mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-23 19:33:10 +00:00
6d7579e6e0
Camera is now centerd when a bfres is selected. This will apply to reseting the camera aswell. The method is based on Smash Forge so thanks to the devs for it. Start on bfsha program linking for bfres materials. Dunno how far i'll take this. Basic ortho mode added. Needs improvements to zoom in and mainly just changes the projection matrix to ortho atm. Controls are not altered.
1076 lines
43 KiB
C#
1076 lines
43 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.IO;
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using System.Threading.Tasks;
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using Syroot.NintenTools.Bfres;
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using Syroot.NintenTools.Bfres.Helpers;
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using Syroot.NintenTools.Bfres.GX2;
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using System.Windows.Forms;
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using Bfres.Structs;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Rendering;
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using OpenTK;
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using ResNSW = Syroot.NintenTools.NSW.Bfres;
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namespace FirstPlugin
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{
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public static class BfresWiiU
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{
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public static byte[] CreateNewBFRES(string Name)
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{
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MemoryStream mem = new MemoryStream();
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ResFile resFile = new ResFile();
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resFile.Name = Name;
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resFile.Save(mem);
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var data = mem.ToArray();
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mem.Close();
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mem.Dispose();
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return data;
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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 ResDict<Shape>();
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model.VertexBuffers = new List<VertexBuffer>();
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model.Materials = new ResDict<Material>();
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model.UserData = new ResDict<UserData>();
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model.Skeleton = new Skeleton();
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model.Skeleton = fmdl.Skeleton.node.SkeletonU;
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model.UserData = fmdl.ModelU.UserData;
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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.ShapeU);
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model.Shapes.Add(shape.Text, shape.ShapeU);
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model.VertexBuffers.Add(shape.VertexBufferU);
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shape.ShapeU.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.MaterialU, fmdl.GetResFileU());
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model.Materials.Add(mat.Text, mat.MaterialU);
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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.ModelU = mdl;
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foreach (Material mat in mdl.Materials.Values)
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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.Values)
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{
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VertexBuffer vertexBuffer = mdl.VertexBuffers[shp.VertexBufferIndex];
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Material material = mdl.Materials[shp.MaterialIndex];
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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 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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fshp.boundingRadius.Clear();
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fshp.BoneIndices.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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foreach (float rad in shp.RadiusArray)
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{
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fshp.boundingRadius.Add(rad);
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}
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fshp.VertexBufferIndex = shp.VertexBufferIndex;
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fshp.ShapeU = shp;
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fshp.VertexBufferU = 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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{
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foreach (ushort bn in shp.SkinBoneIndices)
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fshp.BoneIndices.Add(bn);
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}
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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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lod.PrimitiveType = (STPolygonType)msh.PrimitiveType;
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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, Syroot.BinaryData.ByteOrder.BigEndian);
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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.Values)
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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 = attr.GetTypeWiiU(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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Matrix4 sb = model.Skeleton.bones[model.Skeleton.Node_Array[v.boneIds[0]]].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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if (fshp.VertexSkinCount == 0)
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{
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try
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{
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if (model.Skeleton.bones.Count > 0) {
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Matrix4 NoBindFix = model.Skeleton.bones[fshp.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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}
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catch //Matrix failed. Print the coordinate data of the bone
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{
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].Text);
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetPosition());
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetRotation());
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetScale());
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}
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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 void ReadSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
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{
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if (skeleton.MatrixToBoneList == null)
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skeleton.MatrixToBoneList = new List<ushort>();
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RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
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int nodes = 0;
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foreach (ushort node in skeleton.MatrixToBoneList)
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{
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RenderableSkeleton.Node_Array[nodes] = node;
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nodes++;
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}
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RenderableSkeleton.bones.Clear();
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foreach (Bone bone in skeleton.Bones.Values)
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{
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BfresBone STBone = new BfresBone(RenderableSkeleton);
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ReadBone(STBone, bone);
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RenderableSkeleton.bones.Add(STBone);
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}
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skl.Nodes.Clear();
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foreach (var bone in RenderableSkeleton.bones) {
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if (bone.Parent == null)
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{
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skl.Nodes.Add(bone);
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}
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}
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RenderableSkeleton.update();
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RenderableSkeleton.reset();
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}
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public static void ReadBone(this BfresBone bone, Bone bn, bool SetParent = true)
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{
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bone.BoneU = bn;
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bone.FlagVisible = bn.Flags.HasFlag(BoneFlags.Visible);
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bone.Text = bn.Name;
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bone.RigidMatrixIndex = bn.RigidMatrixIndex;
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bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
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bone.BillboardIndex = bn.BillboardIndex;
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bone.UseRigidMatrix = bn.RigidMatrixIndex != -1;
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bone.UseSmoothMatrix = bn.SmoothMatrixIndex != -1;
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if (SetParent)
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bone.parentIndex = bn.ParentIndex;
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bone.scale = new float[3];
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bone.rotation = new float[4];
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bone.position = new float[3];
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if (bn.FlagsRotation == BoneFlagsRotation.Quaternion)
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bone.RotationType = STBone.BoneRotationType.Quaternion;
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else
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bone.RotationType = STBone.BoneRotationType.Euler;
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bone.scale[0] = bn.Scale.X;
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bone.scale[1] = bn.Scale.Y;
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bone.scale[2] = bn.Scale.Z;
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bone.rotation[0] = bn.Rotation.X;
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bone.rotation[1] = bn.Rotation.Y;
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bone.rotation[2] = bn.Rotation.Z;
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bone.rotation[3] = bn.Rotation.W;
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bone.position[0] = bn.Position.X;
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bone.position[1] = bn.Position.Y;
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bone.position[2] = bn.Position.Z;
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}
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public static void SetShape(this FSHP s, Shape shp)
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{
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shp.Name = s.Text;
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shp.MaterialIndex = (ushort)s.MaterialIndex;
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if (shp.SubMeshBoundingNodes == null)
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shp.SubMeshBoundingNodes = new List<BoundingNode>();
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if (shp.SubMeshBoundingIndices == null)
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shp.SubMeshBoundingIndices = new List<ushort>();
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if (shp.SkinBoneIndices == null)
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shp.SkinBoneIndices = new List<ushort>();
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int indx = 0;
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foreach (var mesh in shp.Meshes)
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{
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switch (s.lodMeshes[indx].PrimitiveType)
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{
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case STPolygonType.Triangle:
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mesh.PrimitiveType = GX2PrimitiveType.Triangles;
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break;
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case STPolygonType.Line:
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mesh.PrimitiveType = GX2PrimitiveType.Lines;
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break;
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case STPolygonType.LineStrip:
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mesh.PrimitiveType = GX2PrimitiveType.LineStrip;
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break;
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case STPolygonType.Point:
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mesh.PrimitiveType = GX2PrimitiveType.Points;
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break;
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}
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indx++;
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}
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}
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public static void SetMaterial(this FMAT m, Material mat, ResFile ResFile)
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{
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mat.Name = m.Text;
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if (m.Enabled)
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mat.Flags = MaterialFlags.Visible;
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else
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mat.Flags = MaterialFlags.None;
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if (mat.ShaderParamData == null)
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mat.ShaderParamData = new byte[0];
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byte[] ParamData = WriteShaderParams(m, mat);
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if (ParamData.Length != mat.ShaderParamData.Length)
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throw new Exception("Param size mis match!");
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else
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mat.ShaderParamData = ParamData;
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WriteRenderInfo(m, mat);
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WriteTextureRefs(m, mat, ResFile);
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WriteShaderAssign(m.shaderassign, mat);
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}
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public static void ReadMaterial(this FMAT m, Material mat)
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{
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if (mat.Flags == MaterialFlags.Visible)
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m.Enabled = true;
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else
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m.Enabled = false;
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m.ReadRenderInfo(mat);
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m.ReadShaderAssign(mat);
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m.SetActiveGame();
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m.ReadShaderParams(mat);
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m.MaterialU = mat;
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m.ReadTextureRefs(mat);
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m.ReadRenderState(mat.RenderState);
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}
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public static void ReadRenderState(this FMAT m, RenderState renderState)
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{
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}
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public static void ReadTextureRefs(this FMAT m, Material mat)
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{
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m.TextureMaps.Clear();
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int AlbedoCount = 0;
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int id = 0;
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string TextureName = "";
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if (mat.TextureRefs == null)
|
|
mat.TextureRefs = new List<TextureRef>();
|
|
|
|
int textureUnit = 1;
|
|
foreach (var tex in mat.TextureRefs)
|
|
{
|
|
TextureName = tex.Name;
|
|
|
|
MatTexture texture = new MatTexture();
|
|
texture.wiiUSampler = mat.Samplers[id].TexSampler;
|
|
|
|
texture.MinLod = mat.Samplers[id].TexSampler.MinLod;
|
|
texture.MaxLod = mat.Samplers[id].TexSampler.MaxLod;
|
|
texture.BiasLod = mat.Samplers[id].TexSampler.LodBias;
|
|
|
|
texture.wrapModeS = (int)mat.Samplers[id].TexSampler.ClampX;
|
|
texture.wrapModeT = (int)mat.Samplers[id].TexSampler.ClampY;
|
|
texture.wrapModeW = (int)mat.Samplers[id].TexSampler.ClampZ;
|
|
mat.Samplers.TryGetKey(mat.Samplers[id], out texture.SamplerName);
|
|
|
|
string useSampler = texture.SamplerName;
|
|
|
|
//Use the fragment sampler in the shader assign section. It's usually more accurate this way
|
|
if (mat.ShaderAssign.SamplerAssigns.ContainsKey(texture.SamplerName))
|
|
useSampler = mat.ShaderAssign.SamplerAssigns[texture.SamplerName];
|
|
|
|
|
|
if (mat.Samplers[id].TexSampler.MinFilter == GX2TexXYFilterType.Point)
|
|
texture.minFilter = 1;
|
|
if (mat.Samplers[id].TexSampler.MagFilter == GX2TexXYFilterType.Point)
|
|
texture.magFilter = 1;
|
|
if (mat.Samplers[id].TexSampler.MinFilter == GX2TexXYFilterType.Bilinear)
|
|
texture.minFilter = 0;
|
|
if (mat.Samplers[id].TexSampler.MagFilter == GX2TexXYFilterType.Bilinear)
|
|
texture.magFilter = 0;
|
|
|
|
if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
|
|
{
|
|
if (useSampler == "_a0")
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
}
|
|
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 (useSampler == "_s0")
|
|
{
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
else if (useSampler == "_x0")
|
|
{
|
|
m.HasSphereMap = true;
|
|
texture.Type = MatTexture.TextureType.SphereMap;
|
|
}
|
|
else if (useSampler == "_b0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (texture.SamplerName == "bake0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (useSampler == "_b1")
|
|
{
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
else if (texture.SamplerName == "_ao0")
|
|
{
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
m.HasAmbientOcclusionMap = true;
|
|
}
|
|
}
|
|
else if (Runtime.activeGame == Runtime.ActiveGame.SMO)
|
|
{
|
|
if (useSampler == "_a0")
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
}
|
|
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 if (TextureName.Contains("sss"))
|
|
{
|
|
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
else if (texture.SamplerName == "_ao0")
|
|
{
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
m.HasAmbientOcclusionMap = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (useSampler == "_a0")
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
if (useSampler == "_n0")
|
|
{
|
|
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 (texture.SamplerName == "bake0")
|
|
{
|
|
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 (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
|
|
{
|
|
m.HasRoughnessMap = 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;
|
|
}
|
|
else if (texture.SamplerName == "_ao0")
|
|
{
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
m.HasAmbientOcclusionMap = true;
|
|
}
|
|
}
|
|
|
|
texture.textureUnit = textureUnit++;
|
|
|
|
texture.Name = TextureName;
|
|
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.BigEndian;
|
|
foreach (ShaderParam param in mat.ShaderParams.Values)
|
|
{
|
|
BfresShaderParam shaderParam = new BfresShaderParam();
|
|
shaderParam.Type = shaderParam.GetTypeWiiU(param.Type);
|
|
shaderParam.Name = param.Name;
|
|
shaderParam.HasPadding = param.UsePadding;
|
|
shaderParam.PaddingLength = param.PaddingLength;
|
|
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 ResDict<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.BigEndian;
|
|
foreach (BfresShaderParam shaderParam in m.matparam.Values)
|
|
{
|
|
ShaderParam param = new ShaderParam();
|
|
param.Name = shaderParam.Name;
|
|
param.Type = shaderParam.SetTypeWiiU(shaderParam.Type);
|
|
param.DataOffset = (ushort)Offset;
|
|
param.offset = -1;
|
|
param.callbackPointer = 0;
|
|
param.PaddingLength = shaderParam.PaddingLength;
|
|
|
|
param.DependedIndex = shaderParam.DependedIndex;
|
|
param.DependIndex = shaderParam.DependIndex;
|
|
|
|
writer.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
|
|
shaderParam.WriteValue(writer);
|
|
|
|
Offset += (param.DataSize + (uint)shaderParam.PaddingLength);
|
|
mat.ShaderParams.Add(param.Name, 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.Values)
|
|
{
|
|
BfresRenderInfo r = new BfresRenderInfo();
|
|
r.Name = rnd.Name;
|
|
r.Type = r.GetTypeWiiU(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, ResFile resFile)
|
|
{
|
|
mat.TextureRefs = new List<TextureRef>();
|
|
mat.TextureRefs.Clear();
|
|
mat.Samplers.Clear();
|
|
|
|
int index = 0;
|
|
foreach (MatTexture textu in m.TextureMaps)
|
|
{
|
|
TextureRef texref = new TextureRef();
|
|
texref.Name = textu.Name;
|
|
|
|
Sampler sampler = new Sampler();
|
|
sampler.TexSampler = textu.wiiUSampler;
|
|
sampler.Name = textu.SamplerName;
|
|
mat.Samplers.Add(textu.SamplerName, sampler);
|
|
|
|
Texture texMapped = new Texture();
|
|
resFile.Textures.TryGetValue(textu.Name, out texMapped);
|
|
texref.Texture = texMapped;
|
|
|
|
mat.TextureRefs.Add(texref);
|
|
index++;
|
|
}
|
|
}
|
|
public static void WriteRenderInfo(this FMAT m, Material mat)
|
|
{
|
|
if (mat.RenderInfos == null)
|
|
mat.RenderInfos = new ResDict<RenderInfo>();
|
|
|
|
mat.RenderInfos.Clear();
|
|
foreach (BfresRenderInfo rnd in m.renderinfo)
|
|
{
|
|
RenderInfo r = new RenderInfo();
|
|
r.Name = rnd.Name;
|
|
|
|
switch (rnd.Type)
|
|
{
|
|
case ResNSW.RenderInfoType.Int32: r.SetValue(rnd.ValueInt); break;
|
|
case ResNSW.RenderInfoType.Single: r.SetValue(rnd.ValueFloat); break;
|
|
case ResNSW.RenderInfoType.String: r.SetValue(rnd.ValueString); break;
|
|
}
|
|
mat.RenderInfos.Add(r.Name, 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 ResDict<ResString>();
|
|
if (mat.ShaderAssign.AttribAssigns == null)
|
|
mat.ShaderAssign.AttribAssigns = new ResDict<ResString>();
|
|
if (mat.ShaderAssign.SamplerAssigns == null)
|
|
mat.ShaderAssign.SamplerAssigns = new ResDict<ResString>();
|
|
|
|
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;
|
|
|
|
foreach (var op in mat.ShaderAssign.ShaderOptions)
|
|
m.shaderassign.options.Add(op.Key, op.Value);
|
|
|
|
if (mat.ShaderAssign.SamplerAssigns != null)
|
|
{
|
|
foreach (var op in mat.ShaderAssign.SamplerAssigns)
|
|
m.shaderassign.samplers.Add(op.Key, op.Value);
|
|
|
|
}
|
|
if (mat.ShaderAssign.AttribAssigns != null)
|
|
{
|
|
foreach (var op in mat.ShaderAssign.AttribAssigns)
|
|
m.shaderassign.attributes.Add(op.Key, op.Value);
|
|
}
|
|
}
|
|
public static void WriteShaderAssign(this FMAT.ShaderAssign shd, Material mat)
|
|
{
|
|
mat.ShaderAssign = new ShaderAssign();
|
|
mat.ShaderAssign.ShaderOptions = new ResDict<ResString>();
|
|
mat.ShaderAssign.AttribAssigns = new ResDict<ResString>();
|
|
mat.ShaderAssign.SamplerAssigns = new ResDict<ResString>();
|
|
|
|
mat.ShaderAssign.ShaderArchiveName = shd.ShaderArchive;
|
|
mat.ShaderAssign.ShadingModelName = shd.ShaderModel;
|
|
foreach (var option in shd.options)
|
|
mat.ShaderAssign.ShaderOptions.Add(option.Key, option.Value);
|
|
foreach (var samp in shd.samplers)
|
|
mat.ShaderAssign.SamplerAssigns.Add(samp.Key, samp.Value);
|
|
foreach (var att in shd.attributes)
|
|
mat.ShaderAssign.AttribAssigns.Add(att.Key, att.Value);
|
|
}
|
|
|
|
public static Shape SaveShape(FSHP fshp)
|
|
{
|
|
Shape ShapeU = new Shape();
|
|
ShapeU.VertexSkinCount = (byte)fshp.VertexSkinCount;
|
|
ShapeU.Flags = ShapeFlags.HasVertexBuffer;
|
|
ShapeU.BoneIndex = (ushort)fshp.BoneIndex;
|
|
ShapeU.MaterialIndex = (ushort)fshp.MaterialIndex;
|
|
ShapeU.VertexBufferIndex = (ushort)fshp.VertexBufferIndex;
|
|
ShapeU.KeyShapes = new ResDict<KeyShape>();
|
|
ShapeU.Name = fshp.Text;
|
|
ShapeU.TargetAttribCount = (byte)fshp.TargetAttribCount;
|
|
ShapeU.SubMeshBoundings = new List<Bounding>();
|
|
ShapeU.RadiusArray = new List<float>();
|
|
ShapeU.Meshes = new List<Mesh>();
|
|
|
|
foreach (ushort index in fshp.BoneIndices)
|
|
ShapeU.SkinBoneIndices.Add(index);
|
|
|
|
foreach (float radius in fshp.boundingRadius)
|
|
ShapeU.RadiusArray.Add(radius);
|
|
|
|
foreach (FSHP.BoundingBox box in fshp.boundingBoxes)
|
|
{
|
|
Bounding bnd = new Bounding();
|
|
bnd.Center = new Syroot.Maths.Vector3F(box.Center.X, box.Center.Y, box.Center.Z);
|
|
bnd.Extent = new Syroot.Maths.Vector3F(box.Extend.X, box.Extend.Y, box.Extend.Z);
|
|
ShapeU.SubMeshBoundings.Add(bnd);
|
|
}
|
|
|
|
foreach (FSHP.LOD_Mesh mesh in fshp.lodMeshes)
|
|
{
|
|
Mesh msh = new Mesh();
|
|
msh.SubMeshes = new List<SubMesh>();
|
|
msh.PrimitiveType = (GX2PrimitiveType)mesh.PrimitiveType;
|
|
msh.FirstVertex = mesh.FirstVertex;
|
|
|
|
foreach (FSHP.LOD_Mesh.SubMesh sub in mesh.subMeshes)
|
|
{
|
|
SubMesh subMesh = new SubMesh();
|
|
subMesh.Offset = sub.offset;
|
|
subMesh.Count = (uint)mesh.faces.Count;
|
|
msh.SubMeshes.Add(subMesh);
|
|
}
|
|
|
|
IList<uint> faceList = new List<uint>();
|
|
msh.IndexBuffer = new Syroot.NintenTools.Bfres.Buffer();
|
|
foreach (int f in mesh.faces)
|
|
{
|
|
faceList.Add((uint)f);
|
|
}
|
|
if (faceList.Count > 65000)
|
|
{
|
|
MessageBox.Show($"Warning! Your poly count for a single mesh {fshp.Text} is pretty high! ({faceList.Count})." +
|
|
$" You may want to split this!");
|
|
msh.SetIndices(faceList, GX2IndexFormat.UInt32);
|
|
}
|
|
else
|
|
msh.SetIndices(faceList, GX2IndexFormat.UInt16);
|
|
|
|
ShapeU.Meshes.Add(msh);
|
|
break;
|
|
}
|
|
return ShapeU;
|
|
}
|
|
public static void SaveSkeleton(FSKL fskl, List<STBone> Bones)
|
|
{
|
|
fskl.node.SkeletonU.Bones.Clear();
|
|
fskl.node.SkeletonU.MatrixToBoneList = new List<ushort>();
|
|
fskl.node.SkeletonU.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
|
|
|
|
fskl.node.Nodes.Clear();
|
|
|
|
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);
|
|
|
|
//Set the bfres bone data
|
|
if (bn.BoneU == null)
|
|
bn.BoneU = new Bone();
|
|
bn.GenericToBfresBone();
|
|
|
|
if (bn.SmoothMatrixIndex != short.MaxValue)
|
|
fskl.node.SkeletonU.MatrixToBoneList.Add(SmoothIndex++);
|
|
|
|
//Check duplicated names
|
|
List<string> names = fskl.bones.Select(o => o.Text).ToList();
|
|
bn.Text = Utils.RenameDuplicateString(names, bn.Text);
|
|
|
|
fskl.node.SkeletonU.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
|
|
fskl.bones.Add(bn);
|
|
|
|
bn.BoneU.Name = bn.Text;
|
|
fskl.node.SkeletonU.Bones.Add(bn.Text, bn.BoneU);
|
|
|
|
//Add bones to tree
|
|
if (bn.Parent == null)
|
|
{
|
|
fskl.node.Nodes.Add(bn);
|
|
}
|
|
}
|
|
|
|
|
|
fskl.update();
|
|
fskl.reset();
|
|
|
|
fskl.Node_Array = new int[fskl.node.SkeletonU.MatrixToBoneList.Count];
|
|
int nodes = 0;
|
|
foreach (ushort node in fskl.node.SkeletonU.MatrixToBoneList)
|
|
{
|
|
fskl.Node_Array[nodes] = node;
|
|
nodes++;
|
|
}
|
|
}
|
|
public static void SaveVertexBuffer(FSHP fshp)
|
|
{
|
|
VertexBuffer buffer = new VertexBuffer();
|
|
buffer.Attributes = new ResDict<VertexAttrib>();
|
|
|
|
VertexBufferHelper helper = new VertexBufferHelper(buffer, Syroot.BinaryData.ByteOrder.BigEndian);
|
|
List<VertexBufferHelperAttrib> atrib = new List<VertexBufferHelperAttrib>();
|
|
|
|
fshp.UpdateVertices();
|
|
|
|
Console.WriteLine("Creating Buffer");
|
|
|
|
foreach (FSHP.VertexAttribute att in fshp.vertexAttributes)
|
|
{
|
|
if (att.Name == "_p0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.verts.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_n0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.norms.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_u0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.uv0.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_u1")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.uv1.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_u2")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.uv2.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_w0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.weights.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_i0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.boneInd.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_b0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.bitans.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_t0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.tans.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_c0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.colors.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
}
|
|
if (atrib.Count == 0)
|
|
{
|
|
MessageBox.Show("Attributes are empty?");
|
|
return;
|
|
}
|
|
helper.Attributes = atrib;
|
|
fshp.VertexBufferU = helper.ToVertexBuffer();
|
|
fshp.VertexBufferU.VertexSkinCount = fshp.VertexSkinCount;
|
|
}
|
|
|
|
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)
|
|
ext.Data = ((BNTX)node).Save();
|
|
else
|
|
ext.Data = ((ExternalFileData)node).Data;
|
|
|
|
resFile.ExternalFiles.Add(node.Text, ext);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|