (ushort)fshp.VertexBufferIndex;
Shape.KeyShapes = new List<KeyShape>();
Shape.KeyShapeDict = new ResDict();
Shape.Name = fshp.Text;
Shape.SkinBoneIndices = fshp.GetIndices();
Shape.TargetAttribCount = (byte)fshp.TargetAttribCount;
Shape.SkinBoneIndices = fshp.BoneIndices;
Shape.SubMeshBoundings = new List<Bounding>();
Shape.RadiusArray = new List<float>();
Shape.RadiusArray = fshp.boundingRadius;
Shape.Meshes = new List<Mesh>();
foreach (FSHP.BoundingBox box in fshp.boundingBoxes)
{
Bounding bnd = new Bounding();
bnd.Center = new Syroot.Maths.Vector3F(box.Center.X, box.Center.Y, box.Center.Z);
bnd.Extent = new Syroot.Maths.Vector3F(box.Extend.X, box.Extend.Y, box.Extend.Z);
Shape.SubMeshBoundings.Add(bnd);
}
foreach (FSHP.LOD_Mesh mesh in fshp.lodMeshes)
{
Mesh msh = new Mesh();
msh.MemoryPool = new MemoryPool();
msh.SubMeshes = new List<SubMesh>();
msh.PrimitiveType = (PrimitiveType)mesh.PrimitiveType;
msh.FirstVertex = mesh.FirstVertex;
foreach (FSHP.LOD_Mesh.SubMesh sub in mesh.subMeshes)
{
SubMesh subMesh = new SubMesh();
subMesh.Offset = sub.offset;
subMesh.Count = (uint)mesh.faces.Count;
msh.SubMeshes.Add(subMesh);
}
IList<uint> faceList = new List<uint>();
foreach (int f in mesh.faces)
{
faceList.Add((uint)f);
}
if (faceList.Count > 65000)
{
MessageBox.Show($"Warning! Your poly count for a single mesh {fshp.Text} is pretty high! ({faceList.Count})." +
$" You may want to split this!");
msh.SetIndices(faceList, IndexFormat.UInt32);
}
else
msh.SetIndices(faceList, IndexFormat.UInt16);
Shape.Meshes.Add(msh);
break;
}
return Shape;
}
public static void ReadShapesVertices(FSHP fshp, Shape shp, VertexBuffer vertexBuffer, FMDL model)
{
fshp.boundingBoxes.Clear();
fshp.boundingRadius.Clear();
fshp.BoneIndices.Clear();
foreach (Bounding bnd in shp.SubMeshBoundings)
{
FSHP. BoundingBox box = new FSHP.BoundingBox();
box.Center = new Vector3(bnd.Center.X, bnd.Center.Y, bnd.Center.Z);
box.Extend = new Vector3(bnd.Extent.X, bnd.Extent.Y, bnd.Extent.Z);
fshp.boundingBoxes.Add(box);
}
foreach (float rad in shp.RadiusArray)
{
fshp.boundingRadius.Add(rad);
}
fshp.VertexBufferIndex = shp.VertexBufferIndex;
fshp.Shape = shp;
fshp.VertexBuffer = vertexBuffer;
fshp.VertexSkinCount = shp.VertexSkinCount;
fshp.BoneIndex = shp.BoneIndex;
fshp.Text = shp.Name;
fshp.TargetAttribCount = shp.TargetAttribCount;
fshp.MaterialIndex = shp.MaterialIndex;
if (shp.SkinBoneIndices != null)
{
foreach (ushort bn in shp.SkinBoneIndices)
fshp.BoneIndices.Add(bn);
}
ReadMeshes(fshp, shp);
ReadVertexBuffer(fshp, vertexBuffer, model);
}
private static void ReadMeshes(FSHP fshp, Shape shp)
{
fshp.lodMeshes.Clear();
foreach (Mesh msh in shp.Meshes)
{
uint FaceCount = msh.IndexCount;
uint[] indicesArray = msh.GetIndices().ToArray();
FSHP.LOD_Mesh lod = new FSHP.LOD_Mesh();
foreach (SubMesh subMsh in msh.SubMeshes)
{
FSHP.LOD_Mesh.SubMesh sub = new FSHP.LOD_Mesh.SubMesh();
sub.size = subMsh.Count;
sub.offset = subMsh.Offset;
lod.subMeshes.Add(sub);
}
lod.IndexFormat = (STIndexFormat)msh.IndexFormat;
lod.PrimitiveType = (STPolygonType)msh.PrimitiveType;
lod.FirstVertex = msh.FirstVertex;
for (int face = 0; face < FaceCount; face++)
lod.faces.Add((int)indicesArray[face] + (int)msh.FirstVertex);
fshp.lodMeshes.Add(lod);
}
}
private static void ReadVertexBuffer(FSHP fshp, VertexBuffer vtx, FMDL model)
{
fshp.vertices.Clear();
fshp.vertexAttributes.Clear();
//Create a buffer instance which stores all the buffer data
VertexBufferHelper helper = new VertexBufferHelper(vtx);
//Set each array first from the lib if exist. Then add the data all in one loop
Syroot.Maths.Vector4F[] vec4Positions = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4Normals = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4uv0 = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4uv1 = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4uv2 = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4c0 = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4t0 = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4b0 = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4w0 = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4i0 = new Syroot.Maths.Vector4F[0];
//For shape morphing
Syroot.Maths.Vector4F[] vec4Positions1 = new Syroot.Maths.Vector4F[0];
Syroot.Maths.Vector4F[] vec4Positions2 = new Syroot.Maths.Vector4F[0];
foreach (VertexAttrib att in vtx.Attributes)
{
FSHP.VertexAttribute attr = new FSHP.VertexAttribute();
attr.Name = att.Name;
attr.Format = att.Format;
if (att.Name == "_p0")
vec4Positions = AttributeData(att, helper, "_p0");
if (att.Name == "_n0")
vec4Normals = AttributeData(att, helper, "_n0");
if (att.Name == "_u0")
vec4uv0 = AttributeData(att, helper, "_u0");
if (att.Name == "_u1")
vec4uv1 = AttributeData(att, helper, "_u1");
if (att.Name == "_u2")
vec4uv2 = AttributeData(att, helper, "_u2");
if (att.Name == "_c0")
vec4c0 = AttributeData(att, helper, "_c0");
if (att.Name == "_t0")
vec4t0 = AttributeData(att, helper, "_t0");
if (att.Name == "_b0")
vec4b0 = AttributeData(att, helper, "_b0");
if (att.Name == "_w0")
vec4w0 = AttributeData(att, helper, "_w0");
if (att.Name == "_i0")
vec4i0 = AttributeData(att, helper, "_i0");
if (att.Name == "_p1")
vec4Positions1 = AttributeData(att, helper, "_p1");
if (att.Name == "_p2")
vec4Positions2 = AttributeData(att, helper, "_p2");
fshp.vertexAttributes.Add(attr);
}
for (int i = 0; i < vec4Positions.Length; i++)
{
Vertex v = new Vertex();
if (vec4Positions.Length > 0)
v.pos = new Vector3(vec4Positions[i].X, vec4Positions[i].Y, vec4Positions[i].Z);
if (vec4Positions1.Length > 0)
v.pos1 = new Vector3(vec4Positions1[i].X, vec4Positions1[i].Y, vec4Positions1[i].Z);
if (vec4Positions2.Length > 0)
v.pos2 = new Vector3(vec4Positions2[i].X, vec4Positions2[i].Y, vec4Positions2[i].Z);
if (vec4Normals.Length > 0)
v.nrm = new Vector3(vec4Normals[i].X, vec4Normals[i].Y, vec4Normals[i].Z);
if (vec4uv0.Length > 0)
v.uv0 = new Vector2(vec4uv0[i].X, vec4uv0[i].Y);
if (vec4uv1.Length > 0)
v.uv1 = new Vector2(vec4uv1[i].X, vec4uv1[i].Y);
if (vec4uv2.Length > 0)
v.uv2 = new Vector2(vec4uv2[i].X, vec4uv2[i].Y);
if (vec4w0.Length > 0)
{
v.boneWeights.Add(vec4w0[i].X);
v.boneWeights.Add(vec4w0[i].Y);
v.boneWeights.Add(vec4w0[i].Z);
v.boneWeights.Add(vec4w0[i].W);
}
if (vec4i0.Length > 0)
{
v.boneIds.Add((int)vec4i0[i].X);
v.boneIds.Add((int)vec4i0[i].Y);
v.boneIds.Add((int)vec4i0[i].Z);
v.boneIds.Add((int)vec4i0[i].W);
}
if (vec4t0.Length > 0)
v.tan = new Vector4(vec4t0[i].X, vec4t0[i].Y, vec4t0[i].Z, vec4t0[i].W);
if (vec4b0.Length > 0)
v.bitan = new Vector4(vec4b0[i].X, vec4b0[i].Y, vec4b0[i].Z, vec4b0[i].W);
if (vec4c0.Length > 0)
v.col = new Vector4(vec4c0[i].X, vec4c0[i].Y, vec4c0[i].Z, vec4c0[i].W);
if (fshp.VertexSkinCount == 1)
{
Matrix4 sb = model.Skeleton.bones[model.Skeleton.Node_Array[v.boneIds[0]]].Transform;
v.pos = Vector3.TransformPosition(v.pos, sb);
v.nrm = Vector3.TransformNormal(v.nrm, sb);
}
if (fshp.VertexSkinCount == 0)
{
Matrix4 NoBindFix = model.Skeleton.bones[fshp.BoneIndex].Transform;
v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
}
fshp.vertices.Add(v);
}
}
private static Syroot.Maths.Vector4F[] AttributeData(VertexAttrib att, VertexBufferHelper helper, string attName)
{
VertexBufferHelperAttrib attd = helper[attName];
return attd.Data;
}
public static SkeletalAnim SetSkeletalAniamtion(FSKA anim)
{
SkeletalAnim animation = new SkeletalAnim();
animation.Name = anim.Text;
animation.FrameCount = anim.FrameCount;
animation.FlagsAnimSettings = SkeletalAnimFlags.Looping;
animation.FlagsRotate = SkeletalAnimFlagsRotate.EulerXYZ;
animation.FlagsScale = SkeletalAnimFlagsScale.Maya;
animation.BindIndices = new ushort[anim.Bones.Count];
animation.BindSkeleton = new Skeleton();
animation.BakedSize = 0;
animation.BoneAnims = new List<BoneAnim>();
animation.UserDataDict = new ResDict();
animation.UserDatas = new List<UserData>();
foreach (var bone in anim.Bones)
animation.BoneAnims.Add(createBoneAnim(bone, anim));
return animation;
}
private static BoneAnim createBoneAnim(Animation.KeyNode bone, FSKA anim)
{
BoneAnim boneAnim = new BoneAnim();
boneAnim.Name = bone.Name;
var posx = bone.XPOS.GetValue(0);
var posy = bone.YPOS.GetValue(0);
var posz = bone.ZPOS.GetValue(0);
var scax = bone.XSCA.GetValue(0);
var scay = bone.YSCA.GetValue(0);
var scaz = bone.ZSCA.GetValue(0);
var rotx = bone.XROT.GetValue(0);
var roty = bone.YROT.GetValue(0);
var rotz = bone.ZROT.GetValue(0);
var rotw = bone.WROT.GetValue(0);
BoneAnimData boneBaseData = new BoneAnimData();
boneBaseData.Translate = new Syroot.Maths.Vector3F(posx, posy, posz);
boneBaseData.Scale = new Syroot.Maths.Vector3F(scax, scay, scaz);
boneBaseData.Rotate = new Syroot.Maths.Vector4F(rotx, roty, rotz, rotw);
boneAnim.BaseData = boneBaseData;
boneAnim.BeginBaseTranslate = 0;
boneAnim.BeginRotate = 0;
boneAnim.BeginTranslate = 0;
boneAnim.Curves = new List<AnimCurve>();
boneAnim.FlagsBase = BoneAnimFlagsBase.Translate | BoneAnimFlagsBase.Scale | BoneAnimFlagsBase.Rotate;
boneAnim.FlagsTransform = BoneAnimFlagsTransform.Identity;
if (bone.XPOS.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateX;
boneAnim.Curves.Add(SetAnimationCurve(bone.XPOS));
}
if (bone.YPOS.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateY;
boneAnim.Curves.Add(SetAnimationCurve(bone.YPOS));
}
if (bone.ZPOS.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateZ;
boneAnim.Curves.Add(SetAnimationCurve(bone.ZPOS));
}
if (bone.XSCA.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleX;
boneAnim.Curves.Add(SetAnimationCurve(bone.XSCA));
}
if (bone.YSCA.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleY;
boneAnim.Curves.Add(SetAnimationCurve(bone.YSCA));
}
if (bone.ZSCA.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleZ;
boneAnim.Curves.Add(SetAnimationCurve(bone.ZSCA));
}
if (bone.XROT.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateX;
boneAnim.Curves.Add(SetAnimationCurve(bone.XROT));
}
if (bone.YROT.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateY;
boneAnim.Curves.Add(SetAnimationCurve(bone.YROT));
}
if (bone.ZROT.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateZ;
boneAnim.Curves.Add(SetAnimationCurve(bone.ZROT));
}
if (bone.WROT.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateW;
boneAnim.Curves.Add(SetAnimationCurve(bone.WROT));
}
return boneAnim;
}
private static AnimCurve SetAnimationCurve(Animation.KeyGroup keyGroup)
{
AnimCurve curve = new AnimCurve();
curve.Frames = new float[(int)keyGroup.Keys.Count];
curve.FrameType = AnimCurveFrameType.Single;
curve.KeyType = AnimCurveKeyType.Single;
curve.EndFrame = keyGroup.FrameCount;
curve.AnimDataOffset = 0;
curve.Delta = 0;
curve.Scale = 1;
curve.StartFrame = 0;
curve.Offset = 0;
var frame = keyGroup.GetKeyFrame(0);
int valuesLength = 1;
if (frame.InterType == InterpolationType.HERMITE)
{
curve.CurveType = AnimCurveType.Cubic;
curve.Keys = new float[keyGroup.Keys.Count, 4];
for (int k = 0; k < keyGroup.Keys.Count; k++)
{
float value = keyGroup.GetValue(keyGroup.Keys[k].Frame);
curve.Keys[k, 0] = value;
curve.Keys[k, 1] = 0;
curve.Keys[k, 2] = 0;
curve.Keys[k, 3] = 0;
curve.Frames[k] = keyGroup.Keys[k].Frame;
}
}
if (frame.InterType == InterpolationType.LINEAR)
{
curve.CurveType = AnimCurveType.Linear;
curve.Keys = new float[keyGroup.Keys.Count, 2];
}
if (frame.InterType == InterpolationType.STEP)
{
curve.CurveType = AnimCurveType.StepInt;
curve.Keys = new float[keyGroup.Keys.Count, 1];
}
if (frame.InterType == InterpolationType.STEPBOOL)
{
curve.CurveType = AnimCurveType.StepBool;
curve.Keys = new float[keyGroup.Keys.Count, 1];
}
return curve;
}
public static void ReadSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
{
if (skeleton.MatrixToBoneList == null)
skeleton.MatrixToBoneList = new List<ushort>();
RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
int nodes = 0;
foreach (ushort node in skeleton.MatrixToBoneList)
{
RenderableSkeleton.Node_Array[nodes] = node;
nodes++;
}
foreach (Bone bone in skeleton.Bones)
{
BfresBone STBone = new BfresBone(RenderableSkeleton);
ReadBone(STBone, bone);
RenderableSkeleton.bones.Add(STBone);
}
foreach (var bone in RenderableSkeleton.bones)
if (bone.Parent == null)
{
skl.Nodes.Add(bone);
}
RenderableSkeleton.update();
RenderableSkeleton.reset();
}
public static void ReadBone(this BfresBone bone, Bone bn, bool SetParent = true)
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
{
bone.Bone = bn;
bone.FlagVisible = bn.Flags.HasFlag(BoneFlags.Visible);
bone.Text = bn.Name;
bone.RigidMatrixIndex = bn.RigidMatrixIndex;
bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
bone.BillboardIndex = bn.BillboardIndex;
if (SetParent)
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
bone.parentIndex = bn.ParentIndex;
bone.scale = new float[3];
bone.rotation = new float[4];
bone.position = new float[3];
if (bn.FlagsRotation == BoneFlagsRotation.Quaternion)
bone.RotationType = STBone.BoneRotationType.Quaternion;
else
bone.RotationType = STBone.BoneRotationType.Euler;
bone.scale[0] = bn.Scale.X;
bone.scale[1] = bn.Scale.Y;
bone.scale[2] = bn.Scale.Z;
bone.rotation[0] = bn.Rotation.X;
bone.rotation[1] = bn.Rotation.Y;
bone.rotation[2] = bn.Rotation.Z;
bone.rotation[3] = bn.Rotation.W;
bone.position[0] = bn.Position.X;
bone.position[1] = bn.Position.Y;
bone.position[2] = bn.Position.Z;
}
public static void SaveSkeleton(FSKL fskl)
{
fskl.node.Skeleton.Bones.Clear();
fskl.node.Skeleton.MatrixToBoneList = new List<ushort>();
fskl.node.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
fskl.node.Nodes.Clear();
ushort SmoothIndex = 0;
foreach (STBone genericBone in fskl.bones)
{
2019-03-23 21:19:32 +00:00
STConsole.WriteLine($"Applying bone " + genericBone.Text);
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
genericBone.BillboardIndex = ushort.MaxValue;
BfresBone bn = new BfresBone(fskl);
bn.CloneBaseInstance(genericBone);
if (bn.Bone == null)
bn.Bone = new Bone();
bn.Bone.Position = new Syroot.Maths.Vector3F(bn.position[0], bn.position[1], bn.position[2]);
bn.Bone.Scale = new Syroot.Maths.Vector3F(bn.scale[0], bn.scale[1], bn.scale[2]);
bn.Bone.Rotation = new Syroot.Maths.Vector4F(bn.rotation[0], bn.rotation[1], bn.rotation[2], bn.rotation[3]);
bn.Bone.Name = bn.Text;
bn.Bone.Flags = bn.FlagVisible ? BoneFlags.Visible : 0;
bn.Bone.ParentIndex = (ushort)bn.parentIndex;
bn.Bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
bn.Bone.RigidMatrixIndex = bn.RigidMatrixIndex;
bn.SetTransforms();
fskl.node.Skeleton.Bones.Add(bn.Bone);
if (bn.Parent == null)
fskl.node.Nodes.Add(bn);
if (bn.SmoothMatrixIndex != short.MaxValue)
fskl.node.Skeleton.MatrixToBoneList.Add(SmoothIndex++);
fskl.node.Skeleton.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
}
fskl.Node_Array = new int[fskl.node.Skeleton.MatrixToBoneList.Count];
int nodes = 0;
foreach (ushort node in fskl.node.Skeleton.MatrixToBoneList)
{
fskl.Node_Array[nodes] = node;
nodes++;
}
}
public static void SetShape(this FSHP s, Shape shp)
{
shp.Name = s.Text;
shp.MaterialIndex = (ushort)s.MaterialIndex;
shp.BoneIndex = (ushort)s.BoneIndex;
}
public static void CreateNewMaterial(string Name)
{
FMAT mat = new FMAT();
mat.Text = Name;
mat.Material = new Material();
SetMaterial(mat, mat.Material);
}
public static void SetMaterial(this FMAT m, Material mat)
{
mat.Name = m.Text;
if (m.Enabled)
mat.Flags = MaterialFlags.Visible;
else
mat.Flags = MaterialFlags.None;
if (mat.ShaderParamData == null)
mat.ShaderParamData = new byte[0];
byte[] ParamData = WriteShaderParams(m, mat);
if (ParamData.Length != mat.ShaderParamData.Length)
throw new Exception("Param size mis match!");
else
mat.ShaderParamData = ParamData;
WriteRenderInfo(m, mat);
WriteTextureRefs(m, mat);
WriteShaderAssign(m.shaderassign, mat);
}
public static void ReadMaterial(this FMAT m, Material mat)
{
if (mat.Flags == MaterialFlags.Visible)
m.Enabled = true;
else
m.Enabled = false;
m.ReadRenderInfo(mat);
m.ReadShaderAssign(mat);
m.SetActiveGame();
m.ReadShaderParams(mat);
m.Material = mat;
m.ReadTextureRefs(mat);
if (Runtime.activeGame == Runtime.ActiveGame.KSA)
KsaShader.LoadRenderInfo(m, m.renderinfo);
}
public static void ReadTextureRefs(this FMAT m, Material mat)
{
m.TextureMaps.Clear();
int AlbedoCount = 0;
int id = 0;
string TextureName = "";
if (mat.TextureRefs == null)
mat.TextureRefs = new List<string>();
int textureUnit = 1;
foreach (string tex in mat.TextureRefs)
{
TextureName = tex;
MatTexture texture = new MatTexture();
texture.switchSampler = mat.Samplers[id];
texture.wrapModeS = (int)mat.Samplers[id].WrapModeU;
texture.wrapModeT = (int)mat.Samplers[id].WrapModeV;
texture.wrapModeW = (int)mat.Samplers[id].WrapModeW;
texture.SamplerName = mat.SamplerDict.GetKey(id);
Console.WriteLine("Filter " + mat.Samplers[id].FilterMode);
bool IsAlbedo = Misc.HackyTextureList.Any(TextureName.Contains);
if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
{
if (texture.SamplerName == "_a0")
{
if (AlbedoCount == 0)
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
}
if (texture.SamplerName == "_n0")
{
m.HasNormalMap = true;
texture.Type = MatTexture.TextureType.Normal;
}
if (texture.SamplerName == "_e0")
{
m.HasEmissionMap = true;
texture.Type = MatTexture.TextureType.Emission;
}
if (texture.SamplerName == "_s0")
{
m.HasSpecularMap = true;
texture.Type = MatTexture.TextureType.Specular;
}
if (texture.SamplerName == "_x0")
{
m.HasSphereMap = true;
texture.Type = MatTexture.TextureType.SphereMap;
}
if (texture.SamplerName == "_b0")
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
if (texture.SamplerName == "_b1")
{
m.HasLightMap = true;
texture.Type = MatTexture.TextureType.Light;
}
}
else if (Runtime.activeGame == Runtime.ActiveGame.SMO)
{
if (texture.SamplerName == "_a0")
{
if (AlbedoCount == 0)
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
}
if (texture.SamplerName == "_n0")
{
m.HasNormalMap = true;
texture.Type = MatTexture.TextureType.Normal;
}
if (texture.SamplerName == "_e0")
{
m.HasEmissionMap = true;
texture.Type = MatTexture.TextureType.Emission;
}
if (TextureName.Contains("mtl"))
{
m.HasMetalnessMap = true;
texture.Type = MatTexture.TextureType.Metalness;
}
else if (TextureName.Contains("rgh"))
{
texture.Type = MatTexture.TextureType.Roughness;
m.HasRoughnessMap = true;
}
else if (TextureName.Contains("sss"))
{
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
m.HasSubSurfaceScatteringMap = true;
}
}
else
{
//This works decently for now. I tried samplers but Kirby Star Allies doesn't map with samplers properly?
if (IsAlbedo)
{
if (AlbedoCount == 0)
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
if (AlbedoCount == 1)
{
// poly.material.HasDiffuseLayer = true;
// texture.hash = 19;
// texture.Type = MatTexture.TextureType.DiffuseLayer2;
}
}
else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm"))
{
m.HasNormalMap = true;
texture.Type = MatTexture.TextureType.Normal;
}
else if (TextureName.Contains("Emm"))
{
m.HasEmissionMap = true;
texture.Type = MatTexture.TextureType.Emission;
}
else if (TextureName.Contains("Spm"))
{
m.HasSpecularMap = true;
texture.Type = MatTexture.TextureType.Specular;
}
else if (TextureName.Contains("b00"))
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
else if (TextureName.Contains("Moc") || TextureName.Contains("AO"))
{
m.HasAmbientOcclusionMap = true;
texture.Type = MatTexture.TextureType.AO;
}
else if (TextureName.Contains("b01"))
{
m.HasLightMap = true;
texture.Type = MatTexture.TextureType.Light;
}
else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
{
m.HasMRA = true;
texture.Type = MatTexture.TextureType.MRA;
}
else if (TextureName.Contains("mtl"))
{
m.HasMetalnessMap = true;
texture.Type = MatTexture.TextureType.Metalness;
}
else if (TextureName.Contains("rgh"))
{
texture.Type = MatTexture.TextureType.Roughness;
m.HasRoughnessMap = true;
}
else if (TextureName.Contains("sss"))
{
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
m.HasSubSurfaceScatteringMap = true;
}
}
texture.Name = TextureName;
texture.textureUnit = textureUnit++;
m.TextureMaps.Add(texture);
id++;
}
}
public static void ReadShaderParams(this FMAT m, Material mat)
{
m.matparam.Clear();
if (mat.ShaderParamData == null)
return;
using (FileReader reader = new FileReader(new System.IO.MemoryStream(mat.ShaderParamData)))
{
reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
foreach (ShaderParam param in mat.ShaderParams)
{
BfresShaderParam shaderParam = new BfresShaderParam();
shaderParam.Type = param.Type;
shaderParam.Name = param.Name;
reader.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
shaderParam.ReadValue(reader, (int)param.DataSize);
m.matparam.Add(param.Name, shaderParam);
}
reader.Close();
}
}
public static byte[] WriteShaderParams(this FMAT m, Material mat)
{
mat.ShaderParams = new List<ShaderParam>();
System.IO.MemoryStream mem = new System.IO.MemoryStream();
using (FileWriter writer = new FileWriter(mem))
{
uint Offset = 0;
int index = 0;
writer.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
foreach (BfresShaderParam shaderParam in m.matparam.Values)
{
ShaderParam param = new ShaderParam();
param.Name = shaderParam.Name;
param.Type = shaderParam.Type;
param.DataOffset = (ushort)Offset;
param.DependedIndex = (ushort)index;
param.DependIndex = (ushort)index;
writer.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
shaderParam.WriteValue(writer);
Offset += param.DataSize;
mat.ShaderParams.Add(param);
index++;
}
writer.Close();
}
return mem.ToArray();
}
public static void ReadRenderInfo(this FMAT m, Material mat)
{
m.renderinfo.Clear();
foreach (RenderInfo rnd in mat.RenderInfos)
{
BfresRenderInfo r = new BfresRenderInfo();
r.Name = rnd.Name;
r.Type = rnd.Type;
switch (rnd.Type)
{
case RenderInfoType.Int32: r.ValueInt = rnd.GetValueInt32s(); break;
case RenderInfoType.Single: r.ValueFloat = rnd.GetValueSingles(); break;
case RenderInfoType.String: r.ValueString = rnd.GetValueStrings(); break;
}
m.renderinfo.Add(r);
}
}
public static void WriteTextureRefs(this FMAT m, Material mat)
{
mat.TextureRefs = new List<string>();
mat.TextureRefs.Clear();
foreach (var textu in m.TextureMaps)
mat.TextureRefs.Add(textu.Name);
}
public static void WriteRenderInfo(this FMAT m, Material mat)
{
if (mat.RenderInfos == null)
mat.RenderInfos = new List<RenderInfo>();
mat.RenderInfos.Clear();
foreach (BfresRenderInfo rnd in m.renderinfo)
{
RenderInfo r = new RenderInfo();
r.Name = rnd.Name;
switch (rnd.Type)
{
case RenderInfoType.Int32: r.SetValue(rnd.ValueInt); break;
case RenderInfoType.Single: r.SetValue(rnd.ValueFloat); break;
case RenderInfoType.String: r.SetValue(rnd.ValueString); break;
}
mat.RenderInfos.Add(r);
}
}
public static void ReadShaderAssign(this FMAT m, Material mat)
{
m.shaderassign = new FMAT.ShaderAssign();
if (mat.ShaderAssign == null)
mat.ShaderAssign = new ShaderAssign();
if (mat.ShaderAssign.ShaderOptions == null)
mat.ShaderAssign.ShaderOptions = new List<string>();
if (mat.ShaderAssign.AttribAssigns == null)
mat.ShaderAssign.AttribAssigns = new List<string>();
if (mat.ShaderAssign.SamplerAssigns == null)
mat.ShaderAssign.SamplerAssigns = new List<string>();
m.shaderassign.options.Clear();
m.shaderassign.samplers.Clear();
m.shaderassign.attributes.Clear();
m.shaderassign = new FMAT.ShaderAssign();
m.shaderassign.ShaderArchive = mat.ShaderAssign.ShaderArchiveName;
m.shaderassign.ShaderModel = mat.ShaderAssign.ShadingModelName;
for (int op = 0; op < mat.ShaderAssign.ShaderOptions.Count; op++)
m.shaderassign.options.Add(mat.ShaderAssign.ShaderOptionDict.GetKey(op), mat.ShaderAssign.ShaderOptions[op]);
if (mat.ShaderAssign.SamplerAssigns != null)
{
for (int op = 0; op < mat.ShaderAssign.SamplerAssigns.Count; op++)
m.shaderassign.samplers.Add(mat.ShaderAssign.SamplerAssignDict.GetKey(op), mat.ShaderAssign.SamplerAssigns[op]);
}
if (mat.ShaderAssign.AttribAssigns != null)
{
for (int op = 0; op < mat.ShaderAssign.AttribAssigns.Count; op++)
m.shaderassign.attributes.Add(mat.ShaderAssign.AttribAssignDict.GetKey(op), mat.ShaderAssign.AttribAssigns[op]);
}
}
public static void WriteShaderAssign(this FMAT.ShaderAssign shd, Material mat)
{
mat.ShaderAssign = new ShaderAssign();
mat.ShaderAssign.ShaderOptionDict = new ResDict();
mat.ShaderAssign.SamplerAssignDict = new ResDict();
mat.ShaderAssign.AttribAssignDict = new ResDict();
mat.ShaderAssign.ShaderOptions = new List<string>();
mat.ShaderAssign.AttribAssigns = new List<string>();
mat.ShaderAssign.SamplerAssigns = new List<string>();
mat.ShaderAssign.ShaderArchiveName = shd.ShaderArchive;
mat.ShaderAssign.ShadingModelName = shd.ShaderModel;
foreach (var option in shd.options)
{
mat.ShaderAssign.ShaderOptionDict.Add(option.Key);
mat.ShaderAssign.ShaderOptions.Add(option.Value);
}
foreach (var samp in shd.samplers)
{
mat.ShaderAssign.SamplerAssignDict.Add(samp.Key);
mat.ShaderAssign.SamplerAssigns.Add(samp.Value);
}
foreach (var att in shd.attributes)
{
mat.ShaderAssign.AttribAssignDict.Add(att.Key);
mat.ShaderAssign.AttribAssigns.Add(att.Value);
}
}
public static void WriteExternalFiles(ResFile resFile, TreeNode EditorRoot)
{
resFile.ExternalFiles.Clear();
if (EditorRoot.Nodes.ContainsKey("EXT"))
{
foreach (TreeNode node in EditorRoot.Nodes["EXT"].Nodes)
{
ExternalFile ext = new ExternalFile();
if (node is BNTX)
ext.Data = ((BNTX)node).Save();
else if (node is IFileFormat && ((IFileFormat)node).CanSave)
ext.Data = ((IFileFormat)node).Save();
else
ext.Data = ((ExternalFileData)node).Data;
resFile.ExternalFiles.Add(ext);
}
}
}
}
}