using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using Syroot.NintenTools.NSW.Bfres; using OpenTK; using Switch_Toolbox.Library; using Bfres.Structs; using Switch_Toolbox.Library.Forms; namespace FirstPlugin.Forms { public partial class FMATEditor : UserControl { public FMAT material; public string SelectedMatParam = ""; public FMATEditor() { InitializeComponent(); stTabControl1.myBackColor = Switch_Toolbox.Library.Forms.FormThemes.BaseTheme.FormBackColor; if (!Runtime.IsDebugMode) { textBoxShaderArchive.ReadOnly = true; textBoxShaderModel.ReadOnly = true; } } private void listView_DrawItem(object sender, DrawListViewItemEventArgs e) { } UVEditor uvEditor1 = null; public void LoadMaterial(FMAT mat) { if (mat.MaterialU != null) { TabPage tabPage = null; foreach (TabPage page in stTabControl1.TabPages) if (page.Text == "Render State") tabPage = page; if (tabPage == null) { tabPage = new TabPage(); tabPage.Text = "Render State"; stTabControl1.TabPages.Add(tabPage); } RenderStateEditor editor = new RenderStateEditor(); editor.Dock = DockStyle.Fill; editor.LoadRenderState(mat.MaterialU.RenderState); tabPage.Controls.Add(editor); } material = mat; textBoxMaterialName.Text = material.Text; SetActiveGameByShader(material.shaderassign.ShaderArchive, material.shaderassign.ShaderModel); chkboxVisible.Bind(material, "Enabled"); FillForm(); if (Runtime.UseViewport) { LoadUVEditor(); } } private void LoadUVEditor() { uvEditor1 = new UVEditor(); this.uvEditor1.Dock = System.Windows.Forms.DockStyle.Fill; this.uvEditor1.Load += new System.EventHandler(this.uvEditor1_Load); this.uvEditor1.Click += new System.EventHandler(this.uvEditor1_Click); this.tabPage1.Controls.Add(this.uvEditor1); uvEditor1.ActiveObjects.Clear(); uvEditor1.Textures.Clear(); foreach (var shp in ((FMDL)material.Parent.Parent).shapes) { if (shp.GetMaterial().Text == material.Text) { uvEditor1.ActiveObjects.Add(shp); } } foreach (var ftexContainer in PluginRuntime.ftexContainers) { foreach (var texmap in material.TextureMaps) { if (ftexContainer.ResourceNodes.ContainsKey(texmap.Name)) { uvEditor1.Textures.Add(LoadTextureUvMap(texmap, (FTEX)ftexContainer.ResourceNodes[texmap.Name])); } } } foreach (var bntx in PluginRuntime.bntxContainers) { foreach (var texmap in material.TextureMaps) { if (bntx.Textures.ContainsKey(texmap.Name)) { uvEditor1.Textures.Add(LoadTextureUvMap(texmap, bntx.Textures[texmap.Name])); } } } uvEditor1.Reset(); uvEditor1.ActiveMaterial = material; uvEditor1.Refresh(); } private UVEditor.ActiveTexture LoadTextureUvMap(STGenericMatTexture texmap, STGenericTexture genericTexture) { Vector2 scale = new Vector2(1); Vector2 trans = new Vector2(0); var TextureMap = new UVEditor.ActiveTexture(); if (texmap.Type == STGenericMatTexture.TextureType.Normal && material.shaderassign.options.ContainsKey("uking_texture2_texcoord")) { float value = float.Parse(material.shaderassign.options["uking_texture2_texcoord"]); if (value == 1) TextureMap.UvChannelIndex = 1; } if (texmap.Type == STGenericMatTexture.TextureType.Specular && material.shaderassign.options.ContainsKey("uking_texture2_texcoord")) { float value = float.Parse(material.shaderassign.options["uking_texture2_texcoord"]); if (value == 1) TextureMap.UvChannelIndex = 1; } if (texmap.Type == STGenericMatTexture.TextureType.Shadow && material.matparam.ContainsKey("gsys_bake_st0")) { TextureMap.UvChannelIndex = 1; TextureMap.UVScale = Utils.ToVec4(material.matparam["gsys_bake_st0"].ValueFloat).Xy; TextureMap.UVTranslate = Utils.ToVec4(material.matparam["gsys_bake_st0"].ValueFloat).Zw; } if (texmap.Type == STGenericMatTexture.TextureType.Light && material.matparam.ContainsKey("gsys_bake_st1")) { TextureMap.UvChannelIndex = 1; TextureMap.UVScale = Utils.ToVec4(material.matparam["gsys_bake_st1"].ValueFloat).Xy; TextureMap.UVTranslate = Utils.ToVec4(material.matparam["gsys_bake_st1"].ValueFloat).Zw; } TextureMap.wrapModeS = texmap.wrapModeS; TextureMap.wrapModeT = texmap.wrapModeT; TextureMap.mipDetail = texmap.mipDetail; TextureMap.minFilter = texmap.minFilter; TextureMap.magFilter = texmap.mapMode; TextureMap.mapMode = texmap.mapMode; TextureMap.texture = genericTexture; return TextureMap; } private void SetActiveGameByShader(string ShaderName, string ShaderMdlName) { textBoxShaderArchive.Text = ShaderName; textBoxShaderModel.Text = ShaderMdlName; } public void FillForm() { InitializeUserDataList(material); samplerEditor1.InitializeTextureListView(material); shaderOptionsEditor1.InitializeShaderOptionList(material); shaderParamEditor1.InitializeShaderParamList(material); renderInfoEditor1.InitializeRenderInfoList(material); if (material.MaterialU != null) { } } private void InitializeUserDataList( FMAT material) { if (material.MaterialU != null) { userDataEditor.LoadUserData(material.MaterialU.UserData); } else { userDataEditor.LoadUserData(material.Material.UserDatas.ToList()); } } private void smallToolStripMenuItem_Click(object sender, EventArgs e) { /*Font normalfont = new Font("Microsoft Sans Serif", 10f); foreach (ListViewItem lvi in listView1.Items) lvi.Font = normalfont; foreach (ListViewItem lvi in listView1.Items) lvi.SubItems[0].Font = normalfont; SetHeight(listView1, 11);*/ } private void SetHeight(ListView listView, int height) { ImageList imgList = new ImageList(); imgList.ImageSize = new Size(1, height); listView.SmallImageList = imgList; } private void mediumToolStripMenuItem_Click(object sender, EventArgs e) { } private void largeToolStripMenuItem_Click(object sender, EventArgs e) { } private void btnExportParams_Click(object sender, EventArgs e) { SaveFileDialog sfd = new SaveFileDialog(); sfd.Filter = "Material Params|*.xml;"; sfd.DefaultExt = ".xml"; sfd.FileName = material.Text + ".MatParams"; if (sfd.ShowDialog() == DialogResult.OK) { FMAT2XML.Save(material, sfd.FileName, true); } } private void btnReplaceParams_Click(object sender, EventArgs e) { OpenFileDialog ofd = new OpenFileDialog(); ofd.Filter = "Material Params|*.xml;"; ofd.DefaultExt = ".xml"; ofd.FileName = material.Text + ".MatParams"; if (ofd.ShowDialog() == DialogResult.OK) { FMAT2XML.Read(material, ofd.FileName, true); } } private void chkboxVisible_CheckedChanged(object sender, EventArgs e) { LibraryGUI.Instance.UpdateViewport(); } private void textureRefListView_SelectedIndexChanged(object sender, EventArgs e) { } private void uvEditor1_Load(object sender, EventArgs e) { } private void uvEditor1_Click(object sender, EventArgs e) { } private void btnViotileFlags_Click(object sender, EventArgs e) { VolatileFlagEditor editor = new VolatileFlagEditor(); List ViotileFlags = new List(); if (material.MaterialU != null) { byte[] flags = material.MaterialU.VolatileFlags; if (flags == null) return; for (int i = 0; i < flags.Length; i++) ViotileFlags.Add(flags[i] == 1 ? true : false ); } else { byte[] flags = material.Material.VolatileFlags; for (int i = 0; i < flags.Length; i++) ViotileFlags.Add(flags[i] == 1 ? true : false); } editor.LoadFlags(ViotileFlags.ToArray()); editor.Show(this); } private void btnSamplerInputEditor_Click(object sender, EventArgs e) { SamplerInputListEdit editor = new SamplerInputListEdit(); editor.LoadSamplers(material.shaderassign.samplers); if (editor.ShowDialog() == DialogResult.OK) { material.shaderassign.attributes = editor.GetNewInputs(); } } private void btnAttributeInputEditor_Click(object sender, EventArgs e) { VertexAttributeInputListEdit editor = new VertexAttributeInputListEdit(); editor.LoadAtributes(material.shaderassign.attributes); if (editor.ShowDialog() == DialogResult.OK) { material.shaderassign.attributes = editor.GetNewInputs(); } } private void textBoxMaterialName_TextChanged(object sender, EventArgs e){ material.Text = textBoxMaterialName.Text; } private void textBoxShaderArchive_TextChanged(object sender, EventArgs e) { material.shaderassign.ShaderArchive = textBoxShaderArchive.Text; } private void textBoxShaderModel_TextChanged(object sender, EventArgs e) { material.shaderassign.ShaderModel = textBoxShaderModel.Text; } } }