Switch-Toolbox/Switch_Toolbox_Library/FileFormats/DDSCompressor.cs

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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
using System;
using System.Diagnostics;
using System.Drawing;
using Switch_Toolbox.Library;
using System.Runtime.InteropServices;
using DirectXTexNet;
namespace Switch_Toolbox.Library
{
public class DDSCompressor
{
//Huge thanks to gdkchan and AbooodXD for the method of decomp BC5/BC4.
//Todo. Add these to DDS code and add in methods to compress and decode more formats
//BC7 also needs to be decompressed properly since OpenTK can't decompress those
//BC4 actually breaks a bit with artifacts so i'll need to go back and fix
private static byte[] BCnDecodeTile(byte[] Input, int Offset, bool IsBC1)
{
Color[] CLUT = new Color[4];
int c0 = Get16(Input, Offset + 0);
int c1 = Get16(Input, Offset + 2);
CLUT[0] = DecodeRGB565(c0);
CLUT[1] = DecodeRGB565(c1);
CLUT[2] = CalculateCLUT2(CLUT[0], CLUT[1], c0, c1, IsBC1);
CLUT[3] = CalculateCLUT3(CLUT[0], CLUT[1], c0, c1, IsBC1);
int Indices = Get32(Input, Offset + 4);
int IdxShift = 0;
byte[] Output = new byte[4 * 4 * 4];
int OOffset = 0;
for (int TY = 0; TY < 4; TY++)
{
for (int TX = 0; TX < 4; TX++)
{
int Idx = (Indices >> IdxShift) & 3;
IdxShift += 2;
Color Pixel = CLUT[Idx];
Output[OOffset + 0] = Pixel.B;
Output[OOffset + 1] = Pixel.G;
Output[OOffset + 2] = Pixel.R;
Output[OOffset + 3] = Pixel.A;
OOffset += 4;
}
}
return Output;
}
private static Color DecodeRGB565(int Value)
{
int B = ((Value >> 0) & 0x1f) << 3;
int G = ((Value >> 5) & 0x3f) << 2;
int R = ((Value >> 11) & 0x1f) << 3;
return Color.FromArgb(
R | (R >> 5),
G | (G >> 6),
B | (B >> 5));
}
private static Color CalculateCLUT2(Color C0, Color C1, int c0, int c1, bool IsBC1)
{
if (c0 > c1 || !IsBC1)
{
return Color.FromArgb(
(2 * C0.R + C1.R) / 3,
(2 * C0.G + C1.G) / 3,
(2 * C0.B + C1.B) / 3);
}
else
{
return Color.FromArgb(
(C0.R + C1.R) / 2,
(C0.G + C1.G) / 2,
(C0.B + C1.B) / 2);
}
}
private static Color CalculateCLUT3(Color C0, Color C1, int c0, int c1, bool IsBC1)
{
if (c0 > c1 || !IsBC1)
{
return
Color.FromArgb(
(2 * C1.R + C0.R) / 3,
(2 * C1.G + C0.G) / 3,
(2 * C1.B + C0.B) / 3);
}
return Color.Transparent;
}
public static Bitmap DecompressBC1(Byte[] data, int width, int height, bool IsSRGB)
{
int W = (width + 3) / 4;
int H = (height + 3) / 4;
byte[] Output = new byte[W * H * 64];
for (int Y = 0; Y < H; Y++)
{
for (int X = 0; X < W; X++)
{
int IOffs = (Y * W + X) * 8;
byte[] Tile = BCnDecodeTile(data, IOffs, true);
int TOffset = 0;
for (int TY = 0; TY < 4; TY++)
{
for (int TX = 0; TX < 4; TX++)
{
int OOffset = (X * 4 + TX + (Y * 4 + TY) * W * 4) * 4;
Output[OOffset + 0] = Tile[TOffset + 0];
Output[OOffset + 1] = Tile[TOffset + 1];
Output[OOffset + 2] = Tile[TOffset + 2];
Output[OOffset + 3] = Tile[TOffset + 3];
TOffset += 4;
}
}
}
}
return BitmapExtension.GetBitmap(Output, W * 4, H * 4);
}
public static Bitmap DecompressBC3(Byte[] data, int width, int height, bool IsSRGB)
{
int W = (width + 3) / 4;
int H = (height + 3) / 4;
byte[] Output = new byte[W * H * 64];
for (int Y = 0; Y < H; Y++)
{
for (int X = 0; X < W; X++)
{
int IOffs = (Y * W + X) * 16;
byte[] Tile = BCnDecodeTile(data, IOffs + 8, false);
byte[] Alpha = new byte[8];
Alpha[0] = data[IOffs + 0];
Alpha[1] = data[IOffs + 1];
CalculateBC3Alpha(Alpha);
int AlphaLow = Get32(data, IOffs + 2);
int AlphaHigh = Get16(data, IOffs + 6);
ulong AlphaCh = (uint)AlphaLow | (ulong)AlphaHigh << 32;
int TOffset = 0;
for (int TY = 0; TY < 4; TY++)
{
for (int TX = 0; TX < 4; TX++)
{
int OOffset = (X * 4 + TX + (Y * 4 + TY) * W * 4) * 4;
byte AlphaPx = Alpha[(AlphaCh >> (TY * 12 + TX * 3)) & 7];
Output[OOffset + 0] = Tile[TOffset + 0];
Output[OOffset + 1] = Tile[TOffset + 1];
Output[OOffset + 2] = Tile[TOffset + 2];
Output[OOffset + 3] = AlphaPx;
TOffset += 4;
}
}
}
}
return BitmapExtension.GetBitmap(Output, W * 4, H * 4);
}
public static Bitmap DecompressBC4(Byte[] data, int width, int height, bool IsSNORM)
{
int W = (width + 3) / 4;
int H = (height + 3) / 4;
byte[] Output = new byte[W * H * 64];
for (int Y = 0; Y < H; Y++)
{
for (int X = 0; X < W; X++)
{
int IOffs = (Y * W + X) * 8;
byte[] Red = new byte[8];
Red[0] = data[IOffs + 0];
Red[1] = data[IOffs + 1];
CalculateBC3Alpha(Red);
int RedLow = Get32(data, IOffs + 2);
int RedHigh = Get16(data, IOffs + 6);
ulong RedCh = (uint)RedLow | (ulong)RedHigh << 32;
int TOffset = 0;
int TW = Math.Min(width - X * 4, 4);
int TH = Math.Min(height - Y * 4, 4);
for (int TY = 0; TY < 4; TY++)
{
for (int TX = 0; TX < 4; TX++)
{
int OOffset = (X * 4 + TX + (Y * 4 + TY) * W * 4) * 4;
byte RedPx = Red[(RedCh >> (TY * 12 + TX * 3)) & 7];
Output[OOffset + 0] = RedPx;
Output[OOffset + 1] = RedPx;
Output[OOffset + 2] = RedPx;
Output[OOffset + 3] = 255;
TOffset += 4;
}
}
}
}
return BitmapExtension.GetBitmap(Output, W * 4, H * 4);
}
public static byte[] DecompressBC5(Byte[] data, int width, int height, bool IsSNORM, bool IsByteArray)
{
int W = (width + 3) / 4;
int H = (height + 3) / 4;
byte[] Output = new byte[W * H * 64];
for (int Y = 0; Y < H; Y++)
{
for (int X = 0; X < W; X++)
{
int IOffs = (Y * W + X) * 16;
byte[] Red = new byte[8];
byte[] Green = new byte[8];
Red[0] = data[IOffs + 0];
Red[1] = data[IOffs + 1];
Green[0] = data[IOffs + 8];
Green[1] = data[IOffs + 9];
if (IsSNORM == true)
{
CalculateBC3AlphaS(Red);
CalculateBC3AlphaS(Green);
}
else
{
CalculateBC3Alpha(Red);
CalculateBC3Alpha(Green);
}
int RedLow = Get32(data, IOffs + 2);
int RedHigh = Get16(data, IOffs + 6);
int GreenLow = Get32(data, IOffs + 10);
int GreenHigh = Get16(data, IOffs + 14);
ulong RedCh = (uint)RedLow | (ulong)RedHigh << 32;
ulong GreenCh = (uint)GreenLow | (ulong)GreenHigh << 32;
int TW = Math.Min(width - X * 4, 4);
int TH = Math.Min(height - Y * 4, 4);
if (IsSNORM == true)
{
for (int TY = 0; TY < TH; TY++)
{
for (int TX = 0; TX < TW; TX++)
{
int Shift = TY * 12 + TX * 3;
int OOffset = ((Y * 4 + TY) * width + (X * 4 + TX)) * 4;
byte RedPx = Red[(RedCh >> Shift) & 7];
byte GreenPx = Green[(GreenCh >> Shift) & 7];
if (IsSNORM == true)
{
RedPx += 0x80;
GreenPx += 0x80;
}
float NX = (RedPx / 255f) * 2 - 1;
float NY = (GreenPx / 255f) * 2 - 1;
float NZ = (float)Math.Sqrt(1 - (NX * NX + NY * NY));
Output[OOffset + 0] = Clamp((NX + 1) * 0.5f);
Output[OOffset + 1] = Clamp((NY + 1) * 0.5f);
Output[OOffset + 2] = Clamp((NZ + 1) * 0.5f);
Output[OOffset + 3] = 0xff;
}
}
}
else
{
for (int TY = 0; TY < TH; TY++)
{
for (int TX = 0; TX < TW; TX++)
{
int Shift = TY * 12 + TX * 3;
int OOffset = ((Y * 4 + TY) * width + (X * 4 + TX)) * 4;
byte RedPx = Red[(RedCh >> Shift) & 7];
byte GreenPx = Green[(GreenCh >> Shift) & 7];
Output[OOffset + 0] = RedPx;
Output[OOffset + 1] = GreenPx;
Output[OOffset + 2] = 255;
Output[OOffset + 3] = 255;
}
}
}
}
}
return Output;
}
public static Bitmap DecompressBC5(Byte[] data, int width, int height, bool IsSNORM)
{
int W = (width + 3) / 4;
int H = (height + 3) / 4;
byte[] Output = new byte[W * H * 64];
for (int Y = 0; Y < H; Y++)
{
for (int X = 0; X < W; X++)
{
int IOffs = (Y * W + X) * 16;
byte[] Red = new byte[8];
byte[] Green = new byte[8];
Red[0] = data[IOffs + 0];
Red[1] = data[IOffs + 1];
Green[0] = data[IOffs + 8];
Green[1] = data[IOffs + 9];
if (IsSNORM == true)
{
CalculateBC3AlphaS(Red);
CalculateBC3AlphaS(Green);
}
else
{
CalculateBC3Alpha(Red);
CalculateBC3Alpha(Green);
}
int RedLow = Get32(data, IOffs + 2);
int RedHigh = Get16(data, IOffs + 6);
int GreenLow = Get32(data, IOffs + 10);
int GreenHigh = Get16(data, IOffs + 14);
ulong RedCh = (uint)RedLow | (ulong)RedHigh << 32;
ulong GreenCh = (uint)GreenLow | (ulong)GreenHigh << 32;
int TW = Math.Min(width - X * 4, 4);
int TH = Math.Min(height - Y * 4, 4);
if (IsSNORM == true)
{
for (int TY = 0; TY < TH; TY++)
{
for (int TX = 0; TX < TW; TX++)
{
int Shift = TY * 12 + TX * 3;
int OOffset = ((Y * 4 + TY) * width + (X * 4 + TX)) * 4;
byte RedPx = Red[(RedCh >> Shift) & 7];
byte GreenPx = Green[(GreenCh >> Shift) & 7];
if (IsSNORM == true)
{
RedPx += 0x80;
GreenPx += 0x80;
}
float NX = (RedPx / 255f) * 2 - 1;
float NY = (GreenPx / 255f) * 2 - 1;
float NZ = (float)Math.Sqrt(1 - (NX * NX + NY * NY));
Output[OOffset + 0] = Clamp((NZ + 1) * 0.5f);
Output[OOffset + 1] = Clamp((NY + 1) * 0.5f);
Output[OOffset + 2] = Clamp((NX + 1) * 0.5f);
Output[OOffset + 3] = 0xff;
}
}
}
else
{
for (int TY = 0; TY < TH; TY++)
{
for (int TX = 0; TX < TW; TX++)
{
int Shift = TY * 12 + TX * 3;
int OOffset = ((Y * 4 + TY) * width + (X * 4 + TX)) * 4;
byte RedPx = Red[(RedCh >> Shift) & 7];
byte GreenPx = Green[(GreenCh >> Shift) & 7];
Output[OOffset + 0] = 255;
Output[OOffset + 1] = GreenPx;
Output[OOffset + 2] = RedPx;
Output[OOffset + 3] = 255;
}
}
}
}
}
return BitmapExtension.GetBitmap(Output, W * 4, H * 4);
}
public static unsafe byte[] CompressBlock(Byte[] data, int width, int height, DDS.DXGI_FORMAT format, float AlphaRef = 0.5f, STCompressionMode CompressionMode = STCompressionMode.Normal)
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
{
long inputRowPitch = width * 4;
long inputSlicePitch = width * height * 4;
if (data.Length == inputSlicePitch)
{
byte* buf;
buf = (byte*)Marshal.AllocHGlobal((int)inputSlicePitch);
Marshal.Copy(data, 0, (IntPtr)buf, (int)inputSlicePitch);
DirectXTexNet.Image inputImage = new DirectXTexNet.Image(
width, height, DXGI_FORMAT.R8G8B8A8_UNORM, inputRowPitch,
inputSlicePitch, (IntPtr)buf, null);
TexMetadata texMetadata = new TexMetadata(width, height, 1, 1, 1, 0, 0,
DXGI_FORMAT.R8G8B8A8_UNORM, TEX_DIMENSION.TEXTURE2D);
ScratchImage scratchImage = TexHelper.Instance.InitializeTemporary(
new DirectXTexNet.Image[] { inputImage }, texMetadata, null);
var compFlags = TEX_COMPRESS_FLAGS.DEFAULT;
// compFlags |= TEX_COMPRESS_FLAGS.PARALLEL;
if (format == DDS.DXGI_FORMAT.DXGI_FORMAT_BC7_UNORM ||
format == DDS.DXGI_FORMAT.DXGI_FORMAT_BC7_UNORM_SRGB ||
format == DDS.DXGI_FORMAT.DXGI_FORMAT_BC7_TYPELESS)
{
if (CompressionMode == STCompressionMode.Fast)
compFlags |= TEX_COMPRESS_FLAGS.BC7_QUICK;
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
}
if (format == DDS.DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB ||
format == DDS.DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB ||
format == DDS.DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB ||
format == DDS.DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB ||
format == DDS.DXGI_FORMAT.DXGI_FORMAT_BC7_UNORM_SRGB)
{
compFlags |= TEX_COMPRESS_FLAGS.SRGB;
}
using (var comp = scratchImage.Compress((DXGI_FORMAT)format, compFlags, 0.5f))
{
long outRowPitch;
long outSlicePitch;
TexHelper.Instance.ComputePitch((DXGI_FORMAT)format, width, height, out outRowPitch, out outSlicePitch, CP_FLAGS.NONE);
byte[] result = new byte[outSlicePitch];
Marshal.Copy(comp.GetImage(0).Pixels, result, 0, result.Length);
inputImage = null;
scratchImage.Dispose();
return result;
}
}
return null;
}
public static unsafe byte[] DecompressBlock(Byte[] data, int width, int height, DDS.DXGI_FORMAT format)
{
Console.WriteLine(format);
Console.WriteLine(data.Length);
Console.WriteLine(width);
Console.WriteLine(height);
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
long inputRowPitch;
long inputSlicePitch;
TexHelper.Instance.ComputePitch((DXGI_FORMAT)format, width, height, out inputRowPitch, out inputSlicePitch, CP_FLAGS.NONE);
DXGI_FORMAT FormatDecompressed;
if (format.ToString().Contains("SRGB"))
FormatDecompressed = DXGI_FORMAT.R8G8B8A8_UNORM_SRGB;
else
FormatDecompressed = DXGI_FORMAT.R8G8B8A8_UNORM;
if (data.Length == inputSlicePitch)
{
byte* buf;
buf = (byte*)Marshal.AllocHGlobal((int)inputSlicePitch);
Marshal.Copy(data, 0, (IntPtr)buf, (int)inputSlicePitch);
DirectXTexNet.Image inputImage = new DirectXTexNet.Image(
width, height, (DXGI_FORMAT)format, inputRowPitch,
inputSlicePitch, (IntPtr)buf, null);
TexMetadata texMetadata = new TexMetadata(width, height, 1, 1, 1, 0, 0,
(DXGI_FORMAT)format, TEX_DIMENSION.TEXTURE2D);
ScratchImage scratchImage = TexHelper.Instance.InitializeTemporary(
new DirectXTexNet.Image[] { inputImage }, texMetadata, null);
using (var decomp = scratchImage.Decompress(0, FormatDecompressed))
{
byte[] result = new byte[4 * width * height];
Marshal.Copy(decomp.GetImage(0).Pixels, result, 0, result.Length);
inputImage = null;
scratchImage.Dispose();
return result;
}
}
return null;
}
public static unsafe byte[] DecodePixelBlock(Byte[] data, int width, int height, DDS.DXGI_FORMAT format, float AlphaRef = 0.5f)
{
if (format == DDS.DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM)
{
byte[] result = new byte[data.Length];
Array.Copy(data, result, data.Length);
return result;
}
return Convert(data, width, height, (DXGI_FORMAT)format, DXGI_FORMAT.R8G8B8A8_UNORM);
}
public static unsafe byte[] EncodePixelBlock(Byte[] data, int width, int height, DDS.DXGI_FORMAT format, float AlphaRef = 0.5f)
{
if (format == DDS.DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM)
return data;
return Convert(data, width, height, DXGI_FORMAT.R8G8B8A8_UNORM, (DXGI_FORMAT)format);
}
public static unsafe byte[] Convert(Byte[] data, int width, int height, DXGI_FORMAT inputFormat, DXGI_FORMAT outputFormat)
{
long inputRowPitch;
long inputSlicePitch;
TexHelper.Instance.ComputePitch(inputFormat, width, height, out inputRowPitch, out inputSlicePitch, CP_FLAGS.NONE);
if (data.Length == inputSlicePitch)
{
byte* buf;
buf = (byte*)Marshal.AllocHGlobal((int)inputSlicePitch);
Marshal.Copy(data, 0, (IntPtr)buf, (int)inputSlicePitch);
DirectXTexNet.Image inputImage = new DirectXTexNet.Image(
width, height, inputFormat, inputRowPitch,
inputSlicePitch, (IntPtr)buf, null);
TexMetadata texMetadata = new TexMetadata(width, height, 1, 1, 1, 0, 0,
inputFormat, TEX_DIMENSION.TEXTURE2D);
ScratchImage scratchImage = TexHelper.Instance.InitializeTemporary(
new DirectXTexNet.Image[] { inputImage }, texMetadata, null);
var convFlags = TEX_FILTER_FLAGS.DEFAULT;
if (inputFormat == DXGI_FORMAT.B8G8R8A8_UNORM_SRGB ||
inputFormat == DXGI_FORMAT.B8G8R8X8_UNORM_SRGB ||
inputFormat == DXGI_FORMAT.R8G8B8A8_UNORM_SRGB)
{
convFlags |= TEX_FILTER_FLAGS.SRGB;
}
using (var decomp = scratchImage.Convert(0, outputFormat, convFlags, 0.5f))
{
long outRowPitch;
long outSlicePitch;
TexHelper.Instance.ComputePitch(outputFormat, width, height, out outRowPitch, out outSlicePitch, CP_FLAGS.NONE);
byte[] result = new byte[outSlicePitch];
Marshal.Copy(decomp.GetImage(0).Pixels, result, 0, result.Length);
inputImage = null;
scratchImage.Dispose();
return result;
}
}
return null;
}
/* public static byte[] CompressBlock(Byte[] data, int width, int height, DDS.DXGI_FORMAT format, float AlphaRef)
{
return DirectXTex.ImageCompressor.Compress(data, width, height, (int)format, AlphaRef);
}*/
public static Bitmap DecompressBlock(Byte[] data, int width, int height, DDS.DXGI_FORMAT format, bool GetBitmap)
{
byte[] output = null;
switch (format)
{
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM:
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB:
output = CSharpImageLibrary.DDS.Dxt.DecompressDxt1(data, (int)width, (int)height);
break;
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM:
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB:
output = CSharpImageLibrary.DDS.Dxt.DecompressDxt5(data, (int)width, (int)height);
break;
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC4_UNORM:
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC4_SNORM:
output = CSharpImageLibrary.DDS.Dxt.DecompressDxt4(data, (int)width, (int)height);
break;
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC5_UNORM:
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC5_SNORM:
output = CSharpImageLibrary.DDS.Dxt.DecompressDxt4(data, (int)width, (int)height);
break;
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC7_UNORM:
case DDS.DXGI_FORMAT.DXGI_FORMAT_BC7_UNORM_SRGB:
output = CSharpImageLibrary.DDS.Dxt.DecompressBc7(data, (int)width, (int)height);
break;
default:
output = DecompressBlock(data, width, height, format);
break;
}
return BitmapExtension.GetBitmap(output, (int)width, (int)height);
}
public static int Get16(byte[] Data, int Address)
{
return
Data[Address + 0] << 0 |
Data[Address + 1] << 8;
}
public static int Get32(byte[] Data, int Address)
{
return
Data[Address + 0] << 0 |
Data[Address + 1] << 8 |
Data[Address + 2] << 16 |
Data[Address + 3] << 24;
}
private static byte Clamp(float Value)
{
if (Value > 1)
{
return 0xff;
}
else if (Value < 0)
{
return 0;
}
else
{
return (byte)(Value * 0xff);
}
}
private static void CalculateBC3Alpha(byte[] Alpha)
{
for (int i = 2; i < 8; i++)
{
if (Alpha[0] > Alpha[1])
{
Alpha[i] = (byte)(((8 - i) * Alpha[0] + (i - 1) * Alpha[1]) / 7);
}
else if (i < 6)
{
Alpha[i] = (byte)(((6 - i) * Alpha[0] + (i - 1) * Alpha[1]) / 7);
}
else if (i == 6)
{
Alpha[i] = 0;
}
else /* i == 7 */
{
Alpha[i] = 0xff;
}
}
}
private static void CalculateBC3AlphaS(byte[] Alpha)
{
for (int i = 2; i < 8; i++)
{
if ((sbyte)Alpha[0] > (sbyte)Alpha[1])
{
Alpha[i] = (byte)(((8 - i) * (sbyte)Alpha[0] + (i - 1) * (sbyte)Alpha[1]) / 7);
}
else if (i < 6)
{
Alpha[i] = (byte)(((6 - i) * (sbyte)Alpha[0] + (i - 1) * (sbyte)Alpha[1]) / 7);
}
else if (i == 6)
{
Alpha[i] = 0x80;
}
else /* i == 7 */
{
Alpha[i] = 0x7f;
}
}
}
public static byte[] DecodeBC7(int X, int Y, int block)
{
byte[] result = null;
//Alright so BC7 decompression as multple modes
return result;
}
}
}