mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-25 20:33:07 +00:00
130 lines
5.6 KiB
C#
130 lines
5.6 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml;
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using Switch_Toolbox.Library;
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using BfshaLibrary;
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namespace FirstPlugin
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{
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public class Bfsha2Xml : XmlDoc
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{
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public static void Save(BfshaFile bfshaFile, string FileName)
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{
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XmlDocument doc = new XmlDocument();
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XmlNode mainNode = doc.CreateElement("SHARCFB");
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AddAttribute(doc, "Name", bfshaFile.Name, mainNode);
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doc.AppendChild(mainNode);
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}
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public static string WriteShaderModel(ShaderModel shaderModel)
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{
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XmlDocument doc = new XmlDocument();
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XmlNode mainNode = doc.CreateElement("shader_model");
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AddAttribute(doc, "name", shaderModel.Name.Replace("\x00", ""), mainNode);
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doc.AppendChild(mainNode);
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WriteShaderOptions(doc, shaderModel.StaticOptions, "static_option_array", mainNode);
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WriteShaderOptions(doc, shaderModel.DynamiOptions, "dynamic_option_array", mainNode);
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WriteSamplers(doc, shaderModel.Samplers, shaderModel.SamplersDict, "sampler_array", mainNode);
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WriteAttributes(doc, shaderModel.Attributes, shaderModel.AttributeDict, "attribute_array", mainNode);
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WriteUniformBlocks(doc, shaderModel.UniformBlocks, shaderModel.UniformBlockDict, "uniform_block_array", mainNode);
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return DocumentToString(doc);
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}
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private static void WriteUniformBlocks(XmlDocument doc, List<UniformBlock> uniformBlocks, ResDict uniformBlockeDictionary, string Name, XmlNode node)
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{
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XmlNode rootNode = doc.CreateElement(Name);
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foreach (var block in uniformBlocks)
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{
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XmlNode childNode = doc.CreateElement("uniform_block");
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AddAttribute(doc, "name", uniformBlockeDictionary.GetKey(block.Index), childNode);
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AddAttribute(doc, "size", block.Size.ToString(), childNode);
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AddAttribute(doc, "type", block.Type.ToString(), childNode);
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rootNode.AppendChild(childNode);
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int ind = 0;
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foreach (var uniform in block.Uniforms)
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{
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XmlNode uniformsNode = doc.CreateElement("uniform");
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if (ind < block.UniformDict.Count && ind >= 0)
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AddAttribute(doc, "name", block.UniformDict.GetKey(ind), uniformsNode);
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AddAttribute(doc, "index", uniform.Index.ToString(), uniformsNode);
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AddAttribute(doc, "block_index", uniform.BlockIndex.ToString(), uniformsNode);
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AddAttribute(doc, "offset", uniform.Offset.ToString(), uniformsNode);
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if (ind < (block.UniformDict.Count - 1) && ind >= 0)
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{
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uint nextOffset = block.Uniforms[ind + 1].Offset;
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uint currentOffset = block.Uniforms[ind].Offset;
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uint Size = nextOffset - currentOffset;
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AddAttribute(doc, "size", Size.ToString(), uniformsNode);
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}
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if (ind == (block.UniformDict.Count - 1))
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{
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AddAttribute(doc, "size", (block.Size - uniform.Offset).ToString(), uniformsNode);
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}
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childNode.AppendChild(uniformsNode);
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ind++;
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}
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}
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node.AppendChild(rootNode);
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}
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private static void WriteAttributes(XmlDocument doc, List<BfshaLibrary.Attribute> attributes, ResDict attributeDictionary, string Name, XmlNode node)
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{
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XmlNode rootNode = doc.CreateElement(Name);
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foreach (var attribute in attributes)
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{
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XmlNode childNode = doc.CreateElement("attribute");
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AddAttribute(doc, "name", attributeDictionary.GetKey(attribute.Index), childNode);
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AddAttribute(doc, "location", attribute.Location.ToString(), childNode);
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AddAttribute(doc, "index", attribute.Index.ToString(), childNode);
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rootNode.AppendChild(childNode);
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}
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node.AppendChild(rootNode);
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}
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private static void WriteSamplers(XmlDocument doc, List<Sampler> samplers, ResDict samplerDictionary, string Name, XmlNode node)
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{
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XmlNode rootNode = doc.CreateElement(Name);
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foreach (var sampler in samplers)
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{
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XmlNode childNode = doc.CreateElement("sampler");
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AddAttribute(doc, "name", samplerDictionary.GetKey(sampler.Index), childNode);
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AddAttribute(doc, "alt", sampler.AltAnnotation, childNode);
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AddAttribute(doc, "index", sampler.Index.ToString(), childNode);
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rootNode.AppendChild(childNode);
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}
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node.AppendChild(rootNode);
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}
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private static void WriteShaderOptions(XmlDocument doc, List<ShaderOption> shaderOptions, string Name, XmlNode node)
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{
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XmlNode rootNode = doc.CreateElement(Name);
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foreach (var option in shaderOptions)
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{
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XmlNode childNode = doc.CreateElement("option");
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AddAttribute(doc, "name", option.Name, childNode);
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AddAttribute(doc, "default", option.defaultChoice, childNode);
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string choices = "";
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foreach (var choice in option.ChoiceDict)
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choices += $" {choice}";
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AddAttribute(doc, "choices", choices, childNode);
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rootNode.AppendChild(childNode);
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}
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node.AppendChild(rootNode);
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}
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}
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}
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