Switch-Toolbox/Switch_FileFormatsMain/FileFormats/Shader/BFSHA.cs
KillzXGaming 5081e39414 More format additions and fixes.
Fixed MKAGPDX models a bit so they aren't all missing mesh data. Skinned ones are still buggy!
 BMD wip support using SuperBMDLib.
 Adjusted gui loading a little bit.
2019-07-11 17:22:59 -04:00

149 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Switch_Toolbox.Library.Forms;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.IO;
using BfshaLibrary;
using System.Windows.Forms;
using ResNX = Syroot.NintenTools.NSW.Bfres;
namespace FirstPlugin
{
public class BFSHA : TreeNodeFile, IFileFormat
{
public FileType FileType { get; set; } = FileType.Shader;
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "Binary Shader Archive" };
public string[] Extension { get; set; } = new string[] { "*.bfsha" };
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 Switch_Toolbox.Library.IO.FileReader(stream, true))
{
return reader.CheckSignature(4, "FSHA");
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
return types.ToArray();
}
}
BfshaFile bfshaFile;
public void Load(System.IO.Stream stream)
{
Text = FileName;
bool IsWiiU = CheckWiiU(new FileReader(stream, true));
if (IsWiiU)
{
}
else
{
bfshaFile = new BfshaFile(stream);
foreach (var model in bfshaFile.ShaderModels)
{
var wrapper = new ShaderModelWrapper();
wrapper.Read(model);
Nodes.Add(wrapper);
}
}
}
public int GetStaticKey(ResNX.ShaderAssign ShaderAssign)
{
if (bfshaFile.ShaderModelDict.ContainsKey(ShaderAssign.ShadingModelName))
{
int ModelIndex = bfshaFile.ShaderModelDict.IndexOf(ShaderAssign.ShadingModelName);
for (int option = 0; option < ShaderAssign.ShaderOptions.Count; option++)
{
int OptionIndex = bfshaFile.ShaderModels[ModelIndex].StaticOptionDict.IndexOf(ShaderAssign.ShaderOptions[option]);
var OptionStatic = bfshaFile.ShaderModels[ModelIndex].StaticOptions[OptionIndex];
int ChoiceIndex = OptionStatic.ChoiceDict.IndexOf(ShaderAssign.ShaderOptions[option]);
return bfshaFile.ShaderModels[ModelIndex].GetStaticKey(OptionIndex, ChoiceIndex);
}
}
else
throw new Exception("Model not found in bfsha!");
return -1;
}
public void Unload()
{
}
public byte[] Save()
{
return null;
}
public bool CheckWiiU(FileReader reader)
{
reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
string Signature = reader.ReadString(4, Encoding.ASCII);
if (Signature != "FSHA")
throw new Exception($"Invalid signature {Signature}! Expected FSHA.");
uint padding = reader.ReadUInt32();
reader.Position = 0; //Reset position
if (padding != 0x20202020)
return true;
return false;
}
public class ShaderModelWrapper : TreeNodeCustom
{
ShaderModel shaderModel;
BNSH ShaderFile;
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(Bfsha2Xml.WriteShaderModel(shaderModel));
editor.IsXML = true;
}
//The contetns are basically the same from Wii U which has already been REed!
public void Read(ShaderModel model)
{
shaderModel = model;
Text = shaderModel.Name;
ShaderFile = new BNSH();
ShaderFile.FileName = "dummy.bnsh";
ShaderFile.Load(new System.IO.MemoryStream(shaderModel.BinaryShaderData));
Nodes.Add(ShaderFile);
}
}
}
}