Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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2019-07-16 21:35:21 +00:00
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using 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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using System.IO;
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2019-07-16 21:35:21 +00:00
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using Toolbox.Library.IO;
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using Toolbox.Library.Forms;
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2019-05-10 23:26:45 +00:00
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using System.Drawing;
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2019-07-17 20:14:55 +00:00
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using FirstPlugin.Forms;
|
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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namespace FirstPlugin
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{
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2019-07-19 19:11:55 +00:00
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public class BFFNT : IFileFormat, IEditor<BffntEditor>, IConvertableTextFormat
|
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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2019-05-08 20:45:27 +00:00
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public FileType FileType { get; set; } = FileType.Font;
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Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Cafe Font" };
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public string[] Extension { get; set; } = new string[] { "*.bffnt" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public IFileInfo IFileInfo { get; set; }
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public bool Identify(Stream stream)
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{
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using (var reader = new FileReader(stream, true))
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{
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return reader.CheckSignature(4, "FFNT");
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}
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}
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public Type[] Types
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{
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get
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{
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List<Type> types = new List<Type>();
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return types.ToArray();
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}
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}
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2019-07-17 20:14:55 +00:00
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public FFNT bffnt;
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2019-07-02 21:56:56 +00:00
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2019-07-17 20:14:55 +00:00
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public BffntEditor OpenForm()
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{
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BffntEditor form = new BffntEditor();
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form.Text = "BFFNT Editor";
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form.Dock = DockStyle.Fill;
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form.LoadFontFile(this);
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return form;
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}
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public void FillEditor(UserControl control)
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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
|
|
|
|
{
|
2019-07-17 20:14:55 +00:00
|
|
|
|
((BffntEditor)control).LoadFontFile(this);
|
|
|
|
|
}
|
2019-04-01 19:04:16 +00:00
|
|
|
|
|
2019-07-19 19:11:55 +00:00
|
|
|
|
|
|
|
|
|
#region Text Converter Interface
|
|
|
|
|
public TextFileType TextFileType => TextFileType.Xml;
|
|
|
|
|
public bool CanConvertBack => false;
|
|
|
|
|
|
|
|
|
|
public string ConvertToString()
|
|
|
|
|
{
|
|
|
|
|
return BffntCharSet2Xlor.ToXlor(this);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ConvertFromString(string text)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
2019-07-17 20:14:55 +00:00
|
|
|
|
public void Load(System.IO.Stream stream)
|
|
|
|
|
{
|
2019-07-18 17:33:16 +00:00
|
|
|
|
CanSave = true;
|
|
|
|
|
|
2019-05-12 17:02:39 +00:00
|
|
|
|
bffnt = new FFNT();
|
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
|
|
|
|
bffnt.Read(new FileReader(stream));
|
|
|
|
|
|
2019-07-17 20:14:55 +00:00
|
|
|
|
TGLP tglp = bffnt.FontSection.TextureGlyph;
|
2019-05-10 23:26:45 +00:00
|
|
|
|
|
|
|
|
|
if (tglp.SheetDataList.Count > 0)
|
|
|
|
|
{
|
2019-05-10 23:43:58 +00:00
|
|
|
|
var bntx = STFileLoader.OpenFileFormat("Sheet_0", Utils.CombineByteArray(tglp.SheetDataList.ToArray()));
|
2019-07-17 20:14:55 +00:00
|
|
|
|
if (bntx != null)
|
2019-05-10 23:26:45 +00:00
|
|
|
|
{
|
2019-07-17 20:14:55 +00:00
|
|
|
|
tglp.BinaryTextureFile = (BNTX)bntx;
|
2019-05-10 23:26:45 +00:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2019-05-10 23:39:00 +00:00
|
|
|
|
for (int s = 0; s < tglp.SheetDataList.Count; s++)
|
|
|
|
|
{
|
|
|
|
|
var surface = new Gx2ImageBlock();
|
|
|
|
|
surface.Text = $"Sheet_{s}";
|
|
|
|
|
surface.Load(tglp, s);
|
2019-07-17 20:14:55 +00:00
|
|
|
|
tglp.Gx2Textures.Add(surface);
|
2019-05-10 23:39:00 +00:00
|
|
|
|
}
|
2019-05-10 23:26:45 +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
|
|
|
|
int i = 0;
|
|
|
|
|
foreach (byte[] texture in tglp.SheetDataList)
|
|
|
|
|
{
|
2019-07-17 20:14:55 +00:00
|
|
|
|
// BNTX file = (BNTX)STFileLoader.OpenFileFormat("Sheet" + i++, texture);
|
|
|
|
|
// Nodes.Add(file);
|
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 Unload()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
public byte[] Save()
|
|
|
|
|
{
|
2019-05-12 17:02:39 +00:00
|
|
|
|
MemoryStream mem = new MemoryStream();
|
|
|
|
|
bffnt.Write(new FileWriter(mem));
|
|
|
|
|
return mem.ToArray();
|
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 class SheetEntry : TreeNodeCustom
|
|
|
|
|
{
|
|
|
|
|
public SheetEntry()
|
|
|
|
|
{
|
|
|
|
|
ImageKey = "fileBlank";
|
|
|
|
|
SelectedImageKey = "fileBlank";
|
|
|
|
|
|
|
|
|
|
ContextMenu = new ContextMenu();
|
|
|
|
|
MenuItem export = new MenuItem("Export");
|
|
|
|
|
ContextMenu.MenuItems.Add(export);
|
|
|
|
|
export.Click += Export;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
public byte[] data;
|
|
|
|
|
|
|
|
|
|
public override void OnClick(TreeView treeview)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void Export(object sender, EventArgs args)
|
|
|
|
|
{
|
|
|
|
|
SaveFileDialog sfd = new SaveFileDialog();
|
|
|
|
|
sfd.FileName = Text;
|
|
|
|
|
sfd.DefaultExt = "bntx";
|
|
|
|
|
sfd.Filter = "Supported Formats|*.bntx;|" +
|
|
|
|
|
"All files(*.*)|*.*";
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (sfd.ShowDialog() == DialogResult.OK)
|
|
|
|
|
{
|
|
|
|
|
File.WriteAllBytes(sfd.FileName, data);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class FFNT
|
|
|
|
|
{
|
|
|
|
|
public ushort BOM;
|
2019-05-10 23:26:45 +00:00
|
|
|
|
public ushort HeaderSize;
|
2019-07-17 20:14:55 +00:00
|
|
|
|
public uint Version { get; set; }
|
2019-05-10 23:26:45 +00:00
|
|
|
|
|
2019-07-17 20:14:55 +00:00
|
|
|
|
public FINF FontSection { get; set; }
|
2019-07-17 23:59:17 +00:00
|
|
|
|
public FontKerningTable KerningTable { get; set; }
|
2019-05-10 23:26:45 +00:00
|
|
|
|
|
|
|
|
|
public List<BFFNT_Block> Blocks = new List<BFFNT_Block>();
|
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
|
|
|
|
|
2019-07-17 23:59:17 +00:00
|
|
|
|
public PlatformType Platform { get; set; } = PlatformType.Cafe;
|
|
|
|
|
|
|
|
|
|
public enum PlatformType
|
|
|
|
|
{
|
|
|
|
|
Cafe,
|
|
|
|
|
NX,
|
|
|
|
|
Ctr
|
|
|
|
|
}
|
|
|
|
|
|
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 Read(FileReader reader)
|
|
|
|
|
{
|
2019-05-10 23:26:45 +00:00
|
|
|
|
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
|
|
|
|
|
|
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
|
|
|
|
string Signature = reader.ReadString(4, Encoding.ASCII);
|
2019-07-19 19:11:55 +00:00
|
|
|
|
if (Signature != "FFNT" && Signature != "CFNT")
|
|
|
|
|
throw new Exception($"Invalid signature {Signature}! Expected FFNT or CFNT.");
|
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
|
|
|
|
|
|
|
|
|
BOM = reader.ReadUInt16();
|
2019-05-10 23:26:45 +00:00
|
|
|
|
reader.CheckByteOrderMark(BOM);
|
|
|
|
|
HeaderSize = reader.ReadUInt16();
|
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
|
|
|
|
Version = reader.ReadUInt32();
|
|
|
|
|
uint FileSize = reader.ReadUInt16();
|
2019-05-10 23:26:45 +00:00
|
|
|
|
ushort BlockCount = reader.ReadUInt16();
|
|
|
|
|
ushort Padding = reader.ReadUInt16();
|
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
|
|
|
|
|
2019-07-17 23:59:17 +00:00
|
|
|
|
if (reader.ByteOrder == Syroot.BinaryData.ByteOrder.LittleEndian)
|
|
|
|
|
{
|
|
|
|
|
if (Version > 0x3000000 || Version > 0x00000103)
|
|
|
|
|
Platform = PlatformType.NX;
|
|
|
|
|
else
|
|
|
|
|
Platform = PlatformType.Ctr;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
Platform = PlatformType.Cafe;
|
|
|
|
|
|
2019-07-19 19:11:55 +00:00
|
|
|
|
if (Signature == "CFNT")
|
|
|
|
|
Platform = PlatformType.Ctr;
|
2019-07-17 23:59:17 +00:00
|
|
|
|
|
2019-05-10 23:26:45 +00:00
|
|
|
|
reader.Seek(HeaderSize, SeekOrigin.Begin);
|
2019-07-17 23:01:06 +00:00
|
|
|
|
FontSection = new FINF();
|
|
|
|
|
FontSection.Read(reader, this);
|
|
|
|
|
Blocks.Add(FontSection);
|
|
|
|
|
|
|
|
|
|
//Check for any unread blocks
|
|
|
|
|
reader.Seek(HeaderSize, SeekOrigin.Begin);
|
|
|
|
|
while (!reader.EndOfStream)
|
2019-05-10 23:26:45 +00:00
|
|
|
|
{
|
2019-07-17 23:01:06 +00:00
|
|
|
|
long BlockStart = reader.Position;
|
|
|
|
|
|
|
|
|
|
string BlockSignature = reader.ReadString(4, Encoding.ASCII);
|
|
|
|
|
uint BlockSize = reader.ReadUInt32();
|
|
|
|
|
|
|
|
|
|
switch (BlockSignature)
|
|
|
|
|
{
|
|
|
|
|
case "FFNT":
|
2019-07-18 02:02:57 +00:00
|
|
|
|
case "FFNA":
|
|
|
|
|
case "FCPX":
|
2019-07-17 23:01:06 +00:00
|
|
|
|
case "CWDH":
|
2019-07-18 02:02:57 +00:00
|
|
|
|
case "CGLP":
|
|
|
|
|
case "CMAP":
|
2019-07-17 23:01:06 +00:00
|
|
|
|
case "TGLP":
|
|
|
|
|
case "FINF":
|
|
|
|
|
break;
|
2019-07-17 23:59:17 +00:00
|
|
|
|
case "KRNG":
|
|
|
|
|
KerningTable = new FontKerningTable();
|
|
|
|
|
KerningTable.Read(reader, this);
|
2019-07-17 23:01:06 +00:00
|
|
|
|
break;
|
2019-07-18 02:02:57 +00:00
|
|
|
|
case "GLGR":
|
|
|
|
|
case "HTGL":
|
|
|
|
|
break;
|
2019-07-17 23:01:06 +00:00
|
|
|
|
default:
|
|
|
|
|
throw new Exception("Unknown block found! " + BlockSignature);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
reader.SeekBegin(BlockStart + BlockSize);
|
2019-05-10 23:26:45 +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
|
|
|
|
|
2019-07-17 23:01:06 +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
|
|
|
|
reader.Close();
|
|
|
|
|
reader.Dispose();
|
|
|
|
|
}
|
2019-05-10 23:26:45 +00:00
|
|
|
|
|
2019-07-18 17:33:16 +00:00
|
|
|
|
internal int BlockCounter = 0;
|
2019-05-12 17:02:39 +00:00
|
|
|
|
public void Write(FileWriter writer)
|
|
|
|
|
{
|
|
|
|
|
writer.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
|
|
|
|
|
|
2019-07-18 17:33:16 +00:00
|
|
|
|
BlockCounter = 1;
|
|
|
|
|
|
2019-05-12 17:02:39 +00:00
|
|
|
|
writer.WriteSignature("FFNT");
|
|
|
|
|
writer.Write(BOM);
|
|
|
|
|
writer.CheckByteOrderMark(BOM);
|
|
|
|
|
writer.Write(HeaderSize);
|
|
|
|
|
writer.Write(Version);
|
|
|
|
|
long _ofsFileSize = writer.Position;
|
|
|
|
|
writer.Write(uint.MaxValue);
|
2019-07-18 17:33:16 +00:00
|
|
|
|
long _ofsBlockNum = writer.Position;
|
|
|
|
|
writer.Write((ushort)0); //BlockCount
|
2019-05-12 17:02:39 +00:00
|
|
|
|
writer.Write((ushort)0);
|
2019-07-18 17:33:16 +00:00
|
|
|
|
|
|
|
|
|
writer.SeekBegin(HeaderSize);
|
|
|
|
|
FontSection.Write(writer, this);
|
|
|
|
|
|
|
|
|
|
//Save Block Count
|
|
|
|
|
using (writer.TemporarySeek(_ofsBlockNum, SeekOrigin.Begin))
|
|
|
|
|
{
|
|
|
|
|
writer.Write((ushort)(BlockCounter + 1));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Save File size
|
|
|
|
|
using (writer.TemporarySeek(_ofsFileSize, SeekOrigin.Begin))
|
|
|
|
|
{
|
|
|
|
|
writer.Write((uint)(writer.BaseStream.Length));
|
|
|
|
|
}
|
2019-05-12 17:02:39 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-05-10 23:26:45 +00:00
|
|
|
|
private string CheckSignature(FileReader reader)
|
|
|
|
|
{
|
|
|
|
|
string Signature = reader.ReadString(4, Encoding.ASCII);
|
|
|
|
|
reader.Seek(-4, SeekOrigin.Current);
|
|
|
|
|
return Signature;
|
|
|
|
|
}
|
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
|
|
|
|
}
|
2019-05-10 23:26:45 +00:00
|
|
|
|
|
2019-07-17 23:59:17 +00:00
|
|
|
|
//Kerning Table
|
|
|
|
|
//https://github.com/dnasdw/3dsfont/blob/4ead538d225d5d05929dce9d736bec91a6158052/src/bffnt/ResourceFormat.h
|
|
|
|
|
public class FontKerningTable
|
2019-07-17 23:01:06 +00:00
|
|
|
|
{
|
2019-07-19 19:11:55 +00:00
|
|
|
|
private byte[] Data;
|
|
|
|
|
|
2019-07-17 23:59:17 +00:00
|
|
|
|
public KerningFirstTable FirstTable { get; set; }
|
|
|
|
|
|
|
|
|
|
public void Read(FileReader reader, FFNT Header)
|
2019-07-17 23:01:06 +00:00
|
|
|
|
{
|
2019-07-17 23:59:17 +00:00
|
|
|
|
if (Header.Platform == FFNT.PlatformType.NX)
|
|
|
|
|
{
|
|
|
|
|
ushort FirstWordCount = reader.ReadUInt16();
|
|
|
|
|
ushort padding = reader.ReadUInt16();
|
2019-07-17 23:01:06 +00:00
|
|
|
|
|
2019-07-17 23:59:17 +00:00
|
|
|
|
FirstTable = new KerningFirstTable();
|
|
|
|
|
FirstTable.Read(reader, Header);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class KerningFirstTable
|
|
|
|
|
{
|
2019-07-18 02:02:57 +00:00
|
|
|
|
public uint FirstWordCount { get; set; }
|
|
|
|
|
public uint Offset { get; set; }
|
|
|
|
|
|
2019-07-17 23:59:17 +00:00
|
|
|
|
public void Read(FileReader reader, FFNT Header)
|
|
|
|
|
{
|
|
|
|
|
if (Header.Platform == FFNT.PlatformType.NX)
|
|
|
|
|
{
|
|
|
|
|
uint FirstWordCount = reader.ReadUInt16();
|
|
|
|
|
uint Offset = reader.ReadUInt16();
|
|
|
|
|
}
|
2019-07-17 23:01:06 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-10 23:26:45 +00:00
|
|
|
|
public enum Gx2ImageFormats
|
|
|
|
|
{
|
|
|
|
|
RGBA8_UNORM,
|
|
|
|
|
RGB8_UNORM,
|
|
|
|
|
RGB5A1_UNORM,
|
|
|
|
|
RGB565_UNORM,
|
|
|
|
|
RGBA4_UNORM,
|
|
|
|
|
LA8_UNORM,
|
|
|
|
|
LA4_UNORM,
|
|
|
|
|
A4_UNORM,
|
|
|
|
|
A8_UNORM,
|
|
|
|
|
BC1_UNORM,
|
|
|
|
|
BC2_UNORM,
|
|
|
|
|
BC3_UNORM,
|
|
|
|
|
BC4_UNORM,
|
|
|
|
|
BC5_UNORM,
|
|
|
|
|
RGBA8_SRGB,
|
|
|
|
|
BC1_SRGB,
|
|
|
|
|
BC2_SRGB,
|
|
|
|
|
BC3_SRGB,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class Gx2ImageBlock : STGenericTexture
|
|
|
|
|
{
|
2019-05-10 23:33:07 +00:00
|
|
|
|
public TGLP TextureTGLP;
|
2019-05-10 23:26:45 +00:00
|
|
|
|
|
2019-05-10 23:39:00 +00:00
|
|
|
|
public int SheetIndex = 0;
|
|
|
|
|
|
|
|
|
|
public void Load(TGLP texture, int Index)
|
2019-05-10 23:26:45 +00:00
|
|
|
|
{
|
2019-05-12 17:02:39 +00:00
|
|
|
|
CanReplace = true;
|
|
|
|
|
|
2019-05-10 23:39:00 +00:00
|
|
|
|
SheetIndex = Index;
|
2019-05-10 23:33:07 +00:00
|
|
|
|
TextureTGLP = texture;
|
|
|
|
|
Height = TextureTGLP.SheetHeight;
|
|
|
|
|
Width = TextureTGLP.SheetWidth;
|
|
|
|
|
var BFNTFormat = (Gx2ImageFormats)TextureTGLP.Format;
|
2019-05-10 23:26:45 +00:00
|
|
|
|
Format = ConvertToGeneric(BFNTFormat);
|
|
|
|
|
|
|
|
|
|
ImageKey = "Texture";
|
|
|
|
|
SelectedImageKey = "Texture";
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-12 17:02:39 +00:00
|
|
|
|
public override bool CanEdit { get; set; } = true;
|
|
|
|
|
public override string ExportFilter => FileFilters.GTX;
|
|
|
|
|
public override string ReplaceFilter => FileFilters.GTX;
|
|
|
|
|
|
|
|
|
|
public override void Replace(string FileName)
|
|
|
|
|
{
|
2019-07-16 20:19:47 +00:00
|
|
|
|
Bfres.Structs.FTEX ftex = new Bfres.Structs.FTEX();
|
|
|
|
|
ftex.ReplaceTexture(FileName, Format, 1, SupportedFormats, true, true, false, SwizzlePattern);
|
|
|
|
|
if (ftex.texture != null)
|
2019-05-12 17:02:39 +00:00
|
|
|
|
{
|
2019-07-19 00:19:42 +00:00
|
|
|
|
TextureTGLP.Format = (ushort)ConvertToGx2(ftex.Format);
|
2019-07-16 20:19:47 +00:00
|
|
|
|
TextureTGLP.SheetHeight = (ushort)ftex.texture.Height;
|
|
|
|
|
TextureTGLP.SheetWidth = (ushort)ftex.texture.Width;
|
|
|
|
|
TextureTGLP.SheetDataList[SheetIndex] = ftex.texture.Data;
|
2019-07-19 00:19:42 +00:00
|
|
|
|
Format = ftex.Format;
|
|
|
|
|
Width = ftex.texture.Height;
|
|
|
|
|
Height = ftex.texture.Height;
|
2019-05-12 17:02:39 +00:00
|
|
|
|
|
2019-07-16 20:19:47 +00:00
|
|
|
|
UpdateEditor();
|
2019-05-12 17:02:39 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2019-05-10 23:26:45 +00:00
|
|
|
|
|
|
|
|
|
public override TEX_FORMAT[] SupportedFormats
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
return new TEX_FORMAT[] {
|
2019-05-12 17:09:08 +00:00
|
|
|
|
TEX_FORMAT.R8_UNORM,
|
|
|
|
|
TEX_FORMAT.BC1_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.BC1_UNORM,
|
|
|
|
|
TEX_FORMAT.BC2_UNORM,
|
|
|
|
|
TEX_FORMAT.BC2_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.BC3_UNORM,
|
|
|
|
|
TEX_FORMAT.BC3_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.BC4_UNORM,
|
|
|
|
|
TEX_FORMAT.BC5_UNORM,
|
|
|
|
|
TEX_FORMAT.R8G8_UNORM,
|
|
|
|
|
TEX_FORMAT.B5G6R5_UNORM,
|
|
|
|
|
TEX_FORMAT.B5G5R5A1_UNORM,
|
|
|
|
|
TEX_FORMAT.R8G8B8A8_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.R8G8B8A8_UNORM,
|
2019-05-10 23:26:45 +00:00
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public TEX_FORMAT ConvertToGeneric(Gx2ImageFormats Format)
|
|
|
|
|
{
|
|
|
|
|
switch (Format)
|
|
|
|
|
{
|
|
|
|
|
case Gx2ImageFormats.A8_UNORM: return TEX_FORMAT.R8_UNORM;
|
|
|
|
|
case Gx2ImageFormats.BC1_SRGB: return TEX_FORMAT.BC1_UNORM_SRGB;
|
|
|
|
|
case Gx2ImageFormats.BC1_UNORM: return TEX_FORMAT.BC1_UNORM;
|
|
|
|
|
case Gx2ImageFormats.BC2_UNORM: return TEX_FORMAT.BC2_UNORM;
|
|
|
|
|
case Gx2ImageFormats.BC2_SRGB: return TEX_FORMAT.BC2_UNORM_SRGB;
|
|
|
|
|
case Gx2ImageFormats.BC3_UNORM: return TEX_FORMAT.BC3_UNORM;
|
2019-05-12 17:09:08 +00:00
|
|
|
|
case Gx2ImageFormats.BC3_SRGB: return TEX_FORMAT.BC3_UNORM_SRGB;
|
2019-05-10 23:26:45 +00:00
|
|
|
|
case Gx2ImageFormats.BC4_UNORM: return TEX_FORMAT.BC4_UNORM;
|
|
|
|
|
case Gx2ImageFormats.BC5_UNORM: return TEX_FORMAT.BC5_UNORM;
|
|
|
|
|
case Gx2ImageFormats.LA4_UNORM: return TEX_FORMAT.R4G4_UNORM;
|
|
|
|
|
case Gx2ImageFormats.LA8_UNORM: return TEX_FORMAT.R8G8_UNORM;
|
|
|
|
|
case Gx2ImageFormats.RGB565_UNORM: return TEX_FORMAT.B5G6R5_UNORM;
|
|
|
|
|
case Gx2ImageFormats.RGB5A1_UNORM: return TEX_FORMAT.B5G5R5A1_UNORM;
|
|
|
|
|
case Gx2ImageFormats.RGB8_UNORM: return TEX_FORMAT.R8G8_UNORM;
|
|
|
|
|
case Gx2ImageFormats.RGBA8_SRGB: return TEX_FORMAT.R8G8B8A8_UNORM_SRGB;
|
|
|
|
|
case Gx2ImageFormats.RGBA8_UNORM: return TEX_FORMAT.R8G8B8A8_UNORM;
|
|
|
|
|
default:
|
|
|
|
|
throw new NotImplementedException("Unsupported format " + Format);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-12 17:02:39 +00:00
|
|
|
|
public Gx2ImageFormats ConvertToGx2(TEX_FORMAT Format)
|
|
|
|
|
{
|
|
|
|
|
switch (Format)
|
|
|
|
|
{
|
|
|
|
|
case TEX_FORMAT.R8_UNORM: return Gx2ImageFormats.A8_UNORM;
|
|
|
|
|
case TEX_FORMAT.BC1_UNORM_SRGB: return Gx2ImageFormats.BC1_SRGB;
|
|
|
|
|
case TEX_FORMAT.BC1_UNORM: return Gx2ImageFormats.BC1_UNORM;
|
|
|
|
|
case TEX_FORMAT.BC2_UNORM_SRGB: return Gx2ImageFormats.BC2_SRGB;
|
|
|
|
|
case TEX_FORMAT.BC2_UNORM: return Gx2ImageFormats.BC2_UNORM;
|
|
|
|
|
case TEX_FORMAT.BC3_UNORM_SRGB: return Gx2ImageFormats.BC3_SRGB;
|
|
|
|
|
case TEX_FORMAT.BC3_UNORM: return Gx2ImageFormats.BC3_UNORM;
|
|
|
|
|
case TEX_FORMAT.BC4_UNORM: return Gx2ImageFormats.BC4_UNORM;
|
|
|
|
|
case TEX_FORMAT.BC5_UNORM: return Gx2ImageFormats.BC5_UNORM;
|
|
|
|
|
case TEX_FORMAT.R4G4_UNORM: return Gx2ImageFormats.LA4_UNORM;
|
|
|
|
|
case TEX_FORMAT.R8G8_UNORM: return Gx2ImageFormats.RGB8_UNORM;
|
|
|
|
|
case TEX_FORMAT.B5G6R5_UNORM: return Gx2ImageFormats.RGB565_UNORM;
|
|
|
|
|
case TEX_FORMAT.B5G5R5A1_UNORM: return Gx2ImageFormats.RGB5A1_UNORM;
|
|
|
|
|
case TEX_FORMAT.R8G8B8A8_UNORM_SRGB: return Gx2ImageFormats.RGBA8_SRGB;
|
|
|
|
|
case TEX_FORMAT.R8G8B8A8_UNORM: return Gx2ImageFormats.RGBA8_UNORM;
|
|
|
|
|
default:
|
|
|
|
|
throw new NotImplementedException("Unsupported format " + Format);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-10 23:26:45 +00:00
|
|
|
|
public override void SetImageData(Bitmap bitmap, int ArrayLevel)
|
|
|
|
|
{
|
2019-05-12 17:02:39 +00:00
|
|
|
|
if (bitmap == null)
|
|
|
|
|
return; //Image is likely disposed and not needed to be applied
|
|
|
|
|
|
|
|
|
|
uint Gx2Format = (uint)Bfres.Structs.FTEX.ConvertToGx2Format(Format);
|
|
|
|
|
Width = (uint)bitmap.Width;
|
|
|
|
|
Height = (uint)bitmap.Height;
|
|
|
|
|
|
|
|
|
|
MipCount = 1;
|
|
|
|
|
uint[] MipOffsets = new uint[MipCount];
|
|
|
|
|
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
//Create image block from bitmap first
|
2019-05-19 18:25:37 +00:00
|
|
|
|
var data = GenerateMipsAndCompress(bitmap, MipCount, Format);
|
2019-05-12 17:02:39 +00:00
|
|
|
|
|
|
|
|
|
//Swizzle and create surface
|
|
|
|
|
var surface = GX2.CreateGx2Texture(data, Text,
|
2019-07-16 20:19:47 +00:00
|
|
|
|
(uint)4,
|
2019-05-12 17:02:39 +00:00
|
|
|
|
(uint)0,
|
|
|
|
|
(uint)Width,
|
|
|
|
|
(uint)Height,
|
|
|
|
|
(uint)1,
|
|
|
|
|
(uint)Gx2Format,
|
2019-07-16 20:19:47 +00:00
|
|
|
|
(uint)SwizzlePattern,
|
2019-05-12 17:02:39 +00:00
|
|
|
|
(uint)1,
|
|
|
|
|
(uint)MipCount
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
TextureTGLP.Format = (ushort)ConvertToGx2(Format);
|
|
|
|
|
TextureTGLP.SheetHeight = (ushort)surface.height;
|
|
|
|
|
TextureTGLP.SheetWidth = (ushort)surface.width;
|
|
|
|
|
TextureTGLP.SheetDataList[SheetIndex] = surface.data;
|
|
|
|
|
|
|
|
|
|
IsEdited = true;
|
|
|
|
|
UpdateEditor();
|
|
|
|
|
}
|
|
|
|
|
catch (Exception ex)
|
|
|
|
|
{
|
|
|
|
|
STErrorDialog.Show("Failed to swizzle and compress image " + Text, "Error", ex.ToString());
|
|
|
|
|
}
|
2019-05-10 23:26:45 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-05-12 20:53:55 +00:00
|
|
|
|
private const uint SwizzleBase = 0x00000000;
|
2019-05-12 15:52:36 +00:00
|
|
|
|
|
2019-05-12 16:17:57 +00:00
|
|
|
|
private uint swizzle;
|
2019-05-12 15:52:36 +00:00
|
|
|
|
private uint Swizzle
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
2019-05-12 16:17:57 +00:00
|
|
|
|
swizzle = SwizzleBase;
|
|
|
|
|
swizzle |= (uint)(SheetIndex * 2) << 8;
|
|
|
|
|
return swizzle;
|
2019-05-12 15:52:36 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-12 20:53:55 +00:00
|
|
|
|
private uint SwizzlePattern
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
return (uint)(SheetIndex * 2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-10 23:26:45 +00:00
|
|
|
|
public override byte[] GetImageData(int ArrayLevel = 0, int MipLevel = 0)
|
|
|
|
|
{
|
|
|
|
|
uint bpp = GetBytesPerPixel(Format);
|
|
|
|
|
|
|
|
|
|
GX2.GX2Surface surf = new GX2.GX2Surface();
|
|
|
|
|
surf.bpp = bpp;
|
|
|
|
|
surf.height = Height;
|
|
|
|
|
surf.width = Width;
|
|
|
|
|
surf.aa = (uint)GX2.GX2AAMode.GX2_AA_MODE_1X;
|
|
|
|
|
surf.alignment = 0;
|
|
|
|
|
surf.depth = 1;
|
|
|
|
|
surf.dim = (uint)GX2.GX2SurfaceDimension.DIM_2D;
|
|
|
|
|
surf.format = (uint)Bfres.Structs.FTEX.ConvertToGx2Format(Format);
|
|
|
|
|
surf.use = (uint)GX2.GX2SurfaceUse.USE_COLOR_BUFFER;
|
|
|
|
|
surf.pitch = 0;
|
2019-05-10 23:39:00 +00:00
|
|
|
|
surf.data = TextureTGLP.SheetDataList[SheetIndex];
|
2019-05-10 23:26:45 +00:00
|
|
|
|
surf.numMips = 1;
|
|
|
|
|
surf.mipOffset = new uint[0];
|
|
|
|
|
surf.mipData = null;
|
|
|
|
|
surf.tileMode = (uint)GX2.GX2TileMode.MODE_2D_TILED_THIN1;
|
2019-05-12 15:52:36 +00:00
|
|
|
|
surf.swizzle = Swizzle;
|
2019-05-10 23:26:45 +00:00
|
|
|
|
surf.numArray = 1;
|
|
|
|
|
|
2019-06-30 20:49:24 +00:00
|
|
|
|
return GX2.Decode(surf, ArrayLevel, MipLevel);
|
2019-05-10 23:26:45 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void OnClick(TreeView treeview)
|
|
|
|
|
{
|
|
|
|
|
UpdateEditor();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void UpdateEditor()
|
|
|
|
|
{
|
2019-07-11 21:22:59 +00:00
|
|
|
|
ImageEditorBase editor = (ImageEditorBase)LibraryGUI.GetActiveContent(typeof(ImageEditorBase));
|
2019-05-10 23:26:45 +00:00
|
|
|
|
if (editor == null)
|
|
|
|
|
{
|
|
|
|
|
editor = new ImageEditorBase();
|
|
|
|
|
editor.Dock = DockStyle.Fill;
|
2019-07-11 21:22:59 +00:00
|
|
|
|
LibraryGUI.LoadEditor(editor);
|
2019-05-10 23:26:45 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Properties prop = new Properties();
|
|
|
|
|
prop.Width = Width;
|
|
|
|
|
prop.Height = Height;
|
|
|
|
|
prop.Depth = Depth;
|
|
|
|
|
prop.MipCount = MipCount;
|
|
|
|
|
prop.ArrayCount = ArrayCount;
|
2019-05-10 23:39:00 +00:00
|
|
|
|
prop.ImageSize = (uint)TextureTGLP.SheetDataList[SheetIndex].Length;
|
2019-05-10 23:26:45 +00:00
|
|
|
|
prop.Format = Format;
|
2019-05-12 15:52:36 +00:00
|
|
|
|
prop.Swizzle = Swizzle;
|
|
|
|
|
|
2019-05-10 23:26:45 +00:00
|
|
|
|
|
|
|
|
|
editor.Text = Text;
|
|
|
|
|
editor.LoadProperties(prop);
|
|
|
|
|
editor.LoadImage(this);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class BFFNT_Block
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class FINF : BFFNT_Block
|
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
|
|
|
|
{
|
2019-07-17 23:01:06 +00:00
|
|
|
|
public Dictionary<char, int> CodeMapDictionary = new Dictionary<char, int>();
|
|
|
|
|
|
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 uint Size;
|
2019-07-17 20:14:55 +00:00
|
|
|
|
public FontType Type { get; set; }
|
|
|
|
|
public byte Width { get; set; }
|
|
|
|
|
public byte Height { get; set; }
|
|
|
|
|
public byte Ascent { get; set; }
|
|
|
|
|
public ushort LineFeed { get; set; }
|
|
|
|
|
public ushort AlterCharIndex { get; set; }
|
|
|
|
|
public byte DefaultLeftWidth { get; set; }
|
|
|
|
|
public byte DefaultGlyphWidth { get; set; }
|
|
|
|
|
public byte DefaultCharWidth { get; set; }
|
|
|
|
|
public CharacterCode CharEncoding { get; set; }
|
|
|
|
|
public TGLP TextureGlyph;
|
|
|
|
|
public CMAP CodeMap;
|
|
|
|
|
public CWDH CharacterWidth;
|
|
|
|
|
|
2019-07-18 02:02:57 +00:00
|
|
|
|
public List<CWDH> CharacterWidths { get; set; }
|
|
|
|
|
public List<CMAP> CodeMaps { get; set; }
|
|
|
|
|
|
2019-07-17 20:14:55 +00:00
|
|
|
|
public enum FontType : byte
|
|
|
|
|
{
|
|
|
|
|
Glyph = 1,
|
|
|
|
|
Texture = 2,
|
|
|
|
|
PackedTexture = 3,
|
|
|
|
|
}
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
|
2019-07-17 20:14:55 +00:00
|
|
|
|
public enum CharacterCode : byte
|
|
|
|
|
{
|
|
|
|
|
Unicode = 1,
|
|
|
|
|
ShiftJIS = 2,
|
|
|
|
|
CP1252 = 3,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Read(FileReader reader, FFNT Header)
|
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
|
|
|
|
{
|
2019-07-18 02:02:57 +00:00
|
|
|
|
CharacterWidths = new List<CWDH>();
|
|
|
|
|
CodeMaps = new List<CMAP>();
|
|
|
|
|
|
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
|
|
|
|
string Signature = reader.ReadString(4, Encoding.ASCII);
|
|
|
|
|
if (Signature != "FINF")
|
|
|
|
|
throw new Exception($"Invalid signature {Signature}! Expected FINF.");
|
|
|
|
|
Size = reader.ReadUInt32();
|
2019-07-19 19:11:55 +00:00
|
|
|
|
|
|
|
|
|
if (Header.Platform == FFNT.PlatformType.Ctr)
|
|
|
|
|
{
|
|
|
|
|
Type = reader.ReadEnum<FontType>(true);
|
|
|
|
|
LineFeed = reader.ReadUInt16();
|
|
|
|
|
AlterCharIndex = reader.ReadUInt16();
|
|
|
|
|
DefaultLeftWidth = reader.ReadByte();
|
|
|
|
|
DefaultGlyphWidth = reader.ReadByte();
|
|
|
|
|
DefaultCharWidth = reader.ReadByte();
|
|
|
|
|
CharEncoding = reader.ReadEnum<CharacterCode>(true);
|
|
|
|
|
uint tglpOffset = reader.ReadUInt32();
|
|
|
|
|
uint cwdhOffset = reader.ReadUInt32();
|
|
|
|
|
uint cmapOffset = reader.ReadUInt32();
|
|
|
|
|
|
|
|
|
|
Height = reader.ReadByte();
|
|
|
|
|
Width = reader.ReadByte();
|
|
|
|
|
Ascent = reader.ReadByte();
|
|
|
|
|
reader.ReadByte(); //Padding
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//Add counter for TGLP
|
|
|
|
|
//Note the other counters are inside sections due to recusive setup
|
|
|
|
|
Header.BlockCounter += 1;
|
|
|
|
|
|
|
|
|
|
TextureGlyph = new TGLP();
|
|
|
|
|
using (reader.TemporarySeek(tglpOffset - 8, SeekOrigin.Begin))
|
|
|
|
|
TextureGlyph.Read(reader);
|
|
|
|
|
|
|
|
|
|
CharacterWidth = new CWDH();
|
|
|
|
|
CharacterWidths.Add(CharacterWidth);
|
|
|
|
|
using (reader.TemporarySeek(cwdhOffset - 8, SeekOrigin.Begin))
|
|
|
|
|
CharacterWidth.Read(reader, Header, CharacterWidths);
|
|
|
|
|
|
|
|
|
|
CodeMap = new CMAP();
|
|
|
|
|
CodeMaps.Add(CodeMap);
|
|
|
|
|
using (reader.TemporarySeek(cmapOffset - 8, SeekOrigin.Begin))
|
|
|
|
|
CodeMap.Read(reader, Header, CodeMaps);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
Type = reader.ReadEnum<FontType>(true);
|
|
|
|
|
Height = reader.ReadByte();
|
|
|
|
|
Width = reader.ReadByte();
|
|
|
|
|
Ascent = reader.ReadByte();
|
|
|
|
|
LineFeed = reader.ReadUInt16();
|
|
|
|
|
AlterCharIndex = reader.ReadUInt16();
|
|
|
|
|
DefaultLeftWidth = reader.ReadByte();
|
|
|
|
|
DefaultGlyphWidth = reader.ReadByte();
|
|
|
|
|
DefaultCharWidth = reader.ReadByte();
|
|
|
|
|
CharEncoding = reader.ReadEnum<CharacterCode>(true);
|
|
|
|
|
uint tglpOffset = reader.ReadUInt32();
|
|
|
|
|
uint cwdhOffset = reader.ReadUInt32();
|
|
|
|
|
uint cmapOffset = reader.ReadUInt32();
|
|
|
|
|
|
|
|
|
|
//Add counter for TGLP
|
|
|
|
|
//Note the other counters are inside sections due to recusive setup
|
|
|
|
|
Header.BlockCounter += 1;
|
|
|
|
|
|
|
|
|
|
TextureGlyph = new TGLP();
|
|
|
|
|
using (reader.TemporarySeek(tglpOffset - 8, SeekOrigin.Begin))
|
|
|
|
|
TextureGlyph.Read(reader);
|
|
|
|
|
|
|
|
|
|
CharacterWidth = new CWDH();
|
|
|
|
|
CharacterWidths.Add(CharacterWidth);
|
|
|
|
|
using (reader.TemporarySeek(cwdhOffset - 8, SeekOrigin.Begin))
|
|
|
|
|
CharacterWidth.Read(reader, Header, CharacterWidths);
|
|
|
|
|
|
|
|
|
|
CodeMap = new CMAP();
|
|
|
|
|
CodeMaps.Add(CodeMap);
|
|
|
|
|
using (reader.TemporarySeek(cmapOffset - 8, SeekOrigin.Begin))
|
|
|
|
|
CodeMap.Read(reader, Header, CodeMaps);
|
|
|
|
|
|
|
|
|
|
}
|
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
|
|
|
|
}
|
2019-05-12 17:02:39 +00:00
|
|
|
|
|
2019-07-18 17:33:16 +00:00
|
|
|
|
public void Write(FileWriter writer, FFNT header)
|
2019-05-12 17:02:39 +00:00
|
|
|
|
{
|
2019-07-18 17:33:16 +00:00
|
|
|
|
long pos = writer.Position;
|
|
|
|
|
|
2019-05-12 17:02:39 +00:00
|
|
|
|
writer.WriteSignature("FINF");
|
|
|
|
|
writer.Write(uint.MaxValue);
|
2019-07-17 20:14:55 +00:00
|
|
|
|
writer.Write(Type, true);
|
2019-05-12 17:02:39 +00:00
|
|
|
|
writer.Write(Height);
|
|
|
|
|
writer.Write(Width);
|
2019-07-17 20:14:55 +00:00
|
|
|
|
writer.Write(Ascent);
|
2019-05-12 17:02:39 +00:00
|
|
|
|
writer.Write(LineFeed);
|
|
|
|
|
writer.Write(AlterCharIndex);
|
|
|
|
|
writer.Write(DefaultLeftWidth);
|
|
|
|
|
writer.Write(DefaultGlyphWidth);
|
|
|
|
|
writer.Write(DefaultCharWidth);
|
2019-07-17 20:14:55 +00:00
|
|
|
|
writer.Write(CharEncoding, true);
|
2019-05-12 17:02:39 +00:00
|
|
|
|
|
|
|
|
|
long _ofsTGLP = writer.Position;
|
|
|
|
|
writer.Write(uint.MaxValue);
|
|
|
|
|
long _ofsCWDH = writer.Position;
|
|
|
|
|
writer.Write(uint.MaxValue);
|
|
|
|
|
long _ofsCMAP = writer.Position;
|
|
|
|
|
writer.Write(uint.MaxValue);
|
2019-07-18 17:33:16 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//Save section size
|
|
|
|
|
long endPos = writer.Position;
|
|
|
|
|
using (writer.TemporarySeek(pos + 4, SeekOrigin.Begin))
|
|
|
|
|
{
|
|
|
|
|
writer.Write((uint)(endPos - pos));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Save Texture Glyph
|
|
|
|
|
writer.WriteUint32Offset(_ofsTGLP, -8);
|
|
|
|
|
TextureGlyph.Write(writer, header);
|
|
|
|
|
|
|
|
|
|
//Save Character Widths
|
|
|
|
|
writer.WriteUint32Offset(_ofsCWDH, -8);
|
|
|
|
|
CharacterWidth.Write(writer, header);
|
|
|
|
|
|
|
|
|
|
//Save Code Maps
|
|
|
|
|
writer.WriteUint32Offset(_ofsCMAP, -8);
|
|
|
|
|
CodeMap.Write(writer, header);
|
2019-05-12 17:02:39 +00:00
|
|
|
|
}
|
2019-07-18 02:02:57 +00:00
|
|
|
|
|
|
|
|
|
public CWDH GetCharacterWidth(int index)
|
|
|
|
|
{
|
|
|
|
|
if (index == -1)
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < CharacterWidths.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
if (CharacterWidths[i].StartIndex <= index && CharacterWidths[i].EndIndex >= index)
|
|
|
|
|
{
|
|
|
|
|
int CharaIndex = index - CharacterWidths[i].StartIndex;
|
|
|
|
|
return CharacterWidths[CharaIndex];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
throw new Exception("Failed to get valid character index!");
|
|
|
|
|
}
|
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 class TGLP
|
|
|
|
|
{
|
2019-07-17 20:14:55 +00:00
|
|
|
|
public BNTX BinaryTextureFile;
|
|
|
|
|
public List<Gx2ImageBlock> Gx2Textures = new List<Gx2ImageBlock>();
|
|
|
|
|
|
2019-07-17 23:01:06 +00:00
|
|
|
|
public uint SectionSize;
|
2019-07-17 20:14:55 +00:00
|
|
|
|
public byte CellWidth { get; set; }
|
|
|
|
|
public byte CellHeight { get; set; }
|
|
|
|
|
public byte MaxCharWidth { get; set; }
|
|
|
|
|
public byte SheetCount { get; private set; }
|
|
|
|
|
public uint SheetSize { get; set; }
|
|
|
|
|
public ushort BaseLinePos { get; set; }
|
|
|
|
|
public ushort Format { get; set; }
|
|
|
|
|
public ushort ColumnCount { get; set; }
|
|
|
|
|
public ushort RowCount { get; set; }
|
|
|
|
|
public ushort SheetWidth { get; set; }
|
|
|
|
|
public ushort SheetHeight { get; set; }
|
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 List<byte[]> SheetDataList = new List<byte[]>();
|
|
|
|
|
|
|
|
|
|
public void Read(FileReader reader)
|
|
|
|
|
{
|
|
|
|
|
string Signature = reader.ReadString(4, Encoding.ASCII);
|
|
|
|
|
if (Signature != "TGLP")
|
|
|
|
|
throw new Exception($"Invalid signature {Signature}! Expected TGLP.");
|
2019-07-17 23:01:06 +00:00
|
|
|
|
SectionSize = reader.ReadUInt32();
|
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
|
|
|
|
CellWidth = reader.ReadByte();
|
|
|
|
|
CellHeight = reader.ReadByte();
|
2019-07-17 20:14:55 +00:00
|
|
|
|
SheetCount = reader.ReadByte();
|
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
|
|
|
|
MaxCharWidth = reader.ReadByte();
|
|
|
|
|
SheetSize = reader.ReadUInt32();
|
|
|
|
|
BaseLinePos = reader.ReadUInt16();
|
|
|
|
|
Format = reader.ReadUInt16();
|
|
|
|
|
ColumnCount = reader.ReadUInt16();
|
|
|
|
|
RowCount = reader.ReadUInt16();
|
|
|
|
|
SheetWidth = reader.ReadUInt16();
|
|
|
|
|
SheetHeight = reader.ReadUInt16();
|
|
|
|
|
uint sheetOffset = reader.ReadUInt32();
|
|
|
|
|
|
|
|
|
|
using (reader.TemporarySeek(sheetOffset, SeekOrigin.Begin))
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < SheetCount; i++)
|
|
|
|
|
{
|
2019-05-10 23:43:58 +00:00
|
|
|
|
SheetDataList.Add(reader.ReadBytes((int)SheetSize));
|
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
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-05-12 17:02:39 +00:00
|
|
|
|
|
2019-07-18 17:33:16 +00:00
|
|
|
|
public void Write(FileWriter writer, FFNT Header)
|
2019-05-12 17:02:39 +00:00
|
|
|
|
{
|
2019-07-18 17:33:16 +00:00
|
|
|
|
long pos = writer.Position;
|
|
|
|
|
|
2019-05-12 17:02:39 +00:00
|
|
|
|
writer.WriteSignature("TGLP");
|
|
|
|
|
writer.Write(uint.MaxValue);
|
|
|
|
|
writer.Write(CellWidth);
|
|
|
|
|
writer.Write(CellHeight);
|
|
|
|
|
writer.Write((byte)SheetDataList.Count);
|
|
|
|
|
writer.Write(MaxCharWidth);
|
|
|
|
|
writer.Write(SheetDataList[0].Length);
|
|
|
|
|
writer.Write(BaseLinePos);
|
|
|
|
|
writer.Write(Format);
|
|
|
|
|
writer.Write(ColumnCount);
|
|
|
|
|
writer.Write(RowCount);
|
|
|
|
|
writer.Write(SheetWidth);
|
|
|
|
|
writer.Write(SheetHeight);
|
|
|
|
|
long _ofsSheetBlocks = writer.Position;
|
|
|
|
|
writer.Write(uint.MaxValue);
|
2019-07-18 17:33:16 +00:00
|
|
|
|
|
|
|
|
|
if (Header.Platform == FFNT.PlatformType.NX)
|
|
|
|
|
writer.Align(4096);
|
|
|
|
|
else
|
|
|
|
|
writer.Align(8192);
|
2019-05-12 17:02:39 +00:00
|
|
|
|
|
2019-07-18 18:09:54 +00:00
|
|
|
|
if (BinaryTextureFile != null)
|
2019-07-20 00:47:17 +00:00
|
|
|
|
SheetDataList[0] = BinaryTextureFile.Save();
|
2019-07-18 18:09:54 +00:00
|
|
|
|
|
2019-05-12 17:02:39 +00:00
|
|
|
|
long DataPosition = writer.Position;
|
|
|
|
|
using (writer.TemporarySeek(_ofsSheetBlocks, SeekOrigin.Begin))
|
|
|
|
|
{
|
|
|
|
|
writer.Write((uint)DataPosition);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < SheetDataList.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
writer.Write(SheetDataList[i]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2019-07-18 17:33:16 +00:00
|
|
|
|
long SectionEndPosition = writer.Position;
|
2019-05-12 17:02:39 +00:00
|
|
|
|
//End of section. Set the size
|
2019-07-18 17:33:16 +00:00
|
|
|
|
using (writer.TemporarySeek(pos + 4, SeekOrigin.Begin))
|
2019-05-12 17:02:39 +00:00
|
|
|
|
{
|
2019-07-18 17:33:16 +00:00
|
|
|
|
writer.Write((uint)(SectionEndPosition - pos));
|
2019-05-12 17:02:39 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2019-07-17 20:14:55 +00:00
|
|
|
|
|
|
|
|
|
public STGenericTexture GetImageSheet(int Index)
|
|
|
|
|
{
|
|
|
|
|
if (BinaryTextureFile != null) //BNTX uses only one image with multiple arrays
|
|
|
|
|
return BinaryTextureFile.Textures.ElementAt(0).Value;
|
|
|
|
|
else
|
|
|
|
|
return Gx2Textures[Index];
|
|
|
|
|
}
|
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
|
|
|
|
}
|
2019-05-13 19:29:40 +00:00
|
|
|
|
|
2019-07-18 02:02:57 +00:00
|
|
|
|
public interface CharMapping { }
|
|
|
|
|
|
|
|
|
|
public class CMAPIndexTable : CharMapping
|
|
|
|
|
{
|
|
|
|
|
public short[] Table { get; set; }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class CMAPDirect : CharMapping
|
|
|
|
|
{
|
|
|
|
|
public ushort Offset { get; set; }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class CMAPScanMapping : CharMapping
|
|
|
|
|
{
|
|
|
|
|
public uint[] Codes { get; set; }
|
|
|
|
|
public short[] Indexes { get; set; }
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-13 19:29:40 +00:00
|
|
|
|
public class CMAP
|
|
|
|
|
{
|
2019-07-17 23:01:06 +00:00
|
|
|
|
public uint SectionSize;
|
|
|
|
|
|
|
|
|
|
public char CharacterCodeBegin { get; set; }
|
|
|
|
|
public char CharacterCodeEnd { get; set; }
|
2019-05-13 19:29:40 +00:00
|
|
|
|
|
|
|
|
|
public Mapping MappingMethod { get; set; }
|
|
|
|
|
|
|
|
|
|
private ushort Padding;
|
|
|
|
|
|
2019-07-18 02:02:57 +00:00
|
|
|
|
public CharMapping MappingData;
|
|
|
|
|
|
2019-05-13 19:29:40 +00:00
|
|
|
|
public enum Mapping : ushort
|
|
|
|
|
{
|
|
|
|
|
Direct,
|
|
|
|
|
Table,
|
|
|
|
|
Scan,
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-17 23:01:06 +00:00
|
|
|
|
public CMAP NextCodeMapSection { get; set; }
|
|
|
|
|
|
2019-07-18 02:02:57 +00:00
|
|
|
|
public void Read(FileReader reader, FFNT header, List<CMAP> CodeMaps)
|
2019-05-13 19:29:40 +00:00
|
|
|
|
{
|
2019-07-17 23:01:06 +00:00
|
|
|
|
uint CodeBegin = 0;
|
|
|
|
|
uint CodeEnd = 0;
|
|
|
|
|
|
|
|
|
|
long pos = reader.Position;
|
|
|
|
|
|
2019-07-17 20:14:55 +00:00
|
|
|
|
reader.ReadSignature(4, "CMAP");
|
2019-07-17 23:01:06 +00:00
|
|
|
|
SectionSize = reader.ReadUInt32();
|
2019-07-17 23:59:17 +00:00
|
|
|
|
if (header.Platform == FFNT.PlatformType.NX)
|
2019-05-13 19:29:40 +00:00
|
|
|
|
{
|
2019-07-17 23:01:06 +00:00
|
|
|
|
CodeBegin = reader.ReadUInt32();
|
|
|
|
|
CodeEnd = reader.ReadUInt32();
|
2019-05-13 19:29:40 +00:00
|
|
|
|
MappingMethod = reader.ReadEnum<Mapping>(true);
|
|
|
|
|
Padding = reader.ReadUInt16();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2019-07-17 23:01:06 +00:00
|
|
|
|
CodeBegin = reader.ReadUInt16();
|
|
|
|
|
CodeEnd = reader.ReadUInt16();
|
2019-05-13 19:29:40 +00:00
|
|
|
|
MappingMethod = reader.ReadEnum<Mapping>(true);
|
|
|
|
|
Padding = reader.ReadUInt16();
|
|
|
|
|
}
|
2019-07-17 23:01:06 +00:00
|
|
|
|
|
|
|
|
|
CharacterCodeBegin = (char)CodeBegin;
|
|
|
|
|
CharacterCodeEnd = (char)CodeEnd;
|
|
|
|
|
|
2019-05-13 19:29:40 +00:00
|
|
|
|
uint NextMapOffset = reader.ReadUInt32();
|
2019-07-17 23:01:06 +00:00
|
|
|
|
|
|
|
|
|
//Mapping methods from
|
|
|
|
|
https://github.com/IcySon55/Kuriimu/blob/f670c2719affc1eaef8b4c40e40985881247acc7/src/Cetera/Font/BFFNT.cs#L211
|
|
|
|
|
switch (MappingMethod)
|
|
|
|
|
{
|
|
|
|
|
case Mapping.Direct:
|
|
|
|
|
var charOffset = reader.ReadUInt16();
|
|
|
|
|
for (char i = CharacterCodeBegin; i <= CharacterCodeEnd; i++)
|
|
|
|
|
{
|
|
|
|
|
int idx = i - CharacterCodeBegin + charOffset;
|
|
|
|
|
header.FontSection.CodeMapDictionary[i] = idx < ushort.MaxValue ? idx : 0;
|
|
|
|
|
}
|
2019-07-18 02:02:57 +00:00
|
|
|
|
|
|
|
|
|
MappingData = new CMAPDirect();
|
|
|
|
|
((CMAPDirect)MappingData).Offset = charOffset;
|
2019-07-17 23:01:06 +00:00
|
|
|
|
break;
|
|
|
|
|
case Mapping.Table:
|
2019-07-18 02:02:57 +00:00
|
|
|
|
List<short> table = new List<short>();
|
2019-07-17 23:01:06 +00:00
|
|
|
|
for (char i = CharacterCodeBegin; i <= CharacterCodeEnd; i++)
|
|
|
|
|
{
|
|
|
|
|
short idx = reader.ReadInt16();
|
|
|
|
|
if (idx != -1) header.FontSection.CodeMapDictionary[i] = idx;
|
2019-07-18 02:02:57 +00:00
|
|
|
|
|
|
|
|
|
table.Add(idx);
|
2019-07-17 23:01:06 +00:00
|
|
|
|
}
|
2019-07-18 02:02:57 +00:00
|
|
|
|
|
|
|
|
|
MappingData = new CMAPIndexTable();
|
|
|
|
|
((CMAPIndexTable)MappingData).Table = table.ToArray();
|
2019-07-17 23:01:06 +00:00
|
|
|
|
break;
|
|
|
|
|
case Mapping.Scan:
|
|
|
|
|
var CharEntryCount = reader.ReadUInt16();
|
2019-07-17 23:59:17 +00:00
|
|
|
|
|
|
|
|
|
if (header.Platform == FFNT.PlatformType.NX)
|
|
|
|
|
reader.ReadUInt16(); //Padding
|
|
|
|
|
|
2019-07-18 02:02:57 +00:00
|
|
|
|
uint[] codes = new uint[CharEntryCount];
|
|
|
|
|
short[] indexes = new short[CharEntryCount];
|
|
|
|
|
|
2019-07-17 23:01:06 +00:00
|
|
|
|
for (int i = 0; i < CharEntryCount; i++)
|
|
|
|
|
{
|
2019-07-17 23:59:17 +00:00
|
|
|
|
if (header.Platform == FFNT.PlatformType.NX)
|
2019-07-17 23:10:52 +00:00
|
|
|
|
{
|
2019-07-18 02:02:57 +00:00
|
|
|
|
uint charCode = reader.ReadUInt32();
|
2019-07-17 23:10:52 +00:00
|
|
|
|
short index = reader.ReadInt16();
|
2019-07-17 23:59:17 +00:00
|
|
|
|
short padding = reader.ReadInt16();
|
|
|
|
|
if (index != -1) header.FontSection.CodeMapDictionary[(char)charCode] = index;
|
2019-07-18 02:02:57 +00:00
|
|
|
|
|
|
|
|
|
codes[i] = charCode;
|
|
|
|
|
indexes[i] = index;
|
2019-07-17 23:10:52 +00:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2019-07-18 17:33:16 +00:00
|
|
|
|
ushort charCode = reader.ReadUInt16();
|
2019-07-17 23:10:52 +00:00
|
|
|
|
short index = reader.ReadInt16();
|
2019-07-18 17:33:16 +00:00
|
|
|
|
if (index != -1) header.FontSection.CodeMapDictionary[(char)charCode] = index;
|
2019-07-18 02:02:57 +00:00
|
|
|
|
|
|
|
|
|
codes[i] = charCode;
|
|
|
|
|
indexes[i] = index;
|
2019-07-17 23:10:52 +00:00
|
|
|
|
}
|
2019-07-17 23:01:06 +00:00
|
|
|
|
}
|
2019-07-18 02:02:57 +00:00
|
|
|
|
|
|
|
|
|
MappingData = new CMAPScanMapping();
|
|
|
|
|
((CMAPScanMapping)MappingData).Codes = codes;
|
|
|
|
|
((CMAPScanMapping)MappingData).Indexes = indexes;
|
2019-07-17 23:01:06 +00:00
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-13 19:29:40 +00:00
|
|
|
|
if (NextMapOffset != 0)
|
|
|
|
|
{
|
2019-07-17 23:01:06 +00:00
|
|
|
|
reader.SeekBegin(NextMapOffset - 8);
|
|
|
|
|
NextCodeMapSection = new CMAP();
|
2019-07-18 02:02:57 +00:00
|
|
|
|
NextCodeMapSection.Read(reader, header, CodeMaps);
|
|
|
|
|
CodeMaps.Add(NextCodeMapSection);
|
2019-05-13 19:29:40 +00:00
|
|
|
|
}
|
2019-07-17 23:01:06 +00:00
|
|
|
|
else
|
|
|
|
|
reader.SeekBegin(pos + SectionSize);
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-18 17:33:16 +00:00
|
|
|
|
public void Write(FileWriter writer, FFNT Header)
|
|
|
|
|
{
|
|
|
|
|
Header.BlockCounter += 1;
|
|
|
|
|
|
|
|
|
|
long pos = writer.Position;
|
|
|
|
|
|
|
|
|
|
writer.WriteSignature("CMAP");
|
|
|
|
|
writer.Write(uint.MaxValue); //Section Size
|
|
|
|
|
if (Header.Platform == FFNT.PlatformType.NX)
|
|
|
|
|
{
|
|
|
|
|
writer.Write((uint)CharacterCodeBegin);
|
|
|
|
|
writer.Write((uint)CharacterCodeEnd);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
writer.Write((ushort)CharacterCodeBegin);
|
|
|
|
|
writer.Write((ushort)CharacterCodeEnd);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
writer.Write(MappingMethod, true);
|
|
|
|
|
writer.Seek(2);
|
|
|
|
|
|
|
|
|
|
long DataPos = writer.Position;
|
|
|
|
|
writer.Write(0); //Next Section Offset
|
|
|
|
|
|
|
|
|
|
//Write the data
|
|
|
|
|
switch (MappingMethod)
|
|
|
|
|
{
|
|
|
|
|
case Mapping.Direct:
|
|
|
|
|
writer.Write(((CMAPDirect)MappingData).Offset);
|
|
|
|
|
break;
|
|
|
|
|
case Mapping.Table:
|
|
|
|
|
for (int i = 0; i < ((CMAPIndexTable)MappingData).Table.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
writer.Write(((CMAPIndexTable)MappingData).Table[i]);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case Mapping.Scan:
|
|
|
|
|
writer.Write((ushort)((CMAPScanMapping)MappingData).Codes.Length);
|
|
|
|
|
if (Header.Platform == FFNT.PlatformType.NX)
|
|
|
|
|
writer.Seek(2); //Padding
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < ((CMAPScanMapping)MappingData).Codes.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
if (Header.Platform == FFNT.PlatformType.NX)
|
|
|
|
|
{
|
|
|
|
|
writer.Write((uint)((CMAPScanMapping)MappingData).Codes[i]);
|
|
|
|
|
writer.Write(((CMAPScanMapping)MappingData).Indexes[i]);
|
2019-07-18 17:48:47 +00:00
|
|
|
|
writer.Write((ushort)0); //Padding
|
2019-07-18 17:33:16 +00:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
writer.Write((ushort)((CMAPScanMapping)MappingData).Codes[i]);
|
|
|
|
|
writer.Write(((CMAPScanMapping)MappingData).Indexes[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
writer.Align(4); //Padding
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//Save section size
|
|
|
|
|
long endPos = writer.Position;
|
|
|
|
|
using (writer.TemporarySeek(pos + 4, SeekOrigin.Begin))
|
|
|
|
|
{
|
|
|
|
|
writer.Write((uint)(endPos - pos));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (NextCodeMapSection != null)
|
|
|
|
|
{
|
|
|
|
|
writer.WriteUint32Offset(DataPos, -8);
|
|
|
|
|
NextCodeMapSection.Write(writer, Header);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-18 02:02:57 +00:00
|
|
|
|
//From https://github.com/dnasdw/3dsfont/blob/79e6f4ab6676d82fdcd6c0f79d9b0d7a343f82b5/src/bcfnt2charset/bcfnt2charset.cpp#L3
|
|
|
|
|
//Todo add the rest of the encoding types
|
|
|
|
|
public char CodeToU16Code(FINF.CharacterCode characterCode, ushort code)
|
|
|
|
|
{
|
|
|
|
|
if (code < 0x20)
|
|
|
|
|
{
|
|
|
|
|
return (char)0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (characterCode)
|
|
|
|
|
{
|
|
|
|
|
case FINF.CharacterCode.Unicode:
|
|
|
|
|
return (char)code;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return (char)code;
|
|
|
|
|
}
|
2019-05-13 19:29:40 +00:00
|
|
|
|
}
|
2019-07-17 20:14:55 +00:00
|
|
|
|
|
|
|
|
|
public class CWDH
|
|
|
|
|
{
|
2019-07-18 02:02:57 +00:00
|
|
|
|
public ushort StartIndex { get; set; }
|
|
|
|
|
public ushort EndIndex { get; set; }
|
2019-07-17 20:14:55 +00:00
|
|
|
|
|
|
|
|
|
public List<CharacterWidthEntry> WidthEntries = new List<CharacterWidthEntry>();
|
|
|
|
|
|
|
|
|
|
public CWDH NextWidthSection { get; set; }
|
|
|
|
|
|
|
|
|
|
public ushort EntryCount
|
|
|
|
|
{
|
2019-07-18 02:02:57 +00:00
|
|
|
|
get { return (ushort)(EndIndex - StartIndex + 1); }
|
2019-07-17 20:14:55 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-07-17 23:01:06 +00:00
|
|
|
|
public uint SectionSize;
|
|
|
|
|
|
2019-07-18 02:02:57 +00:00
|
|
|
|
public void Read(FileReader reader, FFNT header, List<CWDH> CharacterWidths)
|
2019-07-17 20:14:55 +00:00
|
|
|
|
{
|
2019-07-17 23:01:06 +00:00
|
|
|
|
long pos = reader.Position;
|
|
|
|
|
|
2019-07-17 20:14:55 +00:00
|
|
|
|
reader.ReadSignature(4, "CWDH");
|
2019-07-17 23:01:06 +00:00
|
|
|
|
SectionSize = reader.ReadUInt32();
|
2019-07-18 02:02:57 +00:00
|
|
|
|
StartIndex = reader.ReadUInt16();
|
2019-07-18 17:33:16 +00:00
|
|
|
|
EndIndex = reader.ReadUInt16();
|
2019-07-17 20:14:55 +00:00
|
|
|
|
uint NextWidthSectionOffset = reader.ReadUInt32();
|
2019-07-18 17:33:16 +00:00
|
|
|
|
|
|
|
|
|
for (ushort i = StartIndex; i <= EndIndex; i++)
|
|
|
|
|
{
|
|
|
|
|
var entry = new CharacterWidthEntry();
|
|
|
|
|
entry.LeftWidth = reader.ReadSByte();
|
|
|
|
|
entry.GlyphWidth = reader.ReadByte();
|
|
|
|
|
entry.Width = reader.ReadByte();
|
|
|
|
|
WidthEntries.Add(entry);
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-17 23:01:06 +00:00
|
|
|
|
if (NextWidthSectionOffset != 0)
|
|
|
|
|
{
|
|
|
|
|
reader.SeekBegin((int)NextWidthSectionOffset - 8);
|
|
|
|
|
NextWidthSection = new CWDH();
|
2019-07-18 02:02:57 +00:00
|
|
|
|
NextWidthSection.Read(reader, header, CharacterWidths);
|
|
|
|
|
CharacterWidths.Add(NextWidthSection);
|
2019-07-17 23:01:06 +00:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
reader.SeekBegin(pos + SectionSize);
|
2019-07-17 20:14:55 +00:00
|
|
|
|
}
|
2019-07-18 17:33:16 +00:00
|
|
|
|
|
|
|
|
|
public void Write(FileWriter writer, FFNT Header)
|
|
|
|
|
{
|
|
|
|
|
Header.BlockCounter += 1;
|
|
|
|
|
|
|
|
|
|
long pos = writer.Position;
|
|
|
|
|
|
|
|
|
|
writer.WriteSignature("CWDH");
|
|
|
|
|
writer.Write(uint.MaxValue); //Section Size
|
|
|
|
|
writer.Write(StartIndex);
|
|
|
|
|
writer.Write(EndIndex);
|
|
|
|
|
|
|
|
|
|
long DataPos = writer.Position;
|
|
|
|
|
writer.Write(0); //NextOffset
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < WidthEntries.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
writer.Write(WidthEntries[i].LeftWidth);
|
|
|
|
|
writer.Write(WidthEntries[i].GlyphWidth);
|
|
|
|
|
writer.Write(WidthEntries[i].Width);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
writer.Align(4);
|
|
|
|
|
|
|
|
|
|
if (NextWidthSection != null)
|
|
|
|
|
{
|
|
|
|
|
writer.WriteUint32Offset(DataPos, -8);
|
|
|
|
|
NextWidthSection.Write(writer, Header);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Save section size
|
|
|
|
|
long endPos = writer.Position;
|
|
|
|
|
using (writer.TemporarySeek(pos + 4, SeekOrigin.Begin))
|
|
|
|
|
{
|
|
|
|
|
writer.Write((uint)(endPos - pos));
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-07-17 20:14:55 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class CharacterWidthEntry
|
|
|
|
|
{
|
|
|
|
|
public sbyte LeftWidth { get; set; }
|
|
|
|
|
public byte GlyphWidth { get; set; }
|
|
|
|
|
public byte Width { get; set; }
|
|
|
|
|
}
|
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
|
|
|
|
}
|