mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-24 05:23:08 +00:00
d1f03b161f
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
400 lines
15 KiB
C#
400 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using System.Drawing;
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using System.Threading.Tasks;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.IO;
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using Syroot.NintenTools.Bfres.GX2;
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namespace FirstPlugin
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{
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public class GTXImporterSettings
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{
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public string TexName;
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public uint TexWidth;
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public uint TexHeight;
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public uint MipCount;
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public uint Depth = 1;
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public uint arrayLength = 1;
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public List<byte[]> DataBlockOutput = new List<byte[]>();
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public List<byte[]> DecompressedData = new List<byte[]>();
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public GTX.GX2SurfaceFormat Format;
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public bool GenerateMipmaps;
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public bool IsSRGB;
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public uint tileMode = 4;
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public uint swizzle = 4;
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public GX2CompSel[] compSel = new GX2CompSel[4];
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public GX2SurfaceDim SurfaceDim = GX2SurfaceDim.Dim2D;
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public GX2AAMode AAMode = GX2AAMode.Mode1X;
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private GTX.GX2SurfaceFormat LoadDDSFormat(uint fourCC, DDS dds = null, bool IsSRGB = false)
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{
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bool IsDX10 = false;
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switch (fourCC)
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{
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case DDS.FOURCC_DXT1:
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if (IsSRGB)
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return GTX.GX2SurfaceFormat.T_BC1_SRGB;
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else
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return GTX.GX2SurfaceFormat.T_BC1_UNORM;
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case DDS.FOURCC_DXT3:
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if (IsSRGB)
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return GTX.GX2SurfaceFormat.T_BC2_SRGB;
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else
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return GTX.GX2SurfaceFormat.T_BC2_UNORM;
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case DDS.FOURCC_DXT5:
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if (IsSRGB)
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return GTX.GX2SurfaceFormat.T_BC3_SRGB;
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else
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return GTX.GX2SurfaceFormat.T_BC3_UNORM;
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case DDS.FOURCC_BC4U:
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return GTX.GX2SurfaceFormat.T_BC4_UNORM;
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case DDS.FOURCC_ATI1:
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return GTX.GX2SurfaceFormat.T_BC4_UNORM;
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case DDS.FOURCC_ATI2:
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return GTX.GX2SurfaceFormat.T_BC5_UNORM;
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case DDS.FOURCC_BC5U:
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return GTX.GX2SurfaceFormat.T_BC4_UNORM;
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case DDS.FOURCC_DX10:
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IsDX10 = true;
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break;
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default:
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return GTX.GX2SurfaceFormat.TCS_R8_G8_B8_A8_UNORM;
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}
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if (IsDX10)
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{
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switch (dds.DX10header.DXGI_Format)
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{
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case DDS.DXGI_FORMAT.DXGI_FORMAT_BC4_UNORM:
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return GTX.GX2SurfaceFormat.T_BC4_UNORM;
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case DDS.DXGI_FORMAT.DXGI_FORMAT_BC4_SNORM:
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return GTX.GX2SurfaceFormat.T_BC4_SNORM;
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case DDS.DXGI_FORMAT.DXGI_FORMAT_BC4_TYPELESS:
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return GTX.GX2SurfaceFormat.T_BC4_UNORM;
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case DDS.DXGI_FORMAT.DXGI_FORMAT_BC5_UNORM:
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return GTX.GX2SurfaceFormat.T_BC5_UNORM;
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case DDS.DXGI_FORMAT.DXGI_FORMAT_BC5_SNORM:
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return GTX.GX2SurfaceFormat.T_BC5_SNORM;
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case DDS.DXGI_FORMAT.DXGI_FORMAT_BC5_TYPELESS:
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return GTX.GX2SurfaceFormat.T_BC5_UNORM;
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default:
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throw new Exception($"Format {dds.DX10header.DXGI_Format} not supported!");
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}
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}
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throw new Exception($"This shouldn't happen :(");
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}
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public void LoadDDS(string FileName, byte[] FileData = null)
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{
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TexName = Path.GetFileNameWithoutExtension(FileName);
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DDS dds = new DDS();
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if (FileData != null)
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dds.Load(new FileReader(new MemoryStream(FileData)));
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else
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dds.Load(new FileReader(FileName));
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MipCount = dds.header.mipmapCount;
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TexWidth = dds.header.width;
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TexHeight = dds.header.height;
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arrayLength = 1;
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if (dds.header.caps2 == (uint)DDS.DDSCAPS2.CUBEMAP_ALLFACES)
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{
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arrayLength = 6;
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}
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DataBlockOutput.Add(dds.bdata);
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Format = LoadDDSFormat(dds.header.ddspf.fourCC, dds, IsSRGB);
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GTX.GX2Surface tex = CreateGx2Texture(DataBlockOutput[0]);
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}
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public void LoadBitMap(string FileName)
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{
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DecompressedData.Clear();
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TexName = Path.GetFileNameWithoutExtension(FileName);
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Format = GTX.GX2SurfaceFormat.T_BC1_SRGB;
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GenerateMipmaps = true;
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Bitmap Image = new Bitmap(FileName);
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Image = TextureData.SwapBlueRedChannels(Image);
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TexWidth = (uint)Image.Width;
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TexHeight = (uint)Image.Height;
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MipCount = (uint)GetTotalMipCount() + 1;
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DecompressedData.Add(BitmapExtension.ImageToByte(Image));
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Image.Dispose();
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if (DecompressedData.Count == 0)
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{
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throw new Exception("Failed to load " + Format);
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}
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}
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public int GetTotalMipCount()
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{
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int MipmapNum = 0;
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uint num = Math.Max(TexHeight, TexWidth);
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int width = (int)TexWidth;
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int height = (int)TexHeight;
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while (true)
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{
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num >>= 1;
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if (width == 1)
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{
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++MipmapNum;
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break;
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}
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if (height == 1)
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{
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++MipmapNum;
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break;
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}
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width = width / 2;
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height = height / 2;
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if (width <= 0 || height <= 0)
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break;
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++MipmapNum;
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}
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return MipmapNum;
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}
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public byte[] GenerateMips(int SurfaceLevel = 0)
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{
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Bitmap Image = BitmapExtension.GetBitmap(DecompressedData[SurfaceLevel], (int)TexWidth, (int)TexHeight);
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List<byte[]> mipmaps = new List<byte[]>();
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mipmaps.Add(FTEX.CompressBlock(DecompressedData[SurfaceLevel], (int)TexWidth, (int)TexHeight, Format));
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//while (Image.Width / 2 > 0 && Image.Height / 2 > 0)
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// for (int mipLevel = 0; mipLevel < MipCount; mipLevel++)
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int width = Image.Width;
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int height = Image.Height;
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for (int mipLevel = 0; mipLevel < MipCount; mipLevel++)
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{
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if (Image.Width != 1)
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width = Image.Width / 2;
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if (Image.Height != 1)
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height = Image.Height / 2;
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Image = BitmapExtension.Resize(Image, width, height);
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mipmaps.Add(FTEX.CompressBlock(BitmapExtension.ImageToByte(Image), Image.Width, Image.Height, Format));
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}
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Image.Dispose();
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return Utils.CombineByteArray(mipmaps.ToArray());
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}
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public void Compress()
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{
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DataBlockOutput.Clear();
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foreach (var surface in DecompressedData)
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{
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DataBlockOutput.Add(FTEX.CompressBlock(surface, (int)TexWidth, (int)TexHeight, Format));
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}
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}
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public GTX.GX2Surface CreateGx2Texture(byte[] imageData)
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{
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var surfOut = GTX.getSurfaceInfo(Format, TexWidth, TexHeight, 1, 1, tileMode, 0, 0);
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uint imageSize = (uint)surfOut.surfSize;
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uint alignment = surfOut.baseAlign;
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uint pitch = surfOut.pitch;
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uint mipSize = 0;
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uint dataSize = (uint)imageData.Length;
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uint bpp = GTX.surfaceGetBitsPerPixel((uint)Format) >> 3;
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if (dataSize <= 0)
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throw new Exception($"Image is empty!!");
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if (surfOut.depth != 1)
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throw new Exception($"Unsupported Depth {surfOut.depth}!");
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uint s = 0;
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switch (tileMode)
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{
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case 1:
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case 2:
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case 3:
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case 16:
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s = 0;
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break;
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default:
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s = 0xd0000 | swizzle << 8;
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break;
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}
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uint blkWidth, blkHeight;
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if (GTX.IsFormatBCN(Format))
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{
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blkWidth = 4;
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blkHeight = 4;
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}
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else
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{
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blkWidth = 1;
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blkHeight = 1;
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}
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List<uint> mipOffsets = new List<uint>();
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List<byte[]> Swizzled = new List<byte[]>();
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for (int mipLevel = 0; mipLevel < MipCount; mipLevel++)
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{
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var result = TextureHelper.GetCurrentMipSize(TexWidth, TexHeight, blkWidth, blkHeight, bpp, mipLevel);
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uint offset = result.Item1;
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uint size = result.Item2;
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Console.WriteLine("Swizzle Size " + size);
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Console.WriteLine("Swizzle offset " + offset);
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Console.WriteLine("bpp " + bpp);
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Console.WriteLine("TexWidth " + TexWidth);
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Console.WriteLine("TexHeight " + TexHeight);
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Console.WriteLine("blkWidth " + blkWidth);
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Console.WriteLine("blkHeight " + blkHeight);
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Console.WriteLine("mipLevel " + mipLevel);
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byte[] data_ = new byte[size];
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Array.Copy(imageData, offset, data_,0, size);
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uint width_ = Math.Max(1, TexWidth >> mipLevel);
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uint height_ = Math.Max(1, TexHeight >> mipLevel);
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if (mipLevel != 0)
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{
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surfOut = GTX.getSurfaceInfo(Format, TexWidth, TexHeight, 1, 1, tileMode, 0, mipLevel);
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if (mipLevel == 1)
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mipOffsets.Add(imageSize);
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else
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mipOffsets.Add(mipSize);
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}
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data_ = Utils.CombineByteArray(data_, new byte[surfOut.surfSize - size]);
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byte[] dataAlignBytes = new byte[RoundUp(mipSize, surfOut.baseAlign) - mipSize];
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if (mipLevel != 0)
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mipSize += (uint)(surfOut.surfSize + dataAlignBytes.Length);
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byte[] SwizzledData = GTX.swizzle(width_, height_, surfOut.height, (uint)Format, surfOut.tileMode, s,
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surfOut.pitch, surfOut.bpp, data_);
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Swizzled.Add(dataAlignBytes.Concat(SwizzledData).ToArray());
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}
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compSel[0] = GX2CompSel.ChannelR;
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compSel[1] = GX2CompSel.ChannelG;
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compSel[2] = GX2CompSel.ChannelB;
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compSel[3] = GX2CompSel.ChannelA;
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GTX.GX2Surface surf = new GTX.GX2Surface();
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surf.depth = Depth;
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surf.width = TexWidth;
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surf.height = TexHeight;
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surf.depth = 1;
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surf.use = 1;
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surf.dim = (uint)SurfaceDim;
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surf.tileMode = tileMode;
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surf.swizzle = s;
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surf.resourceFlags = 0;
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surf.pitch = pitch;
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surf.bpp = bpp;
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surf.format = (uint)Format;
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surf.numMips = MipCount;
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surf.aa = (uint)AAMode;
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surf.mipOffset = mipOffsets.ToArray();
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surf.numMips = (uint)Swizzled.Count;
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surf.alignment = alignment;
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surf.mipSize = mipSize;
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surf.imageSize = imageSize;
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surf.data = Swizzled[0];
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List<byte[]> mips = new List<byte[]>();
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for (int mipLevel = 1; mipLevel < Swizzled.Count; mipLevel++)
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{
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mips.Add(Swizzled[mipLevel]);
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Console.WriteLine(Swizzled[mipLevel].Length);
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}
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surf.mipData = Utils.CombineByteArray(mips.ToArray());
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mips.Clear();
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Console.WriteLine("");
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Console.WriteLine("// ----- GX2Surface Info ----- ");
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Console.WriteLine(" dim = 1");
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Console.WriteLine(" width = " + surf.width);
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Console.WriteLine(" height = " + surf.height);
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Console.WriteLine(" depth = 1");
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Console.WriteLine(" numMips = " + surf.numMips);
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Console.WriteLine(" format = " + surf.format);
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Console.WriteLine(" aa = 0");
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Console.WriteLine(" use = 1");
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Console.WriteLine(" imageSize = " + surf.imageSize);
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Console.WriteLine(" mipSize = " + surf.mipSize);
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Console.WriteLine(" tileMode = " + surf.tileMode);
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Console.WriteLine(" swizzle = " + surf.swizzle);
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Console.WriteLine(" alignment = " + surf.alignment);
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Console.WriteLine(" pitch = " + surf.pitch);
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Console.WriteLine("");
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Console.WriteLine(" GX2 Component Selector:");
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Console.WriteLine(" Red Channel: " + compSel[0]);
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Console.WriteLine(" Green Channel: " + compSel[1]);
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Console.WriteLine(" Blue Channel: " + compSel[2]);
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Console.WriteLine(" Alpha Channel: " + compSel[3]);
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Console.WriteLine("");
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Console.WriteLine(" bits per pixel = " + (surf.bpp << 3));
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Console.WriteLine(" bytes per pixel = " + surf.bpp);
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Console.WriteLine(" realSize = " + imageData.Length);
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return surf;
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}
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private static Tuple<uint, uint> GetCurrentMipSize(uint width, uint height, uint bpp, int CurLevel, bool IsCompressed)
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{
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uint offset = 0;
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uint size = 0;
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for (int mipLevel = 0; mipLevel < CurLevel; mipLevel++)
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{
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int level = mipLevel + 1;
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if (IsCompressed)
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offset += ((Math.Max(1, width >> level) + 3) >> 2) * ((Math.Max(1, height >> level) + 3) >> 2) * bpp;
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else
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offset += Math.Max(1, width >> level) * Math.Max(1, height >> level) * bpp;
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}
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if (IsCompressed)
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size = ((Math.Max(1, width >> CurLevel) + 3) >> 2) * ((Math.Max(1, height >> CurLevel) + 3) >> 2) * bpp;
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else
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size = Math.Max(1, width >> CurLevel) * Math.Max(1, height >> CurLevel) * bpp;
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return Tuple.Create(offset, size);
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}
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private uint getAlignBlockSize(uint dataOffset, uint alignment)
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{
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uint alignSize = RoundUp(dataOffset, alignment) - dataOffset - 32;
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uint z = 1;
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while (alignSize <= 0)
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{
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alignSize = RoundUp(dataOffset + (alignment * z), alignment) - dataOffset - 32;
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z += 1;
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}
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return alignSize;
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}
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private int RoundUp(int X, int Y)
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{
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return ((X - 1) | (Y - 1)) + 1;
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}
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private uint RoundUp(uint X, uint Y)
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{
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return ((X - 1) | (Y - 1)) + 1;
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}
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}
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}
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