Switch-Toolbox/Switch_FileFormatsMain/FileFormats/Texture/NUTEXB.cs

744 lines
29 KiB
C#
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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using System.Threading.Tasks;
using Switch_Toolbox;
using System.Windows.Forms;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Forms;
using System.ComponentModel;
using Syroot.NintenTools.NSW.Bntx;
using Syroot.NintenTools.NSW.Bntx.GFX;
namespace FirstPlugin
{
public class NUTEXB : STGenericTexture, IFileFormat
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 override TEX_FORMAT[] SupportedFormats
{
get
{
return new TEX_FORMAT[]
{
TEX_FORMAT.BC1_UNORM,
TEX_FORMAT.BC1_UNORM_SRGB,
TEX_FORMAT.BC3_UNORM,
TEX_FORMAT.BC3_UNORM_SRGB,
TEX_FORMAT.BC6H_UF16,
TEX_FORMAT.BC7_UNORM,
TEX_FORMAT.BC7_UNORM_SRGB,
TEX_FORMAT.R8G8B8A8_UNORM_SRGB,
TEX_FORMAT.R8G8B8A8_UNORM,
};
}
}
public override bool CanEdit { get; set; } = true;
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "Namco Texture" };
public string[] Extension { get; set; } = new string[] { "*.nutexb" };
public string FileName { get; set; }
public string FilePath { get; set; }
public IFileInfo IFileInfo { get; set; }
public bool Identify(System.IO.Stream stream)
{
using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
{
return reader.CheckSignature(3, "XET", reader.BaseStream.Length - 7);
}
}
public bool LimitFileSize { get; set; } = true;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
public enum NUTEXImageFormat : byte
{
R8G8B8A8_UNORM = 0x00,
R8G8B8A8_SRGB = 0x05,
R32G32B32A32_FLOAT = 0x34,
B8G8R8A8_UNORM = 0x50,
B8G8R8A8_SRGB = 0x55,
BC1_UNORM = 0x80,
BC1_SRGB = 0x85,
BC2_UNORM = 0x90,
BC2_SRGB = 0x95,
BC3_UNORM = 0xa0,
BC3_SRGB = 0xa5,
BC4_UNORM = 0xb0,
BC4_SNORM = 0xb5,
BC5_UNORM = 0xc0,
BC5_SNORM = 0xc5,
BC6_UFLOAT = 0xd7,
BC7_UNORM = 0xe0,
BC7_SRGB = 0xe5,
};
public static uint blk_dims(byte format)
{
switch (format)
{
case (byte)NUTEXImageFormat.BC1_UNORM:
case (byte)NUTEXImageFormat.BC1_SRGB:
case (byte)NUTEXImageFormat.BC2_UNORM:
case (byte)NUTEXImageFormat.BC2_SRGB:
case (byte)NUTEXImageFormat.BC3_UNORM:
case (byte)NUTEXImageFormat.BC3_SRGB:
case (byte)NUTEXImageFormat.BC4_UNORM:
case (byte)NUTEXImageFormat.BC4_SNORM:
case (byte)NUTEXImageFormat.BC5_UNORM:
case (byte)NUTEXImageFormat.BC5_SNORM:
case (byte)NUTEXImageFormat.BC6_UFLOAT:
case (byte)NUTEXImageFormat.BC7_UNORM:
case (byte)NUTEXImageFormat.BC7_SRGB:
return 0x44;
default: return 0x11;
}
}
public static uint bpps(byte format)
{
switch (format)
{
case (byte)NUTEXImageFormat.B8G8R8A8_UNORM:
case (byte)NUTEXImageFormat.B8G8R8A8_SRGB:
case (byte)NUTEXImageFormat.R8G8B8A8_UNORM:
case (byte)NUTEXImageFormat.R8G8B8A8_SRGB:
return 4;
case (byte)NUTEXImageFormat.BC1_UNORM:
case (byte)NUTEXImageFormat.BC1_SRGB:
case (byte)NUTEXImageFormat.BC4_UNORM:
case (byte)NUTEXImageFormat.BC4_SNORM:
return 8;
case (byte)NUTEXImageFormat.R32G32B32A32_FLOAT:
case (byte)NUTEXImageFormat.BC2_UNORM:
case (byte)NUTEXImageFormat.BC2_SRGB:
case (byte)NUTEXImageFormat.BC3_UNORM:
case (byte)NUTEXImageFormat.BC3_SRGB:
case (byte)NUTEXImageFormat.BC5_UNORM:
case (byte)NUTEXImageFormat.BC5_SNORM:
case (byte)NUTEXImageFormat.BC6_UFLOAT:
case (byte)NUTEXImageFormat.BC7_UNORM:
case (byte)NUTEXImageFormat.BC7_SRGB:
return 16;
default: return 0x00;
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
types.Add(typeof(MenuExt));
return types.ToArray();
}
}
public override void OnClick(TreeView treeview)
{
UpdateEditor();
}
private void UpdateEditor()
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
{
ImageEditorBase editor = (ImageEditorBase)LibraryGUI.Instance.GetActiveContent(typeof(ImageEditorBase));
if (editor == null)
{
editor = new ImageEditorBase();
editor.Dock = DockStyle.Fill;
LibraryGUI.Instance.LoadEditor(editor);
}
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
Properties prop = new Properties();
prop.Width = Width;
prop.Height = Height;
prop.Depth = Depth;
prop.MipCount = MipCount;
prop.ArrayCount = ArrayCount;
prop.ImageSize = (uint)ImageData.Length;
prop.Format = NutFormat;
editor.Text = Text;
editor.LoadProperties(prop);
editor.LoadImage(this);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
private void UseSizeRestrictions(object sender, EventArgs args)
{
if (sender is STToolStripItem)
{
if (((STToolStripItem)sender).Checked)
{
((STToolStripItem)sender).Checked = false;
}
else
{
((STToolStripItem)sender).Checked = true;
}
LimitFileSize = ((STToolStripItem)sender).Checked;
}
}
public class Properties
{
[Browsable(true)]
[ReadOnly(true)]
[Description("Height of the image.")]
[Category("Image Info")]
public uint Height { get; set; }
[Browsable(true)]
[ReadOnly(true)]
[Description("Width of the image.")]
[Category("Image Info")]
public uint Width { get; set; }
[Browsable(true)]
[ReadOnly(true)]
[Description("Format of the image.")]
[Category("Image Info")]
public NUTEXImageFormat Format { get; set; }
[Browsable(true)]
[ReadOnly(true)]
[Description("Depth of the image (3D type).")]
[Category("Image Info")]
public uint Depth { get; set; }
[Browsable(true)]
[ReadOnly(true)]
[Description("Mip map count of the image.")]
[Category("Image Info")]
public uint MipCount { get; set; }
[Browsable(true)]
[ReadOnly(true)]
[Description("Array count of the image for multiple surfaces.")]
[Category("Image Info")]
public uint ArrayCount { get; set; }
[Browsable(true)]
[ReadOnly(true)]
[Description("The image size in bytes.")]
[Category("Image Info")]
public uint ImageSize { get; set; }
}
class MenuExt : IFileMenuExtension
{
public STToolStripItem[] NewFileMenuExtensions => null;
public STToolStripItem[] NewFromFileMenuExtensions => null;
public STToolStripItem[] ToolsMenuExtensions => newFileExt;
public STToolStripItem[] TitleBarExtensions => null;
public STToolStripItem[] CompressionMenuExtensions => null;
public STToolStripItem[] ExperimentalMenuExtensions => null;
STToolStripItem[] newFileExt = new STToolStripItem[1];
public MenuExt()
{
newFileExt[0] = new STToolStripItem("Batch Export NUTEXB");
newFileExt[0].Click += Export;
}
private void Export(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
foreach (string file in ofd.FileNames)
{
NUTEXB texture = new NUTEXB();
texture.Read(new FileReader(file));
Console.WriteLine(texture.Format.ToString("x") + " " + file + " " + texture.Text);
try
{
Bitmap bitmap = texture.GetBitmap();
if (bitmap != null)
bitmap.Save(System.IO.Path.GetFullPath(file) + texture.ArcOffset + texture.Text + ".png");
else
Console.WriteLine(" Not supported Format! " + texture.Format);
if (bitmap != null)
bitmap.Dispose();
}
catch
{
Console.WriteLine("Something went wrong??");
}
texture = null;
GC.Collect();
}
}
}
}
public uint unk;
public int unk2;
public NUTEXImageFormat NutFormat;
public List<uint[]> mipSizes = new List<uint[]>();
public int Alignment;
public byte[] ImageData;
public string ArcOffset; //Temp for exporting in batch
private void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.dds; *.png;*.tga;*.jpg;*.tiff|" +
"Microsoft DDS |*.dds|" +
"Portable Network Graphics |*.png|" +
"Joint Photographic Experts Group |*.jpg|" +
"Bitmap Image |*.bmp|" +
"Tagged Image File Format |*.tiff|" +
"All files(*.*)|*.*";
ofd.Multiselect = false;
if (ofd.ShowDialog() == DialogResult.OK)
{
var bntxFile = new BNTX();
var tex = new TextureData();
tex.Replace(ofd.FileName, MipCount, Format);
//If it's null, the operation is cancelled
if (tex.Texture == null)
return;
var surfacesNew = tex.GetSurfaces();
var surfaces = GetSurfaces();
if (LimitFileSize)
{
if (surfaces[0].mipmaps[0].Length != surfacesNew[0].mipmaps[0].Length)
throw new Exception($"Image must be the same size! {surfaces[0].mipmaps[0].Length}");
if (mipSizes[0].Length != surfacesNew[0].mipmaps.Count)
throw new Exception($"Mip map count must be the same! {mipSizes[0].Length}");
if (Width != tex.Texture.Width || Height != tex.Texture.Height)
throw new Exception("Image size must be the same!");
ImageData = tex.Texture.TextureData[0][0];
Width = tex.Texture.Width;
Height = tex.Texture.Height;
MipCount = tex.Texture.MipCount;
}
else
{
ImageData = tex.Texture.TextureData[0][0];
Width = tex.Texture.Width;
Height = tex.Texture.Height;
MipCount = tex.Texture.MipCount;
Format = tex.Format;
NutFormat = ConvertGenericToNutFormat(tex.Format);
mipSizes = GenerateMipSizes();
}
surfacesNew.Clear();
surfaces.Clear();
UpdateEditor();
}
}
private List<uint[]> GenerateMipSizes(uint SurfaceCount = 1)
{
List<uint[]> MipMapSizes = new List<uint[]>();
uint bpp = GetBytesPerPixel(Format);
uint blkWidth = GetBlockWidth(Format);
uint blkHeight = GetBlockHeight(Format);
uint blkDepth = GetBlockDepth(Format);
uint blockHeight = TegraX1Swizzle.GetBlockHeight(TegraX1Swizzle.DIV_ROUND_UP(Height, blkHeight));
uint BlockHeightLog2 = (uint)Convert.ToString(blockHeight, 2).Length - 1;
uint Pitch = 0;
uint DataAlignment = 512;
int linesPerBlockHeight = (1 << (int)BlockHeightLog2) * 8;
uint ArrayCount = (uint)mipSizes.Count;
uint ArrayOffset = 0;
for (int arrayLevel = 0; arrayLevel < ArrayCount; arrayLevel++)
{
uint SurfaceSize = 0;
int blockHeightShift = 0;
uint[] MipOffsets = new uint[MipCount];
for (int mipLevel = 0; mipLevel < MipCount; mipLevel++)
{
uint width = (uint)Math.Max(1, Width >> mipLevel);
uint height = (uint)Math.Max(1, Height >> mipLevel);
uint depth = (uint)Math.Max(1, Depth >> mipLevel);
uint size = TegraX1Swizzle.DIV_ROUND_UP(width, blkWidth) * TegraX1Swizzle.DIV_ROUND_UP(height, blkHeight) * bpp;
if (TegraX1Swizzle.pow2_round_up(TegraX1Swizzle.DIV_ROUND_UP(height, blkWidth)) < linesPerBlockHeight)
blockHeightShift += 1;
uint width__ = TegraX1Swizzle.DIV_ROUND_UP(width, blkWidth);
uint height__ = TegraX1Swizzle.DIV_ROUND_UP(height, blkHeight);
//Calculate the mip size instead
byte[] AlignedData = new byte[(TegraX1Swizzle.round_up(SurfaceSize, DataAlignment) - SurfaceSize)];
SurfaceSize += (uint)AlignedData.Length;
MipOffsets[mipLevel] = (SurfaceSize);
//Get the first mip offset and current one and the total image size
int msize = (int)((MipOffsets[0] + ImageData.Length - MipOffsets[mipLevel]) / ArrayCount);
Pitch = TegraX1Swizzle.round_up(width__ * bpp, 64);
SurfaceSize += Pitch * TegraX1Swizzle.round_up(height__, Math.Max(1, blockHeight >> blockHeightShift) * 8);
}
ArrayOffset += (uint)(ImageData.Length / ArrayCount);
MipMapSizes.Add(MipOffsets);
}
return MipMapSizes;
}
private void Export(object sender, EventArgs args)
{
ExportImage();
}
private void Save(object sender, EventArgs args)
{
List<IFileFormat> formats = new List<IFileFormat>();
formats.Add(this);
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(formats);
sfd.FileName = FileName;
if (sfd.ShowDialog() == DialogResult.OK)
{
STFileSaver.SaveFileFormat(this, sfd.FileName);
}
}
public void Read(FileReader reader)
{
ImageKey = "Texture";
SelectedImageKey = "Texture";
long pos = reader.BaseStream.Length;
string magic = reader.ReadMagic((int)pos - 7, 3);//Check magic first!
if (magic != "XET")
throw new Exception($"Invalid magic! Expected XET but got {magic}");
reader.Seek(pos - 112, System.IO.SeekOrigin.Begin); //Subtract size where the name occurs
byte padding = reader.ReadByte();
Text = reader.ReadString(Syroot.BinaryData.BinaryStringFormat.ZeroTerminated);
reader.Seek(pos - 48, System.IO.SeekOrigin.Begin); //Subtract size of header
uint padding2 = reader.ReadUInt32();
Width = reader.ReadUInt32();
Height = reader.ReadUInt32();
Depth = reader.ReadUInt32(); //3d textures
NutFormat = reader.ReadEnum<NUTEXImageFormat>(true);
unk = reader.ReadByte(); //Related to pixel type??
ushort padding3 = reader.ReadUInt16();
unk2 = reader.ReadInt32();
MipCount = reader.ReadUInt32();
Alignment = reader.ReadInt32();
ArrayCount = reader.ReadUInt32(); //6 for cubemaps
int imagesize = reader.ReadInt32();
if (Alignment == 0)
IsSwizzled = false;
Format = ConvertFormat(NutFormat);
reader.Seek(imagesize, System.IO.SeekOrigin.Begin); //Get mipmap sizes
for (int arrayLevel = 0; arrayLevel < ArrayCount; arrayLevel++)
{
long mipPos = reader.Position;
uint[] mips = reader.ReadUInt32s((int)MipCount);
mipSizes.Add(mips);
//Each mip section is 0x40 size for each array
//Seek to next one
reader.Seek(mipPos + 0x40, System.IO.SeekOrigin.Begin);
}
reader.Seek(0, System.IO.SeekOrigin.Begin);
ImageData = reader.ReadBytes(imagesize);
reader.Dispose();
reader.Close();
reader = null;
}
public static NUTEXImageFormat ConvertGenericToNutFormat(TEX_FORMAT nutFormat)
{
switch (nutFormat)
{
case TEX_FORMAT.B8G8R8A8_UNORM_SRGB: return NUTEXImageFormat.B8G8R8A8_SRGB;
case TEX_FORMAT.B8G8R8A8_UNORM: return NUTEXImageFormat.B8G8R8A8_UNORM;
case TEX_FORMAT.BC1_UNORM_SRGB: return NUTEXImageFormat.BC1_SRGB;
case TEX_FORMAT.BC1_UNORM: return NUTEXImageFormat.BC1_UNORM;
case TEX_FORMAT.BC2_UNORM: return NUTEXImageFormat.BC2_UNORM;
case TEX_FORMAT.BC3_UNORM: return NUTEXImageFormat.BC3_UNORM;
case TEX_FORMAT.BC3_UNORM_SRGB: return NUTEXImageFormat.BC3_SRGB;
case TEX_FORMAT.BC4_UNORM: return NUTEXImageFormat.BC4_UNORM;
case TEX_FORMAT.BC4_SNORM: return NUTEXImageFormat.BC4_SNORM;
case TEX_FORMAT.BC5_UNORM: return NUTEXImageFormat.BC5_UNORM;
case TEX_FORMAT.BC5_SNORM: return NUTEXImageFormat.BC5_SNORM;
case TEX_FORMAT.BC6H_UF16: return NUTEXImageFormat.BC6_UFLOAT;
case TEX_FORMAT.BC7_UNORM: return NUTEXImageFormat.BC7_UNORM;
case TEX_FORMAT.BC7_UNORM_SRGB: return NUTEXImageFormat.BC7_SRGB;
case TEX_FORMAT.R32G32B32A32_FLOAT: return NUTEXImageFormat.R32G32B32A32_FLOAT;
case TEX_FORMAT.R8G8B8A8_UNORM_SRGB: return NUTEXImageFormat.R8G8B8A8_SRGB;
case TEX_FORMAT.R8G8B8A8_UNORM: return NUTEXImageFormat.R8G8B8A8_UNORM;
default:
throw new Exception($"Cannot convert format {nutFormat}");
}
}
public static TEX_FORMAT ConvertFormat(NUTEXImageFormat nutFormat)
{
switch (nutFormat)
{
case NUTEXImageFormat.B8G8R8A8_SRGB: return TEX_FORMAT.B8G8R8A8_UNORM_SRGB;
case NUTEXImageFormat.B8G8R8A8_UNORM: return TEX_FORMAT.B8G8R8A8_UNORM;
case NUTEXImageFormat.BC1_SRGB: return TEX_FORMAT.BC1_UNORM_SRGB;
case NUTEXImageFormat.BC1_UNORM: return TEX_FORMAT.BC1_UNORM;
case NUTEXImageFormat.BC2_UNORM: return TEX_FORMAT.BC2_UNORM;
case NUTEXImageFormat.BC3_UNORM: return TEX_FORMAT.BC3_UNORM;
case NUTEXImageFormat.BC3_SRGB: return TEX_FORMAT.BC3_UNORM_SRGB;
case NUTEXImageFormat.BC4_UNORM: return TEX_FORMAT.BC4_UNORM;
case NUTEXImageFormat.BC4_SNORM: return TEX_FORMAT.BC4_SNORM;
case NUTEXImageFormat.BC5_UNORM: return TEX_FORMAT.BC5_UNORM;
case NUTEXImageFormat.BC5_SNORM: return TEX_FORMAT.BC5_SNORM;
case NUTEXImageFormat.BC6_UFLOAT: return TEX_FORMAT.BC6H_UF16;
case NUTEXImageFormat.BC7_UNORM: return TEX_FORMAT.BC7_UNORM;
case NUTEXImageFormat.BC7_SRGB: return TEX_FORMAT.BC7_UNORM_SRGB;
case NUTEXImageFormat.R32G32B32A32_FLOAT: return TEX_FORMAT.R32G32B32A32_FLOAT;
case NUTEXImageFormat.R8G8B8A8_SRGB: return TEX_FORMAT.R8G8B8A8_UNORM_SRGB;
case NUTEXImageFormat.R8G8B8A8_UNORM: return TEX_FORMAT.R8G8B8A8_UNORM;
default:
throw new Exception($"Cannot convert format {nutFormat}");
}
}
public void Write(FileWriter writer)
{
//MipSizes stores mip sizes for multile arrays
int arrayCount = mipSizes.Count;
//Mip sizes for the first array
int mipCount = mipSizes[0].Length;
writer.Write(ImageData); //Write textue block first
long headerStart = writer.Position;
foreach (var mips in mipSizes)
{
long MipStart = writer.Position;
writer.Write(mips); //Write textue block first
writer.Seek(MipStart + 0x40, System.IO.SeekOrigin.Begin);
}
long stringPos = writer.Position;
writer.Write((byte)0x20);
writer.WriteString(Text);
writer.Seek(stringPos + 0x40, System.IO.SeekOrigin.Begin);
writer.Seek(4); //padding
writer.Write(Width);
writer.Write(Height);
writer.Write(Depth);
writer.Write((byte)NutFormat);
writer.Write((byte)unk);
writer.Seek(2); //padding
writer.Write(unk2);
writer.Write(mipCount);
writer.Write(Alignment);
writer.Write(arrayCount);
writer.Write(ImageData.Length);
writer.WriteSignature(" XET");
writer.Write(131073);
}
public override void SetImageData(Bitmap bitmap, int ArrayLevel)
{
if (!IsSwizzled)
{
// MipCount = GenerateMipCount(bitmap.Width, bitmap.Height);
// ImageData = GenerateMipsAndCompress(bitmap, Format);
return;
}
Texture tex = new Texture();
tex.Height = (uint)bitmap.Height;
tex.Width = (uint)bitmap.Width;
tex.Format = TextureData.GenericToBntxSurfaceFormat(Format);
tex.Name = Text;
tex.Path = "";
tex.TextureData = new List<List<byte[]>>();
STChannelType[] channels = SetChannelsByFormat(Format);
tex.sparseBinding = 0; //false
tex.sparseResidency = 0; //false
tex.Flags = 0;
tex.Swizzle = 0;
tex.textureLayout = 0;
tex.Regs = new uint[0];
tex.AccessFlags = 0x20;
tex.ArrayLength = (uint)ArrayLevel;
tex.MipCount = MipCount;
tex.Depth = Depth;
tex.Dim = Dim.Dim2D;
tex.TileMode = TileMode.Default;
tex.textureLayout2 = 0x010007;
tex.SurfaceDim = SurfaceDim.Dim2D;
tex.SampleCount = 1;
tex.Pitch = 32;
MipCount = GenerateMipCount(bitmap.Width, bitmap.Height);
var mipmaps = TextureImporterSettings.SwizzleSurfaceMipMaps(tex,
GenerateMipsAndCompress(bitmap, Format), MipCount);
ImageData = Utils.CombineByteArray(mipmaps.ToArray());
}
public override byte[] GetImageData(int ArrayLevel = 0, int MipLevel = 0)
{
if (!IsSwizzled)
return ImageData;
int target = 1;
uint bpp = GetBytesPerPixel(Format);
uint blkWidth = GetBlockWidth(Format);
uint blkHeight = GetBlockHeight(Format);
uint blkDepth = GetBlockDepth(Format);
uint blockHeight = TegraX1Swizzle.GetBlockHeight(TegraX1Swizzle.DIV_ROUND_UP(Height, blkHeight));
uint BlockHeightLog2 = (uint)Convert.ToString(blockHeight, 2).Length - 1;
uint Pitch = 0;
uint DataAlignment = 512;
uint TileMode = 0;
int linesPerBlockHeight = (1 << (int)BlockHeightLog2) * 8;
uint ArrayCount = (uint)mipSizes.Count;
uint ArrayOffset = 0;
for (int arrayLevel = 0; arrayLevel < ArrayCount; arrayLevel++)
{
uint SurfaceSize = 0;
int blockHeightShift = 0;
List<uint> MipOffsets = new List<uint>();
for (int mipLevel = 0; mipLevel < mipSizes[arrayLevel].Length; mipLevel++)
{
uint width = (uint)Math.Max(1, Width >> mipLevel);
uint height = (uint)Math.Max(1, Height >> mipLevel);
uint depth = (uint)Math.Max(1, Depth >> mipLevel);
uint size = TegraX1Swizzle.DIV_ROUND_UP(width, blkWidth) * TegraX1Swizzle.DIV_ROUND_UP(height, blkHeight) * bpp;
if (TegraX1Swizzle.pow2_round_up(TegraX1Swizzle.DIV_ROUND_UP(height, blkWidth)) < linesPerBlockHeight)
blockHeightShift += 1;
uint width__ = TegraX1Swizzle.DIV_ROUND_UP(width, blkWidth);
uint height__ = TegraX1Swizzle.DIV_ROUND_UP(height, blkHeight);
//Calculate the mip size instead
byte[] AlignedData = new byte[(TegraX1Swizzle.round_up(SurfaceSize, DataAlignment) - SurfaceSize)];
SurfaceSize += (uint)AlignedData.Length;
MipOffsets.Add(SurfaceSize);
//Get the first mip offset and current one and the total image size
int msize = (int)((MipOffsets[0] + ImageData.Length - MipOffsets[mipLevel]) / ArrayCount);
byte[] data_ = Utils.SubArray(ImageData, ArrayOffset + MipOffsets[mipLevel], (uint)msize);
try
{
Pitch = TegraX1Swizzle.round_up(width__ * bpp, 64);
SurfaceSize += Pitch * TegraX1Swizzle.round_up(height__, Math.Max(1, blockHeight >> blockHeightShift) * 8);
Console.WriteLine($"{width} {height} {blkWidth} {blkHeight} {target} {bpp} {TileMode} {(int)Math.Max(0, BlockHeightLog2 - blockHeightShift)} {data_.Length}");
byte[] result = TegraX1Swizzle.deswizzle(width, height, depth, blkWidth, blkHeight, blkDepth, target, bpp, TileMode, (int)Math.Max(0, BlockHeightLog2 - blockHeightShift), data_);
//Create a copy and use that to remove uneeded data
byte[] result_ = new byte[size];
Array.Copy(result, 0, result_, 0, size);
result = null;
if (ArrayLevel == arrayLevel && MipLevel == mipLevel)
return result_;
}
catch (Exception e)
{
System.Windows.Forms.MessageBox.Show($"Failed to swizzle texture {Text}!");
Console.WriteLine(e);
return new byte[0];
}
}
ArrayOffset += (uint)(ImageData.Length / ArrayCount);
}
return new byte[0];
}
MenuItem save = new MenuItem("Save");
MenuItem export = new MenuItem("Export");
MenuItem replace = new MenuItem("Replace");
MenuItem useSizeRestrictions = new MenuItem("UseSizeRestrictions");
public void Load(System.IO.Stream stream)
{
Text = FileName;
CanSave = true;
Read(new FileReader(stream));
ImageKey = "Texture";
SelectedImageKey = "Texture";
useSizeRestrictions.Checked = true;
ContextMenu = new ContextMenu();
ContextMenu.MenuItems.Add(save);
ContextMenu.MenuItems.Add(useSizeRestrictions);
ContextMenu.MenuItems.Add(export);
ContextMenu.MenuItems.Add(replace);
save.Click += Save;
replace.Click += Replace;
export.Click += Export;
}
public void Unload()
{
}
public byte[] Save()
{
System.IO.MemoryStream mem = new System.IO.MemoryStream();
Write(new FileWriter(mem));
return mem.ToArray();
}
}
}