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Switch-Toolbox/Switch_Toolbox_Library/IO/FileIO.cs

540 lines
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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 Syroot.BinaryData;
using System.IO;
using System.IO.Compression;
using OpenTK;
using K4os.Compression.LZ4.Streams;
using System.Windows.Forms;
using ICSharpCode.SharpZipLib.Zip.Compression.Streams;
namespace Switch_Toolbox.Library.IO
{
public enum DataType
{
uint8,
int8,
uint16,
int16,
int32,
uint32,
int64,
uint64,
}
public class STFileSaver
{
/// <summary>
/// Saves the <see cref="IFileFormat"/> as a file from the given <param name="FileName">
/// </summary>
/// <param name="IFileFormat">The format instance of the file being saved</param>
/// <param name="FileName">The name of the file</param>
/// <param name="Alignment">The Alignment used for compression. Used for Yaz0 compression type. </param>
/// <param name="EnableDialog">Toggle for showing compression dialog</param>
/// <returns></returns>
public static void SaveFileFormat(IFileFormat FileFormat, string FileName, bool EnableDialog = true)
{
Cursor.Current = Cursors.WaitCursor;
FileFormat.FilePath = FileName;
SaveFileFormat(FileFormat.Save(), FileFormat.IFileInfo.FileIsCompressed, FileFormat.IFileInfo.Alignment,
FileFormat.IFileInfo.CompressionType, FileName, EnableDialog);
}
public static void SaveFileFormat(byte[] data, bool FileIsCompressed, int Alignment,
CompressionType CompressionType, string FileName, bool EnableDialog = true)
{
string extension = Path.GetExtension(FileName);
if (extension == ".szs" || extension == ".sbfres")
{
FileIsCompressed = true;
CompressionType = CompressionType.Yaz0;
}
if (extension == ".cmp")
{
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FileIsCompressed = true;
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
CompressionType = CompressionType.Lz4f;
}
if (EnableDialog && FileIsCompressed)
{
DialogResult save = MessageBox.Show($"Compress file with {CompressionType}?", "File Save", MessageBoxButtons.YesNo);
if (save == DialogResult.Yes)
{
switch (CompressionType)
{
case CompressionType.Yaz0:
data = EveryFileExplorer.YAZ0.Compress(data, Runtime.Yaz0CompressionLevel, (uint)Alignment);
break;
case CompressionType.Zstb:
data = STLibraryCompression.ZSTD.Compress(data);
break;
case CompressionType.Lz4:
data = STLibraryCompression.Type_LZ4.Compress(data);
break;
case CompressionType.Lz4f:
data = STLibraryCompression.Type_LZ4.Compress(data);
break;
case CompressionType.Gzip:
data = STLibraryCompression.GZIP.Compress(data);
break;
default:
MessageBox.Show($"Compression Type {CompressionType} not supported!!");
break;
}
}
}
File.WriteAllBytes(FileName, data);
MessageBox.Show($"File has been saved to {FileName}");
Cursor.Current = Cursors.Default;
}
}
public class STFileLoader
{
/// <summary>
/// Gets the <see cref="TreeNodeFile"/> from a file or byte array.
/// </summary>
/// <param name="FileName">The name of the file</param>
/// <param name="data">The byte array of the data</param>
/// <param name="InArchive">If the file is in an archive so it can be saved back</param>
/// <param name="archiveNode">The node being replaced from an archive</param>
/// <param name="ArchiveHash">The unique hash from an archive for saving</param>
/// <param name="Compressed">If the file is being compressed or not</param>
/// <param name="CompType">The type of <see cref="CompressionType"/> being used</param>
/// <returns></returns>
public static TreeNode GetNodeFileFormat(string FileName, byte[] data = null, bool InArchive = false,
TreeNode archiveNode = null, bool LeaveStreamOpen = false, bool Compressed = false, CompressionType CompType = 0)
{
IFileFormat format = OpenFileFormat(FileName, data, LeaveStreamOpen, InArchive, archiveNode);
if (format is TreeNode)
return (TreeNode)format;
else
return null;
}
/// <summary>
/// Gets the <see cref="IFileFormat"/> from a file or byte array.
/// </summary>
/// <param name="FileName">The name of the file</param>
/// <param name="data">The byte array of the data</param>
/// <param name="InArchive">If the file is in an archive so it can be saved back</param>
/// <param name="archiveNode">The node being replaced from an archive</param>
/// <param name="Compressed">If the file is being compressed or not</param>
/// <param name="CompType">The type of <see cref="CompressionType"/> being used</param>
/// <returns></returns>
public static IFileFormat OpenFileFormat(string FileName, byte[] data = null, bool LeaveStreamOpen = false, bool InArchive = false,
TreeNode archiveNode = null, bool Compressed = false, CompressionType CompType = 0)
{
FileReader fileReader;
if (data != null)
fileReader = new FileReader(data);
else
fileReader = new FileReader(FileName);
if (fileReader.BaseStream.Length <= 4)
{
fileReader.Close();
fileReader.Dispose();
return null;
}
Cursor.Current = Cursors.WaitCursor;
fileReader.ByteOrder = ByteOrder.BigEndian;
uint MagicHex = fileReader.ReadUInt32();
string Magic = fileReader.ReadMagic(0, 4);
fileReader.Position = 0;
if (Magic == "Yaz0")
{
if (data != null)
data = EveryFileExplorer.YAZ0.Decompress(data);
else
data = EveryFileExplorer.YAZ0.Decompress(FileName);
return OpenFileFormat(FileName, data, LeaveStreamOpen, InArchive, archiveNode, true, CompressionType.Yaz0);
}
if (Magic == "ZLIB")
{
if (data == null)
data = File.ReadAllBytes(FileName);
data = STLibraryCompression.GZIP.Decompress(fileReader.getSection(64, data.Length - 64));
return OpenFileFormat(FileName, data, LeaveStreamOpen, InArchive, archiveNode, true, CompressionType.Zlib);
}
if (MagicHex == 0x1f8b0808 && CompType == CompressionType.None)
{
if (data == null)
data = File.ReadAllBytes(FileName);
data = STLibraryCompression.GZIP.Decompress(data);
return OpenFileFormat(FileName, data, LeaveStreamOpen, InArchive, archiveNode, true, CompressionType.Gzip);
}
if (Path.GetExtension(FileName) == ".lz" && CompType == CompressionType.None)
{
if (data == null)
data = File.ReadAllBytes(FileName);
data = STLibraryCompression.LZ77.Decompress(fileReader.getSection(16, data.Length - 16));
return OpenFileFormat(FileName, data, LeaveStreamOpen, InArchive, archiveNode, true, CompressionType.Zlib);
}
if (Path.GetExtension(FileName) == ".cmp" && CompType == CompressionType.None)
{
if (data == null)
data = File.ReadAllBytes(FileName);
fileReader.Position = 0;
int OuSize = fileReader.ReadInt32();
int InSize = data.Length - 4;
data = STLibraryCompression.Type_LZ4F.Decompress(fileReader.getSection(4, InSize));
return OpenFileFormat(FileName, data, InArchive, LeaveStreamOpen, archiveNode, true, CompressionType.Lz4f);
}
fileReader.Dispose();
fileReader.Close();
Stream stream;
if (data != null)
stream = new MemoryStream(data);
else
stream = File.OpenRead(FileName);
foreach (IFileFormat fileFormat in FileManager.GetFileFormats())
{
//Set the file name so we can check it's extension in the identifier.
//Most is by magic but some can be extension or name.
fileFormat.FileName = Path.GetFileName(FileName);
fileFormat.IFileInfo = new IFileInfo();
if (fileFormat.Identify(stream))
{
return SetFileFormat(fileFormat, FileName, stream, LeaveStreamOpen, InArchive, archiveNode, Compressed, CompType);
}
}
return null;
}
private static IFileFormat SetFileFormat(IFileFormat fileFormat, string FileName, Stream stream, bool LeaveStreamOpen = false, bool InArchive = false,
TreeNode archiveNode = null, bool Compressed = false, CompressionType CompType = 0)
{
fileFormat.IFileInfo.CompressionType = CompType;
fileFormat.IFileInfo.FileIsCompressed = Compressed;
fileFormat.FileName = Path.GetFileName(FileName);
fileFormat.FilePath = FileName;
fileFormat.IFileInfo.InArchive = InArchive;
fileFormat.IFileInfo.FileIsCompressed = Compressed;
if (Compressed)
fileFormat.IFileInfo.CompressionType = CompType;
fileFormat.Load(stream);
if (fileFormat is TreeNode)
{
if (archiveNode != null)
{
((TreeNode)fileFormat).Text = archiveNode.Text;
((TreeNode)fileFormat).ImageKey = archiveNode.ImageKey;
((TreeNode)fileFormat).SelectedImageKey = archiveNode.SelectedImageKey;
}
}
//After file has been loaded and read, we'll dispose unless left open
if (!LeaveStreamOpen)
{
// stream.Close();
// stream.Dispose();
}
return fileFormat;
}
}
public class STLibraryCompression
{
public static byte[] CompressFile(byte[] data, IFileFormat format)
{
int Alignment = 0;
if (format.IFileInfo != null)
Alignment = format.IFileInfo.Alignment;
switch (format.IFileInfo.CompressionType)
{
case CompressionType.Yaz0:
return EveryFileExplorer.YAZ0.Compress(data, 3, (uint)Alignment);
case CompressionType.None:
return data;
default:
return data;
}
}
public class ZSTD
{
public static byte[] Decompress(byte[] b)
{
using (var decompressor = new ZstdNet.Decompressor())
{
return decompressor.Unwrap(b);
}
}
public static byte[] Decompress(byte[] b, int MaxDecompressedSize)
{
using (var decompressor = new ZstdNet.Decompressor())
{
return decompressor.Unwrap(b, MaxDecompressedSize);
}
}
public static byte[] Compress(byte[] b)
{
using (var compressor = new ZstdNet.Compressor())
{
return compressor.Wrap(b);
}
}
}
public class ZLIB
{
public static byte[] Decompress(byte[] b, uint DecompSize)
{
var output = new MemoryStream();
using (var compressedStream = new MemoryStream(b))
using (var zipStream = new DeflateStream(compressedStream, CompressionMode.Decompress))
{
zipStream.CopyTo(output);
zipStream.Close();
output.Position = 0;
return output.ToArray();
}
}
public static void CopyStream(System.IO.Stream input, System.IO.Stream output)
{
byte[] buffer = new byte[2000];
int len;
while ((len = input.Read(buffer, 0, 2000)) > 0)
{
output.Write(buffer, 0, len);
}
output.Flush();
}
}
public class LZ77
{
/// <summary>
/// Decompresses LZ77-compressed data from the given input stream.
/// </summary>
/// <param name="input">The input stream to read from.</param>
/// <returns>The decompressed data.</returns>
public static byte[] Decompress(byte[] input)
{
BinaryReader reader = new BinaryReader(new MemoryStream(input));
// Check LZ77 type.
// if (reader.ReadByte() != 0x10)
// throw new System.Exception("Input stream does not contain LZ77-compressed data.");
// Read the size.
int size = reader.ReadUInt16() | (reader.ReadByte() << 16);
// Create output stream.
MemoryStream output = new MemoryStream(size);
// Begin decompression.
while (output.Length < size)
{
// Load flags for the next 8 blocks.
int flagByte = reader.ReadByte();
// Process the next 8 blocks.
for (int i = 0; i < 8; i++)
{
// Check if the block is compressed.
if ((flagByte & (0x80 >> i)) == 0)
{
// Uncompressed block; copy single byte.
output.WriteByte(reader.ReadByte());
}
else
{
// Compressed block; read block.
ushort block = reader.ReadUInt16();
// Get byte count.
int count = ((block >> 4) & 0xF) + 3;
// Get displacement.
int disp = ((block & 0xF) << 8) | ((block >> 8) & 0xFF);
// Save current position and copying position.
long outPos = output.Position;
long copyPos = output.Position - disp - 1;
// Copy all bytes.
for (int j = 0; j < count; j++)
{
// Read byte to be copied.
output.Position = copyPos++;
byte b = (byte)output.ReadByte();
// Write byte to be copied.
output.Position = outPos++;
output.WriteByte(b);
}
}
// If all data has been decompressed, stop.
if (output.Length >= size)
{
break;
}
}
}
output.Position = 0;
return output.ToArray();
}
}
public class GZIP
{
public static byte[] Decompress(byte[] b)
{
using (MemoryStream mem = new MemoryStream())
{
using (GZipStream gzip = new GZipStream(new MemoryStream(b), CompressionMode.Decompress))
{
gzip.CopyTo(mem);
mem.Write(b, 0, b.Length);
}
return mem.ToArray();
}
}
public static byte[] Compress(byte[] b)
{
using (MemoryStream mem = new MemoryStream())
{
using (GZipStream gzip = new GZipStream(mem,
CompressionMode.Compress, true))
{
gzip.Write(b, 0, b.Length);
}
return mem.ToArray();
}
}
}
public class Type_LZ4F
{
public static byte[] Decompress(byte[] data)
{
using (MemoryStream mem = new MemoryStream())
{
using (var source = LZ4Stream.Decode(new MemoryStream(data)))
{
source.CopyTo(mem);
mem.Write(data, 0, data.Length);
}
return mem.ToArray();
}
}
public static byte[] Compress(byte[] data)
{
2019-03-25 00:45:00 +01:00
var stream = new MemoryStream();
using (var writer = new FileWriter(stream))
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
{
2019-03-25 00:45:00 +01:00
writer.Write(data.Length);
byte[] buffer = LZ4.Frame.LZ4Frame.Compress(new MemoryStream(data), LZ4.Frame.LZ4MaxBlockSize.Auto, true, true, false, false, true);
writer.Write(buffer, 0, buffer.Length);
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
}
2019-03-25 00:45:00 +01:00
return stream.ToArray();
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 Type_LZ4
{
public static byte[] Decompress(byte[] data, int inputOffset, int InputLength, int decompressedSize)
{
return LZ4.LZ4Codec.Decode(data, inputOffset, InputLength, decompressedSize);
}
public static byte[] Decompress(byte[] data)
{
using (MemoryStream mem = new MemoryStream())
{
using (var source = LZ4Stream.Decode(new MemoryStream(data)))
{
source.CopyTo(mem);
mem.Write(data, 0, data.Length);
}
return mem.ToArray();
}
}
public static byte[] Compress(byte[] data, int inputOffset = 0)
{
return LZ4.LZ4Codec.Encode(data, inputOffset, data.Length);
}
}
}
public class FileExt
{
public static System.Drawing.Color[] ReadColors(int Count)
{
var colors = new System.Drawing.Color[Count];
for (int i = 0; i < Count; i ++)
{
colors[i] = new System.Drawing.Color();
}
return colors;
}
public static Vector2 ToVec2(Syroot.Maths.Vector2F v)
{
return new Vector2(v.X, v.Y);
}
public static Vector3 ToVec3(Syroot.Maths.Vector3F v)
{
return new Vector3(v.X, v.Y, v.Z);
}
public static Vector4 ToVec4(Syroot.Maths.Vector4F v)
{
return new Vector4(v.X, v.Y, v.Z, v.W);
}
public static Vector2 ToVec2(float[] v)
{
return new Vector2(v[0], v[1]);
}
public static Vector3 ToVec3(float[] v)
{
return new Vector3(v[0], v[1], v[2]);
}
public static Vector4 ToVec4(float[] v)
{
return new Vector4(v[0], v[1], v[2], v[3]);
}
public static string DataToString(Syroot.Maths.Vector2F v)
{
return $"{v.X},{v.Y}";
}
public static string DataToString(Syroot.Maths.Vector3F v)
{
return $"{v.X},{v.Y},{v.Z}";
}
public static string DataToString(Syroot.Maths.Vector4F v)
{
return $"{v.X},{v.Y},{v.Z} {v.W}";
}
}
}