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.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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2019-07-16 21:35:21 +00:00
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using Toolbox.Library.Forms;
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using Toolbox.Library.Rendering;
|
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.Windows.Forms;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using GL_EditorFramework.StandardCameras;
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using GL_EditorFramework.EditorDrawables;
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using OpenTK.Graphics.OpenGL;
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using OpenTK;
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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 partial class Viewport : UserControl
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{
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2019-07-21 18:09:25 +00:00
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public bool DisplayAll
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{
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get
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{
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return chkDisplayAllModels.Checked;
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}
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set
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{
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chkDisplayAllModels.Checked = value;
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}
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}
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2019-06-06 19:40:32 +00:00
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public List<DrawableContainer> DrawableContainers;
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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 EditorScene scene = new EditorScene();
|
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|
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|
public GL_ControlLegacy GL_ControlLegacy;
|
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public GL_ControlModern GL_ControlModern;
|
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Runtime.ViewportEditor editor;
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|
2019-06-12 19:57:24 +00:00
|
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|
public void DisplayAllDDrawables() { drawContainersCB.SelectedIndex = 0; }
|
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|
2019-06-06 19:40:32 +00:00
|
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|
|
public Viewport(List<DrawableContainer> container, bool LoadDrawables = 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
|
|
|
|
{
|
2019-06-06 19:40:32 +00:00
|
|
|
|
DrawableContainers = container;
|
|
|
|
|
if (DrawableContainers == null)
|
|
|
|
|
DrawableContainers = new List<DrawableContainer>();
|
|
|
|
|
|
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
|
|
|
|
this.DoubleBuffered = true;
|
|
|
|
|
|
|
|
|
|
InitializeComponent();
|
|
|
|
|
LoadViewport();
|
|
|
|
|
LoadViewportRuntimeValues();
|
|
|
|
|
LoadShadingModes();
|
|
|
|
|
editor = new Runtime.ViewportEditor();
|
|
|
|
|
Runtime.viewportEditors.Add(editor);
|
|
|
|
|
|
2019-05-21 22:08:57 +00:00
|
|
|
|
perspectiveToolStripMenuItem.Checked = Runtime.ViewportCameraMode == Runtime.CameraMode.Perspective;
|
2019-07-28 19:14:40 +00:00
|
|
|
|
orbitToolStripMenuItem.Checked = Runtime.cameraMovement == Runtime.CameraMovement.Inspect;
|
|
|
|
|
walkToolStripMenuItem.Checked = Runtime.cameraMovement == Runtime.CameraMovement.Walk;
|
2019-05-21 22:08:57 +00:00
|
|
|
|
|
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
|
|
|
|
foreach (var type in Enum.GetValues(typeof(Runtime.ViewportShading)).Cast<Runtime.ViewportShading>())
|
|
|
|
|
{
|
|
|
|
|
if (type == Runtime.viewportShading)
|
|
|
|
|
shadingToolStripMenuItem.DropDownItems.Add(new ToolStripMenuItem(type.ToString()) { Checked = true });
|
|
|
|
|
else
|
|
|
|
|
shadingToolStripMenuItem.DropDownItems.Add(new ToolStripMenuItem(type.ToString()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
shadingToolStripMenuItem.Text = $"Shading: [{Runtime.viewportShading.ToString()}]";
|
2019-03-24 18:23:11 +00:00
|
|
|
|
|
2019-06-06 19:40:32 +00:00
|
|
|
|
|
2019-03-24 18:23:11 +00:00
|
|
|
|
if (LoadDrawables)
|
|
|
|
|
LoadBaseDrawables();
|
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
|
|
|
|
}
|
|
|
|
|
|
2019-06-06 19:40:32 +00:00
|
|
|
|
//Reloads drawable containers without an active object being selected
|
|
|
|
|
public void ReloadDrawables()
|
|
|
|
|
{
|
|
|
|
|
drawContainersCB.Items.Clear();
|
|
|
|
|
drawContainersCB.Items.Add("All Active Drawables");
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < DrawableContainers.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
drawContainersCB.Items.Add(DrawableContainers[i].Name);
|
|
|
|
|
|
|
|
|
|
for (int a = 0; a < DrawableContainers[i].Drawables.Count; a++)
|
|
|
|
|
{
|
|
|
|
|
if (!ContainsDrawable(DrawableContainers[i].Drawables[a]))
|
|
|
|
|
AddDrawable((DrawableContainers[i].Drawables[a]));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-08-12 23:37:57 +00:00
|
|
|
|
public List<DrawableContainer> GetActiveContainers()
|
2019-07-24 19:10:05 +00:00
|
|
|
|
{
|
2019-08-12 23:37:57 +00:00
|
|
|
|
if (drawContainersCB.SelectedIndex < 0)
|
2019-07-24 19:10:05 +00:00
|
|
|
|
return null;
|
|
|
|
|
|
2019-08-12 23:37:57 +00:00
|
|
|
|
if (drawContainersCB.SelectedIndex == 0 || DisplayAll)
|
|
|
|
|
return DrawableContainers;
|
|
|
|
|
|
|
|
|
|
return new List<DrawableContainer>()
|
|
|
|
|
{ DrawableContainers[drawContainersCB.SelectedIndex - 1], };
|
2019-07-24 19:10:05 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-06-06 19:40:32 +00:00
|
|
|
|
//Reloads drawable containers with the active container selected
|
|
|
|
|
public void ReloadDrawables(DrawableContainer ActiveContainer)
|
|
|
|
|
{
|
|
|
|
|
drawContainersCB.Items.Clear();
|
|
|
|
|
drawContainersCB.Items.Add("All Active Drawables");
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < DrawableContainers.Count;i++)
|
|
|
|
|
{
|
|
|
|
|
drawContainersCB.Items.Add(DrawableContainers[i].Name);
|
|
|
|
|
|
|
|
|
|
for (int a = 0; a < DrawableContainers[i].Drawables.Count; a++)
|
|
|
|
|
{
|
|
|
|
|
if (DrawableContainers[i] != ActiveContainer)
|
|
|
|
|
DrawableContainers[i].Drawables[a].Visible = false;
|
|
|
|
|
else
|
|
|
|
|
DrawableContainers[i].Drawables[a].Visible = true;
|
|
|
|
|
|
|
|
|
|
if (!ContainsDrawable(DrawableContainers[i].Drawables[a]))
|
|
|
|
|
AddDrawable((DrawableContainers[i].Drawables[a]));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
drawContainersCB.SelectItemByText(ActiveContainer.Name);
|
2019-06-19 21:46:43 +00:00
|
|
|
|
UpdateViewport();
|
2019-06-06 19:40:32 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool ContainsDrawable(AbstractGlDrawable Drawable)
|
|
|
|
|
{
|
2019-08-10 23:20:39 +00:00
|
|
|
|
if (Drawable is GL_EditorFramework.EditorDrawables.IEditableObject)
|
|
|
|
|
{
|
|
|
|
|
return scene.staticObjects.Contains(Drawable) ||
|
|
|
|
|
scene.objects.Contains((GL_EditorFramework.EditorDrawables.IEditableObject)Drawable);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
return scene.staticObjects.Contains(Drawable);
|
2019-06-06 19:40:32 +00:00
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
private void shadingToolStripMenuItem_DropDownItemClicked(object sender, ToolStripItemClickedEventArgs e)
|
|
|
|
|
{
|
|
|
|
|
int i = 0;
|
|
|
|
|
foreach (ToolStripMenuItem item in shadingToolStripMenuItem.DropDownItems)
|
|
|
|
|
{
|
|
|
|
|
if (item.Selected)
|
|
|
|
|
{
|
|
|
|
|
item.Checked = true;
|
|
|
|
|
|
|
|
|
|
Runtime.viewportShading = (Runtime.ViewportShading)i;
|
|
|
|
|
|
|
|
|
|
shadingToolStripMenuItem.Text = $"Shading: [{item.Text}]";
|
|
|
|
|
|
|
|
|
|
UpdateViewport();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
item.Checked = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-08-11 14:16:32 +00:00
|
|
|
|
public Bitmap CaptureScreenshot(int width, int height, bool enableAlpha)
|
|
|
|
|
{
|
|
|
|
|
GLControl control = null;
|
|
|
|
|
if (GL_ControlModern != null)
|
|
|
|
|
control = GL_ControlModern;
|
|
|
|
|
else
|
|
|
|
|
control = GL_ControlLegacy;
|
|
|
|
|
|
|
|
|
|
Bitmap bitmap = new Bitmap(width, height);
|
|
|
|
|
return bitmap;
|
|
|
|
|
}
|
|
|
|
|
|
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 void LoadCustomMenuItem(ToolStripMenuItem menu)
|
|
|
|
|
{
|
|
|
|
|
foreach (ToolStripMenuItem item in stContextMenuStrip1.Items)
|
|
|
|
|
if (item.Text == menu.Text)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!stContextMenuStrip1.Items.Contains(menu))
|
|
|
|
|
stContextMenuStrip1.Items.Add(menu);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void LoadViewport()
|
|
|
|
|
{
|
|
|
|
|
if (Runtime.UseLegacyGL)
|
|
|
|
|
{
|
|
|
|
|
GL_ControlLegacy = new GL_ControlLegacy();
|
|
|
|
|
GL_ControlLegacy.Dock = DockStyle.Fill;
|
|
|
|
|
|
|
|
|
|
panelViewport.Controls.Add(GL_ControlLegacy);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
GL_ControlModern = new GL_ControlModern();
|
|
|
|
|
GL_ControlModern.Dock = DockStyle.Fill;
|
|
|
|
|
GL_ControlModern.VSync = true;
|
|
|
|
|
|
|
|
|
|
panelViewport.Controls.Add(GL_ControlModern);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateGrid()
|
|
|
|
|
{
|
|
|
|
|
foreach (var obj in scene.staticObjects)
|
|
|
|
|
{
|
|
|
|
|
if (obj is DrawableFloor)
|
|
|
|
|
((DrawableFloor)obj).UpdateVertexData();
|
|
|
|
|
}
|
|
|
|
|
UpdateViewport();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void AddDrawable(AbstractGlDrawable Drawabale)
|
|
|
|
|
{
|
|
|
|
|
if (Drawabale is EditableObject)
|
2019-03-24 15:24:40 +00:00
|
|
|
|
scene.objects.Add((EditableObject)Drawabale);
|
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
|
|
|
|
else
|
2019-03-24 15:24:40 +00:00
|
|
|
|
scene.staticObjects.Add(Drawabale);
|
|
|
|
|
|
|
|
|
|
UpdateScene();
|
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 void RemoveDrawable(AbstractGlDrawable Drawabale)
|
|
|
|
|
{
|
|
|
|
|
if (Drawabale is EditableObject)
|
|
|
|
|
scene.objects.Remove((EditableObject)Drawabale);
|
|
|
|
|
else
|
|
|
|
|
scene.staticObjects.Remove(Drawabale);
|
|
|
|
|
}
|
2019-03-24 18:23:11 +00:00
|
|
|
|
private void LoadBaseDrawables()
|
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
|
|
|
|
{
|
2019-06-19 23:41:35 +00:00
|
|
|
|
Runtime.OpenTKInitialized = 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
|
|
|
|
var floor = new DrawableFloor();
|
|
|
|
|
var xyzLnes = new DrawableXyzLines();
|
2019-05-15 19:35:05 +00:00
|
|
|
|
var skybox = new DrawableSkybox();
|
|
|
|
|
var background = new DrawableBackground();
|
2019-06-19 21:46:43 +00:00
|
|
|
|
|
|
|
|
|
scene.staticObjects.Add(floor);
|
|
|
|
|
scene.staticObjects.Add(xyzLnes);
|
|
|
|
|
scene.staticObjects.Add(skybox);
|
2019-05-15 19:35:05 +00:00
|
|
|
|
scene.staticObjects.Add(background);
|
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
|
|
|
|
|
2019-05-15 19:35:05 +00:00
|
|
|
|
// scene.objects.Add(new SingleObject(new Vector3(0, 0, 0)));
|
2019-04-05 23:47:21 +00:00
|
|
|
|
|
|
|
|
|
// LoadFog();
|
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 int FogStart = 1;
|
|
|
|
|
|
|
|
|
|
public void LoadFog()
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void LoadObjects()
|
|
|
|
|
{
|
|
|
|
|
foreach (var drawable in editor.editableDrawables)
|
|
|
|
|
{
|
|
|
|
|
scene.objects.Add(drawable);
|
|
|
|
|
}
|
|
|
|
|
foreach (var drawable in editor.staticDrawables)
|
|
|
|
|
scene.staticObjects.Add(drawable);
|
|
|
|
|
|
|
|
|
|
UpdateScene();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void UpdateScene()
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlModern != null)
|
|
|
|
|
GL_ControlModern.MainDrawable = scene;
|
|
|
|
|
if (GL_ControlLegacy != null)
|
|
|
|
|
GL_ControlLegacy.MainDrawable = scene;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateViewport()
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlModern != null)
|
|
|
|
|
GL_ControlModern.Refresh();
|
|
|
|
|
if (GL_ControlLegacy != null)
|
|
|
|
|
GL_ControlLegacy.Refresh();
|
|
|
|
|
}
|
|
|
|
|
public void RenderToTexture()
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlModern == null)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
int Framebuffer = 0;
|
|
|
|
|
}
|
|
|
|
|
private void LoadShadingModes()
|
|
|
|
|
{
|
|
|
|
|
foreach (var type in Enum.GetValues(typeof(Runtime.ViewportShading)).Cast<Runtime.ViewportShading>())
|
|
|
|
|
{
|
|
|
|
|
ToolStripMenuItem item = new ToolStripMenuItem();
|
|
|
|
|
item.Text = $"Shading: {type.ToString()}";
|
|
|
|
|
item.TextImageRelation = TextImageRelation.ImageAboveText;
|
|
|
|
|
|
|
|
|
|
switch (type)
|
|
|
|
|
{
|
|
|
|
|
case Runtime.ViewportShading.Default:
|
|
|
|
|
item.Image = Properties.Resources.diffuseSphere;
|
|
|
|
|
break;
|
|
|
|
|
case Runtime.ViewportShading.Normal:
|
|
|
|
|
item.Image = Properties.Resources.normalsSphere;
|
|
|
|
|
break;
|
|
|
|
|
case Runtime.ViewportShading.NormalMap:
|
|
|
|
|
item.Image = Properties.Resources.normalMapSphere;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public void LoadViewportRuntimeValues()
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlLegacy != null)
|
|
|
|
|
{
|
|
|
|
|
switch (Runtime.cameraMovement)
|
|
|
|
|
{
|
|
|
|
|
case Runtime.CameraMovement.Inspect:
|
|
|
|
|
GL_ControlLegacy.ActiveCamera = new InspectCamera(Runtime.MaxCameraSpeed);
|
|
|
|
|
break;
|
|
|
|
|
case Runtime.CameraMovement.Walk:
|
|
|
|
|
GL_ControlLegacy.ActiveCamera = new WalkaroundCamera(Runtime.MaxCameraSpeed);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
GL_ControlLegacy.Stereoscopy = Runtime.stereoscopy;
|
|
|
|
|
GL_ControlLegacy.ZNear = Runtime.CameraNear;
|
|
|
|
|
GL_ControlLegacy.ZFar = Runtime.CameraFar;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
switch (Runtime.cameraMovement)
|
|
|
|
|
{
|
|
|
|
|
case Runtime.CameraMovement.Inspect:
|
|
|
|
|
GL_ControlModern.ActiveCamera = new InspectCamera(Runtime.MaxCameraSpeed);
|
|
|
|
|
break;
|
|
|
|
|
case Runtime.CameraMovement.Walk:
|
|
|
|
|
GL_ControlModern.ActiveCamera = new WalkaroundCamera(Runtime.MaxCameraSpeed);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
GL_ControlModern.Stereoscopy = Runtime.stereoscopy;
|
|
|
|
|
GL_ControlModern.ZNear = Runtime.CameraNear;
|
|
|
|
|
GL_ControlModern.ZFar = Runtime.CameraFar;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public void SetupViewportRuntimeValues()
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlLegacy != null)
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlLegacy.ActiveCamera is InspectCamera)
|
|
|
|
|
Runtime.cameraMovement = Runtime.CameraMovement.Inspect;
|
|
|
|
|
if (GL_ControlLegacy.ActiveCamera is WalkaroundCamera)
|
|
|
|
|
Runtime.cameraMovement = Runtime.CameraMovement.Walk;
|
|
|
|
|
Runtime.stereoscopy = GL_ControlLegacy.Stereoscopy;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlModern.ActiveCamera is InspectCamera)
|
|
|
|
|
Runtime.cameraMovement = Runtime.CameraMovement.Inspect;
|
|
|
|
|
if (GL_ControlModern.ActiveCamera is WalkaroundCamera)
|
|
|
|
|
Runtime.cameraMovement = Runtime.CameraMovement.Walk;
|
|
|
|
|
Runtime.stereoscopy = GL_ControlModern.Stereoscopy;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void contextMenuStripDark1_ItemClicked(object sender, ToolStripItemClickedEventArgs e)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void FormClosing()
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void animationPanelToolStripMenuItem_Click(object sender, EventArgs e)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void animationLoaderToolStripMenuItem_Click(object sender, EventArgs e)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void reloadShadersToolStripMenuItem_Click(object sender, EventArgs e)
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlModern != null)
|
|
|
|
|
GL_ControlModern.ReloadShaders();
|
|
|
|
|
}
|
2019-03-23 19:13:54 +00:00
|
|
|
|
|
|
|
|
|
private void resetPoseToolStripMenuItem_Click(object sender, EventArgs e)
|
|
|
|
|
{
|
2019-07-11 21:22:59 +00:00
|
|
|
|
var animationPanel1 = LibraryGUI.GetAnimationPanel();
|
2019-03-23 19:13:54 +00:00
|
|
|
|
|
|
|
|
|
if (animationPanel1 != null)
|
|
|
|
|
{
|
|
|
|
|
if (animationPanel1.CurrentAnimation != null)
|
|
|
|
|
animationPanel1.ResetModels();
|
2019-08-12 19:19:30 +00:00
|
|
|
|
|
|
|
|
|
UpdateViewport();
|
2019-03-23 19:13:54 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2019-05-21 22:08:57 +00:00
|
|
|
|
|
|
|
|
|
private void perspectiveToolStripMenuItem_Click(object sender, EventArgs e)
|
|
|
|
|
{
|
|
|
|
|
if (perspectiveToolStripMenuItem.Checked)
|
|
|
|
|
{
|
|
|
|
|
perspectiveToolStripMenuItem.Checked = false;
|
|
|
|
|
orthographicToolStripMenuItem.Checked = true;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
orthographicToolStripMenuItem.Checked = false;
|
|
|
|
|
perspectiveToolStripMenuItem.Checked = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsOrtho = orthographicToolStripMenuItem.Checked;
|
|
|
|
|
|
2019-06-19 21:05:44 +00:00
|
|
|
|
// if (GL_ControlModern != null)
|
|
|
|
|
// GL_ControlModern.UseOrthographicView = IsOrtho;
|
|
|
|
|
// else
|
|
|
|
|
// GL_ControlLegacy.UseOrthographicView = IsOrtho;
|
2019-05-21 22:08:57 +00:00
|
|
|
|
|
|
|
|
|
UpdateViewport();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void orthographicToolStripMenuItem_Click(object sender, EventArgs e)
|
|
|
|
|
{
|
|
|
|
|
if (orthographicToolStripMenuItem.Checked)
|
|
|
|
|
{
|
|
|
|
|
orthographicToolStripMenuItem.Checked = false;
|
|
|
|
|
perspectiveToolStripMenuItem.Checked = true;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
perspectiveToolStripMenuItem.Checked = false;
|
|
|
|
|
orthographicToolStripMenuItem.Checked = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsOrtho = orthographicToolStripMenuItem.Checked;
|
|
|
|
|
|
2019-06-19 21:05:44 +00:00
|
|
|
|
// if (GL_ControlModern != null)
|
|
|
|
|
// GL_ControlModern.UseOrthographicView = IsOrtho;
|
|
|
|
|
// else
|
|
|
|
|
// GL_ControlLegacy.UseOrthographicView = IsOrtho;
|
2019-05-21 22:08:57 +00:00
|
|
|
|
|
|
|
|
|
UpdateViewport();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private enum CameraPickBuffer
|
|
|
|
|
{
|
|
|
|
|
Top = 1,
|
|
|
|
|
Bottom = 2,
|
|
|
|
|
Front = 3,
|
|
|
|
|
Back = 4,
|
|
|
|
|
Left = 5,
|
|
|
|
|
Right = 6,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void frontToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
ApplyCameraOrientation(CameraPickBuffer.Front);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void backToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
ApplyCameraOrientation(CameraPickBuffer.Back);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void topToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
ApplyCameraOrientation(CameraPickBuffer.Top);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void bottomToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
ApplyCameraOrientation(CameraPickBuffer.Bottom);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void rightToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
ApplyCameraOrientation(CameraPickBuffer.Right);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void leftToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
ApplyCameraOrientation(CameraPickBuffer.Left);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ApplyCameraOrientation(CameraPickBuffer CameraPick)
|
|
|
|
|
{
|
|
|
|
|
int pickingBuffer = (int)CameraPick;
|
|
|
|
|
|
|
|
|
|
if (GL_ControlModern != null)
|
|
|
|
|
GL_ControlModern.ApplyCameraOrientation(pickingBuffer);
|
|
|
|
|
else
|
|
|
|
|
GL_ControlModern.ApplyCameraOrientation(pickingBuffer);
|
|
|
|
|
|
|
|
|
|
UpdateViewport();
|
|
|
|
|
}
|
2019-05-21 22:29:12 +00:00
|
|
|
|
|
|
|
|
|
private void toOriginToolStripMenuItem_Click(object sender, EventArgs e)
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlLegacy != null)
|
|
|
|
|
{
|
|
|
|
|
GL_ControlLegacy.ResetCamera(false);
|
|
|
|
|
GL_ControlLegacy.Refresh();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
GL_ControlModern.ResetCamera(false);
|
|
|
|
|
GL_ControlModern.Refresh();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void toActiveModelToolStripMenuItem_Click(object sender, EventArgs e)
|
|
|
|
|
{
|
|
|
|
|
if (GL_ControlLegacy != null)
|
|
|
|
|
{
|
|
|
|
|
GL_ControlLegacy.ResetCamera(true);
|
|
|
|
|
GL_ControlLegacy.Refresh();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
GL_ControlModern.ResetCamera(true);
|
|
|
|
|
GL_ControlModern.Refresh();
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-06-06 19:40:32 +00:00
|
|
|
|
|
|
|
|
|
private void drawContainersCB_SelectedIndexChanged(object sender, EventArgs e)
|
|
|
|
|
{
|
2019-07-21 18:09:25 +00:00
|
|
|
|
if (chkDisplayAllModels.Checked)
|
|
|
|
|
{
|
|
|
|
|
DrawAllActive();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2019-06-06 19:40:32 +00:00
|
|
|
|
if (drawContainersCB.SelectedIndex == 0)
|
|
|
|
|
DrawAllActive();
|
|
|
|
|
else if (drawContainersCB.SelectedIndex > 0)
|
|
|
|
|
{
|
|
|
|
|
int index = drawContainersCB.SelectedIndex - 1;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < DrawableContainers.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
for (int a = 0; a < DrawableContainers[i].Drawables.Count; a++)
|
|
|
|
|
{
|
|
|
|
|
if (i == index)
|
2019-08-02 21:39:00 +00:00
|
|
|
|
SetDrawableVisibilty(DrawableContainers[i].Drawables[a], true);
|
2019-06-06 19:40:32 +00:00
|
|
|
|
else
|
2019-08-02 21:39:00 +00:00
|
|
|
|
SetDrawableVisibilty(DrawableContainers[i].Drawables[a], false);
|
2019-06-06 19:40:32 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateViewport();
|
|
|
|
|
}
|
|
|
|
|
|
2019-08-02 21:39:00 +00:00
|
|
|
|
private void SetDrawableVisibilty(AbstractGlDrawable drawable, bool show)
|
|
|
|
|
{
|
|
|
|
|
if (drawable is EditableObject)
|
|
|
|
|
((EditableObject)drawable).Visible = show;
|
|
|
|
|
else
|
|
|
|
|
((AbstractGlDrawable)drawable).Visible = show;
|
|
|
|
|
}
|
|
|
|
|
|
2019-06-06 19:40:32 +00:00
|
|
|
|
private void DrawAllActive()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < DrawableContainers.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
for (int a = 0; a < DrawableContainers[i].Drawables.Count; a++)
|
|
|
|
|
{
|
|
|
|
|
DrawableContainers[i].Drawables[a].Visible = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void drawContainersCB_MouseDown(object sender, MouseEventArgs e)
|
|
|
|
|
{
|
|
|
|
|
ReloadDrawables();
|
|
|
|
|
}
|
2019-07-21 18:09:25 +00:00
|
|
|
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private void chkDisplayAllModels_CheckedChanged(object sender, EventArgs e)
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{
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if (chkDisplayAllModels.Checked)
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{
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drawContainersCB.SelectedIndex = 0;
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DrawAllActive();
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}
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}
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2019-07-24 19:10:05 +00:00
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private void uVViewerToolStripMenuItem_Click(object sender, EventArgs e)
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|
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|
{
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|
if (!Runtime.UseOpenGL)
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|
return;
|
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|
2019-08-12 23:37:57 +00:00
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var containers = GetActiveContainers();
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if (containers.Count == 0) return;
|
2019-07-24 19:10:05 +00:00
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|
2019-08-13 00:09:35 +00:00
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UVEditorForm uvEditor1 = new UVEditorForm();
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|
uvEditor1.LoadEditor(containers);
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|
uvEditor1.Show(this);
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2019-07-24 19:10:05 +00:00
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|
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|
}
|
2019-07-28 19:14:40 +00:00
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|
2019-08-12 23:27:48 +00:00
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|
public GLControl GetActiveControl()
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|
|
{
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|
if (GL_ControlModern != null)
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|
return GL_ControlModern;
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|
else
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|
return GL_ControlLegacy;
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|
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|
}
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|
|
|
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|
public void SaveScreenshot()
|
|
|
|
|
{
|
|
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|
|
var control = GetActiveControl();
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|
|
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|
SaveFileDialog sfd = new SaveFileDialog();
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|
sfd.Filter = BitmapExtension.FileFilter;
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|
if (sfd.ShowDialog() == DialogResult.OK)
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|
{
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|
CreateScreenshot(control.Width, control.Height, false).Save(sfd.FileName);
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|
|
}
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|
}
|
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|
public Bitmap CreateScreenshot(int width, int height, bool useAlpha = false)
|
|
|
|
|
{
|
|
|
|
|
int imageSize = width * height * 4;
|
|
|
|
|
|
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
|
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|
|
byte[] output = new byte[imageSize];
|
|
|
|
|
GL.ReadPixels(0, 0, width, height, PixelFormat.Bgra, PixelType.UnsignedByte, output);
|
|
|
|
|
|
|
|
|
|
var bitmap = BitmapExtension.GetBitmap(output, width, height);
|
|
|
|
|
bitmap.RotateFlip(System.Drawing.RotateFlipType.RotateNoneFlipY);
|
|
|
|
|
return bitmap;
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-28 19:14:40 +00:00
|
|
|
|
private void UpdateCameraMovement()
|
|
|
|
|
{
|
|
|
|
|
if (orbitToolStripMenuItem.Checked)
|
|
|
|
|
{
|
|
|
|
|
walkToolStripMenuItem.Checked = true;
|
|
|
|
|
orbitToolStripMenuItem.Checked = false;
|
|
|
|
|
|
|
|
|
|
Runtime.cameraMovement = Runtime.CameraMovement.Walk;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
orbitToolStripMenuItem.Checked = true;
|
|
|
|
|
walkToolStripMenuItem.Checked = false;
|
2019-08-06 20:22:24 +00:00
|
|
|
|
|
2019-07-28 19:14:40 +00:00
|
|
|
|
Runtime.cameraMovement = Runtime.CameraMovement.Inspect;
|
|
|
|
|
}
|
|
|
|
|
|
2019-08-06 20:22:24 +00:00
|
|
|
|
if (GL_ControlModern != null)
|
|
|
|
|
GL_ControlModern.ResetCamera(Runtime.FrameCamera);
|
|
|
|
|
else
|
|
|
|
|
GL_ControlModern.ResetCamera(Runtime.FrameCamera);
|
|
|
|
|
|
2019-07-28 19:14:40 +00:00
|
|
|
|
LoadViewportRuntimeValues();
|
|
|
|
|
UpdateViewport();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void walkToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
UpdateCameraMovement();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void orbitToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
UpdateCameraMovement();
|
|
|
|
|
}
|
2019-08-12 23:27:48 +00:00
|
|
|
|
|
|
|
|
|
private void createScreenshotToolStripMenuItem_Click(object sender, EventArgs e) {
|
|
|
|
|
SaveScreenshot();
|
|
|
|
|
}
|
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
|
|
|
|
}
|
|
|
|
|
}
|