mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-27 06:50:23 +00:00
1213 lines
49 KiB
C#
1213 lines
49 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 Toolbox.Library.IO;
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using Toolbox.Library;
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using Toolbox.Library.Rendering;
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using Toolbox.Library.Forms;
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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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using Toolbox.Library.Animations;
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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 Model SetModel(FMDL fmdl)
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{
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Model model = new Model();
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model.Name = fmdl.Text;
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model.Path = "";
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model.Shapes = new List<Shape>();
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model.VertexBuffers = new List<VertexBuffer>();
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model.Materials = new List<Material>();
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model.UserData = new List<UserData>();
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model.Skeleton = new Skeleton();
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model.Skeleton = fmdl.Skeleton.node.Skeleton;
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model.ShapeDict = new ResDict();
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model.MaterialDict = new ResDict();
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model.UserDataDict = new ResDict();
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model.UserData = fmdl.Model.UserData;
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model.UserDataDict = fmdl.Model.UserDataDict;
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if (model.Skeleton.InverseModelMatrices == null)
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model.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
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if (model.Skeleton.MatrixToBoneList == null)
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model.Skeleton.MatrixToBoneList = new List<ushort>();
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fmdl.Skeleton.CalculateIndices();
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int i = 0;
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var duplicates = fmdl.shapes.GroupBy(c => c.Text).Where(g => g.Skip(1).Any()).SelectMany(c => c);
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foreach (var shape in duplicates)
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shape.Text += i++;
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foreach (FSHP shape in fmdl.shapes)
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{
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BFRES.CheckMissingTextures(shape);
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SetShape(shape, shape.Shape);
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model.Shapes.Add(shape.Shape);
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model.VertexBuffers.Add(shape.VertexBuffer);
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shape.Shape.VertexBufferIndex = (ushort)(model.VertexBuffers.Count - 1);
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// BFRES.SetShaderAssignAttributes(shape.GetMaterial().shaderassign, shape);
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}
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foreach (FMAT mat in fmdl.materials.Values)
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{
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SetMaterial(mat, mat.Material);
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model.Materials.Add(mat.Material);
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}
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return model;
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}
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public static void ReadModel(FMDL model, Model mdl)
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{
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if (model == null)
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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.RemoveAt(2);
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model.Nodes.Add(model.Skeleton.node);
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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.Text = mat.Name;
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FMAT.ReadMaterial(mat);
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model.Nodes["FmatFolder"].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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FSHP mesh = new FSHP();
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ReadShapesVertices(mesh, shp, vertexBuffer, model);
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mesh.MaterialIndex = shp.MaterialIndex;
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model.Nodes["FshpFolder"].Nodes.Add(mesh);
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model.shapes.Add(mesh);
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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.BoneIndex;
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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.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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switch (mesh.PrimativeType)
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{
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case STPrimitiveType.Triangles:
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msh.PrimitiveType = PrimitiveType.Triangles;
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break;
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case STPrimitiveType.TrangleStrips:
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msh.PrimitiveType = PrimitiveType.TriangleStrip;
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break;
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case STPrimitiveType.Lines:
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msh.PrimitiveType = PrimitiveType.Lines;
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break;
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case STPrimitiveType.LineStrips:
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msh.PrimitiveType = PrimitiveType.LineStrip;
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break;
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case STPrimitiveType.Points:
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msh.PrimitiveType = PrimitiveType.Points;
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break;
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}
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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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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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fshp.boundingRadius = shp.RadiusArray.ToList();
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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.BoneIndex = 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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shp.SkinBoneIndices = new List<ushort>();
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fshp.BoneIndices = shp.SkinBoneIndices.ToList();
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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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switch (msh.PrimitiveType)
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{
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case PrimitiveType.Triangles:
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lod.PrimativeType = STPrimitiveType.Triangles;
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break;
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case PrimitiveType.TriangleStrip:
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lod.PrimativeType = STPrimitiveType.TrangleStrips;
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break;
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case PrimitiveType.Lines:
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lod.PrimativeType = STPrimitiveType.Lines;
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break;
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case PrimitiveType.Points:
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lod.PrimativeType = STPrimitiveType.Points;
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break;
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}
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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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int boneIndex = fshp.BoneIndex;
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if (v.boneIds.Count > 0)
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boneIndex = model.Skeleton.Node_Array[v.boneIds[0]];
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//Check if the bones are a rigid type
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//In game it seems to not transform if they are not rigid
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if (model.Skeleton.bones[boneIndex].RigidMatrixIndex != -1)
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{
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Matrix4 sb = model.Skeleton.bones[boneIndex].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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}
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if (fshp.VertexSkinCount == 0)
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{
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int boneIndex = fshp.BoneIndex;
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Matrix4 NoBindFix = model.Skeleton.bones[boneIndex].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 SkeletalAnim SetSkeletalAniamtion(FSKA anim)
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{
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SkeletalAnim animation = new SkeletalAnim();
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animation.Name = anim.Text;
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animation.FrameCount = anim.FrameCount;
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animation.FlagsAnimSettings = SkeletalAnimFlags.Looping;
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animation.FlagsRotate = SkeletalAnimFlagsRotate.EulerXYZ;
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animation.FlagsScale = SkeletalAnimFlagsScale.Maya;
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animation.BindIndices = new ushort[anim.Bones.Count];
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animation.BindSkeleton = new Skeleton();
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animation.BakedSize = 0;
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animation.BoneAnims = new List<BoneAnim>();
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animation.UserDataDict = new ResDict();
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animation.UserDatas = new List<UserData>();
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foreach (var bone in anim.Bones)
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animation.BoneAnims.Add(createBoneAnim(bone, anim));
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return animation;
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}
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private static BoneAnim createBoneAnim(Animation.KeyNode bone, FSKA anim)
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{
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BoneAnim boneAnim = new BoneAnim();
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boneAnim.Name = bone.Name;
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var posx = bone.XPOS.GetValue(0);
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var posy = bone.YPOS.GetValue(0);
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var posz = bone.ZPOS.GetValue(0);
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var scax = bone.XSCA.GetValue(0);
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var scay = bone.YSCA.GetValue(0);
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var scaz = bone.ZSCA.GetValue(0);
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var rotx = bone.XROT.GetValue(0);
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var roty = bone.YROT.GetValue(0);
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var rotz = bone.ZROT.GetValue(0);
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var rotw = bone.WROT.GetValue(0);
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BoneAnimData boneBaseData = new BoneAnimData();
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boneBaseData.Translate = new Syroot.Maths.Vector3F(posx, posy, posz);
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boneBaseData.Scale = new Syroot.Maths.Vector3F(scax, scay, scaz);
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boneBaseData.Rotate = new Syroot.Maths.Vector4F(rotx, roty, rotz, rotw);
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boneAnim.BaseData = boneBaseData;
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boneAnim.BeginBaseTranslate = 0;
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boneAnim.BeginRotate = 0;
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boneAnim.BeginTranslate = 0;
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boneAnim.Curves = new List<AnimCurve>();
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boneAnim.FlagsBase = BoneAnimFlagsBase.Translate | BoneAnimFlagsBase.Scale | BoneAnimFlagsBase.Rotate;
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boneAnim.FlagsTransform = BoneAnimFlagsTransform.Identity;
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if (bone.XPOS.HasAnimation())
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{
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boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateX;
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boneAnim.Curves.Add(SetAnimationCurve(bone.XPOS));
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}
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if (bone.YPOS.HasAnimation())
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{
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boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateY;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.YPOS));
|
|
}
|
|
if (bone.ZPOS.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateZ;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.ZPOS));
|
|
}
|
|
if (bone.XSCA.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleX;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.XSCA));
|
|
}
|
|
if (bone.YSCA.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleY;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.YSCA));
|
|
}
|
|
if (bone.ZSCA.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleZ;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.ZSCA));
|
|
}
|
|
if (bone.XROT.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateX;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.XROT));
|
|
}
|
|
if (bone.YROT.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateY;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.YROT));
|
|
}
|
|
if (bone.ZROT.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateZ;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.ZROT));
|
|
}
|
|
if (bone.WROT.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateW;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.WROT));
|
|
}
|
|
|
|
return boneAnim;
|
|
}
|
|
private static AnimCurve SetAnimationCurve(Animation.KeyGroup keyGroup)
|
|
{
|
|
AnimCurve curve = new AnimCurve();
|
|
curve.Frames = new float[(int)keyGroup.Keys.Count];
|
|
curve.FrameType = AnimCurveFrameType.Single;
|
|
curve.KeyType = AnimCurveKeyType.Single;
|
|
curve.EndFrame = keyGroup.FrameCount;
|
|
curve.AnimDataOffset = 0;
|
|
curve.Delta = 0;
|
|
curve.Scale = 1;
|
|
curve.StartFrame = 0;
|
|
curve.Offset = 0;
|
|
|
|
var frame = keyGroup.GetKeyFrame(0);
|
|
int valuesLength = 1;
|
|
if (frame.InterType == InterpolationType.HERMITE)
|
|
{
|
|
curve.CurveType = AnimCurveType.Cubic;
|
|
curve.Keys = new float[keyGroup.Keys.Count, 4];
|
|
for (int k = 0; k < keyGroup.Keys.Count; k++)
|
|
{
|
|
float value = keyGroup.GetValue(keyGroup.Keys[k].Frame);
|
|
curve.Keys[k, 0] = value;
|
|
curve.Keys[k, 1] = 0;
|
|
curve.Keys[k, 2] = 0;
|
|
curve.Keys[k, 3] = 0;
|
|
|
|
curve.Frames[k] = keyGroup.Keys[k].Frame;
|
|
}
|
|
}
|
|
if (frame.InterType == InterpolationType.LINEAR)
|
|
{
|
|
curve.CurveType = AnimCurveType.Linear;
|
|
curve.Keys = new float[keyGroup.Keys.Count, 2];
|
|
}
|
|
if (frame.InterType == InterpolationType.STEP)
|
|
{
|
|
curve.CurveType = AnimCurveType.StepInt;
|
|
curve.Keys = new float[keyGroup.Keys.Count, 1];
|
|
}
|
|
if (frame.InterType == InterpolationType.STEPBOOL)
|
|
{
|
|
curve.CurveType = AnimCurveType.StepBool;
|
|
curve.Keys = new float[keyGroup.Keys.Count, 1];
|
|
}
|
|
return curve;
|
|
}
|
|
public static void ReadSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
|
|
{
|
|
if (skeleton.MatrixToBoneList == null)
|
|
skeleton.MatrixToBoneList = new List<ushort>();
|
|
|
|
RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
|
|
int nodes = 0;
|
|
foreach (ushort node in skeleton.MatrixToBoneList)
|
|
{
|
|
RenderableSkeleton.Node_Array[nodes] = node;
|
|
nodes++;
|
|
}
|
|
|
|
RenderableSkeleton.bones.Clear();
|
|
foreach (Bone bone in skeleton.Bones)
|
|
{
|
|
BfresBone STBone = new BfresBone(RenderableSkeleton);
|
|
ReadBone(STBone, bone);
|
|
RenderableSkeleton.bones.Add(STBone);
|
|
}
|
|
|
|
skl.Nodes.Clear();
|
|
foreach (var bone in RenderableSkeleton.bones){
|
|
if (bone.Parent == null)
|
|
{
|
|
skl.Nodes.Add(bone);
|
|
}
|
|
}
|
|
|
|
RenderableSkeleton.update();
|
|
RenderableSkeleton.reset();
|
|
}
|
|
public static void ReadBone(this BfresBone bone, Bone bn, bool SetParent = true)
|
|
{
|
|
bone.Bone = bn;
|
|
bone.FlagVisible = bn.Flags.HasFlag(BoneFlags.Visible);
|
|
bone.Text = bn.Name;
|
|
bone.RigidMatrixIndex = bn.RigidMatrixIndex;
|
|
bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
|
|
bone.UseRigidMatrix = bn.RigidMatrixIndex != -1;
|
|
bone.UseSmoothMatrix = bn.SmoothMatrixIndex != -1;
|
|
|
|
bone.BillboardIndex = bn.BillboardIndex;
|
|
if (SetParent)
|
|
bone.parentIndex = bn.ParentIndex;
|
|
|
|
if (bn.FlagsRotation == BoneFlagsRotation.Quaternion)
|
|
bone.RotationType = STBone.BoneRotationType.Quaternion;
|
|
else
|
|
bone.RotationType = STBone.BoneRotationType.Euler;
|
|
|
|
bone.Position = new OpenTK.Vector3(
|
|
bn.Position.X,
|
|
bn.Position.Y,
|
|
bn.Position.Z);
|
|
bone.Rotation = new OpenTK.Quaternion(
|
|
bn.Rotation.X,
|
|
bn.Rotation.Y,
|
|
bn.Rotation.Z,
|
|
bn.Rotation.W);
|
|
bone.Scale = new OpenTK.Vector3(
|
|
bn.Scale.X,
|
|
bn.Scale.Y,
|
|
bn.Scale.Z);
|
|
}
|
|
|
|
public static void SaveSkeleton(FSKL fskl, List<STBone> Bones)
|
|
{
|
|
fskl.node.Skeleton.Bones.Clear();
|
|
fskl.node.Skeleton.MatrixToBoneList = new List<ushort>();
|
|
fskl.node.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
|
|
|
|
ushort SmoothIndex = 0;
|
|
foreach (STBone genericBone in Bones)
|
|
{
|
|
genericBone.BillboardIndex = -1;
|
|
|
|
//Clone a generic bone with the generic data
|
|
BfresBone bn = new BfresBone(fskl);
|
|
bn.CloneBaseInstance(genericBone);
|
|
bn.Text = genericBone.Text;
|
|
bn.UseRigidMatrix = bn.RigidMatrixIndex != -1;
|
|
bn.UseSmoothMatrix = bn.SmoothMatrixIndex != -1;
|
|
|
|
//Set the bfres bone data
|
|
if (bn.Bone == null)
|
|
bn.Bone = new Bone();
|
|
bn.GenericToBfresBone();
|
|
|
|
if (bn.SmoothMatrixIndex != short.MaxValue)
|
|
fskl.node.Skeleton.MatrixToBoneList.Add(SmoothIndex++);
|
|
|
|
fskl.node.Skeleton.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
|
|
|
|
//Check duplicated names
|
|
List<string> names = fskl.bones.Select(o => o.Text).ToList();
|
|
bn.Text = Utils.RenameDuplicateString(names, bn.Text);
|
|
bn.Bone.Name = bn.Text;
|
|
|
|
fskl.bones.Add(bn);
|
|
fskl.node.Skeleton.Bones.Add(bn.Bone);
|
|
|
|
//Add bones to tree
|
|
if (bn.Parent == null)
|
|
{
|
|
fskl.node.Nodes.Add(bn);
|
|
}
|
|
}
|
|
|
|
fskl.update();
|
|
fskl.reset();
|
|
|
|
fskl.Node_Array = new int[fskl.node.Skeleton.MatrixToBoneList.Count];
|
|
int nodes = 0;
|
|
foreach (ushort node in fskl.node.Skeleton.MatrixToBoneList)
|
|
{
|
|
fskl.Node_Array[nodes] = node;
|
|
nodes++;
|
|
}
|
|
}
|
|
|
|
public static void SetShape(this FSHP s, Shape shp)
|
|
{
|
|
shp.Name = s.Text;
|
|
shp.MaterialIndex = (ushort)s.MaterialIndex;
|
|
shp.BoneIndex = (ushort)s.BoneIndex;
|
|
}
|
|
public static void CreateNewMaterial(string Name)
|
|
{
|
|
FMAT mat = new FMAT();
|
|
mat.Text = Name;
|
|
mat.Material = new Material();
|
|
|
|
SetMaterial(mat, mat.Material);
|
|
}
|
|
public static void SetMaterial(this FMAT m, Material mat)
|
|
{
|
|
mat.Name = m.Text;
|
|
|
|
if (m.Enabled)
|
|
mat.Flags = MaterialFlags.Visible;
|
|
else
|
|
mat.Flags = MaterialFlags.None;
|
|
|
|
if (mat.ShaderParamData == null)
|
|
mat.ShaderParamData = new byte[0];
|
|
|
|
byte[] ParamData = WriteShaderParams(m, mat);
|
|
|
|
mat.ShaderParamData = ParamData;
|
|
|
|
WriteRenderInfo(m, mat);
|
|
WriteTextureRefs(m, mat);
|
|
WriteShaderAssign(m.shaderassign, mat);
|
|
}
|
|
public static void ReadMaterial(this FMAT m, Material mat)
|
|
{
|
|
if (mat.Flags == MaterialFlags.Visible)
|
|
m.Enabled = true;
|
|
else
|
|
m.Enabled = false;
|
|
|
|
m.ReadRenderInfo(mat);
|
|
m.ReadShaderAssign(mat);
|
|
m.SetActiveGame();
|
|
m.ReadShaderParams(mat);
|
|
m.Material = mat;
|
|
m.ReadTextureRefs(mat);
|
|
|
|
if (Runtime.activeGame == Runtime.ActiveGame.KSA)
|
|
KsaShader.LoadRenderInfo(m, m.renderinfo);
|
|
|
|
m.UpdateRenderPass();
|
|
}
|
|
public static void ReadTextureRefs(this FMAT m, Material mat)
|
|
{
|
|
m.TextureMaps.Clear();
|
|
|
|
int AlbedoCount = 0;
|
|
int id = 0;
|
|
string TextureName = "";
|
|
if (mat.TextureRefs == null)
|
|
mat.TextureRefs = new List<string>();
|
|
|
|
int textureUnit = 1;
|
|
foreach (string tex in mat.TextureRefs)
|
|
{
|
|
TextureName = tex;
|
|
|
|
MatTexture texture = new MatTexture();
|
|
texture.switchSampler = mat.Samplers[id];
|
|
|
|
texture.WrapModeS = (STTextureWrapMode)mat.Samplers[id].WrapModeU;
|
|
texture.WrapModeT = (STTextureWrapMode)mat.Samplers[id].WrapModeV;
|
|
texture.WrapModeW = (STTextureWrapMode)mat.Samplers[id].WrapModeW;
|
|
texture.SamplerName = mat.SamplerDict.GetKey(id);
|
|
|
|
if (mat.Samplers[id].ShrinkXY == Sampler.ShrinkFilterModes.Points)
|
|
texture.MinFilter = STTextureMinFilter.Nearest;
|
|
else
|
|
texture.MinFilter = STTextureMinFilter.Linear;
|
|
if (mat.Samplers[id].ExpandXY == Sampler.ExpandFilterModes.Points)
|
|
texture.MagFilter = STTextureMagFilter.Nearest;
|
|
else
|
|
texture.MagFilter = STTextureMagFilter.Linear;
|
|
|
|
string useSampler = texture.SamplerName;
|
|
|
|
//Use the fragment sampler in the shader assign section. It's usually more accurate this way
|
|
if (m.shaderassign.samplers.ContainsValue(texture.SamplerName))
|
|
useSampler = m.shaderassign.samplers.FirstOrDefault(x => x.Value == texture.SamplerName).Key;
|
|
|
|
bool IsAlbedo = Misc.HackyTextureList.Any(TextureName.Contains);
|
|
|
|
//A bit hacky, just use the same samplers for mk8 for nsmbudx
|
|
if (mat.ShaderAssign.ShaderArchiveName == "Wii_UBER" || mat.ShaderAssign.ShaderArchiveName == "Block_UBER")
|
|
Runtime.activeGame = Runtime.ActiveGame.MK8D;
|
|
|
|
if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
|
|
{
|
|
if (useSampler == "_a0" && AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
else if (useSampler == "_a1")
|
|
{
|
|
m.HasDiffuseLayer = true;
|
|
texture.Type = MatTexture.TextureType.DiffuseLayer2;
|
|
}
|
|
else if (useSampler == "_n0")
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (useSampler == "_e0")
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
else if (texture.SamplerName == "_s0" || useSampler == "_s0")
|
|
{
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
else if (useSampler == "_x0" && TextureName.Contains("Mlt"))
|
|
{
|
|
m.HasSphereMap = true;
|
|
texture.Type = MatTexture.TextureType.SphereMap;
|
|
}
|
|
else if (useSampler == "_b0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (useSampler == "_b1")
|
|
{
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
else if (texture.SamplerName == "bake0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
}
|
|
else if (Runtime.activeGame == Runtime.ActiveGame.Bezel)
|
|
{
|
|
bool IsAlbedo0 = useSampler == "_a0";
|
|
bool IsNormal = useSampler == "_n0";
|
|
bool IsRoughness = useSampler == "_r0";
|
|
bool IsMetalness = useSampler == "_m0";
|
|
bool IsEmissive = useSampler == "_e0";
|
|
|
|
if (IsAlbedo0) {
|
|
m.HasDiffuseMap = true;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
if (IsNormal) {
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
if (IsRoughness) {
|
|
m.HasRoughnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
}
|
|
if (IsMetalness) {
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
if (IsEmissive) {
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
}
|
|
else if (Runtime.activeGame == Runtime.ActiveGame.Splatoon2)
|
|
{
|
|
bool IsAlbedo0 = useSampler == "_a0";
|
|
bool IsNormal = useSampler == "_n0";
|
|
bool IsTeamColor = useSampler == "_cp0" || useSampler == "_su0";
|
|
bool IsRoughness = useSampler == "_r0";
|
|
bool IsMetalness = useSampler == "_m0";
|
|
bool IsEmissive = useSampler == "_e0";
|
|
bool IsBake0 = useSampler == "_b0";
|
|
bool IsBake1 = useSampler == "_b1";
|
|
bool IsTransmissionMap = useSampler == "_t0";
|
|
bool IsThicnessMap = useSampler == "_th0";
|
|
bool IsHitMap = useSampler == "_h0";
|
|
bool IsAOMap = useSampler == "_ao0";
|
|
bool IsMetalnessA = useSampler == "_mt0";
|
|
bool IsFXM = useSampler == "_fm0";
|
|
|
|
if (IsAlbedo0) {
|
|
m.HasDiffuseMap = true;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
if (IsNormal) {
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
if (IsTeamColor) {
|
|
m.HasTeamColorMap = true;
|
|
texture.Type = MatTexture.TextureType.TeamColor;
|
|
}
|
|
if (IsRoughness) {
|
|
m.HasRoughnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
}
|
|
if (IsMetalness) {
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
if (IsEmissive) {
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
if (IsBake0) {
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
if (IsBake1) {
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
}
|
|
else if (Runtime.activeGame == Runtime.ActiveGame.SMO)
|
|
{
|
|
if (useSampler == "_a0")
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
}
|
|
else if (TextureName.Contains("sss"))
|
|
{
|
|
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
else if (useSampler == "_n0")
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (useSampler == "_e0")
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
else if (TextureName.Contains("mtl"))
|
|
{
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
else if (TextureName.Contains("rgh"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
m.HasRoughnessMap = 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.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
}
|
|
else if (useSampler.Contains("diffuse"))
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
else if (useSampler.Contains("normal"))
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm"))
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (TextureName.Contains("Emm"))
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
else if (TextureName.Contains("Spm"))
|
|
{
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
else if (TextureName.Contains("b00"))
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (TextureName.Contains("Moc") || TextureName.Contains("AO"))
|
|
{
|
|
m.HasAmbientOcclusionMap = true;
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
}
|
|
else if (TextureName.Contains("b01"))
|
|
{
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
else if (texture.SamplerName == "bake0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
|
|
{
|
|
m.HasMRA = true;
|
|
texture.Type = MatTexture.TextureType.MRA;
|
|
}
|
|
else if (TextureName.Contains("mtl"))
|
|
{
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
else if (TextureName.Contains("rgh"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
m.HasRoughnessMap = true;
|
|
}
|
|
else if (TextureName.Contains("sss"))
|
|
{
|
|
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
}
|
|
texture.Name = TextureName;
|
|
|
|
texture.textureUnit = textureUnit++;
|
|
|
|
m.TextureMaps.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;
|
|
shaderParam.DependedIndex = param.DependedIndex;
|
|
shaderParam.DependIndex = param.DependIndex;
|
|
|
|
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;
|
|
param.DependedIndex = shaderParam.DependedIndex;
|
|
param.DependIndex = shaderParam.DependIndex;
|
|
|
|
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();
|
|
mat.Samplers.Clear();
|
|
mat.SamplerDict.Clear();
|
|
|
|
foreach (MatTexture textu in m.TextureMaps)
|
|
{
|
|
mat.SamplerDict.Add(textu.SamplerName);
|
|
mat.Samplers.Add(textu.switchSampler);
|
|
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 BNTX)
|
|
{
|
|
var mem = new System.IO.MemoryStream();
|
|
((BNTX)node).Save(mem);
|
|
ext.Data = mem.ToArray();
|
|
}
|
|
else if (node is IFileFormat && ((IFileFormat)node).CanSave)
|
|
{
|
|
var mem = new System.IO.MemoryStream();
|
|
((IFileFormat)node).Save(mem);
|
|
ext.Data = mem.ToArray();
|
|
}
|
|
else
|
|
ext.Data = ((ExternalFileData)node).Data;
|
|
|
|
resFile.ExternalFiles.Add(ext);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|