Switch-Toolbox/Switch_FileFormatsMain/GUI/BFRES/Materials/BfresMaterialEditor.cs
KillzXGaming 211326d253 More bug fixes
Fix bymls with path nodes from saving.
Fix material list not loading when another object is selected.
Fix skeletons not exporting
Fix materials missing a name and not updating in the editor properly
- Fix dds and bftex not showing on the filter for bntx/nutexb properly
2019-03-25 16:50:05 -04:00

318 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using Syroot.NintenTools.NSW.Bfres;
using OpenTK;
using Switch_Toolbox.Library;
using Bfres.Structs;
using Switch_Toolbox.Library.Forms;
namespace FirstPlugin.Forms
{
public partial class FMATEditor : UserControl
{
public FMAT material;
public string SelectedMatParam = "";
public FMATEditor()
{
InitializeComponent();
stTabControl1.myBackColor = Switch_Toolbox.Library.Forms.FormThemes.BaseTheme.FormBackColor;
if (!Runtime.IsDebugMode)
{
textBoxShaderArchive.ReadOnly = true;
textBoxShaderModel.ReadOnly = true;
}
}
private void listView_DrawItem(object sender, DrawListViewItemEventArgs e)
{
}
public void LoadMaterial(FMAT mat)
{
if (mat.MaterialU != null)
{
TabPage tabPage = null;
foreach (TabPage page in stTabControl1.TabPages)
if (page.Text == "Render State")
tabPage = page;
if (tabPage == null)
{
tabPage = new TabPage();
tabPage.Text = "Render State";
stTabControl1.TabPages.Add(tabPage);
}
RenderStateEditor editor = new RenderStateEditor();
editor.Dock = DockStyle.Fill;
editor.LoadRenderState(mat.MaterialU.RenderState);
tabPage.Controls.Add(editor);
}
material = mat;
textBoxMaterialName.Text = material.Text;
SetActiveGameByShader(material.shaderassign.ShaderArchive, material.shaderassign.ShaderModel);
chkboxVisible.Checked = mat.Enabled;
FillForm();
uvEditor1.ActiveObjects.Clear();
uvEditor1.Textures.Clear();
foreach (var shp in ((FMDL)material.Parent.Parent).shapes)
{
if (shp.GetMaterial().Text == material.Text)
{
uvEditor1.ActiveObjects.Add(shp);
}
}
foreach (var ftexContainer in PluginRuntime.ftexContainers)
{
foreach (var texmap in material.TextureMaps)
{
if (ftexContainer.ResourceNodes.ContainsKey(texmap.Name))
{
uvEditor1.Textures.Add(LoadTextureUvMap(texmap, (FTEX)ftexContainer.ResourceNodes[texmap.Name]));
}
}
}
foreach (var bntx in PluginRuntime.bntxContainers)
{
foreach (var texmap in material.TextureMaps)
{
if (bntx.Textures.ContainsKey(texmap.Name))
{
uvEditor1.Textures.Add(LoadTextureUvMap(texmap, bntx.Textures[texmap.Name]));
}
}
}
uvEditor1.Reset();
uvEditor1.ActiveMaterial = material;
uvEditor1.Refresh();
}
private UVEditor.ActiveTexture LoadTextureUvMap(STGenericMatTexture texmap, STGenericTexture genericTexture)
{
Vector2 scale = new Vector2(1);
Vector2 trans = new Vector2(0);
var TextureMap = new UVEditor.ActiveTexture();
if (texmap.Type == STGenericMatTexture.TextureType.Normal &&
material.shaderassign.options.ContainsKey("uking_texture2_texcoord"))
{
float value = float.Parse(material.shaderassign.options["uking_texture2_texcoord"]);
if (value == 1)
TextureMap.UvChannelIndex = 1;
}
if (texmap.Type == STGenericMatTexture.TextureType.Specular &&
material.shaderassign.options.ContainsKey("uking_texture2_texcoord"))
{
float value = float.Parse(material.shaderassign.options["uking_texture2_texcoord"]);
if (value == 1)
TextureMap.UvChannelIndex = 1;
}
if (texmap.Type == STGenericMatTexture.TextureType.Shadow &&
material.matparam.ContainsKey("gsys_bake_st0"))
{
TextureMap.UvChannelIndex = 1;
TextureMap.UVScale = Utils.ToVec4(material.matparam["gsys_bake_st0"].ValueFloat).Xy;
TextureMap.UVTranslate = Utils.ToVec4(material.matparam["gsys_bake_st0"].ValueFloat).Zw;
}
if (texmap.Type == STGenericMatTexture.TextureType.Light &&
material.matparam.ContainsKey("gsys_bake_st1"))
{
TextureMap.UvChannelIndex = 1;
TextureMap.UVScale = Utils.ToVec4(material.matparam["gsys_bake_st1"].ValueFloat).Xy;
TextureMap.UVTranslate = Utils.ToVec4(material.matparam["gsys_bake_st1"].ValueFloat).Zw;
}
TextureMap.wrapModeS = texmap.wrapModeS;
TextureMap.wrapModeT = texmap.wrapModeT;
TextureMap.mipDetail = texmap.mipDetail;
TextureMap.minFilter = texmap.minFilter;
TextureMap.magFilter = texmap.mapMode;
TextureMap.mapMode = texmap.mapMode;
TextureMap.texture = genericTexture;
return TextureMap;
}
private void SetActiveGameByShader(string ShaderName, string ShaderMdlName)
{
textBoxShaderArchive.Text = ShaderName;
textBoxShaderModel.Text = ShaderMdlName;
}
public void FillForm()
{
InitializeUserDataList(material);
samplerEditor1.InitializeTextureListView(material);
shaderOptionsEditor1.InitializeShaderOptionList(material);
shaderParamEditor1.InitializeShaderParamList(material);
renderInfoEditor1.InitializeRenderInfoList(material);
if (material.MaterialU != null)
{
}
}
private void InitializeUserDataList( FMAT material)
{
if (material.MaterialU != null)
{
userDataEditor.LoadUserData(material.MaterialU.UserData);
}
else
{
userDataEditor.LoadUserData(material.Material.UserDatas.ToList());
}
}
private void smallToolStripMenuItem_Click(object sender, EventArgs e)
{
/*Font normalfont = new Font("Microsoft Sans Serif", 10f);
foreach (ListViewItem lvi in listView1.Items) lvi.Font = normalfont;
foreach (ListViewItem lvi in listView1.Items) lvi.SubItems[0].Font = normalfont;
SetHeight(listView1, 11);*/
}
private void SetHeight(ListView listView, int height)
{
ImageList imgList = new ImageList();
imgList.ImageSize = new Size(1, height);
listView.SmallImageList = imgList;
}
private void mediumToolStripMenuItem_Click(object sender, EventArgs e)
{
}
private void largeToolStripMenuItem_Click(object sender, EventArgs e)
{
}
private void btnExportParams_Click(object sender, EventArgs e)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Material Params|*.xml;";
sfd.DefaultExt = ".xml";
sfd.FileName = material.Text + ".MatParams";
if (sfd.ShowDialog() == DialogResult.OK)
{
FMAT2XML.Save(material, sfd.FileName, true);
}
}
private void btnReplaceParams_Click(object sender, EventArgs e)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Material Params|*.xml;";
ofd.DefaultExt = ".xml";
ofd.FileName = material.Text + ".MatParams";
if (ofd.ShowDialog() == DialogResult.OK)
{
FMAT2XML.Read(material, ofd.FileName, true);
}
}
private void chkboxVisible_CheckedChanged(object sender, EventArgs e)
{
material.Enabled = chkboxVisible.Checked;
}
private void textureRefListView_SelectedIndexChanged(object sender, EventArgs e)
{
}
private void uvEditor1_Load(object sender, EventArgs e)
{
}
private void uvEditor1_Click(object sender, EventArgs e)
{
}
private void btnViotileFlags_Click(object sender, EventArgs e)
{
VolatileFlagEditor editor = new VolatileFlagEditor();
List<bool> ViotileFlags = new List<bool>();
if (material.MaterialU != null)
{
byte[] flags = material.MaterialU.VolatileFlags;
if (flags == null)
return;
for (int i = 0; i < flags.Length; i++)
ViotileFlags.Add(flags[i] == 1 ? true : false );
}
else
{
byte[] flags = material.Material.VolatileFlags;
for (int i = 0; i < flags.Length; i++)
ViotileFlags.Add(flags[i] == 1 ? true : false);
}
editor.LoadFlags(ViotileFlags.ToArray());
editor.Show(this);
}
private void btnSamplerInputEditor_Click(object sender, EventArgs e)
{
SamplerInputListEdit editor = new SamplerInputListEdit();
editor.LoadSamplers(material.shaderassign.samplers);
if (editor.ShowDialog() == DialogResult.OK) {
material.shaderassign.attributes = editor.GetNewInputs();
}
}
private void btnAttributeInputEditor_Click(object sender, EventArgs e)
{
VertexAttributeInputListEdit editor = new VertexAttributeInputListEdit();
editor.LoadAtributes(material.shaderassign.attributes);
if (editor.ShowDialog() == DialogResult.OK) {
material.shaderassign.attributes = editor.GetNewInputs();
}
}
private void textBoxMaterialName_TextChanged(object sender, EventArgs e){
material.Text = textBoxMaterialName.Text;
}
private void textBoxShaderArchive_TextChanged(object sender, EventArgs e) {
material.shaderassign.ShaderArchive = textBoxShaderArchive.Text;
}
private void textBoxShaderModel_TextChanged(object sender, EventArgs e) {
material.shaderassign.ShaderModel = textBoxShaderModel.Text;
}
}
}