mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 04:53:09 +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
228 lines
No EOL
7.5 KiB
C#
228 lines
No EOL
7.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics;
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using CSCore;
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using CSCore.DSP;
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namespace WinformsVisualization.Visualization
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{
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public class SpectrumBase : INotifyPropertyChanged
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{
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private const int ScaleFactorLinear = 9;
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protected const int ScaleFactorSqr = 2;
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protected const double MinDbValue = -90;
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protected const double MaxDbValue = 0;
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protected const double DbScale = (MaxDbValue - MinDbValue);
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private int _fftSize;
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private bool _isXLogScale;
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private int _maxFftIndex;
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private int _maximumFrequency = 20000;
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private int _maximumFrequencyIndex;
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private int _minimumFrequency = 20; //Default spectrum from 20Hz to 20kHz
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private int _minimumFrequencyIndex;
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private ScalingStrategy _scalingStrategy;
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private int[] _spectrumIndexMax;
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private int[] _spectrumLogScaleIndexMax;
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private ISpectrumProvider _spectrumProvider;
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protected int SpectrumResolution;
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private bool _useAverage;
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public int MaximumFrequency
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{
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get { return _maximumFrequency; }
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set
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{
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if (value <= MinimumFrequency)
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{
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throw new ArgumentOutOfRangeException("value",
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"Value must not be less or equal the MinimumFrequency.");
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}
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_maximumFrequency = value;
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UpdateFrequencyMapping();
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RaisePropertyChanged("MaximumFrequency");
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}
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}
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public int MinimumFrequency
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{
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get { return _minimumFrequency; }
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set
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{
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if (value < 0)
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throw new ArgumentOutOfRangeException("value");
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_minimumFrequency = value;
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UpdateFrequencyMapping();
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RaisePropertyChanged("MinimumFrequency");
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}
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}
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[BrowsableAttribute(false)]
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public ISpectrumProvider SpectrumProvider
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{
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get { return _spectrumProvider; }
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set
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{
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if (value == null)
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throw new ArgumentNullException("value");
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_spectrumProvider = value;
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RaisePropertyChanged("SpectrumProvider");
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}
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}
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public bool IsXLogScale
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{
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get { return _isXLogScale; }
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set
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{
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_isXLogScale = value;
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UpdateFrequencyMapping();
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RaisePropertyChanged("IsXLogScale");
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}
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}
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public ScalingStrategy ScalingStrategy
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{
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get { return _scalingStrategy; }
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set
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{
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_scalingStrategy = value;
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RaisePropertyChanged("ScalingStrategy");
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}
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}
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public bool UseAverage
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{
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get { return _useAverage; }
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set
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{
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_useAverage = value;
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RaisePropertyChanged("UseAverage");
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}
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}
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[BrowsableAttribute(false)]
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public FftSize FftSize
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{
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get { return (FftSize)_fftSize; }
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protected set
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{
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if ((int)Math.Log((int)value, 2) % 1 != 0)
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throw new ArgumentOutOfRangeException("value");
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_fftSize = (int)value;
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_maxFftIndex = _fftSize / 2 - 1;
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RaisePropertyChanged("FFTSize");
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}
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}
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public event PropertyChangedEventHandler PropertyChanged;
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protected virtual void UpdateFrequencyMapping()
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{
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_maximumFrequencyIndex = Math.Min(_spectrumProvider.GetFftBandIndex(MaximumFrequency) + 1, _maxFftIndex);
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_minimumFrequencyIndex = Math.Min(_spectrumProvider.GetFftBandIndex(MinimumFrequency), _maxFftIndex);
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int actualResolution = SpectrumResolution;
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int indexCount = _maximumFrequencyIndex - _minimumFrequencyIndex;
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double linearIndexBucketSize = Math.Round(indexCount / (double)actualResolution, 3);
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_spectrumIndexMax = _spectrumIndexMax.CheckBuffer(actualResolution, true);
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_spectrumLogScaleIndexMax = _spectrumLogScaleIndexMax.CheckBuffer(actualResolution, true);
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double maxLog = Math.Log(actualResolution, actualResolution);
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for (int i = 1; i < actualResolution; i++)
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{
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int logIndex =
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(int)((maxLog - Math.Log((actualResolution + 1) - i, (actualResolution + 1))) * indexCount) +
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_minimumFrequencyIndex;
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_spectrumIndexMax[i - 1] = _minimumFrequencyIndex + (int)(i * linearIndexBucketSize);
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_spectrumLogScaleIndexMax[i - 1] = logIndex;
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}
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if (actualResolution > 0)
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{
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_spectrumIndexMax[_spectrumIndexMax.Length - 1] =
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_spectrumLogScaleIndexMax[_spectrumLogScaleIndexMax.Length - 1] = _maximumFrequencyIndex;
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}
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}
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protected virtual SpectrumPointData[] CalculateSpectrumPoints(double maxValue, float[] fftBuffer)
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{
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var dataPoints = new List<SpectrumPointData>();
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double value0 = 0, value = 0;
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double lastValue = 0;
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double actualMaxValue = maxValue;
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int spectrumPointIndex = 0;
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for (int i = _minimumFrequencyIndex; i <= _maximumFrequencyIndex; i++)
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{
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switch (ScalingStrategy)
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{
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case ScalingStrategy.Decibel:
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value0 = (((20 * Math.Log10(fftBuffer[i])) - MinDbValue) / DbScale) * actualMaxValue;
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break;
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case ScalingStrategy.Linear:
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value0 = (fftBuffer[i] * ScaleFactorLinear) * actualMaxValue;
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break;
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case ScalingStrategy.Sqrt:
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value0 = ((Math.Sqrt(fftBuffer[i])) * ScaleFactorSqr) * actualMaxValue;
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break;
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}
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bool recalc = true;
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value = Math.Max(0, Math.Max(value0, value));
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while (spectrumPointIndex <= _spectrumIndexMax.Length - 1 &&
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i ==
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(IsXLogScale
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? _spectrumLogScaleIndexMax[spectrumPointIndex]
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: _spectrumIndexMax[spectrumPointIndex]))
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{
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if (!recalc)
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value = lastValue;
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if (value > maxValue)
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value = maxValue;
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if (_useAverage && spectrumPointIndex > 0)
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value = (lastValue + value) / 2.0;
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dataPoints.Add(new SpectrumPointData { SpectrumPointIndex = spectrumPointIndex, Value = value });
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lastValue = value;
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value = 0.0;
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spectrumPointIndex++;
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recalc = false;
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}
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//value = 0;
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}
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return dataPoints.ToArray();
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}
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protected void RaisePropertyChanged(string propertyName)
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{
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if (PropertyChanged != null && !String.IsNullOrEmpty(propertyName))
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PropertyChanged(this, new PropertyChangedEventArgs(propertyName));
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}
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[DebuggerDisplay("{Value}")]
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protected struct SpectrumPointData
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{
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public int SpectrumPointIndex;
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public double Value;
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}
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}
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} |