Switch-Toolbox/File_Format_Library/FileFormats/Shader/BNSH.cs
KillzXGaming 04eec01042 Tons more layout editor improvements.
- The UI has been completely redone. It's far much more clean and intuitive to edit with.
- All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with.
- Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions.
- Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once).
- Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor.
- Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine.
- Fixed many flags for properties which didn't get set correctly if edited.
- Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes.
- Text panes now auto calculate the text length and allow restricted lengths to be edited.
- Properties can now be scrolled down, and kept at that state when refocused.
- Add a selection box for selecting multiple panes at once
- Textures can be added, removed and edited in editor. Make sure these are in the same archive!!!
 Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come
 - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes.
 - Fixed window pane rendering with 1 frame and flipping textures.
 - Materials can add textures, and have new custom blend and alpha modes.
 when i finish the new layout export dialog.
- Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-13 21:02:39 -04:00

391 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Diagnostics;
using Toolbox.Library;
using Toolbox.Library.Forms;
using Toolbox.Library.IO;
using System.Windows.Forms;
using FirstPlugin.Forms;
namespace FirstPlugin
{
public class BNSH : TreeNodeFile, IFileFormat
{
public FileType FileType { get; set; } = FileType.Shader;
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "Binary Shader" };
public string[] Extension { get; set; } = new string[] { "*.bnsh" };
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 Toolbox.Library.IO.FileReader(stream, true))
{
return reader.CheckSignature(4, "BNSH");
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
return types.ToArray();
}
}
public void Load(System.IO.Stream stream)
{
Header header = new Header();
header.Read(new FileReader(stream), this);
Text = header.FileName + ".bnsh";
}
public void Unload()
{
}
public void Save(System.IO.Stream stream)
{
}
public class Header
{
public List<ShaderVariation> ShaderVariations = new List<ShaderVariation>();
public uint VersionMajor { get; set; }
public uint VersionMajor2 { get; set; }
public uint VersionMinor { get; set; }
public uint VersionMinor2 { get; set; }
public string FileName { get; set; }
private void SetVersionInfo(uint Version)
{
VersionMajor = Version >> 24;
VersionMajor2 = Version >> 16 & 0xFF;
VersionMinor = Version >> 8 & 0xFF;
VersionMinor2 = Version & 0xFF;
}
public void Read(FileReader reader, TreeNodeCustom node)
{
reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
reader.ReadSignature(4, "BNSH");
uint padding = reader.ReadUInt32();
uint Version = reader.ReadUInt32();
SetVersionInfo(Version);
ushort ByteOrderMark = reader.ReadUInt16();
byte Alignment = reader.ReadByte();
byte Target = reader.ReadByte();
FileName = reader.LoadString(false, typeof(uint), null, 0);
uint PathOffset = reader.ReadUInt32();
uint RelocationTableOffset = reader.ReadUInt32();
uint FileSize = reader.ReadUInt32();
reader.Seek(0x40); //padding
reader.ReadSignature(4, "grsc");
uint BlockOffset = reader.ReadUInt32();
ulong BlockSize = reader.ReadUInt64();
reader.Seek(0x0C);
uint VariationCount = reader.ReadUInt32();
long VariationOffset = reader.ReadUInt32();
reader.Seek(VariationOffset, SeekOrigin.Begin);
for (int i = 0; i < VariationCount; i++)
{
ShaderVariation var = new ShaderVariation();
var.Text = "Shader Variation" + i;
var.Read(reader);
ShaderVariations.Add(var);
node.Nodes.Add(var);
}
}
}
public class ShaderVariation : TreeNodeCustom
{
public ShaderProgram shaderProgram;
public void Read(FileReader reader)
{
long SourceProgramOffset = reader.ReadInt64();
long unk2 = reader.ReadInt64();
long ShaderProgramOffset = reader.ReadInt64();
long grscOffset = reader.ReadInt64(); //Points back to grsc
reader.Seek(0x20); //padding
using (reader.TemporarySeek(ShaderProgramOffset + SourceProgramOffset, SeekOrigin.Begin))
{
shaderProgram = new ShaderProgram();
shaderProgram.Read(reader);
if (shaderProgram.VertexShader != null)
{
shaderProgram.VertexShader.Text = "Vertex Shader";
Nodes.Add(shaderProgram.VertexShader);
}
if (shaderProgram.GeometryShader != null)
{
shaderProgram.GeometryShader.Text = "Geometry Shader";
Nodes.Add(shaderProgram.GeometryShader);
}
if (shaderProgram.FragmentShader != null)
{
shaderProgram.FragmentShader.Text = "Fragment Shader";
Nodes.Add(shaderProgram.FragmentShader);
}
if (shaderProgram.UnkShader != null)
{
shaderProgram.UnkShader.Text = "Unk Shader";
Nodes.Add(shaderProgram.UnkShader);
}
if (shaderProgram.Unk2Shader != null)
{
shaderProgram.Unk2Shader.Text = "Unk2 Shader";
Nodes.Add(shaderProgram.Unk2Shader);
}
if (shaderProgram.ComputeShader != null)
{
shaderProgram.ComputeShader.Text = "Compute Shader";
Nodes.Add(shaderProgram.ComputeShader);
}
}
}
}
public class ShaderProgram
{
public ShaderData VertexShader { get; set; }
public ShaderData UnkShader { get; set; }
public ShaderData Unk2Shader { get; set; }
public ShaderData GeometryShader { get; set; }
public ShaderData FragmentShader { get; set; }
public ShaderData ComputeShader { get; set; }
public void Read(FileReader reader)
{
byte ShaderType = reader.ReadByte();
byte Format = reader.ReadByte();
reader.Seek(6);
long VertexShaderOffset = reader.ReadInt64();
long UnkShaderOffset = reader.ReadInt64(); //Might be TessControl
long Unk2ShaderOffset = reader.ReadInt64(); //Might be TessEvaluation
long GeometryShaderOffset = reader.ReadInt64();
long FragmentShaderOffset = reader.ReadInt64();
long ComputeShaderOffset = reader.ReadInt64();
long pos = reader.Position;
if (Format == 3)
{
if (VertexShaderOffset != 0)
{
reader.Seek(VertexShaderOffset, SeekOrigin.Begin);
VertexShader = new ShaderSourceData();
VertexShader.shaderType = NSWShaderDecompile.NswShaderType.Vertex;
VertexShader.Format = Format;
VertexShader.Read(reader);
}
if (FragmentShaderOffset != 0)
{
reader.Seek(FragmentShaderOffset, SeekOrigin.Begin);
FragmentShader = new ShaderSourceData();
FragmentShader.shaderType = NSWShaderDecompile.NswShaderType.Fragment;
FragmentShader.Format = Format;
FragmentShader.Read(reader);
}
}
else
{
if (VertexShaderOffset != 0)
{
reader.Seek(VertexShaderOffset, SeekOrigin.Begin);
VertexShader = new ShaderData();
VertexShader.shaderType = NSWShaderDecompile.NswShaderType.Vertex;
VertexShader.Format = Format;
VertexShader.Read(reader);
}
if (UnkShaderOffset != 0)
{
reader.Seek(UnkShaderOffset, SeekOrigin.Begin);
UnkShader = new ShaderData();
UnkShader.Read(reader);
}
if (Unk2ShaderOffset != 0)
{
reader.Seek(Unk2ShaderOffset, SeekOrigin.Begin);
Unk2Shader = new ShaderData();
Unk2Shader.Read(reader);
}
if (GeometryShaderOffset != 0)
{
reader.Seek(GeometryShaderOffset, SeekOrigin.Begin);
GeometryShader = new ShaderData();
GeometryShader.shaderType = NSWShaderDecompile.NswShaderType.Geometry;
GeometryShader.Format = Format;
GeometryShader.Read(reader);
}
if (FragmentShaderOffset != 0)
{
reader.Seek(FragmentShaderOffset, SeekOrigin.Begin);
FragmentShader = new ShaderData();
FragmentShader.shaderType = NSWShaderDecompile.NswShaderType.Fragment;
FragmentShader.Format = Format;
FragmentShader.Read(reader);
}
if (ComputeShaderOffset != 0)
{
reader.Seek(ComputeShaderOffset, SeekOrigin.Begin);
ComputeShader = new ShaderData();
ComputeShader.shaderType = NSWShaderDecompile.NswShaderType.Compute;
ComputeShader.Format = Format;
ComputeShader.Read(reader);
}
}
reader.Seek(pos, SeekOrigin.Begin);
}
}
public class ShaderSourceData : ShaderData
{
public string[] Code;
public override void Read(FileReader reader)
{
ushort CodeCount = reader.ReadUInt16();
reader.Seek(6);
long ShaderSizeArray = reader.ReadInt64();
long ShaderOffsetArray = reader.ReadInt64();
reader.Seek(8);
Console.WriteLine(ShaderOffsetArray);
Console.WriteLine(ShaderSizeArray);
long[] Offsets = new long[CodeCount];
uint[] Sizes = new uint[CodeCount];
Code = new string[CodeCount];
using (reader.TemporarySeek(ShaderOffsetArray, SeekOrigin.Begin))
{
for (int i = 0; i < CodeCount; i++)
Offsets[i] = reader.ReadInt64();
}
using (reader.TemporarySeek(ShaderSizeArray, SeekOrigin.Begin))
{
for (int i = 0; i < CodeCount; i++)
Sizes[i] = reader.ReadUInt32();
}
for (int i = 0; i < CodeCount; i++)
{
using (reader.TemporarySeek(Offsets[i], SeekOrigin.Begin))
{
byte[] data = reader.ReadBytes((int)Sizes[i]);
Code[i] = Encoding.GetEncoding(932).GetString(data);
}
}
}
public override void OnClick(TreeView treeview)
{
TextEditor editor = (TextEditor)LibraryGUI.GetActiveContent(typeof(TextEditor));
if (editor == null)
{
editor = new TextEditor();
editor.Dock = DockStyle.Fill;
LibraryGUI.LoadEditor(editor);
}
editor.Text = Text;
editor.FillEditor(string.Join("", Code));
}
}
public class ShaderData : TreeNodeCustom
{
public NSWShaderDecompile.NswShaderType shaderType;
public List<byte[]> data = new List<byte[]>();
public int Format;
public ulong Address;
public virtual void Read(FileReader reader)
{
reader.Seek(8);
long ShaderOffset = reader.ReadInt64();
long ShaderOffset2 = reader.ReadInt64();
int ShaderSize = reader.ReadInt32();
int ShaderSize2 = reader.ReadInt32();
reader.Seek(0x20);
Address = (ulong)ShaderSize2;
using (reader.TemporarySeek(ShaderOffset, SeekOrigin.Begin))
data.Add(reader.ReadBytes(ShaderSize2));
using (reader.TemporarySeek(ShaderOffset2, SeekOrigin.Begin))
data.Add(reader.ReadBytes(ShaderSize));
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export Shader0");
ContextMenu.MenuItems.Add(export);
export.Click += ExportShader0;
MenuItem export2 = new MenuItem("Export Shader1");
ContextMenu.MenuItems.Add(export2);
export2.Click += ExportShader1;
}
private void ExportShader0(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.DefaultExt = "bin";
sfd.FileName = "shader0";
sfd.Filter = "Supported Formats|*.bin;";
if (sfd.ShowDialog() == DialogResult.OK)
{
File.WriteAllBytes(sfd.FileName, data[0]);
}
}
private void ExportShader1(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.DefaultExt = "bin";
sfd.FileName = "shader1";
sfd.Filter = "Supported Formats|*.bin;";
if (sfd.ShowDialog() == DialogResult.OK)
{
File.WriteAllBytes(sfd.FileName, data[1]);
}
}
public override void OnClick(TreeView treeview)
{
ShaderBinaryDisplay editor = (ShaderBinaryDisplay)LibraryGUI.GetActiveContent(typeof(ShaderBinaryDisplay));
if (editor == null)
{
editor = new ShaderBinaryDisplay();
editor.Dock = DockStyle.Fill;
LibraryGUI.LoadEditor(editor);
}
editor.Text = Text;
editor.FillEditor(Utils.CombineByteArray(data.ToArray()), DecompileShader());
}
private string DecompileShader()
{
//Shader A and B usually need to be combined but atm it has some issues
return NSWShaderDecompile.DecompileShader(shaderType, data[1], 0x30);
}
}
}
}