Switch-Toolbox/File_Format_Library/XML/Bfsha2Xml.cs
KillzXGaming 7cf2e9c571 Cleanup
2019-07-16 17:45:10 -04:00

129 lines
5.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
using Toolbox.Library;
using BfshaLibrary;
namespace FirstPlugin
{
public class Bfsha2Xml : XmlDoc
{
public static void Save(BfshaFile bfshaFile, string FileName)
{
XmlDocument doc = new XmlDocument();
XmlNode mainNode = doc.CreateElement("SHARCFB");
AddAttribute(doc, "Name", bfshaFile.Name, mainNode);
doc.AppendChild(mainNode);
}
public static string WriteShaderModel(ShaderModel shaderModel)
{
XmlDocument doc = new XmlDocument();
XmlNode mainNode = doc.CreateElement("shader_model");
AddAttribute(doc, "name", shaderModel.Name.Replace("\x00", ""), mainNode);
doc.AppendChild(mainNode);
WriteShaderOptions(doc, shaderModel.StaticOptions, "static_option_array", mainNode);
WriteShaderOptions(doc, shaderModel.DynamiOptions, "dynamic_option_array", mainNode);
WriteSamplers(doc, shaderModel.Samplers, shaderModel.SamplersDict, "sampler_array", mainNode);
WriteAttributes(doc, shaderModel.Attributes, shaderModel.AttributeDict, "attribute_array", mainNode);
WriteUniformBlocks(doc, shaderModel.UniformBlocks, shaderModel.UniformBlockDict, "uniform_block_array", mainNode);
return DocumentToString(doc);
}
private static void WriteUniformBlocks(XmlDocument doc, List<UniformBlock> uniformBlocks, ResDict uniformBlockeDictionary, string Name, XmlNode node)
{
XmlNode rootNode = doc.CreateElement(Name);
foreach (var block in uniformBlocks)
{
XmlNode childNode = doc.CreateElement("uniform_block");
AddAttribute(doc, "name", uniformBlockeDictionary.GetKey(block.Index), childNode);
AddAttribute(doc, "size", block.Size.ToString(), childNode);
AddAttribute(doc, "type", block.Type.ToString(), childNode);
rootNode.AppendChild(childNode);
int ind = 0;
foreach (var uniform in block.Uniforms)
{
XmlNode uniformsNode = doc.CreateElement("uniform");
if (ind < block.UniformDict.Count && ind >= 0)
AddAttribute(doc, "name", block.UniformDict.GetKey(ind), uniformsNode);
AddAttribute(doc, "index", uniform.Index.ToString(), uniformsNode);
AddAttribute(doc, "block_index", uniform.BlockIndex.ToString(), uniformsNode);
AddAttribute(doc, "offset", uniform.Offset.ToString(), uniformsNode);
if (ind < (block.UniformDict.Count - 1) && ind >= 0)
{
uint nextOffset = block.Uniforms[ind + 1].Offset;
uint currentOffset = block.Uniforms[ind].Offset;
uint Size = nextOffset - currentOffset;
AddAttribute(doc, "size", Size.ToString(), uniformsNode);
}
if (ind == (block.UniformDict.Count - 1))
{
AddAttribute(doc, "size", (block.Size - uniform.Offset).ToString(), uniformsNode);
}
childNode.AppendChild(uniformsNode);
ind++;
}
}
node.AppendChild(rootNode);
}
private static void WriteAttributes(XmlDocument doc, List<BfshaLibrary.Attribute> attributes, ResDict attributeDictionary, string Name, XmlNode node)
{
XmlNode rootNode = doc.CreateElement(Name);
foreach (var attribute in attributes)
{
XmlNode childNode = doc.CreateElement("attribute");
AddAttribute(doc, "name", attributeDictionary.GetKey(attribute.Index), childNode);
AddAttribute(doc, "location", attribute.Location.ToString(), childNode);
AddAttribute(doc, "index", attribute.Index.ToString(), childNode);
rootNode.AppendChild(childNode);
}
node.AppendChild(rootNode);
}
private static void WriteSamplers(XmlDocument doc, List<Sampler> samplers, ResDict samplerDictionary, string Name, XmlNode node)
{
XmlNode rootNode = doc.CreateElement(Name);
foreach (var sampler in samplers)
{
XmlNode childNode = doc.CreateElement("sampler");
AddAttribute(doc, "name", samplerDictionary.GetKey(sampler.Index), childNode);
AddAttribute(doc, "alt", sampler.AltAnnotation, childNode);
AddAttribute(doc, "index", sampler.Index.ToString(), childNode);
rootNode.AppendChild(childNode);
}
node.AppendChild(rootNode);
}
private static void WriteShaderOptions(XmlDocument doc, List<ShaderOption> shaderOptions, string Name, XmlNode node)
{
XmlNode rootNode = doc.CreateElement(Name);
foreach (var option in shaderOptions)
{
XmlNode childNode = doc.CreateElement("option");
AddAttribute(doc, "name", option.Name, childNode);
AddAttribute(doc, "default", option.defaultChoice, childNode);
string choices = "";
foreach (var choice in option.ChoiceDict)
choices += $" {choice}";
AddAttribute(doc, "choices", choices, childNode);
rootNode.AppendChild(childNode);
}
node.AppendChild(rootNode);
}
}
}