mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-22 19:03:09 +00:00
814 lines
33 KiB
C#
814 lines
33 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.Text;
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using System.Threading.Tasks;
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using Syroot.NintenTools.NSW.Bfres;
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using Syroot.NintenTools.NSW.Bfres.Helpers;
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using Syroot.NintenTools.NSW.Bfres.GFX;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Rendering;
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using OpenTK;
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using System.Windows.Forms;
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using Bfres.Structs;
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namespace FirstPlugin
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{
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public static class BfresSwitch
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{
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public static void Read(BFRESRender renderer, ResFile resFile, TreeNode ResFileNode)
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{
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int CurMdl = 0;
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foreach (Model mdl in resFile.Models)
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{
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FMDL model = new FMDL();
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model.Text = mdl.Name;
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model.Skeleton = new FSKL(mdl.Skeleton);
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model.Nodes.Add(model.Skeleton.node);
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model.Skeleton.reset();
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model.Skeleton.update();
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model.BFRESRender = renderer;
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model.Skeleton.node.BFRESRender = renderer;
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model.Model = mdl;
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foreach (Material mat in mdl.Materials)
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{
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FMAT FMAT = new FMAT();
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FMAT.BFRESRender = renderer;
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FMAT.Text = mat.Name;
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FMAT.ReadMaterial(mat);
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model.Nodes[1].Nodes.Add(FMAT);
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model.materials.Add(FMAT.Text, FMAT);
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}
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foreach (Shape shp in mdl.Shapes)
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{
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VertexBuffer vertexBuffer = mdl.VertexBuffers[shp.VertexBufferIndex];
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Material material = mdl.Materials[shp.MaterialIndex];
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FSHP mesh = new FSHP();
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mesh.BFRESRender = renderer;
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mesh.ModelIndex = CurMdl;
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ReadShapesVertices(mesh, shp, vertexBuffer, model);
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mesh.MaterialIndex = shp.MaterialIndex;
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model.Nodes[0].Nodes.Add(mesh);
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model.shapes.Add(mesh);
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}
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ResFileNode.Nodes[0].Nodes.Add(model);
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renderer.models.Add(model);
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CurMdl++;
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}
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}
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public static Shape SaveShape(FSHP fshp)
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{
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Shape Shape = new Shape();
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Shape.VertexSkinCount = (byte)fshp.VertexSkinCount;
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Shape.Flags = ShapeFlags.HasVertexBuffer;
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Shape.BoneIndex = (ushort)fshp.boneIndx;
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Shape.MaterialIndex = (ushort)fshp.MaterialIndex;
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Shape.VertexBufferIndex = (ushort)fshp.VertexBufferIndex;
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Shape.KeyShapes = new List<KeyShape>();
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Shape.KeyShapeDict = new ResDict();
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Shape.Name = fshp.Text;
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Shape.SkinBoneIndices = fshp.GetIndices();
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Shape.TargetAttribCount = (byte)fshp.TargetAttribCount;
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Shape.SkinBoneIndices = fshp.BoneIndices;
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Shape.SubMeshBoundings = new List<Bounding>();
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Shape.RadiusArray = new List<float>();
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Shape.RadiusArray = fshp.boundingRadius;
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Shape.Meshes = new List<Mesh>();
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foreach (FSHP.BoundingBox box in fshp.boundingBoxes)
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{
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Bounding bnd = new Bounding();
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bnd.Center = new Syroot.Maths.Vector3F(box.Center.X, box.Center.Y, box.Center.Z);
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bnd.Extent = new Syroot.Maths.Vector3F(box.Extend.X, box.Extend.Y, box.Extend.Z);
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Shape.SubMeshBoundings.Add(bnd);
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}
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foreach (FSHP.LOD_Mesh mesh in fshp.lodMeshes)
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{
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Mesh msh = new Mesh();
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msh.MemoryPool = new MemoryPool();
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msh.SubMeshes = new List<SubMesh>();
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msh.PrimitiveType = (PrimitiveType)mesh.PrimitiveType;
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msh.FirstVertex = mesh.FirstVertex;
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foreach (FSHP.LOD_Mesh.SubMesh sub in mesh.subMeshes)
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{
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SubMesh subMesh = new SubMesh();
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subMesh.Offset = sub.offset;
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subMesh.Count = (uint)mesh.faces.Count;
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msh.SubMeshes.Add(subMesh);
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}
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IList<uint> faceList = new List<uint>();
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foreach (int f in mesh.faces)
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{
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faceList.Add((uint)f);
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}
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if (faceList.Count > 65000)
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{
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MessageBox.Show($"Warning! Your poly count for a single mesh {fshp.Text} is pretty high! ({faceList.Count})." +
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$" You may want to split this!");
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msh.SetIndices(faceList, IndexFormat.UInt32);
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}
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else
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msh.SetIndices(faceList, IndexFormat.UInt16);
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Shape.Meshes.Add(msh);
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break;
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}
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return Shape;
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}
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public static void ReadShapesVertices(FSHP fshp, Shape shp, VertexBuffer vertexBuffer, FMDL model)
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{
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fshp.boundingBoxes.Clear();
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fshp.boundingRadius.Clear();
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fshp.BoneIndices.Clear();
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foreach (Bounding bnd in shp.SubMeshBoundings)
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{
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FSHP. BoundingBox box = new FSHP.BoundingBox();
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box.Center = new Vector3(bnd.Center.X, bnd.Center.Y, bnd.Center.Z);
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box.Extend = new Vector3(bnd.Extent.X, bnd.Extent.Y, bnd.Extent.Z);
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fshp. boundingBoxes.Add(box);
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}
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foreach (float rad in shp.RadiusArray)
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{
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fshp.boundingRadius.Add(rad);
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}
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fshp.VertexBufferIndex = shp.VertexBufferIndex;
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fshp.Shape = shp;
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fshp.VertexBuffer = vertexBuffer;
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fshp.VertexSkinCount = shp.VertexSkinCount;
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fshp.boneIndx = shp.BoneIndex;
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fshp.Text = shp.Name;
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fshp.TargetAttribCount = shp.TargetAttribCount;
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fshp.MaterialIndex = shp.MaterialIndex;
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if (shp.SkinBoneIndices != null)
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{
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foreach (ushort bn in shp.SkinBoneIndices)
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fshp.BoneIndices.Add(bn);
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}
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ReadMeshes(fshp, shp);
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ReadVertexBuffer(fshp, vertexBuffer, model);
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}
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private static void ReadMeshes(FSHP fshp, Shape shp)
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{
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fshp.lodMeshes.Clear();
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foreach (Mesh msh in shp.Meshes)
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{
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uint FaceCount = msh.IndexCount;
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uint[] indicesArray = msh.GetIndices().ToArray();
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FSHP.LOD_Mesh lod = new FSHP.LOD_Mesh();
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foreach (SubMesh subMsh in msh.SubMeshes)
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{
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FSHP.LOD_Mesh.SubMesh sub = new FSHP.LOD_Mesh.SubMesh();
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sub.size = subMsh.Count;
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sub.offset = subMsh.Offset;
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lod.subMeshes.Add(sub);
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}
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lod.IndexFormat = (STIndexFormat)msh.IndexFormat;
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lod.PrimitiveType = (STPolygonType)msh.PrimitiveType;
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lod.FirstVertex = msh.FirstVertex;
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for (int face = 0; face < FaceCount; face++)
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lod.faces.Add((int)indicesArray[face] + (int)msh.FirstVertex);
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fshp.lodMeshes.Add(lod);
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}
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}
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private static void ReadVertexBuffer(FSHP fshp, VertexBuffer vtx, FMDL model)
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{
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fshp.vertices.Clear();
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fshp.vertexAttributes.Clear();
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//Create a buffer instance which stores all the buffer data
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VertexBufferHelper helper = new VertexBufferHelper(vtx);
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//Set each array first from the lib if exist. Then add the data all in one loop
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Syroot.Maths.Vector4F[] vec4Positions = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4Normals = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv1 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv2 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4c0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4t0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4b0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4w0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4i0 = new Syroot.Maths.Vector4F[0];
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//For shape morphing
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Syroot.Maths.Vector4F[] vec4Positions1 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4Positions2 = new Syroot.Maths.Vector4F[0];
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foreach (VertexAttrib att in vtx.Attributes)
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{
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FSHP.VertexAttribute attr = new FSHP.VertexAttribute();
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attr.Name = att.Name;
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attr.Format = att.Format;
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if (att.Name == "_p0")
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vec4Positions = AttributeData(att, helper, "_p0");
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if (att.Name == "_n0")
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vec4Normals = AttributeData(att, helper, "_n0");
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if (att.Name == "_u0")
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vec4uv0 = AttributeData(att, helper, "_u0");
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if (att.Name == "_u1")
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vec4uv1 = AttributeData(att, helper, "_u1");
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if (att.Name == "_u2")
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vec4uv2 = AttributeData(att, helper, "_u2");
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if (att.Name == "_c0")
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vec4c0 = AttributeData(att, helper, "_c0");
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if (att.Name == "_t0")
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vec4t0 = AttributeData(att, helper, "_t0");
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if (att.Name == "_b0")
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vec4b0 = AttributeData(att, helper, "_b0");
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if (att.Name == "_w0")
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vec4w0 = AttributeData(att, helper, "_w0");
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if (att.Name == "_i0")
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vec4i0 = AttributeData(att, helper, "_i0");
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if (att.Name == "_p1")
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vec4Positions1 = AttributeData(att, helper, "_p1");
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if (att.Name == "_p2")
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vec4Positions2 = AttributeData(att, helper, "_p2");
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fshp.vertexAttributes.Add(attr);
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}
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for (int i = 0; i < vec4Positions.Length; i++)
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{
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Vertex v = new Vertex();
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if (vec4Positions.Length > 0)
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v.pos = new Vector3(vec4Positions[i].X, vec4Positions[i].Y, vec4Positions[i].Z);
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if (vec4Positions1.Length > 0)
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v.pos1 = new Vector3(vec4Positions1[i].X, vec4Positions1[i].Y, vec4Positions1[i].Z);
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if (vec4Positions2.Length > 0)
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v.pos2 = new Vector3(vec4Positions2[i].X, vec4Positions2[i].Y, vec4Positions2[i].Z);
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if (vec4Normals.Length > 0)
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v.nrm = new Vector3(vec4Normals[i].X, vec4Normals[i].Y, vec4Normals[i].Z);
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if (vec4uv0.Length > 0)
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v.uv0 = new Vector2(vec4uv0[i].X, vec4uv0[i].Y);
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if (vec4uv1.Length > 0)
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v.uv1 = new Vector2(vec4uv1[i].X, vec4uv1[i].Y);
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if (vec4uv2.Length > 0)
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v.uv2 = new Vector2(vec4uv2[i].X, vec4uv2[i].Y);
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if (vec4w0.Length > 0)
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{
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v.boneWeights.Add(vec4w0[i].X);
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v.boneWeights.Add(vec4w0[i].Y);
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v.boneWeights.Add(vec4w0[i].Z);
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v.boneWeights.Add(vec4w0[i].W);
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}
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if (vec4i0.Length > 0)
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{
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v.boneIds.Add((int)vec4i0[i].X);
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v.boneIds.Add((int)vec4i0[i].Y);
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v.boneIds.Add((int)vec4i0[i].Z);
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v.boneIds.Add((int)vec4i0[i].W);
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}
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if (vec4t0.Length > 0)
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v.tan = new Vector4(vec4t0[i].X, vec4t0[i].Y, vec4t0[i].Z, vec4t0[i].W);
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if (vec4b0.Length > 0)
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v.bitan = new Vector4(vec4b0[i].X, vec4b0[i].Y, vec4b0[i].Z, vec4b0[i].W);
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if (vec4c0.Length > 0)
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v.col = new Vector4(vec4c0[i].X, vec4c0[i].Y, vec4c0[i].Z, vec4c0[i].W);
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if (fshp.VertexSkinCount == 1)
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{
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Matrix4 sb = model.Skeleton.bones[model.Skeleton.Node_Array[v.boneIds[0]]].transform;
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v.pos = Vector3.TransformPosition(v.pos, sb);
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v.nrm = Vector3.TransformNormal(v.nrm, sb);
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}
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if (fshp.VertexSkinCount == 0)
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{
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Matrix4 NoBindFix = model.Skeleton.bones[fshp.boneIndx].transform;
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v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
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v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
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}
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fshp.vertices.Add(v);
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}
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}
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private static Syroot.Maths.Vector4F[] AttributeData(VertexAttrib att, VertexBufferHelper helper, string attName)
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{
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VertexBufferHelperAttrib attd = helper[attName];
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return attd.Data;
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}
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public static void SetSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
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{
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if (skeleton.MatrixToBoneList == null)
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skeleton.MatrixToBoneList = new List<ushort>();
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RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
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int nodes = 0;
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foreach (ushort node in skeleton.MatrixToBoneList)
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{
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RenderableSkeleton.Node_Array[nodes] = node;
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nodes++;
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}
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foreach (Bone bone in skeleton.Bones)
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{
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BfresBone STBone = new BfresBone(RenderableSkeleton);
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SetBone(STBone, bone);
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STBone.BFRESRender = RenderableSkeleton.node.BFRESRender; //to update viewport on bone edits
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RenderableSkeleton.bones.Add(STBone);
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}
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RenderableSkeleton.update();
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RenderableSkeleton.reset();
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foreach (var bone in RenderableSkeleton.bones)
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if (bone.Parent == null)
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skl.Nodes.Add(bone);
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Runtime.abstractGlDrawables.Add(RenderableSkeleton);
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}
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public static void SetBone(this BfresBone bone, Bone bn)
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{
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bone.Bone = bn;
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bone.Text = bn.Name;
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bone.BillboardIndex = bn.BillboardIndex;
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bone.parentIndex = bn.ParentIndex;
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bone.scale = new float[3];
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bone.rotation = new float[4];
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bone.position = new float[3];
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if (bn.FlagsRotation == BoneFlagsRotation.Quaternion)
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bone.boneRotationType = 1;
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else
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bone.boneRotationType = 0;
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bone.scale[0] = bn.Scale.X;
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bone.scale[1] = bn.Scale.Y;
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bone.scale[2] = bn.Scale.Z;
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bone.rotation[0] = bn.Rotation.X;
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bone.rotation[1] = bn.Rotation.Y;
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bone.rotation[2] = bn.Rotation.Z;
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bone.rotation[3] = bn.Rotation.W;
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bone.position[0] = bn.Position.X;
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bone.position[1] = bn.Position.Y;
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bone.position[2] = bn.Position.Z;
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}
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public static void SetShape(this FSHP s, Shape shp)
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{
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shp.Name = s.Text;
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shp.MaterialIndex = (ushort)s.MaterialIndex;
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shp.BoneIndex = (ushort)s.boneIndx;
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}
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public static void CreateNewMaterial(string Name)
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{
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FMAT mat = new FMAT();
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mat.Text = Name;
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mat.Material = new Material();
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SetMaterial(mat, mat.Material);
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}
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public static void SetMaterial(this FMAT m, Material mat)
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{
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mat.Name = m.Text;
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if (m.Enabled)
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mat.Flags = MaterialFlags.Visible;
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else
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mat.Flags = MaterialFlags.None;
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if (mat.ShaderParamData == null)
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mat.ShaderParamData = new byte[0];
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byte[] ParamData = WriteShaderParams(m, mat);
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if (ParamData.Length != mat.ShaderParamData.Length)
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throw new Exception("Param size mis match!");
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else
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mat.ShaderParamData = ParamData;
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WriteRenderInfo(m, mat);
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WriteTextureRefs(m, mat);
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WriteShaderAssign(m.shaderassign, mat);
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}
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public static void ReadMaterial(this FMAT m, Material mat)
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{
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if (mat.Flags == MaterialFlags.Visible)
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m.Enabled = true;
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else
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m.Enabled = false;
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m.ReadRenderInfo(mat);
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m.ReadShaderAssign(mat);
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m.SetActiveGame();
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m.ReadShaderParams(mat);
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m.Material = mat;
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m.ReadTextureRefs(mat);
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}
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public static void ReadTextureRefs(this FMAT m, Material mat)
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{
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m.textures.Clear();
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int AlbedoCount = 0;
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int id = 0;
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string TextureName = "";
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if (mat.TextureRefs == null)
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mat.TextureRefs = new List<string>();
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foreach (string tex in mat.TextureRefs)
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{
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TextureName = tex;
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MatTexture texture = new MatTexture();
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texture.wrapModeS = (int)mat.Samplers[id].WrapModeU;
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texture.wrapModeT = (int)mat.Samplers[id].WrapModeV;
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texture.wrapModeW = (int)mat.Samplers[id].WrapModeW;
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texture.SamplerName = mat.SamplerDict.GetKey(id);
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bool IsAlbedo = Misc.HackyTextureList.Any(TextureName.Contains);
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if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
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{
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if (texture.SamplerName == "_a0")
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{
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if (AlbedoCount == 0)
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{
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m.HasDiffuseMap = true;
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AlbedoCount++;
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texture.hash = 0;
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texture.Type = MatTexture.TextureType.Diffuse;
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}
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}
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if (texture.SamplerName == "_n0")
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{
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texture.hash = 1;
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m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
if (texture.SamplerName == "_e0")
|
|
{
|
|
texture.hash = 8;
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
if (texture.SamplerName == "_s0")
|
|
{
|
|
texture.hash = 4;
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
if (texture.SamplerName == "_x0")
|
|
{
|
|
texture.hash = 6;
|
|
m.HasSphereMap = true;
|
|
texture.Type = MatTexture.TextureType.SphereMap;
|
|
}
|
|
if (texture.SamplerName == "_b0")
|
|
{
|
|
texture.hash = 2;
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
if (texture.SamplerName == "_b1")
|
|
{
|
|
texture.hash = 3;
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
}
|
|
else if (Runtime.activeGame == Runtime.ActiveGame.SMO)
|
|
{
|
|
if (texture.SamplerName == "_a0")
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.hash = 0;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
}
|
|
if (texture.SamplerName == "_n0")
|
|
{
|
|
texture.hash = 1;
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
if (texture.SamplerName == "_e0")
|
|
{
|
|
texture.hash = 8;
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
if (TextureName.Contains("mtl"))
|
|
{
|
|
texture.hash = 16;
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
else if (TextureName.Contains("rgh"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
texture.hash = 18;
|
|
m.HasRoughnessMap = true;
|
|
}
|
|
else if (TextureName.Contains("sss"))
|
|
{
|
|
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
texture.hash = 19;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//This works decently for now. I tried samplers but Kirby Star Allies doesn't map with samplers properly?
|
|
if (IsAlbedo)
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.hash = 0;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
if (AlbedoCount == 1)
|
|
{
|
|
// poly.material.HasDiffuseLayer = true;
|
|
// texture.hash = 19;
|
|
// texture.Type = MatTexture.TextureType.DiffuseLayer2;
|
|
|
|
}
|
|
}
|
|
|
|
else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm"))
|
|
{
|
|
texture.hash = 1;
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (TextureName.Contains("Emm"))
|
|
{
|
|
texture.hash = 8;
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
else if (TextureName.Contains("Spm"))
|
|
{
|
|
texture.hash = 4;
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
else if (TextureName.Contains("b00"))
|
|
{
|
|
texture.hash = 2;
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (TextureName.Contains("Moc") || TextureName.Contains("AO"))
|
|
{
|
|
texture.hash = 2;
|
|
m.HasAmbientOcclusionMap = true;
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
}
|
|
else if (TextureName.Contains("b01"))
|
|
{
|
|
texture.hash = 3;
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
|
|
{
|
|
texture.hash = 17;
|
|
m.HasRoughnessMap = true;
|
|
texture.Type = MatTexture.TextureType.MRA;
|
|
}
|
|
else if (TextureName.Contains("mtl"))
|
|
{
|
|
texture.hash = 16;
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
else if (TextureName.Contains("rgh"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
texture.hash = 18;
|
|
m.HasRoughnessMap = true;
|
|
}
|
|
else if (TextureName.Contains("sss"))
|
|
{
|
|
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
texture.hash = 19;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
}
|
|
|
|
texture.Name = TextureName;
|
|
|
|
m.textures.Add(texture);
|
|
|
|
id++;
|
|
}
|
|
}
|
|
public static void ReadShaderParams(this FMAT m, Material mat)
|
|
{
|
|
m.matparam.Clear();
|
|
|
|
if (mat.ShaderParamData == null)
|
|
return;
|
|
|
|
using (FileReader reader = new FileReader(new System.IO.MemoryStream(mat.ShaderParamData)))
|
|
{
|
|
reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
|
|
foreach (ShaderParam param in mat.ShaderParams)
|
|
{
|
|
BfresShaderParam shaderParam = new BfresShaderParam();
|
|
shaderParam.Type = param.Type;
|
|
shaderParam.Name = param.Name;
|
|
|
|
reader.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
|
|
shaderParam.ReadValue(reader, (int)param.DataSize);
|
|
|
|
m.matparam.Add(param.Name, shaderParam);
|
|
}
|
|
reader.Close();
|
|
}
|
|
}
|
|
public static byte[] WriteShaderParams(this FMAT m, Material mat)
|
|
{
|
|
mat.ShaderParams = new List<ShaderParam>();
|
|
|
|
System.IO.MemoryStream mem = new System.IO.MemoryStream();
|
|
using (FileWriter writer = new FileWriter(mem))
|
|
{
|
|
uint Offset = 0;
|
|
int index = 0;
|
|
writer.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
|
|
foreach (BfresShaderParam shaderParam in m.matparam.Values)
|
|
{
|
|
ShaderParam param = new ShaderParam();
|
|
param.Name = shaderParam.Name;
|
|
param.Type = shaderParam.Type;
|
|
param.DataOffset = (ushort)Offset;
|
|
param.DependedIndex = (ushort)index;
|
|
param.DependIndex = (ushort)index;
|
|
|
|
writer.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
|
|
shaderParam.WriteValue(writer);
|
|
|
|
Offset += param.DataSize;
|
|
mat.ShaderParams.Add(param);
|
|
index++;
|
|
}
|
|
writer.Close();
|
|
}
|
|
return mem.ToArray();
|
|
}
|
|
public static void ReadRenderInfo(this FMAT m, Material mat)
|
|
{
|
|
m.renderinfo.Clear();
|
|
|
|
foreach (RenderInfo rnd in mat.RenderInfos)
|
|
{
|
|
BfresRenderInfo r = new BfresRenderInfo();
|
|
r.Name = rnd.Name;
|
|
r.Type = rnd.Type;
|
|
switch (rnd.Type)
|
|
{
|
|
case RenderInfoType.Int32: r.ValueInt = rnd.GetValueInt32s(); break;
|
|
case RenderInfoType.Single: r.ValueFloat = rnd.GetValueSingles(); break;
|
|
case RenderInfoType.String: r.ValueString = rnd.GetValueStrings(); break;
|
|
}
|
|
m.renderinfo.Add(r);
|
|
}
|
|
}
|
|
public static void WriteTextureRefs(this FMAT m, Material mat)
|
|
{
|
|
mat.TextureRefs = new List<string>();
|
|
mat.TextureRefs.Clear();
|
|
|
|
foreach (var textu in m.textures)
|
|
mat.TextureRefs.Add(textu.Name);
|
|
|
|
}
|
|
public static void WriteRenderInfo(this FMAT m, Material mat)
|
|
{
|
|
if (mat.RenderInfos == null)
|
|
mat.RenderInfos = new List<RenderInfo>();
|
|
|
|
mat.RenderInfos.Clear();
|
|
foreach (BfresRenderInfo rnd in m.renderinfo)
|
|
{
|
|
RenderInfo r = new RenderInfo();
|
|
r.Name = rnd.Name;
|
|
switch (rnd.Type)
|
|
{
|
|
case RenderInfoType.Int32: r.SetValue(rnd.ValueInt); break;
|
|
case RenderInfoType.Single: r.SetValue(rnd.ValueFloat); break;
|
|
case RenderInfoType.String: r.SetValue(rnd.ValueString); break;
|
|
}
|
|
mat.RenderInfos.Add(r);
|
|
}
|
|
}
|
|
public static void ReadShaderAssign(this FMAT m, Material mat)
|
|
{
|
|
m.shaderassign = new FMAT.ShaderAssign();
|
|
|
|
if (mat.ShaderAssign == null)
|
|
mat.ShaderAssign = new ShaderAssign();
|
|
if (mat.ShaderAssign.ShaderOptions == null)
|
|
mat.ShaderAssign.ShaderOptions = new List<string>();
|
|
if (mat.ShaderAssign.AttribAssigns == null)
|
|
mat.ShaderAssign.AttribAssigns = new List<string>();
|
|
if (mat.ShaderAssign.SamplerAssigns == null)
|
|
mat.ShaderAssign.SamplerAssigns = new List<string>();
|
|
|
|
m.shaderassign.options.Clear();
|
|
m.shaderassign.samplers.Clear();
|
|
m.shaderassign.attributes.Clear();
|
|
|
|
m.shaderassign = new FMAT.ShaderAssign();
|
|
m.shaderassign.ShaderArchive = mat.ShaderAssign.ShaderArchiveName;
|
|
m.shaderassign.ShaderModel = mat.ShaderAssign.ShadingModelName;
|
|
|
|
for (int op = 0; op < mat.ShaderAssign.ShaderOptions.Count; op++)
|
|
m.shaderassign.options.Add(mat.ShaderAssign.ShaderOptionDict.GetKey(op), mat.ShaderAssign.ShaderOptions[op]);
|
|
|
|
if (mat.ShaderAssign.SamplerAssigns != null)
|
|
{
|
|
for (int op = 0; op < mat.ShaderAssign.SamplerAssigns.Count; op++)
|
|
m.shaderassign.samplers.Add(mat.ShaderAssign.SamplerAssignDict.GetKey(op), mat.ShaderAssign.SamplerAssigns[op]);
|
|
}
|
|
if (mat.ShaderAssign.AttribAssigns != null)
|
|
{
|
|
for (int op = 0; op < mat.ShaderAssign.AttribAssigns.Count; op++)
|
|
m.shaderassign.attributes.Add(mat.ShaderAssign.AttribAssignDict.GetKey(op), mat.ShaderAssign.AttribAssigns[op]);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
public static void WriteShaderAssign(this FMAT.ShaderAssign shd, Material mat)
|
|
{
|
|
mat.ShaderAssign = new ShaderAssign();
|
|
mat.ShaderAssign.ShaderOptionDict = new ResDict();
|
|
mat.ShaderAssign.SamplerAssignDict = new ResDict();
|
|
mat.ShaderAssign.AttribAssignDict = new ResDict();
|
|
mat.ShaderAssign.ShaderOptions = new List<string>();
|
|
mat.ShaderAssign.AttribAssigns = new List<string>();
|
|
mat.ShaderAssign.SamplerAssigns = new List<string>();
|
|
|
|
mat.ShaderAssign.ShaderArchiveName = shd.ShaderArchive;
|
|
mat.ShaderAssign.ShadingModelName = shd.ShaderModel;
|
|
|
|
foreach (var option in shd.options)
|
|
{
|
|
mat.ShaderAssign.ShaderOptionDict.Add(option.Key);
|
|
mat.ShaderAssign.ShaderOptions.Add(option.Value);
|
|
}
|
|
foreach (var samp in shd.samplers)
|
|
{
|
|
mat.ShaderAssign.SamplerAssignDict.Add(samp.Key);
|
|
mat.ShaderAssign.SamplerAssigns.Add(samp.Value);
|
|
}
|
|
foreach (var att in shd.attributes)
|
|
{
|
|
mat.ShaderAssign.AttribAssignDict.Add(att.Key);
|
|
mat.ShaderAssign.AttribAssigns.Add(att.Value);
|
|
}
|
|
}
|
|
|
|
public static void WriteExternalFiles(ResFile resFile, TreeNode EditorRoot)
|
|
{
|
|
resFile.ExternalFiles.Clear();
|
|
if (EditorRoot.Nodes.ContainsKey("EXT"))
|
|
{
|
|
foreach (TreeNode node in EditorRoot.Nodes["EXT"].Nodes)
|
|
{
|
|
ExternalFile ext = new ExternalFile();
|
|
if (node is BinaryTextureContainer)
|
|
{
|
|
BinaryTextureContainer bntx = (BinaryTextureContainer)node;
|
|
ext.Data = bntx.Save();
|
|
}
|
|
else if (node is BfshaFileData)
|
|
{
|
|
ext.Data = ((BfshaFileData)node).Data;
|
|
}
|
|
else
|
|
{
|
|
ext.Data = ((ExternalFileData)node).Data;
|
|
}
|
|
resFile.ExternalFiles.Add(ext);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|