mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-26 12:53:11 +00:00
211326d253
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
318 lines
11 KiB
C#
318 lines
11 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.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using Syroot.NintenTools.NSW.Bfres;
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using OpenTK;
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using Switch_Toolbox.Library;
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using Bfres.Structs;
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using Switch_Toolbox.Library.Forms;
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namespace FirstPlugin.Forms
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{
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public partial class FMATEditor : UserControl
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{
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public FMAT material;
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public string SelectedMatParam = "";
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public FMATEditor()
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{
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InitializeComponent();
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stTabControl1.myBackColor = Switch_Toolbox.Library.Forms.FormThemes.BaseTheme.FormBackColor;
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if (!Runtime.IsDebugMode)
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{
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textBoxShaderArchive.ReadOnly = true;
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textBoxShaderModel.ReadOnly = true;
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}
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}
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private void listView_DrawItem(object sender, DrawListViewItemEventArgs e)
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{
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}
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public void LoadMaterial(FMAT mat)
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{
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if (mat.MaterialU != null)
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{
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TabPage tabPage = null;
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foreach (TabPage page in stTabControl1.TabPages)
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if (page.Text == "Render State")
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tabPage = page;
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if (tabPage == null)
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{
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tabPage = new TabPage();
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tabPage.Text = "Render State";
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stTabControl1.TabPages.Add(tabPage);
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}
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RenderStateEditor editor = new RenderStateEditor();
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editor.Dock = DockStyle.Fill;
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editor.LoadRenderState(mat.MaterialU.RenderState);
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tabPage.Controls.Add(editor);
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}
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material = mat;
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textBoxMaterialName.Text = material.Text;
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SetActiveGameByShader(material.shaderassign.ShaderArchive, material.shaderassign.ShaderModel);
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chkboxVisible.Checked = mat.Enabled;
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FillForm();
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uvEditor1.ActiveObjects.Clear();
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uvEditor1.Textures.Clear();
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foreach (var shp in ((FMDL)material.Parent.Parent).shapes)
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{
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if (shp.GetMaterial().Text == material.Text)
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{
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uvEditor1.ActiveObjects.Add(shp);
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}
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}
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foreach (var ftexContainer in PluginRuntime.ftexContainers)
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{
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foreach (var texmap in material.TextureMaps)
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{
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if (ftexContainer.ResourceNodes.ContainsKey(texmap.Name))
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{
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uvEditor1.Textures.Add(LoadTextureUvMap(texmap, (FTEX)ftexContainer.ResourceNodes[texmap.Name]));
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}
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}
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}
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foreach (var bntx in PluginRuntime.bntxContainers)
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{
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foreach (var texmap in material.TextureMaps)
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{
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if (bntx.Textures.ContainsKey(texmap.Name))
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{
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uvEditor1.Textures.Add(LoadTextureUvMap(texmap, bntx.Textures[texmap.Name]));
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}
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}
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}
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uvEditor1.Reset();
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uvEditor1.ActiveMaterial = material;
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uvEditor1.Refresh();
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}
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private UVEditor.ActiveTexture LoadTextureUvMap(STGenericMatTexture texmap, STGenericTexture genericTexture)
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{
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Vector2 scale = new Vector2(1);
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Vector2 trans = new Vector2(0);
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var TextureMap = new UVEditor.ActiveTexture();
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if (texmap.Type == STGenericMatTexture.TextureType.Normal &&
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material.shaderassign.options.ContainsKey("uking_texture2_texcoord"))
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{
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float value = float.Parse(material.shaderassign.options["uking_texture2_texcoord"]);
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if (value == 1)
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TextureMap.UvChannelIndex = 1;
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}
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if (texmap.Type == STGenericMatTexture.TextureType.Specular &&
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material.shaderassign.options.ContainsKey("uking_texture2_texcoord"))
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{
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float value = float.Parse(material.shaderassign.options["uking_texture2_texcoord"]);
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if (value == 1)
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TextureMap.UvChannelIndex = 1;
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}
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if (texmap.Type == STGenericMatTexture.TextureType.Shadow &&
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material.matparam.ContainsKey("gsys_bake_st0"))
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{
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TextureMap.UvChannelIndex = 1;
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TextureMap.UVScale = Utils.ToVec4(material.matparam["gsys_bake_st0"].ValueFloat).Xy;
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TextureMap.UVTranslate = Utils.ToVec4(material.matparam["gsys_bake_st0"].ValueFloat).Zw;
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}
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if (texmap.Type == STGenericMatTexture.TextureType.Light &&
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material.matparam.ContainsKey("gsys_bake_st1"))
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{
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TextureMap.UvChannelIndex = 1;
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TextureMap.UVScale = Utils.ToVec4(material.matparam["gsys_bake_st1"].ValueFloat).Xy;
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TextureMap.UVTranslate = Utils.ToVec4(material.matparam["gsys_bake_st1"].ValueFloat).Zw;
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}
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TextureMap.wrapModeS = texmap.wrapModeS;
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TextureMap.wrapModeT = texmap.wrapModeT;
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TextureMap.mipDetail = texmap.mipDetail;
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TextureMap.minFilter = texmap.minFilter;
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TextureMap.magFilter = texmap.mapMode;
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TextureMap.mapMode = texmap.mapMode;
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TextureMap.texture = genericTexture;
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return TextureMap;
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}
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private void SetActiveGameByShader(string ShaderName, string ShaderMdlName)
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{
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textBoxShaderArchive.Text = ShaderName;
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textBoxShaderModel.Text = ShaderMdlName;
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}
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public void FillForm()
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{
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InitializeUserDataList(material);
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samplerEditor1.InitializeTextureListView(material);
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shaderOptionsEditor1.InitializeShaderOptionList(material);
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shaderParamEditor1.InitializeShaderParamList(material);
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renderInfoEditor1.InitializeRenderInfoList(material);
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if (material.MaterialU != null)
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{
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}
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}
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private void InitializeUserDataList( FMAT material)
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{
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if (material.MaterialU != null)
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{
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userDataEditor.LoadUserData(material.MaterialU.UserData);
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}
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else
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{
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userDataEditor.LoadUserData(material.Material.UserDatas.ToList());
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}
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}
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private void smallToolStripMenuItem_Click(object sender, EventArgs e)
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{
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/*Font normalfont = new Font("Microsoft Sans Serif", 10f);
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foreach (ListViewItem lvi in listView1.Items) lvi.Font = normalfont;
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foreach (ListViewItem lvi in listView1.Items) lvi.SubItems[0].Font = normalfont;
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SetHeight(listView1, 11);*/
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}
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private void SetHeight(ListView listView, int height)
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{
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ImageList imgList = new ImageList();
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imgList.ImageSize = new Size(1, height);
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listView.SmallImageList = imgList;
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}
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private void mediumToolStripMenuItem_Click(object sender, EventArgs e)
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{
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}
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private void largeToolStripMenuItem_Click(object sender, EventArgs e)
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{
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}
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private void btnExportParams_Click(object sender, EventArgs e)
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{
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SaveFileDialog sfd = new SaveFileDialog();
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sfd.Filter = "Material Params|*.xml;";
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sfd.DefaultExt = ".xml";
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sfd.FileName = material.Text + ".MatParams";
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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FMAT2XML.Save(material, sfd.FileName, true);
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}
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}
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private void btnReplaceParams_Click(object sender, EventArgs e)
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{
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OpenFileDialog ofd = new OpenFileDialog();
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ofd.Filter = "Material Params|*.xml;";
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ofd.DefaultExt = ".xml";
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ofd.FileName = material.Text + ".MatParams";
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if (ofd.ShowDialog() == DialogResult.OK)
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{
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FMAT2XML.Read(material, ofd.FileName, true);
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}
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}
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private void chkboxVisible_CheckedChanged(object sender, EventArgs e)
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{
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material.Enabled = chkboxVisible.Checked;
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}
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private void textureRefListView_SelectedIndexChanged(object sender, EventArgs e)
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{
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}
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private void uvEditor1_Load(object sender, EventArgs e)
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{
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}
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private void uvEditor1_Click(object sender, EventArgs e)
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{
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}
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private void btnViotileFlags_Click(object sender, EventArgs e)
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{
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VolatileFlagEditor editor = new VolatileFlagEditor();
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List<bool> ViotileFlags = new List<bool>();
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if (material.MaterialU != null)
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{
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byte[] flags = material.MaterialU.VolatileFlags;
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if (flags == null)
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return;
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for (int i = 0; i < flags.Length; i++)
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ViotileFlags.Add(flags[i] == 1 ? true : false );
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}
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else
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{
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byte[] flags = material.Material.VolatileFlags;
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for (int i = 0; i < flags.Length; i++)
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ViotileFlags.Add(flags[i] == 1 ? true : false);
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}
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editor.LoadFlags(ViotileFlags.ToArray());
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editor.Show(this);
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}
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private void btnSamplerInputEditor_Click(object sender, EventArgs e)
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{
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SamplerInputListEdit editor = new SamplerInputListEdit();
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editor.LoadSamplers(material.shaderassign.samplers);
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if (editor.ShowDialog() == DialogResult.OK) {
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material.shaderassign.attributes = editor.GetNewInputs();
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}
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}
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private void btnAttributeInputEditor_Click(object sender, EventArgs e)
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{
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VertexAttributeInputListEdit editor = new VertexAttributeInputListEdit();
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editor.LoadAtributes(material.shaderassign.attributes);
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if (editor.ShowDialog() == DialogResult.OK) {
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material.shaderassign.attributes = editor.GetNewInputs();
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}
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}
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private void textBoxMaterialName_TextChanged(object sender, EventArgs e){
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material.Text = textBoxMaterialName.Text;
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}
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private void textBoxShaderArchive_TextChanged(object sender, EventArgs e) {
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material.shaderassign.ShaderArchive = textBoxShaderArchive.Text;
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}
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private void textBoxShaderModel_TextChanged(object sender, EventArgs e) {
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material.shaderassign.ShaderModel = textBoxShaderModel.Text;
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}
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}
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}
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