1
0
mirror of synced 2024-11-13 18:50:50 +01:00
Switch-Toolbox/Switch_FileFormatsMain/FileFormats/Effects/PCTL.cs

1502 lines
59 KiB
C#
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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.Linq;
using System.Drawing;
using System.Text;
using System.Threading.Tasks;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library;
using System.IO;
using Syroot.BinaryData;
using System.Windows.Forms;
using Switch_Toolbox.Library.Forms;
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
namespace FirstPlugin
{
public class PTCL : TreeNodeFile, IFileFormat
{
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "Cafe Particle" };
public string[] Extension { get; set; } = new string[] { "*.ptcl", "*.sesetlist" };
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))
{
if (reader.CheckSignature(4, "VFXB") ||
reader.CheckSignature(4, "SPBD") ||
reader.CheckSignature(4, "EFTF") ||
reader.CheckSignature(4, "EFTB"))
return true;
else
return false;
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
return types.ToArray();
}
}
Header header;
WiiU.Header headerU;
byte[] data;
bool IsWiiU = false;
public void Load(Stream stream)
{
data = stream.ToArray();
Text = FileName;
CanSave = true;
FileReader reader = new FileReader(new MemoryStream(data));
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
string Signature = reader.ReadString(4, Encoding.ASCII);
reader.Position = 0;
if (Signature == "EFTF" || Signature == "SPBD")
{
IsWiiU = true;
headerU = new WiiU.Header();
headerU.Read(reader, this);
}
else
{
CanSave = false;
header = new Header();
header.Read(reader, this);
}
reader.Close();
reader.Dispose();
ContextMenu = new ContextMenu();
MenuItem save = new MenuItem("Save");
ContextMenu.MenuItems.Add(save);
save.Click += Save;
}
public void Unload()
{
}
public byte[] Save()
{
MemoryStream mem = new MemoryStream();
if (IsWiiU)
headerU.Write(new FileWriter(mem), this);
else
header.Write(new FileWriter(mem));
return mem.ToArray();
}
private void Save(object sender, EventArgs args)
{
List<IFileFormat> formats = new List<IFileFormat>();
formats.Add(this);
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(formats);
sfd.FileName = FileName;
if (sfd.ShowDialog() == DialogResult.OK)
STFileSaver.SaveFileFormat(this, sfd.FileName);
}
public class WiiU
{
public class Header
{
public List<EmitterSet> emitterSets = new List<EmitterSet>();
2019-03-29 22:48:06 +01:00
public List<TextureInfo> Textures = new List<TextureInfo>();
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 bool IsSPBD = false;
public uint EffectNameTableOffset;
public uint TextureBlockTableOffset;
public uint TextureBlockTableSize;
public uint ShaderGtxTableOffset;
public uint ShaderGtxTableSize;
public void Read(FileReader reader, PTCL pctl)
{
uint Position = (uint)reader.Position; //Offsets are relative to this
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
string Signature = reader.ReadString(4, Encoding.ASCII);
if (Signature == "SPBD")
IsSPBD = true;
uint Version = reader.ReadUInt32();
uint EmitterCount = reader.ReadUInt32();
uint Padding = reader.ReadUInt32();
EffectNameTableOffset = reader.ReadUInt32();
TextureBlockTableOffset = reader.ReadUInt32();
TextureBlockTableSize = reader.ReadUInt32();
ShaderGtxTableOffset = reader.ReadUInt32();
ShaderGtxTableSize = reader.ReadUInt32();
uint KeyAnimationTableOffset = reader.ReadUInt32();
uint KeyAnimationTableSize = reader.ReadUInt32();
uint PrimativeTableOffset = reader.ReadUInt32();
uint PrimativeTableSize = reader.ReadUInt32();
uint ShaderParamTableOffset = reader.ReadUInt32();
uint ShaderParamTableSize = reader.ReadUInt32();
2019-03-29 22:48:06 +01:00
var groupEmitterSets = new TreeNode("Emitter Sets");
var textureFolder = new TreeNode("Textures");
pctl.Nodes.Add(textureFolder);
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
pctl.Nodes.Add(groupEmitterSets);
if (IsSPBD)
reader.Seek(0x40, SeekOrigin.Begin);
else
reader.Seek(72, SeekOrigin.Begin);
for (int i = 0; i < EmitterCount; i++)
{
EmitterSet emitterSet = new EmitterSet();
emitterSet.Read(reader, this);
emitterSets.Add(emitterSet);
groupEmitterSets.Nodes.Add(emitterSet);
}
int index = 0;
2019-03-29 22:48:06 +01:00
foreach (var tex in Textures)
{
tex.Text = $"Texture{index++}";
2019-03-29 22:48:06 +01:00
textureFolder.Nodes.Add(tex);
}
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 Write(FileWriter writer, PTCL ptcl)
{
writer.ByteOrder = ByteOrder.BigEndian;
writer.Write(ptcl.data.ToArray());
foreach (EmitterSet emitterSets in emitterSets)
{
foreach (EmitterU emitter in emitterSets.Nodes)
{
foreach (TextureInfo tex in emitter.DrawableTex)
{
//write texture blocks. Some slots are empty so check if it exists
if (tex.data != null)
{
writer.Seek(TextureBlockTableOffset + tex.DataPos, SeekOrigin.Begin);
writer.Write(tex.data);
}
}
writer.Seek(((EmitterU)emitter).ColorPosition, SeekOrigin.Begin);
foreach (var color0 in emitter.Color0Array)
{
writer.Write(color0.R);
writer.Write(color0.G);
writer.Write(color0.B);
writer.Write(color0.A);
}
foreach (var color1 in emitter.Color1Array)
{
writer.Write(color1.R);
writer.Write(color1.G);
writer.Write(color1.B);
writer.Write(color1.A);
}
}
}
writer.Close();
writer.Dispose();
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 class EmitterSet : TreeNodeCustom
{
public void Read(FileReader reader, Header header)
{
uint NameOffset = 0;
uint EmitterCount = 0;
uint EmitterTableOffset = 0;
if (header.IsSPBD)
{
uint Description = reader.ReadUInt32();
uint Unknown = reader.ReadUInt32();
NameOffset = reader.ReadUInt32();
uint NamePointer = reader.ReadUInt32();
EmitterCount = reader.ReadUInt32();
EmitterTableOffset = reader.ReadUInt32();
uint Unknown2 = reader.ReadUInt32();
}
else
{
uint padding = reader.ReadUInt32();
uint padding2 = reader.ReadUInt32();
NameOffset = reader.ReadUInt32();
uint padding3 = reader.ReadUInt32();
EmitterCount = reader.ReadUInt32();
EmitterTableOffset = reader.ReadUInt32();
uint padding4 = reader.ReadUInt32();
}
using (reader.TemporarySeek(header.EffectNameTableOffset + NameOffset, SeekOrigin.Begin))
{
Text = reader.ReadString(BinaryStringFormat.ZeroTerminated);
}
long pos = reader.Position;
reader.Seek(EmitterTableOffset, SeekOrigin.Begin);
for (int i = 0; i < EmitterCount; i++)
{
EmitterTable table = new EmitterTable();
table.Read(reader, header);
Nodes.Add(table.emitter);
}
reader.Seek(pos, SeekOrigin.Begin);
}
public void Write(FileWriter writer)
{
}
}
public class EmitterTable
{
public EmitterU emitter;
public uint EmitterOffset;
public void Read(FileReader reader, Header header)
{
if (header.IsSPBD)
{
EmitterOffset = reader.ReadUInt32();
uint padding = reader.ReadUInt32();
}
else
{
EmitterOffset = reader.ReadUInt32();
uint padding = reader.ReadUInt32();
uint padding2 = reader.ReadUInt32();
uint padding3 = reader.ReadUInt32();
}
long pos = reader.Position;
reader.Seek(EmitterOffset, SeekOrigin.Begin);
emitter = new EmitterU();
emitter.Read(reader, header);
reader.Seek(pos, SeekOrigin.Begin);
}
public void Write(FileWriter writer)
{
}
}
public class EmitterU : Emitter
{
public long ColorPosition;
public override void OnClick(TreeView treeview)
{
EmitterEditor editor = (EmitterEditor)LibraryGUI.Instance.GetActiveContent(typeof(EmitterEditor));
if (editor == null)
{
editor = new EmitterEditor();
LibraryGUI.Instance.LoadEditor(editor);
}
editor.Text = Text;
editor.Dock = DockStyle.Fill;
editor.LoadEmitter(this);
}
public void Read(FileReader reader, Header header)
{
long pos = reader.Position;
reader.Seek(56);
uint NameOffset = reader.ReadUInt32();
uint padding = reader.ReadUInt32();
if (NameOffset != NullOffset)
{
using (reader.TemporarySeek(header.EffectNameTableOffset + NameOffset, SeekOrigin.Begin))
{
Text = reader.ReadString(BinaryStringFormat.ZeroTerminated);
}
}
for (int i = 0; i < 3; i++) //Max of 3 textures. Seems to fill in texture info even if unused
{
TextureInfo textureInfo = new TextureInfo();
textureInfo.Read(reader, header, Text);
if (!textureInfo.IsEmpty())
2019-03-29 22:48:06 +01:00
{
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
DrawableTex.Add(textureInfo);
bool HasImage = header.Textures.Any(item => item.DataPos == textureInfo.DataPos);
if (!HasImage)
{
header.Textures.Add(textureInfo);
}
2019-03-29 22:48:06 +01:00
}
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
}
reader.Seek(pos + 1616, SeekOrigin.Begin);
ColorPosition = reader.Position;
for (int i = 0; i < 8; i++)
{
ColorData clr = new ColorData();
clr.R = reader.ReadSingle();
clr.G = reader.ReadSingle();
clr.B = reader.ReadSingle();
clr.A = reader.ReadSingle();
Color0Array[i] = clr;
int red = Utils.FloatToIntClamp(clr.R);
int green = Utils.FloatToIntClamp(clr.G);
int blue = Utils.FloatToIntClamp(clr.B);
int alpha = Utils.FloatToIntClamp(clr.A);
// Console.WriteLine($"Color0 {i} R {R} G {G} B {B} A {A}");
// Console.WriteLine($"Color0 {i} R {red} G {green} B {blue} A {alpha}");
Color0s[i] = Color.FromArgb(alpha, red, green, blue);
}
for (int i = 0; i < 8; i++)
{
ColorData clr = new ColorData();
clr.R = reader.ReadSingle();
clr.G = reader.ReadSingle();
clr.B = reader.ReadSingle();
clr.A = reader.ReadSingle();
Color1Array[i] = clr;
int red = Utils.FloatToIntClamp(clr.R);
int green = Utils.FloatToIntClamp(clr.G);
int blue = Utils.FloatToIntClamp(clr.B);
int alpha = Utils.FloatToIntClamp(clr.A);
// Console.WriteLine($"Color1 {i} R {R} G {G} B {B} A {A}");
// Console.WriteLine($"Color1 {i} R {red} G {green} B {blue} A {alpha}");
Color1s[i] = Color.FromArgb(alpha, red, green, blue);
}
}
public void Write(FileWriter writer)
{
}
}
public class TextureInfo : STGenericTexture
{
public TextureInfo()
{
ImageKey = "Texture";
SelectedImageKey = "Texture";
}
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;
editor.LoadProperties(GenericProperties);
editor.LoadImage(this);
}
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 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.BC6H_UF16,
TEX_FORMAT.BC6H_SF16,
TEX_FORMAT.BC7_UNORM,
TEX_FORMAT.BC7_UNORM_SRGB,
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 enum SurfaceFormat
{
INVALID = 0x0,
TCS_R8_G8_B8_A8 = 2,
T_BC1_UNORM = 3,
T_BC1_SRGB = 4,
T_BC2_UNORM = 5,
T_BC2_SRGB = 6,
T_BC3_UNORM = 7,
T_BC3_SRGB = 8,
T_BC4_UNORM = 9,
T_BC4_SNORM = 10,
T_BC5_UNORM = 11,
T_BC5_SNORM = 12,
TC_R8_UNORM = 13,
TC_R8_G8_UNORM = 14,
TCS_R8_G8_B8_A8_UNORM = 15,
TCS_R5_G6_B5_UNORM = 25,
};
public uint TileMode;
public uint Swizzle;
public byte WrapMode;
public byte Depth;
public uint MipCount;
public uint CompSel;
public uint ImageSize;
public uint ImageOffset;
public SurfaceFormat SurfFormat;
public byte[] data;
public uint DataPos;
public bool IsEmpty()
{
if (Width == 0 || Height == 0 || SurfFormat == 0)
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 true;
else
return false;
}
public void Replace(string FileName)
{
string ext = System.IO.Path.GetExtension(FileName);
ext = ext.ToLower();
GTXImporterSettings setting = SetImporterSettings(FileName);
GTXTextureImporter importer = new GTXTextureImporter();
setting.MipCount = MipCount;
importer.LoadSetting(setting);
if (ext == ".dds")
{
if (setting.DataBlockOutput != null)
{
var surface = setting.CreateGx2Texture(setting.DataBlockOutput[0]);
var newData = Utils.CombineByteArray(surface.data, surface.mipData);
}
}
else
{
if (importer.ShowDialog() == DialogResult.OK)
{
Cursor.Current = Cursors.WaitCursor;
if (setting.GenerateMipmaps)
{
setting.DataBlockOutput.Clear();
setting.DataBlockOutput.Add(setting.GenerateMips());
}
if (setting.DataBlockOutput != null)
{
var surface = setting.CreateGx2Texture(setting.DataBlockOutput[0]);
var newData = Utils.CombineByteArray(surface.data, surface.mipData);
if (newData.Length != data.Length)
throw new Exception($"Image is not the correct size {newData.Length}. Should be {data.Length}");
}
else
{
MessageBox.Show("Something went wrong???");
}
}
}
}
public static GTXImporterSettings SetImporterSettings(string name)
{
var importer = new GTXImporterSettings();
string ext = System.IO.Path.GetExtension(name);
ext = ext.ToLower();
switch (ext)
{
case ".dds":
importer.LoadDDS(name);
break;
default:
importer.LoadBitMap(name);
break;
}
return importer;
}
public void Read(FileReader reader, Header header, string EmitterName)
{
Width = reader.ReadUInt16();
Height = reader.ReadUInt16();
TileMode = reader.ReadUInt32();
Swizzle = reader.ReadUInt32();
if (header.IsSPBD)
{
MipCount = reader.ReadUInt32();
CompSel = reader.ReadUInt32();
uint enableMipLevel = reader.ReadUInt32();
uint mipBias = reader.ReadUInt32();
uint originalDataFormat = reader.ReadUInt32();
uint originalDataPos = reader.ReadUInt32();
uint originalDataSize = reader.ReadUInt32();
SurfFormat = reader.ReadEnum<SurfaceFormat>(false);
ImageSize = reader.ReadUInt32();
DataPos = reader.ReadUInt32();
}
else
{
WrapMode = reader.ReadByte(); //11 = repeat, 22 = mirror
byte unk = reader.ReadByte();
Depth = reader.ReadByte();
byte unk1 = reader.ReadByte();
MipCount = reader.ReadUInt32();
CompSel = reader.ReadUInt32();
uint enableMipLevel = reader.ReadUInt32();
uint mipBias = reader.ReadUInt32();
uint originalDataFormat = reader.ReadUInt32();
uint originalDataPos = reader.ReadUInt32();
uint originalDataSize = reader.ReadUInt32();
SurfFormat = reader.ReadEnum<SurfaceFormat>(false);
ImageSize = reader.ReadUInt32();
DataPos = reader.ReadUInt32();
}
ArrayCount = 1;
if (Width != 0 && Height != 0 && SurfFormat != 0)
{
using (reader.TemporarySeek(header.TextureBlockTableOffset + DataPos, SeekOrigin.Begin))
{
data = reader.ReadBytes((int)ImageSize);
}
}
reader.Seek(164, SeekOrigin.Current);
}
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)
{
uint GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC5_UNORM;
switch (SurfFormat)
{
case SurfaceFormat.T_BC1_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC1_UNORM;
Format = TEX_FORMAT.BC1_UNORM;
break;
case SurfaceFormat.T_BC1_SRGB:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC1_SRGB;
Format = TEX_FORMAT.BC1_UNORM_SRGB;
break;
case SurfaceFormat.T_BC2_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC2_UNORM;
Format = TEX_FORMAT.BC2_UNORM;
break;
case SurfaceFormat.T_BC2_SRGB:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC2_SRGB;
Format = TEX_FORMAT.BC2_UNORM_SRGB;
break;
case SurfaceFormat.T_BC3_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC3_UNORM;
Format = TEX_FORMAT.BC3_UNORM;
break;
case SurfaceFormat.T_BC3_SRGB:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC3_SRGB;
Format = TEX_FORMAT.BC3_UNORM_SRGB;
break;
case SurfaceFormat.T_BC4_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC4_UNORM;
Format = TEX_FORMAT.BC4_UNORM;
break;
case SurfaceFormat.T_BC4_SNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC4_SNORM;
Format = TEX_FORMAT.BC4_SNORM;
break;
case SurfaceFormat.T_BC5_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC5_UNORM;
Format = TEX_FORMAT.BC5_UNORM;
break;
case SurfaceFormat.T_BC5_SNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC5_SNORM;
Format = TEX_FORMAT.BC5_SNORM;
break;
case SurfaceFormat.TC_R8_G8_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.TC_R8_G8_UNORM;
Format = TEX_FORMAT.R8G8_UNORM;
break;
case SurfaceFormat.TCS_R8_G8_B8_A8_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.TCS_R8_G8_B8_A8_UNORM;
Format = TEX_FORMAT.R8G8B8A8_UNORM;
break;
case SurfaceFormat.TCS_R8_G8_B8_A8:
GX2Format = (uint)GTX.GX2SurfaceFormat.TCS_R8_G8_B8_A8_UNORM;
Format = TEX_FORMAT.R8G8B8A8_UNORM;
break;
case SurfaceFormat.TC_R8_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.TC_R8_UNORM;
Format = TEX_FORMAT.R8_UNORM;
break;
case SurfaceFormat.TCS_R5_G6_B5_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.TCS_R5_G6_B5_UNORM;
Format = TEX_FORMAT.B5G6R5_UNORM;
break;
default:
throw new Exception("Format unsupported! " + SurfFormat);
}
int swizzle = (int)Swizzle;
int pitch = (int)0;
uint bpp = GTX.surfaceGetBitsPerPixel(GX2Format) >> 3;
GTX.GX2Surface surf = new GTX.GX2Surface();
surf.bpp = bpp;
surf.height = Height;
surf.width = Width;
surf.aa = (uint)0;
surf.alignment = 0;
surf.depth = Depth;
surf.dim = 0x1;
surf.format = GX2Format;
surf.use = 0x1;
surf.pitch = 0;
surf.data = data;
surf.numMips = 1;
surf.mipOffset = new uint[0];
surf.mipData = null;
surf.tileMode = TileMode;
surf.swizzle = Swizzle;
surf.imageSize = ImageSize;
var surfaces = GTX.Decode(surf);
return surfaces[ArrayLevel][MipLevel];
}
public void Write(FileWriter writer)
{
}
}
}
public static readonly uint NullOffset = 0xFFFFFFFF;
public class Header
{
public string Signature;
public ushort GraphicsAPIVersion;
public ushort VFXVersion;
public ushort ByteOrderMark;
public byte Alignment;
public byte TargetOffset;
public ushort Flag;
public ushort BlockOffset;
public uint DataAlignment;
//For saving
public List<SectionBase> Sections = new List<SectionBase>();
public void Read(FileReader reader, PTCL ptcl)
{
uint Position = (uint)reader.Position; //Offsets are relative to this
reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
Signature = reader.ReadString(4, Encoding.ASCII);
if (Signature == "EFTB")
{
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
reader.Seek(48, SeekOrigin.Begin);
}
else if (Signature == "VFXB")
{
uint padding = reader.ReadUInt32();
GraphicsAPIVersion = reader.ReadUInt16();
VFXVersion = reader.ReadUInt16();
ByteOrderMark = reader.ReadUInt16();
Alignment = reader.ReadByte();
TargetOffset = reader.ReadByte();
uint HeaderSize = reader.ReadUInt32();
Flag = reader.ReadUInt16();
BlockOffset = reader.ReadUInt16();
uint padding2 = reader.ReadUInt32();
uint FileSize = reader.ReadUInt32();
reader.Seek(Position + BlockOffset, SeekOrigin.Begin);
}
else
{
throw new Exception("Unknown ptcl format. Signature not valid " + Signature);
}
while (reader.Position < reader.BaseStream.Length)
{
SectionBase sectionBase = new SectionBase();
sectionBase.Read(reader, this);
Sections.Add(sectionBase);
ptcl.Nodes.Add(sectionBase);
if (sectionBase.NextSectionOffset == NullOffset)
break;
}
MapTextureIDs(ptcl);
}
private void MapTextureIDs(PTCL ptcl)
{
List<TextureDescriptor> texDescp = new List<TextureDescriptor>();
List<Emitter> emitters = new List<Emitter>();
BNTX bntx = null;
List<TEXR> botwTex = new List<TEXR>(); //Used for BOTW
foreach (var node in TreeViewExtensions.Collect(ptcl.Nodes))
{
if (node is TextureDescriptor)
texDescp.Add((TextureDescriptor)node);
if (node is SectionBase && ((SectionBase)node).BinaryData is Emitter)
emitters.Add((Emitter)((SectionBase)node).BinaryData);
if (node is BNTX)
bntx = (BNTX)node;
if (node is SectionBase && ((SectionBase)node).BinaryData is TEXR)
botwTex.Add((TEXR)((SectionBase)node).BinaryData);
}
if (botwTex.Count > 0)
{
foreach (var emitter in emitters)
{
foreach (TEXR tex in botwTex)
{
foreach (var sampler in emitter.Samplers)
{
if (sampler.TextureID == tex.TextureID)
{
emitter.DrawableTex.Add(tex);
}
}
}
}
}
if (bntx == null)
return;
foreach (var emitter in emitters)
{
foreach (var tex in texDescp)
{
foreach (var sampler in emitter.Samplers)
{
if (sampler.TextureID == tex.TextureID)
{
if (bntx.Textures.ContainsKey(tex.TexName))
{
emitter.DrawableTex.Add(bntx.Textures[tex.TexName]);
}
}
}
}
}
}
private TreeNodeFile GetMagic(SectionBase section)
{
TreeNodeFile node = new TreeNodeFile();
node.Text = section.Signature;
foreach (var child in section.ChildSections)
{
node.Nodes.Add(GetMagic(child));
}
return node;
}
public void Write(FileWriter writer)
{
writer.WriteSignature("VFXB");
writer.Write(0x20202020);
writer.Write(GraphicsAPIVersion);
writer.Write(VFXVersion);
writer.Write(ByteOrderMark);
writer.Write(Alignment);
writer.Write(TargetOffset);
writer.Write(32);
writer.Write(Flag);
writer.Write(BlockOffset);
writer.Write(0);
writer.Seek(BlockOffset, SeekOrigin.Begin);
foreach (var section in Sections)
{
writer.Align(8);
section.Write(writer);
}
}
}
// public static readonly uint NullOffset = 0xFFFFFFFF;
public class SectionBase : TreeNodeCustom
{
public long Position; //Offsets are relative to this
public string Signature;
public uint SectionSize;
public uint SubSectionSize;
public uint SubSectionOffset;
public uint NextSectionOffset;
public uint Unkown; //0xFFFFFFFF
public uint BinaryDataOffset; //32
public uint Unkown3; //0
public uint SubSectionCount;
public object BinaryData;
public List<SectionBase> ChildSections = new List<SectionBase>();
public byte[] data;
public override void OnClick(TreeView treeview)
{
if (BinaryData is Emitter || Signature == "EMTR")
{
EmitterEditor editor = (EmitterEditor)LibraryGUI.Instance.GetActiveContent(typeof(EmitterEditor));
if (editor == null)
{
editor = new EmitterEditor();
LibraryGUI.Instance.LoadEditor(editor);
}
editor.Text = Text;
editor.Dock = DockStyle.Fill;
editor.LoadEmitter((Emitter)BinaryData);
}
}
public void Read(FileReader reader, Header ptclHeader, string MagicCheck = "")
{
Position = (uint)reader.Position;
if (MagicCheck != "")
Signature = reader.ReadSignature(4, MagicCheck);
else
Signature = reader.ReadString(4, Encoding.ASCII);
SectionSize = reader.ReadUInt32();
SubSectionOffset = reader.ReadUInt32();
NextSectionOffset = reader.ReadUInt32();
Unkown = reader.ReadUInt32();
BinaryDataOffset = reader.ReadUInt32();
Unkown3 = reader.ReadUInt32();
if (ptclHeader.Signature == "EFTB")
{
SubSectionCount = reader.ReadUInt16();
ushort unk = reader.ReadUInt16();
}
else
{
SubSectionCount = reader.ReadUInt32();
}
Text = Signature;
ReadSectionData(this, ptclHeader, reader);
if (SubSectionOffset != NullOffset)
{
//Some sections will point to sub sections but have no count? (GRSN to GRSC)
//This will work decently for now
if (SubSectionCount == 0)
SubSectionCount = 1;
reader.Seek(Position + SubSectionOffset, SeekOrigin.Begin);
for (int i = 0; i < SubSectionCount; i++)
{
var ChildSection = new SectionBase();
Nodes.Add(ChildSection);
ChildSection.Read(reader, ptclHeader);
ChildSections.Add(ChildSection);
if (ChildSection.NextSectionOffset == NullOffset)
break;
}
}
reader.Seek(Position, SeekOrigin.Begin);
if (ChildSections.Count != 0)
data = reader.ReadBytes((int)SubSectionOffset);
else if (NextSectionOffset != NullOffset)
data = reader.ReadBytes((int)NextSectionOffset);
else
data = reader.ReadBytes((int)SectionSize);
if (NextSectionOffset != NullOffset)
reader.Seek(Position + NextSectionOffset, SeekOrigin.Begin);
}
private void ReadSectionData(SectionBase section, Header ptclHeader, FileReader reader)
{
switch (section.Signature)
{
case "TEXR":
section.Text = "Texture Info";
BinaryData = new TEXR();
if (SubSectionCount > 0)
{
//Set the data block first!
reader.Seek(SubSectionOffset + section.Position, SeekOrigin.Begin);
var dataBlockSection = new SectionBase();
dataBlockSection.Read(reader, ptclHeader, "GX2B");
if (dataBlockSection.BinaryDataOffset != NullOffset)
{
reader.Seek(dataBlockSection.BinaryDataOffset + dataBlockSection.Position, SeekOrigin.Begin);
((TEXR)BinaryData).data = reader.ReadBytes((int)dataBlockSection.SectionSize);
}
}
reader.Seek(BinaryDataOffset + section.Position, SeekOrigin.Begin);
((TEXR)BinaryData).Read(reader, ptclHeader);
break;
case "SHDB":
reader.Seek(BinaryDataOffset + section.Position, SeekOrigin.Begin);
section.Text = "GTX Shader";
reader.ReadBytes((int)section.SectionSize);
break;
case "EMTR":
reader.Seek(BinaryDataOffset + 16 + section.Position, SeekOrigin.Begin);
Text = reader.ReadString(BinaryStringFormat.ZeroTerminated);
reader.Seek(BinaryDataOffset + 16 + 64 + section.Position, SeekOrigin.Begin);
BinaryData = new Emitter();
((Emitter)BinaryData).Read(reader, ptclHeader);
break;
case "ESTA":
section.Text = "Emitter Sets";
break;
case "ESET":
byte[] Padding = reader.ReadBytes(16);
section.Text = reader.ReadString(BinaryStringFormat.ZeroTerminated);
break;
case "GRTF":
if (section.BinaryDataOffset != NullOffset)
{
reader.Seek(section.BinaryDataOffset + section.Position, SeekOrigin.Begin);
BinaryData = new BNTX();
((BNTX)BinaryData).FileName = "textures.bntx";
((BNTX)BinaryData).Load(new MemoryStream(reader.ReadBytes((int)section.SectionSize)));
((BNTX)BinaryData).IFileInfo.InArchive = true;
Nodes.Add(((BNTX)BinaryData));
}
break;
case "PRMA":
break;
case "ESFT":
reader.Seek(28, SeekOrigin.Current);
int StringSize = reader.ReadInt32();
section.Text = reader.ReadString(StringSize, Encoding.ASCII);
break;
case "GRSN":
section.Text = "Shaders";
break;
case "G3PR":
if (section.BinaryDataOffset != NullOffset)
{
reader.Seek(section.BinaryDataOffset + section.Position, SeekOrigin.Begin);
BinaryData = new BFRES();
((BFRES)BinaryData).FileName = "model.bfres";
((BFRES)BinaryData).Load(new MemoryStream(reader.ReadBytes((int)section.SectionSize)));
((BFRES)BinaryData).IFileInfo = new IFileInfo();
((BFRES)BinaryData).IFileInfo.InArchive = true;
Nodes.Add(((BFRES)BinaryData));
}
break;
case "GTNT":
if (section.BinaryDataOffset != NullOffset)
{
foreach (var node in Parent.Nodes)
{
if (node is BNTX)
{
BNTX bntx = (BNTX)node;
reader.Seek(section.BinaryDataOffset + section.Position, SeekOrigin.Begin);
for (int i = 0; i < bntx.Textures.Count; i++)
{
var texDescriptor = new TextureDescriptor();
Nodes.Add(texDescriptor);
texDescriptor.Read(reader, bntx);
}
}
}
}
break;
}
}
public void Write(FileWriter writer)
{
writer.Write(data);
foreach (var child in ChildSections)
{
child.Write(writer);
}
/* writer.Write(Signature);
writer.Write(SectionSize);
writer.Write(SubSectionOffset);
writer.Write(NextSectionOffset);
writer.Write(Unkown);
writer.Write(Unkown3);
writer.Write(SubSectionCount);*/
}
}
public class TEXR : 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.B5G6R5_UNORM,
TEX_FORMAT.B8G8R8A8_UNORM_SRGB,
TEX_FORMAT.B8G8R8A8_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,
};
}
}
public override bool CanEdit { get; set; } = false;
public enum SurfaceFormat : byte
{
INVALID = 0x0,
TCS_R8_G8_B8_A8 = 2,
T_BC1_UNORM = 3,
T_BC1_SRGB = 4,
T_BC2_UNORM = 5,
T_BC2_SRGB = 6,
T_BC3_UNORM = 7,
T_BC3_SRGB = 8,
T_BC4_UNORM = 9,
T_BC4_SNORM = 10,
T_BC5_UNORM = 11,
T_BC5_SNORM = 12,
TC_R8_UNORM = 13,
TC_R8_G8_UNORM = 14,
TCS_R8_G8_B8_A8_UNORM = 15,
TCS_R5_G6_B5_UNORM = 25,
};
public uint TileMode;
public uint Swizzle = 0;
public byte WrapMode = 11;
public byte Depth = 1;
public uint MipCount;
public uint CompSel;
public uint ImageSize;
public SurfaceFormat SurfFormat;
public byte[] data;
public uint TextureID;
public void Replace(string FileName)
{
}
public static GTXImporterSettings SetImporterSettings(string name)
{
var importer = new GTXImporterSettings();
string ext = System.IO.Path.GetExtension(name);
ext = ext.ToLower();
switch (ext)
{
case ".dds":
importer.LoadDDS(name);
break;
default:
importer.LoadBitMap(name);
break;
}
return importer;
}
public void Read(FileReader reader, Header header)
{
Width = reader.ReadUInt16();
Height = reader.ReadUInt16();
uint unk = reader.ReadUInt32();
CompSel = reader.ReadUInt32();
MipCount = reader.ReadUInt32();
uint unk2 = reader.ReadUInt32();
TileMode = reader.ReadUInt32();
uint unk3 = reader.ReadUInt32();
ImageSize = reader.ReadUInt32();
uint unk4 = reader.ReadUInt32();
TextureID = reader.ReadUInt32();
SurfFormat = reader.ReadEnum<SurfaceFormat>(false);
byte unk5 = reader.ReadByte();
short unk6 = reader.ReadInt16();
uint unk7 = reader.ReadUInt32();
}
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)
{
uint GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC5_UNORM;
switch (SurfFormat)
{
case SurfaceFormat.T_BC1_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC1_UNORM;
Format = TEX_FORMAT.BC1_UNORM;
break;
case SurfaceFormat.T_BC1_SRGB:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC1_SRGB;
Format = TEX_FORMAT.BC1_UNORM_SRGB;
break;
case SurfaceFormat.T_BC2_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC2_UNORM;
Format = TEX_FORMAT.BC2_UNORM;
break;
case SurfaceFormat.T_BC2_SRGB:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC2_SRGB;
Format = TEX_FORMAT.BC2_UNORM_SRGB;
break;
case SurfaceFormat.T_BC3_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC3_UNORM;
Format = TEX_FORMAT.BC3_UNORM;
break;
case SurfaceFormat.T_BC3_SRGB:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC3_SRGB;
Format = TEX_FORMAT.BC3_UNORM_SRGB;
break;
case SurfaceFormat.T_BC4_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC4_UNORM;
Format = TEX_FORMAT.BC4_UNORM;
break;
case SurfaceFormat.T_BC4_SNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC4_SNORM;
Format = TEX_FORMAT.BC4_SNORM;
break;
case SurfaceFormat.T_BC5_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC5_UNORM;
Format = TEX_FORMAT.BC5_UNORM;
break;
case SurfaceFormat.T_BC5_SNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.T_BC5_SNORM;
Format = TEX_FORMAT.BC5_SNORM;
break;
case SurfaceFormat.TC_R8_G8_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.TC_R8_G8_UNORM;
Format = TEX_FORMAT.R8G8_UNORM;
break;
case SurfaceFormat.TCS_R8_G8_B8_A8_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.TCS_R8_G8_B8_A8_UNORM;
Format = TEX_FORMAT.R8G8B8A8_UNORM;
break;
case SurfaceFormat.TCS_R8_G8_B8_A8:
GX2Format = (uint)GTX.GX2SurfaceFormat.TCS_R8_G8_B8_A8_UNORM;
Format = TEX_FORMAT.R8G8B8A8_UNORM;
break;
case SurfaceFormat.TC_R8_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.TC_R8_UNORM;
Format = TEX_FORMAT.R8_UNORM;
break;
case SurfaceFormat.TCS_R5_G6_B5_UNORM:
GX2Format = (uint)GTX.GX2SurfaceFormat.TCS_R5_G6_B5_UNORM;
Format = TEX_FORMAT.B5G6R5_UNORM;
break;
default:
throw new Exception("Format unsupported! " + SurfFormat);
}
int swizzle = (int)Swizzle;
int pitch = (int)0;
uint bpp = GTX.surfaceGetBitsPerPixel(GX2Format) >> 3;
GTX.GX2Surface surf = new GTX.GX2Surface();
surf.bpp = bpp;
surf.height = Height;
surf.width = Width;
surf.aa = (uint)0;
surf.alignment = 0;
surf.depth = Depth;
surf.dim = 0x1;
surf.format = GX2Format;
surf.use = 0x1;
surf.pitch = 0;
surf.data = data;
surf.numMips = 1;
surf.mipOffset = new uint[0];
surf.mipData = null;
surf.tileMode = TileMode;
surf.swizzle = Swizzle;
surf.imageSize = ImageSize;
var surfaces = GTX.Decode(surf);
return surfaces[ArrayLevel][MipLevel];
}
public void Write(FileWriter writer)
{
}
}
public class Emitter : TreeNodeCustom
{
public Color[] Color0s = new Color[8];
public Color[] Color1s = new Color[8];
public List<STGenericTexture> DrawableTex = new List<STGenericTexture>();
public List<SamplerInfo> Samplers = new List<SamplerInfo>();
public ColorData[] Color0Array = new ColorData[8];
public ColorData[] Color1Array = new ColorData[8];
public class ColorData
{
public float R;
public float G;
public float B;
public float A;
}
public void Read(FileReader reader, Header ptclHeader)
{
uint Position = (uint)reader.Position;
reader.Seek(880, SeekOrigin.Current);
Color0Array = new ColorData[8];
Color1Array = new ColorData[8];
reader.Seek(Position + 880, SeekOrigin.Begin);
for (int i = 0; i < 8; i++)
{
Color0Array[i] = new ColorData();
Color0Array[i].R = reader.ReadSingle();
Color0Array[i].G = reader.ReadSingle();
Color0Array[i].B = reader.ReadSingle();
float time = reader.ReadSingle();
int red = Utils.FloatToIntClamp(Color0Array[i].R);
int green = Utils.FloatToIntClamp(Color0Array[i].G);
int blue = Utils.FloatToIntClamp(Color0Array[i].B);
Color0s[i] = Color.FromArgb(255, red, green, blue);
}
for (int i = 0; i < 8; i++)
{
Color0Array[i].A = reader.ReadSingle();
float padding = reader.ReadSingle();
float padding2 = reader.ReadSingle();
float time = reader.ReadSingle();
int alpha = Utils.FloatToIntClamp(Color0Array[i].A);
}
for (int i = 0; i < 8; i++)
{
Color1Array[i] = new ColorData();
Color1Array[i].R = reader.ReadSingle();
Color1Array[i].G = reader.ReadSingle();
Color1Array[i].B = reader.ReadSingle();
float time = reader.ReadSingle();
int red = Utils.FloatToIntClamp(Color1Array[i].R);
int green = Utils.FloatToIntClamp(Color1Array[i].G);
int blue = Utils.FloatToIntClamp(Color1Array[i].B);
Color1s[i] = Color.FromArgb(255, red, green, blue);
}
for (int i = 0; i < 8; i++)
{
Color1Array[i].A = reader.ReadSingle();
float padding = reader.ReadSingle();
float padding2 = reader.ReadSingle();
float time = reader.ReadSingle();
int alpha = Utils.FloatToIntClamp(Color1Array[i].A);
}
if (ptclHeader.VFXVersion >= 22)
reader.Seek(Position + 2464, SeekOrigin.Begin);
else
reader.Seek(Position + 2472, SeekOrigin.Begin);
for (int i = 0; i < 3; i++)
{
SamplerInfo samplerInfo = new SamplerInfo();
samplerInfo.Read(reader);
Samplers.Add(samplerInfo);
}
}
public class SamplerInfo
{
public ulong TextureID;
public void Read(FileReader reader)
{
TextureID = reader.ReadUInt64();
byte wrapModeU = reader.ReadByte();
byte wrapMode = reader.ReadByte();
reader.Seek(22, SeekOrigin.Current);
}
}
private Color ReadColorRgba(FileReader reader, int amount = 1)
{
Color[] colors = new Color[amount];
for (int i = 0; i < 8; i++)
{
}
float R = reader.ReadSingle();
float G = reader.ReadSingle();
float B = reader.ReadSingle();
float A = reader.ReadSingle();
int red = Utils.FloatToIntClamp(R);
int green = Utils.FloatToIntClamp(G);
int blue = Utils.FloatToIntClamp(B);
int alpha = Utils.FloatToIntClamp(B);
return Color.FromArgb(255, red, green, blue);
}
private Color ReadColorAnim(FileReader reader, int amount = 1)
{
float R = reader.ReadSingle();
float G = reader.ReadSingle();
float B = reader.ReadSingle();
float unk = reader.ReadSingle();
int red = Utils.FloatToIntClamp(R);
int green = Utils.FloatToIntClamp(G);
int blue = Utils.FloatToIntClamp(B);
return Color.FromArgb(255, red, green, blue);
}
private Color ReadColorA(FileReader reader, int amount = 1)
{
float A = reader.ReadSingle();
float unk = reader.ReadSingle();
float unk2 = reader.ReadSingle();
float unk3 = reader.ReadSingle();
int alpha = Utils.FloatToIntClamp(A);
return Color.FromArgb(alpha, 0, 0, 0);
}
}
public class TextureDescriptor : TreeNodeCustom
{
public ulong TextureID;
public string TexName;
public void Read(FileReader reader, BNTX bntx)
{
uint Position = (uint)reader.Position; //Offsets are relative to this
TextureID = reader.ReadUInt64();
uint NextDesriptorOffset = reader.ReadUInt32();
uint StringLength = reader.ReadUInt32();
TexName = reader.ReadString(BinaryStringFormat.ZeroTerminated);
Text = TexName + " " + TextureID.ToString("x");
if (NextDesriptorOffset != 0)
reader.Seek(NextDesriptorOffset + Position, SeekOrigin.Begin);
}
}
}
}