mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-21 10:23:07 +00:00
5081e39414
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.
149 lines
4.5 KiB
C#
149 lines
4.5 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 Switch_Toolbox.Library.Forms;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.IO;
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using BfshaLibrary;
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using System.Windows.Forms;
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using ResNX = Syroot.NintenTools.NSW.Bfres;
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namespace FirstPlugin
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{
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public class BFSHA : TreeNodeFile, IFileFormat
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{
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public FileType FileType { get; set; } = FileType.Shader;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Binary Shader Archive" };
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public string[] Extension { get; set; } = new string[] { "*.bfsha" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public IFileInfo IFileInfo { get; set; }
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public bool Identify(System.IO.Stream stream)
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{
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using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
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{
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return reader.CheckSignature(4, "FSHA");
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}
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}
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public Type[] Types
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{
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get
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{
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List<Type> types = new List<Type>();
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return types.ToArray();
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}
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}
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BfshaFile bfshaFile;
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public void Load(System.IO.Stream stream)
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{
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Text = FileName;
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bool IsWiiU = CheckWiiU(new FileReader(stream, true));
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if (IsWiiU)
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{
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}
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else
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{
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bfshaFile = new BfshaFile(stream);
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foreach (var model in bfshaFile.ShaderModels)
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{
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var wrapper = new ShaderModelWrapper();
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wrapper.Read(model);
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Nodes.Add(wrapper);
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}
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}
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}
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public int GetStaticKey(ResNX.ShaderAssign ShaderAssign)
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{
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if (bfshaFile.ShaderModelDict.ContainsKey(ShaderAssign.ShadingModelName))
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{
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int ModelIndex = bfshaFile.ShaderModelDict.IndexOf(ShaderAssign.ShadingModelName);
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for (int option = 0; option < ShaderAssign.ShaderOptions.Count; option++)
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{
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int OptionIndex = bfshaFile.ShaderModels[ModelIndex].StaticOptionDict.IndexOf(ShaderAssign.ShaderOptions[option]);
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var OptionStatic = bfshaFile.ShaderModels[ModelIndex].StaticOptions[OptionIndex];
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int ChoiceIndex = OptionStatic.ChoiceDict.IndexOf(ShaderAssign.ShaderOptions[option]);
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return bfshaFile.ShaderModels[ModelIndex].GetStaticKey(OptionIndex, ChoiceIndex);
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}
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}
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else
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throw new Exception("Model not found in bfsha!");
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return -1;
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}
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public void Unload()
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{
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}
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public byte[] Save()
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{
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return null;
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}
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public bool CheckWiiU(FileReader reader)
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{
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reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
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string Signature = reader.ReadString(4, Encoding.ASCII);
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if (Signature != "FSHA")
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throw new Exception($"Invalid signature {Signature}! Expected FSHA.");
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uint padding = reader.ReadUInt32();
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reader.Position = 0; //Reset position
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if (padding != 0x20202020)
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return true;
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return false;
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}
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public class ShaderModelWrapper : TreeNodeCustom
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{
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ShaderModel shaderModel;
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BNSH ShaderFile;
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public override void OnClick(TreeView treeview)
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{
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TextEditor editor = (TextEditor)LibraryGUI.GetActiveContent(typeof(TextEditor));
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if (editor == null)
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{
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editor = new TextEditor();
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editor.Dock = DockStyle.Fill;
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LibraryGUI.LoadEditor(editor);
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}
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editor.Text = Text;
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editor.FillEditor(Bfsha2Xml.WriteShaderModel(shaderModel));
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editor.IsXML = true;
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}
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//The contetns are basically the same from Wii U which has already been REed!
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public void Read(ShaderModel model)
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{
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shaderModel = model;
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Text = shaderModel.Name;
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ShaderFile = new BNSH();
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ShaderFile.FileName = "dummy.bnsh";
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ShaderFile.Load(new System.IO.MemoryStream(shaderModel.BinaryShaderData));
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Nodes.Add(ShaderFile);
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}
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}
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}
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}
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