Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.Drawing;
|
|
|
|
|
using System.Text;
|
|
|
|
|
using System.Threading.Tasks;
|
|
|
|
|
using Switch_Toolbox.Library.IO;
|
|
|
|
|
using Switch_Toolbox.Library;
|
|
|
|
|
using System.Windows.Forms;
|
|
|
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
|
using Switch_Toolbox.Library.Forms;
|
|
|
|
|
using Bfres.Structs;
|
|
|
|
|
|
|
|
|
|
namespace FirstPlugin
|
|
|
|
|
{
|
|
|
|
|
public enum BlockType : uint
|
|
|
|
|
{
|
|
|
|
|
Invalid = 0x00,
|
|
|
|
|
EndOfFile = 0x01,
|
|
|
|
|
AlignData = 0x02,
|
|
|
|
|
VertexShaderHeader = 0x03,
|
|
|
|
|
VertexShaderProgram = 0x05,
|
|
|
|
|
PixelShaderHeader = 0x06,
|
|
|
|
|
PixelShaderProgram = 0x07,
|
|
|
|
|
GeometryShaderHeader = 0x08,
|
|
|
|
|
GeometryShaderProgram = 0x09,
|
|
|
|
|
GeometryShaderProgram2 = 0x10,
|
|
|
|
|
ImageInfo = 0x11,
|
|
|
|
|
ImageData = 0x12,
|
|
|
|
|
MipData = 0x13,
|
|
|
|
|
ComputeShaderHeader = 0x14,
|
|
|
|
|
ComputeShader = 0x15,
|
|
|
|
|
UserBlock = 0x16,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class GTXFile : TreeNodeFile, IFileFormat
|
|
|
|
|
{
|
|
|
|
|
public bool CanSave { get; set; }
|
|
|
|
|
public string[] Description { get; set; } = new string[] { "GTX" };
|
|
|
|
|
public string[] Extension { get; set; } = new string[] { "*.gtx" };
|
|
|
|
|
public string FileName { get; set; }
|
|
|
|
|
public string FilePath { get; set; }
|
|
|
|
|
public IFileInfo IFileInfo { get; set; }
|
|
|
|
|
|
|
|
|
|
public bool Identify(System.IO.Stream stream)
|
|
|
|
|
{
|
|
|
|
|
using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
|
|
|
|
|
{
|
|
|
|
|
return reader.CheckSignature(4, "Gfx2");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public Type[] Types
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
List<Type> types = new List<Type>();
|
|
|
|
|
return types.ToArray();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
private GTXHeader header;
|
|
|
|
|
|
|
|
|
|
public List<byte[]> data = new List<byte[]>();
|
|
|
|
|
public List<byte[]> mipMaps = new List<byte[]>();
|
|
|
|
|
public List<TextureData> textures = new List<TextureData>();
|
|
|
|
|
|
|
|
|
|
public List<GTXDataBlock> blocks = new List<GTXDataBlock>();
|
|
|
|
|
|
|
|
|
|
public void Load(System.IO.Stream stream)
|
|
|
|
|
{
|
|
|
|
|
CanSave = true;
|
|
|
|
|
Text = FileName;
|
|
|
|
|
|
|
|
|
|
ReadGx2(new FileReader(stream));
|
|
|
|
|
|
|
|
|
|
ContextMenu = new ContextMenu();
|
|
|
|
|
MenuItem save = new MenuItem("Save");
|
|
|
|
|
ContextMenu.MenuItems.Add(save);
|
|
|
|
|
save.Click += Save;
|
|
|
|
|
}
|
|
|
|
|
private void Save(object sender, EventArgs args)
|
|
|
|
|
{
|
|
|
|
|
SaveFileDialog sfd = new SaveFileDialog();
|
|
|
|
|
sfd.DefaultExt = "gtx";
|
|
|
|
|
sfd.Filter = "Supported Formats|*.gtx;";
|
|
|
|
|
sfd.FileName = FileName;
|
|
|
|
|
|
|
|
|
|
if (sfd.ShowDialog() == DialogResult.OK)
|
|
|
|
|
{
|
|
|
|
|
STFileSaver.SaveFileFormat(this, sfd.FileName);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public void Unload()
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
public byte[] Save()
|
|
|
|
|
{
|
|
|
|
|
System.IO.MemoryStream mem = new System.IO.MemoryStream();
|
|
|
|
|
using (FileWriter writer = new FileWriter(mem))
|
|
|
|
|
{
|
|
|
|
|
writer.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
|
|
|
|
|
header.Write(writer);
|
|
|
|
|
|
|
|
|
|
uint surfBlockType;
|
|
|
|
|
uint dataBlockType;
|
|
|
|
|
uint mipBlockType;
|
|
|
|
|
|
|
|
|
|
if (header.MajorVersion == 6)
|
|
|
|
|
{
|
|
|
|
|
surfBlockType = 0x0A;
|
|
|
|
|
dataBlockType = 0x0B;
|
|
|
|
|
mipBlockType = 0x0C;
|
|
|
|
|
}
|
|
|
|
|
else if (header.MajorVersion == 7)
|
|
|
|
|
{
|
|
|
|
|
surfBlockType = 0x0B;
|
|
|
|
|
dataBlockType = 0x0C;
|
|
|
|
|
mipBlockType = 0x0D;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
throw new Exception($"Unsupported GTX version {header.MajorVersion}");
|
|
|
|
|
|
|
|
|
|
writer.Seek(header.HeaderSize, System.IO.SeekOrigin.Begin);
|
|
|
|
|
foreach (var tex in textures)
|
|
|
|
|
{
|
|
|
|
|
tex.surface.Write(writer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var block in blocks)
|
|
|
|
|
{
|
|
|
|
|
if ((uint)block.BlockType == surfBlockType)
|
|
|
|
|
{
|
|
|
|
|
block.Write(writer);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
block.Write(writer);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return mem.ToArray();
|
|
|
|
|
}
|
|
|
|
|
private void ReadGx2(FileReader reader)
|
|
|
|
|
{
|
|
|
|
|
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
|
|
|
|
|
|
|
|
|
|
header = new GTXHeader();
|
|
|
|
|
header.Read(reader);
|
|
|
|
|
|
|
|
|
|
Console.WriteLine("header size " + header.HeaderSize);
|
|
|
|
|
|
|
|
|
|
uint surfBlockType;
|
|
|
|
|
uint dataBlockType;
|
|
|
|
|
uint mipBlockType;
|
|
|
|
|
|
|
|
|
|
if (header.MajorVersion == 6)
|
|
|
|
|
{
|
|
|
|
|
surfBlockType = 0x0A;
|
|
|
|
|
dataBlockType = 0x0B;
|
|
|
|
|
mipBlockType = 0x0C;
|
|
|
|
|
}
|
|
|
|
|
else if (header.MajorVersion == 7)
|
|
|
|
|
{
|
|
|
|
|
surfBlockType = 0x0B;
|
|
|
|
|
dataBlockType = 0x0C;
|
|
|
|
|
mipBlockType = 0x0D;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
throw new Exception($"Unsupported GTX version {header.MajorVersion}");
|
|
|
|
|
|
|
|
|
|
if (header.GpuVersion != 2)
|
|
|
|
|
throw new Exception($"Unsupported GPU version {header.GpuVersion}");
|
|
|
|
|
|
|
|
|
|
reader.Position = header.HeaderSize;
|
|
|
|
|
|
|
|
|
|
bool blockB = false;
|
|
|
|
|
bool blockC = false;
|
|
|
|
|
|
|
|
|
|
uint ImageInfo = 0;
|
|
|
|
|
uint images = 0;
|
|
|
|
|
|
|
|
|
|
while (reader.Position < reader.BaseStream.Length)
|
|
|
|
|
{
|
|
|
|
|
GTXDataBlock block = new GTXDataBlock();
|
|
|
|
|
block.Read(reader);
|
|
|
|
|
blocks.Add(block);
|
|
|
|
|
|
|
|
|
|
//Here we use "if" instead of "case" statements as types vary between versions
|
|
|
|
|
if ((uint)block.BlockType == surfBlockType)
|
|
|
|
|
{
|
|
|
|
|
ImageInfo += 1;
|
|
|
|
|
blockB = true;
|
|
|
|
|
|
|
|
|
|
var surface = new SurfaceInfoParse();
|
|
|
|
|
surface.Read(new FileReader(block.data));
|
|
|
|
|
|
|
|
|
|
if (surface.numMips > 14)
|
|
|
|
|
throw new Exception($"Invalid number of mip maps {surface.numMips}!");
|
|
|
|
|
|
|
|
|
|
TextureData textureData = new TextureData();
|
|
|
|
|
textureData.surface = surface;
|
|
|
|
|
textureData.MipCount = surface.numMips;
|
|
|
|
|
textureData.ArrayCount = surface.numArray;
|
|
|
|
|
textureData.Text = "Texture" + ImageInfo;
|
|
|
|
|
Nodes.Add(textureData);
|
|
|
|
|
textures.Add(textureData);
|
|
|
|
|
}
|
|
|
|
|
else if ((uint)block.BlockType == dataBlockType)
|
|
|
|
|
{
|
|
|
|
|
images += 1;
|
|
|
|
|
blockC = true;
|
|
|
|
|
|
|
|
|
|
data.Add(block.data);
|
|
|
|
|
}
|
|
|
|
|
else if ((uint)block.BlockType == mipBlockType)
|
|
|
|
|
{
|
|
|
|
|
mipMaps.Add(block.data);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (textures.Count != data.Count)
|
|
|
|
|
throw new Exception($"Bad size! {textures.Count} {data.Count}");
|
|
|
|
|
|
|
|
|
|
int curTex = 0;
|
|
|
|
|
int curMip = 0;
|
|
|
|
|
foreach (var node in Nodes)
|
|
|
|
|
{
|
|
|
|
|
TextureData tex = (TextureData)node;
|
|
|
|
|
|
|
|
|
|
tex.surface.data = data[curTex];
|
2019-04-06 21:58:20 +02:00
|
|
|
|
tex.surface.bpp = GX2.surfaceGetBitsPerPixel(tex.surface.format) >> 3;
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
|
|
|
|
tex.Format = FTEX.ConvertFromGx2Format((Syroot.NintenTools.Bfres.GX2.GX2SurfaceFormat)tex.surface.format);
|
|
|
|
|
tex.Width = tex.surface.width;
|
|
|
|
|
tex.Height = tex.surface.height;
|
|
|
|
|
|
|
|
|
|
if (tex.surface.numMips > 1)
|
|
|
|
|
tex.surface.mipData = mipMaps[curMip++];
|
|
|
|
|
else
|
|
|
|
|
tex.surface.mipData = new byte[0];
|
|
|
|
|
|
|
|
|
|
if (tex.surface.mipData == null)
|
|
|
|
|
tex.surface.numMips = 1;
|
|
|
|
|
|
|
|
|
|
curTex++;
|
|
|
|
|
}
|
|
|
|
|
reader.Close();
|
|
|
|
|
reader.Dispose();
|
|
|
|
|
}
|
|
|
|
|
public class GTXHeader
|
|
|
|
|
{
|
|
|
|
|
readonly string Magic = "Gfx2";
|
|
|
|
|
public uint HeaderSize;
|
|
|
|
|
public uint MajorVersion;
|
|
|
|
|
public uint MinorVersion;
|
|
|
|
|
public uint GpuVersion;
|
|
|
|
|
public uint AlignMode;
|
|
|
|
|
|
|
|
|
|
public void Read(FileReader reader)
|
|
|
|
|
{
|
|
|
|
|
string Signature = reader.ReadString(4, Encoding.ASCII);
|
|
|
|
|
if (Signature != Magic)
|
|
|
|
|
throw new Exception($"Invalid signature {Signature}! Expected Gfx2.");
|
|
|
|
|
|
|
|
|
|
HeaderSize = reader.ReadUInt32();
|
|
|
|
|
MajorVersion = reader.ReadUInt32();
|
|
|
|
|
MinorVersion = reader.ReadUInt32();
|
|
|
|
|
GpuVersion = reader.ReadUInt32();
|
|
|
|
|
AlignMode = reader.ReadUInt32();
|
|
|
|
|
}
|
|
|
|
|
public void Write(FileWriter writer)
|
|
|
|
|
{
|
|
|
|
|
writer.WriteSignature(Magic);
|
|
|
|
|
writer.Write(HeaderSize);
|
|
|
|
|
writer.Write(MajorVersion);
|
|
|
|
|
writer.Write(MinorVersion);
|
|
|
|
|
writer.Write(GpuVersion);
|
|
|
|
|
writer.Write(AlignMode);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public class GTXDataBlock
|
|
|
|
|
{
|
|
|
|
|
readonly string Magic = "BLK{";
|
|
|
|
|
public uint HeaderSize;
|
|
|
|
|
public uint MajorVersion;
|
|
|
|
|
public uint MinorVersion;
|
|
|
|
|
public BlockType BlockType;
|
|
|
|
|
public uint Identifier;
|
|
|
|
|
public uint index;
|
|
|
|
|
public uint DataSize;
|
|
|
|
|
public byte[] data;
|
|
|
|
|
|
|
|
|
|
public void Read(FileReader reader)
|
|
|
|
|
{
|
|
|
|
|
long blockStart = reader.Position;
|
|
|
|
|
|
|
|
|
|
string Signature = reader.ReadString(4, Encoding.ASCII);
|
|
|
|
|
if (Signature != Magic)
|
|
|
|
|
throw new Exception($"Invalid signature {Signature}! Expected BLK.");
|
|
|
|
|
|
|
|
|
|
HeaderSize = reader.ReadUInt32();
|
|
|
|
|
MajorVersion = reader.ReadUInt32(); //Must be 0x01 for 6.x.x
|
|
|
|
|
MinorVersion = reader.ReadUInt32(); //Must be 0x00 for 6.x.x
|
|
|
|
|
BlockType = reader.ReadEnum<BlockType>(false);
|
|
|
|
|
DataSize = reader.ReadUInt32();
|
|
|
|
|
Identifier = reader.ReadUInt32();
|
|
|
|
|
index = reader.ReadUInt32();
|
|
|
|
|
|
|
|
|
|
reader.Seek(blockStart + HeaderSize, System.IO.SeekOrigin.Begin);
|
|
|
|
|
data = reader.ReadBytes((int)DataSize);
|
|
|
|
|
}
|
|
|
|
|
public void Write(FileWriter writer)
|
|
|
|
|
{
|
|
|
|
|
long blockStart = writer.Position;
|
|
|
|
|
|
|
|
|
|
writer.WriteSignature(Magic);
|
|
|
|
|
writer.Write(HeaderSize);
|
|
|
|
|
writer.Write(MajorVersion);
|
|
|
|
|
writer.Write(MinorVersion);
|
|
|
|
|
writer.Write(BlockType, false);
|
|
|
|
|
writer.Write(DataSize);
|
|
|
|
|
writer.Write(Identifier);
|
|
|
|
|
writer.Write(index);
|
|
|
|
|
writer.Seek(blockStart + HeaderSize, System.IO.SeekOrigin.Begin);
|
|
|
|
|
|
|
|
|
|
writer.Write(data);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public class TextureData : STGenericTexture
|
|
|
|
|
{
|
|
|
|
|
public override TEX_FORMAT[] SupportedFormats
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
return new TEX_FORMAT[]
|
|
|
|
|
{
|
|
|
|
|
TEX_FORMAT.BC1_UNORM,
|
|
|
|
|
TEX_FORMAT.BC1_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.BC2_UNORM,
|
|
|
|
|
TEX_FORMAT.BC2_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.BC3_UNORM,
|
|
|
|
|
TEX_FORMAT.BC3_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.BC4_UNORM,
|
|
|
|
|
TEX_FORMAT.BC4_SNORM,
|
|
|
|
|
TEX_FORMAT.BC5_UNORM,
|
|
|
|
|
TEX_FORMAT.BC5_SNORM,
|
|
|
|
|
TEX_FORMAT.B5G5R5A1_UNORM,
|
|
|
|
|
TEX_FORMAT.B5G6R5_UNORM,
|
|
|
|
|
TEX_FORMAT.B8G8R8A8_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.B8G8R8A8_UNORM,
|
|
|
|
|
TEX_FORMAT.R10G10B10A2_UNORM,
|
|
|
|
|
TEX_FORMAT.R16_UNORM,
|
|
|
|
|
TEX_FORMAT.B4G4R4A4_UNORM,
|
|
|
|
|
TEX_FORMAT.B5_G5_R5_A1_UNORM,
|
|
|
|
|
TEX_FORMAT.R8G8B8A8_UNORM_SRGB,
|
|
|
|
|
TEX_FORMAT.R8G8B8A8_UNORM,
|
|
|
|
|
TEX_FORMAT.R8_UNORM,
|
|
|
|
|
TEX_FORMAT.R8G8_UNORM,
|
|
|
|
|
TEX_FORMAT.R32G8X24_FLOAT,
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override bool CanEdit { get; set; } = false;
|
|
|
|
|
|
|
|
|
|
public SurfaceInfoParse surface;
|
|
|
|
|
|
|
|
|
|
public TextureData()
|
|
|
|
|
{
|
|
|
|
|
ImageKey = "Texture";
|
|
|
|
|
SelectedImageKey = "Texture";
|
|
|
|
|
|
|
|
|
|
ContextMenu = new ContextMenu();
|
|
|
|
|
MenuItem export = new MenuItem("Export");
|
|
|
|
|
ContextMenu.MenuItems.Add(export);
|
|
|
|
|
export.Click += Export;
|
|
|
|
|
MenuItem replace = new MenuItem("Replace");
|
|
|
|
|
ContextMenu.MenuItems.Add(replace);
|
|
|
|
|
replace.Click += Replace;
|
|
|
|
|
MenuItem remove = new MenuItem("Remove");
|
|
|
|
|
ContextMenu.MenuItems.Add(remove);
|
|
|
|
|
remove.Click += Remove;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void SetImageData(Bitmap bitmap, int ArrayLevel)
|
|
|
|
|
{
|
|
|
|
|
throw new NotImplementedException("Cannot set image data! Operation not implemented!");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override byte[] GetImageData(int ArrayLevel = 0, int MipLevel = 0)
|
|
|
|
|
{
|
|
|
|
|
Console.WriteLine("");
|
|
|
|
|
Console.WriteLine("// ----- GX2Surface Info ----- ");
|
|
|
|
|
Console.WriteLine(" dim = " + surface.dim);
|
|
|
|
|
Console.WriteLine(" width = " + surface.width);
|
|
|
|
|
Console.WriteLine(" height = " + surface.height);
|
|
|
|
|
Console.WriteLine(" depth = " + surface.depth);
|
|
|
|
|
Console.WriteLine(" numMips = " + surface.numMips);
|
|
|
|
|
Console.WriteLine(" format = " + surface.format);
|
|
|
|
|
Console.WriteLine(" aa = " + surface.aa);
|
|
|
|
|
Console.WriteLine(" use = " + surface.use);
|
|
|
|
|
Console.WriteLine(" imageSize = " + surface.imageSize);
|
|
|
|
|
Console.WriteLine(" mipSize = " + surface.mipSize);
|
|
|
|
|
Console.WriteLine(" tileMode = " + surface.tileMode);
|
|
|
|
|
Console.WriteLine(" swizzle = " + surface.swizzle);
|
|
|
|
|
Console.WriteLine(" alignment = " + surface.alignment);
|
|
|
|
|
Console.WriteLine(" pitch = " + surface.pitch);
|
|
|
|
|
Console.WriteLine(" bits per pixel = " + (surface.bpp << 3));
|
|
|
|
|
Console.WriteLine(" bytes per pixel = " + surface.bpp);
|
|
|
|
|
Console.WriteLine(" data size = " + surface.data.Length);
|
|
|
|
|
Console.WriteLine(" mip size = " + surface.mipData.Length);
|
|
|
|
|
Console.WriteLine(" realSize = " + surface.imageSize);
|
|
|
|
|
|
2019-04-06 21:58:20 +02:00
|
|
|
|
var surfaces = GX2.Decode(surface);
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
|
|
|
|
|
|
|
|
|
return surfaces[ArrayLevel][MipLevel];
|
|
|
|
|
}
|
|
|
|
|
private void Remove(object sender, EventArgs args)
|
|
|
|
|
{
|
|
|
|
|
((GTXFile)Parent).Nodes.Remove(this);
|
|
|
|
|
}
|
|
|
|
|
private void Export(object sender, EventArgs args)
|
|
|
|
|
{
|
|
|
|
|
SaveFileDialog sfd = new SaveFileDialog();
|
|
|
|
|
sfd.FileName = Text;
|
|
|
|
|
sfd.DefaultExt = "bftex";
|
|
|
|
|
sfd.Filter = "Supported Formats|*.bftex;*.dds; *.png;*.tga;*.jpg;*.tiff|" +
|
|
|
|
|
"Binary Texture |*.bftex|" +
|
|
|
|
|
"Microsoft DDS |*.dds|" +
|
|
|
|
|
"Portable Network Graphics |*.png|" +
|
|
|
|
|
"Joint Photographic Experts Group |*.jpg|" +
|
|
|
|
|
"Bitmap Image |*.bmp|" +
|
|
|
|
|
"Tagged Image File Format |*.tiff|" +
|
|
|
|
|
"All files(*.*)|*.*";
|
|
|
|
|
|
|
|
|
|
if (sfd.ShowDialog() == DialogResult.OK)
|
|
|
|
|
{
|
|
|
|
|
Export(sfd.FileName);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public void Export(string FileName, bool ExportSurfaceLevel = false,
|
|
|
|
|
bool ExportMipMapLevel = false, int SurfaceLevel = 0, int MipLevel = 0)
|
|
|
|
|
{
|
|
|
|
|
string ext = System.IO.Path.GetExtension(FileName);
|
|
|
|
|
ext = ext.ToLower();
|
|
|
|
|
|
|
|
|
|
switch (ext)
|
|
|
|
|
{
|
|
|
|
|
case ".dds":
|
|
|
|
|
SaveDDS(FileName);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
SaveBitMap(FileName);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
private void Replace(object sender, EventArgs args)
|
|
|
|
|
{
|
|
|
|
|
OpenFileDialog ofd = new OpenFileDialog();
|
|
|
|
|
ofd.Filter = "Supported Formats|*.dds; *.png;*.tga;*.jpg;*.tiff|" +
|
|
|
|
|
"Microsoft DDS |*.dds|" +
|
|
|
|
|
"Portable Network Graphics |*.png|" +
|
|
|
|
|
"Joint Photographic Experts Group |*.jpg|" +
|
|
|
|
|
"Bitmap Image |*.bmp|" +
|
|
|
|
|
"Tagged Image File Format |*.tiff|" +
|
|
|
|
|
"All files(*.*)|*.*";
|
|
|
|
|
|
|
|
|
|
ofd.Multiselect = false;
|
|
|
|
|
if (ofd.ShowDialog() == DialogResult.OK)
|
|
|
|
|
{
|
|
|
|
|
Replace(ofd.FileName);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public void Replace(string FileName)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
public override void OnClick(TreeView treeView)
|
|
|
|
|
{
|
|
|
|
|
UpdateEditor();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateEditor()
|
|
|
|
|
{
|
|
|
|
|
ImageEditorBase editor = (ImageEditorBase)LibraryGUI.Instance.GetActiveContent(typeof(ImageEditorBase));
|
|
|
|
|
if (editor == null)
|
|
|
|
|
{
|
|
|
|
|
editor = new ImageEditorBase();
|
|
|
|
|
editor.Dock = DockStyle.Fill;
|
|
|
|
|
|
|
|
|
|
LibraryGUI.Instance.LoadEditor(editor);
|
|
|
|
|
}
|
|
|
|
|
editor.Text = Text;
|
|
|
|
|
|
|
|
|
|
UserDataEditor userDataEditor = new UserDataEditor();
|
|
|
|
|
userDataEditor.Name = "User Data";
|
|
|
|
|
editor.LoadImage(this);
|
|
|
|
|
editor.AddCustomControl(userDataEditor, typeof(UserDataEditor));
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-04-06 21:58:20 +02:00
|
|
|
|
public class SurfaceInfoParse : GX2.GX2Surface
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
public void Read(FileReader reader)
|
|
|
|
|
{
|
|
|
|
|
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
|
|
|
|
|
|
|
|
|
|
dim = reader.ReadUInt32();
|
|
|
|
|
width = reader.ReadUInt32();
|
|
|
|
|
height = reader.ReadUInt32();
|
|
|
|
|
depth = reader.ReadUInt32();
|
|
|
|
|
numMips = reader.ReadUInt32();
|
|
|
|
|
format = reader.ReadUInt32();
|
|
|
|
|
aa = reader.ReadUInt32();
|
|
|
|
|
use = reader.ReadUInt32();
|
|
|
|
|
imageSize = reader.ReadUInt32();
|
|
|
|
|
imagePtr = reader.ReadUInt32();
|
|
|
|
|
mipSize = reader.ReadUInt32();
|
|
|
|
|
mipPtr = reader.ReadUInt32();
|
|
|
|
|
tileMode = reader.ReadUInt32();
|
|
|
|
|
swizzle = reader.ReadUInt32();
|
|
|
|
|
alignment = reader.ReadUInt32();
|
|
|
|
|
pitch = reader.ReadUInt32();
|
|
|
|
|
mipOffset = reader.ReadUInt32s(13);
|
|
|
|
|
firstMip = reader.ReadUInt32();
|
|
|
|
|
imageCount = reader.ReadUInt32();
|
|
|
|
|
firstSlice = reader.ReadUInt32();
|
|
|
|
|
numSlices = reader.ReadUInt32();
|
|
|
|
|
compSel = reader.ReadBytes(4);
|
|
|
|
|
texRegs = reader.ReadUInt32s(5);
|
|
|
|
|
}
|
|
|
|
|
public void Write(FileWriter writer)
|
|
|
|
|
{
|
|
|
|
|
writer.Write(dim);
|
|
|
|
|
writer.Write(width);
|
|
|
|
|
writer.Write(height);
|
|
|
|
|
writer.Write(depth);
|
|
|
|
|
writer.Write(numMips);
|
|
|
|
|
writer.Write(format);
|
|
|
|
|
writer.Write(aa);
|
|
|
|
|
writer.Write(use);
|
|
|
|
|
writer.Write(imageSize);
|
|
|
|
|
writer.Write(imagePtr);
|
|
|
|
|
writer.Write(mipSize);
|
|
|
|
|
writer.Write(mipPtr);
|
|
|
|
|
writer.Write(tileMode);
|
|
|
|
|
writer.Write(swizzle);
|
|
|
|
|
writer.Write(alignment);
|
|
|
|
|
writer.Write(pitch);
|
|
|
|
|
writer.Write(mipOffset);
|
|
|
|
|
writer.Write(firstMip);
|
|
|
|
|
writer.Write(imageCount);
|
|
|
|
|
writer.Write(firstSlice);
|
|
|
|
|
writer.Write(numSlices);
|
|
|
|
|
writer.Write(compSel);
|
|
|
|
|
writer.Write(texRegs);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|