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Switch-Toolbox/File_Format_Library/FileFormats/BFRES/BfresStructs.cs

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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 Syroot.NintenTools.NSW.Bfres;
using Syroot.NintenTools.NSW.Bfres.Helpers;
using OpenTK;
using System.Windows.Forms;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Rendering;
using WeifenLuo.WinFormsUI.Docking;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Forms;
using ResU = Syroot.NintenTools.Bfres;
using ResUGX2 = Syroot.NintenTools.Bfres.GX2;
using ResGFX = Syroot.NintenTools.NSW.Bfres.GFX;
using FirstPlugin;
namespace Bfres.Structs
{
public class Misc
{
public static List<string> HackyTextureList = new List<string>(new string[] {
"Alb", "alb", "Base", "base", "bonbon.167300917","Eye.00","EyeIce.00", "FaceDummy", "Eye01.17", "Dee.00",
"rainbow.758540574", "Mucus._1700670200", "Eye.11", "CapTail00","eye.0","pallet_texture","Mark.930799313","InEye.1767598300","Face.00",
"ThunderHair_Thunder_BaseColor.1751853236","FireHair_Thunder_BaseColor._162539711","IceHair_Thunder_BaseColor.674061150","BodyEnemy.1866226988",
"Common_Scroll01._13827715"
});
}
public class ResourceFile : TreeNodeFile
{
public BFRESRender BFRESRender;
public TreeNode TextureFolder = new TreeNode("Textures");
public ResourceFile(IFileFormat handler)
{
ImageKey = "bfres";
SelectedImageKey = "bfres";
FileHandler = handler;
ContextMenu = new ContextMenu();
MenuItem save = new MenuItem("Save");
ContextMenu.MenuItems.Add(save);
save.Click += Save;
MenuItem newMenu = new MenuItem("New");
MenuItem import = new MenuItem("Import");
// ContextMenu.MenuItems.Add(newMenu);
// ContextMenu.MenuItems.Add(import);
MenuItem rename = new MenuItem("Rename");
ContextMenu.MenuItems.Add(rename);
rename.Click += Rename;
MenuItem remove = new MenuItem("Remove");
ContextMenu.MenuItems.Add(remove);
remove.Click += Remove;
if (Parent == null)
remove.Enabled = false;
if (BFRES.IsWiiU)
{
}
else
{
MenuItem model = new MenuItem("Model");
MenuItem fska = new MenuItem("Skeletal Animation");
MenuItem fmaa = new MenuItem("Material Animation");
MenuItem bonevis = new MenuItem("Bone Visual Animation");
MenuItem shape = new MenuItem("Shape Animation");
MenuItem scene = new MenuItem("Scene Animation");
MenuItem embedded = new MenuItem("Embedded File");
MenuItem texture = new MenuItem("Texture File");
texture.Click += NewTextureFile;
newMenu.MenuItems.Add(model);
newMenu .MenuItems.Add(fska);
newMenu.MenuItems.Add(fmaa);
newMenu.MenuItems.Add(bonevis);
newMenu.MenuItems.Add(shape);
newMenu.MenuItems.Add(scene);
newMenu.MenuItems.Add(embedded);
newMenu.MenuItems.Add(texture);
MenuItem importmodel = new MenuItem("Model");
MenuItem importfska = new MenuItem("Skeletal Animation");
MenuItem importfmaa = new MenuItem("Material Animation");
MenuItem importbonevis = new MenuItem("Bone Visual Animation");
MenuItem importshape = new MenuItem("Shape Animation");
MenuItem importscene = new MenuItem("Scene Animation");
MenuItem importembedded = new MenuItem("Embedded File");
MenuItem importtexture = new MenuItem("Texture File");
import.MenuItems.Add(importmodel);
import.MenuItems.Add(importfska);
import.MenuItems.Add(importfmaa);
import.MenuItems.Add(importbonevis);
import.MenuItems.Add(importshape);
import.MenuItems.Add(importscene);
import.MenuItems.Add(importembedded);
import.MenuItems.Add(importtexture);
}
}
public override void OnClick(TreeView treeView)
{
//If has models
if (Nodes.ContainsKey("FMDLFolder"))
{
if (Nodes["FMDLFolder"].Nodes.ContainsKey("FshpFolder"))
{
}
LibraryGUI.Instance.LoadViewport(Viewport.Instance);
BFRESRender.UpdateVertexData();
}
}
public void Load(ResU.ResFile resFile)
{
Text = resFile.Name;
if (resFile.Models.Count > 0)
Nodes.Add(new FmdlFolder());
if (resFile.Textures.Count > 0)
AddFTEXTextures(resFile);
if (resFile.SkeletalAnims.Count > 0)
AddSkeletonAnims(resFile);
if (resFile.ShaderParamAnims.Count > 0)
Nodes.Add(new FshaFolder());
if (resFile.ColorAnims.Count > 0)
Nodes.Add(new FshaColorFolder());
if (resFile.TexSrtAnims.Count > 0)
Nodes.Add(new TexSrtFolder());
if (resFile.TexPatternAnims.Count > 0)
Nodes.Add(new TexPatFolder());
if (resFile.ShapeAnims.Count > 0)
Nodes.Add(new FshpaFolder());
if (resFile.BoneVisibilityAnims.Count > 0)
Nodes.Add(new FbnvFolder());
if (resFile.SceneAnims.Count > 0)
Nodes.Add(new FscnFolder());
if (resFile.ExternalFiles.Count > 0)
Nodes.Add(new EmbeddedFilesFolder());
foreach (var anim in resFile.ShaderParamAnims)
Nodes["FSHA"].Nodes.Add(anim.Key);
foreach (var anim in resFile.ColorAnims)
Nodes["FSHAColor"].Nodes.Add(anim.Key);
foreach (var anim in resFile.TexSrtAnims)
Nodes["TEXSRT"].Nodes.Add(anim.Key);
foreach (var anim in resFile.TexPatternAnims)
Nodes["TEXPAT"].Nodes.Add(anim.Key);
int ext = 0;
foreach (var extfile in resFile.ExternalFiles)
{
string Name = extfile.Key;
FileReader f = new FileReader(extfile.Value.Data);
string Magic = f.ReadMagic(0, 4);
if (Magic == "FSHA")
{
Nodes["EXT"].Nodes.Add(new BfshaFileData(extfile.Value.Data, Name));
}
else
Nodes["EXT"].Nodes.Add(new ExternalFileData(extfile.Value.Data, Name));
f.Dispose();
f.Close();
ext++;
}
}
public void Load(ResFile resFile)
{
Text = resFile.Name;
UpdateTree(resFile);
foreach (MaterialAnim anim in resFile.MaterialAnims)
Nodes["FMAA"].Nodes.Add(anim.Name);
foreach (ShapeAnim anim in resFile.ShapeAnims)
Nodes["FSHPA"].Nodes.Add(anim.Name);
foreach (VisibilityAnim anim in resFile.BoneVisibilityAnims)
Nodes["FBNV"].Nodes.Add(anim.Name);
foreach (SceneAnim anim in resFile.SceneAnims)
Nodes["FSCN"].Nodes.Add(anim.Name);
int ext = 0;
foreach (ExternalFile extfile in resFile.ExternalFiles)
{
string Name = resFile.ExternalFileDict.GetKey(ext);
FileReader f = new FileReader(extfile.Data);
string Magic = f.ReadMagic(0, 4);
if (Magic == "BNTX")
{
BNTX bntx = new BNTX();
bntx.Data = extfile.Data;
bntx.FileName = Name;
bntx.Load();
bntx.IFileInfo.InArchive = true;
Nodes["EXT"].Nodes.Add(bntx.EditorRoot);
}
else if (Magic == "FSHA")
{
Nodes["EXT"].Nodes.Add(new BfshaFileData(extfile.Data, Name));
}
else
Nodes["EXT"].Nodes.Add(new ExternalFileData(extfile.Data, Name));
f.Dispose();
f.Close();
ext++;
}
}
private void NewTextureFile(object sender, EventArgs args)
{
string Name = "textures";
for (int i = 0; i < BFRESRender.resFile.ExternalFiles.Count; i++)
{
if (BFRESRender.resFile.ExternalFileDict.GetKey(i) == Name)
Name = Name + i;
}
if (!Nodes.ContainsKey("EXT"))
{
Nodes.Add(new EmbeddedFilesFolder());
}
BNTX bntx = new BNTX();
bntx.Data = new byte[0];
BinaryTextureContainer bntxTreeNode = new BinaryTextureContainer(new byte[0], "textures", BFRESRender.resFile.Name);
Nodes["EXT"].Nodes.Add(bntxTreeNode);
}
private void NewEmbeddedFile(object sender, EventArgs args)
{
}
private void Save(object sender, EventArgs args)
{
((BFRES)FileHandler).SaveFile();
}
private void Rename(object sender, EventArgs args)
{
RenameDialog dialog = new RenameDialog();
dialog.SetString(Text);
if (dialog.ShowDialog() == DialogResult.OK)
{
Text = dialog.textBox1.Text;
}
}
private void Remove(object sender, EventArgs args)
{
BFRESRender.DisposeFile();
}
private void UpdateTree(ResFile resFile)
{
if (resFile.Models.Count > 0)
Nodes.Add(new FmdlFolder());
if (resFile.SkeletalAnims.Count > 0)
AddSkeletonAnims(resFile);
if (resFile.MaterialAnims.Count > 0)
Nodes.Add(new FmmaFolder());
if (resFile.ShapeAnims.Count > 0)
Nodes.Add(new FshpaFolder());
if (resFile.BoneVisibilityAnims.Count > 0)
Nodes.Add(new FbnvFolder());
if (resFile.SceneAnims.Count > 0)
Nodes.Add(new FscnFolder());
if (resFile.ExternalFiles.Count > 0)
Nodes.Add(new EmbeddedFilesFolder());
}
private void AddFTEXTextures(ResU.ResFile resFile)
{
FTEXContainer ftexContainer = new FTEXContainer();
foreach (ResU.Texture tex in resFile.Textures.Values)
{
string TextureName = tex.Name;
FTEX texture = new FTEX();
texture.Read(tex);
ftexContainer.Nodes.Add(texture);
ftexContainer.Textures.Add(texture.Text, texture);
}
PluginRuntime.ftexContainers.Add(ftexContainer);
Nodes.Add(ftexContainer);
}
private void AddSkeletonAnims(ResU.ResFile resFile)
{
FskaFolder FSKA = new FskaFolder();
FSKA.LoadAnimations(resFile, BFRESRender);
Nodes.Add(FSKA);
}
private void AddSkeletonAnims(ResFile resFile)
{
FskaFolder FSKA = new FskaFolder();
FSKA.LoadAnimations(resFile, BFRESRender);
Nodes.Add(FSKA);
}
}
public class FskaFolder : AnimationGroupNode
{
public FskaFolder()
{
Text = "Skeleton Animations";
Name = "FSKA";
}
public void LoadAnimations(ResU.ResFile resFile, BFRESRender BFRESRender)
{
foreach (var ska in resFile.SkeletalAnims.Values)
{
BfresSkeletonAnim skeletonAnim = new BfresSkeletonAnim(ska.Name);
skeletonAnim.BFRESRender = BFRESRender;
skeletonAnim.Read(ska, resFile);
Nodes.Add(skeletonAnim);
}
}
public void LoadAnimations(ResFile resFile, BFRESRender BFRESRender)
{
foreach (SkeletalAnim ska in resFile.SkeletalAnims)
{
BfresSkeletonAnim skeletonAnim = new BfresSkeletonAnim(ska.Name);
skeletonAnim.BFRESRender = BFRESRender;
skeletonAnim.Read(ska, resFile);
Nodes.Add(skeletonAnim);
}
}
/* public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}*/
}
public class FmdlFolder : TreeNodeCustom
{
public FmdlFolder()
{
Text = "Models";
Name = "FMDLFolder";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class FmmaFolder : TreeNodeCustom
{
public FmmaFolder()
{
Text = "Material Animations";
Name = "FMAA";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class FshpaFolder : TreeNodeCustom
{
public FshpaFolder()
{
Text = "Shape Animations";
Name = "FSHPA";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class FbnvFolder : TreeNodeCustom
{
public FbnvFolder()
{
Text = "Bone Visabilty Animations";
Name = "FBNV";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class FscnFolder : TreeNodeCustom
{
public FscnFolder()
{
Text = "Scene Animations";
Name = "FSCN";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class EmbeddedFilesFolder : TreeNodeCustom
{
public EmbeddedFilesFolder()
{
Text = "Embedded Files";
Name = "EXT";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class TexPatFolder : TreeNodeCustom
{
public TexPatFolder()
{
Text = "Texture Pattern Animations";
Name = "TEXPAT";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class TexSrtFolder : TreeNodeCustom
{
public TexSrtFolder()
{
Text = "Texture SRT Animations";
Name = "TEXSRT";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class FshaFolder : TreeNodeCustom
{
public FshaFolder()
{
Text = "Shader Parameter Animations";
Name = "FSHA";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class FshaColorFolder : TreeNodeCustom
{
public FshaColorFolder()
{
Text = "Color Animations";
Name = "FSHAColor";
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadEditor(this, Text);
}
}
public class BfshaFileData : TreeNode
{
public byte[] Data;
public BfshaFileData(byte[] data, string Name)
{
Text = Name;
ImageKey = "bfsha";
SelectedImageKey = "bfsha";
Data = data;
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace");
ContextMenu.MenuItems.Add(replace);
replace.Click += Import;
}
private void Import(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "All files(*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
Data = System.IO.File.ReadAllBytes(ofd.FileName);
}
}
private void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "All files(*.*)|*.*";
sfd.DefaultExt = System.IO.Path.GetExtension(Text);
sfd.FileName = Text;
if (sfd.ShowDialog() == DialogResult.OK)
{
System.IO.File.WriteAllBytes(sfd.FileName, Data);
}
}
}
public class ExternalFileData : TreeNode
{
public byte[] Data;
public ExternalFileData(byte[] data, string Name)
{
Text = Name;
ImageKey = "folder";
Data = data;
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace");
ContextMenu.MenuItems.Add(replace);
replace.Click += Import;
}
private void Import(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "All files(*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
Data = System.IO.File.ReadAllBytes(ofd.FileName);
}
}
private void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "All files(*.*)|*.*";
sfd.DefaultExt = System.IO.Path.GetExtension(Text);
sfd.FileName = Text;
if (sfd.ShowDialog() == DialogResult.OK)
{
System.IO.File.WriteAllBytes(sfd.FileName, Data);
}
}
}
public class BfresSkeletonAnim : Animation
{
public enum TrackType
{
XSCA = 0x4,
YSCA = 0x8,
ZSCA = 0xC,
XPOS = 0x10,
YPOS = 0x14,
ZPOS = 0x18,
XROT = 0x20,
YROT = 0x24,
ZROT = 0x28,
}
public SkeletalAnim SkeletalAnim;
public BFRESRender BFRESRender;
public BfresSkeletonAnim()
{
ImageKey = "skeletonAnimation";
SelectedImageKey = "skeletonAnimation";
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace");
ContextMenu.MenuItems.Add(replace);
replace.Click += Replace;
}
public BfresSkeletonAnim(string name)
{
Text = name;
ImageKey = "skeletonAnimation";
SelectedImageKey = "skeletonAnimation";
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace");
ContextMenu.MenuItems.Add(replace);
replace.Click += Replace;
}
public void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Supported Formats|*.bfska;|" +
"Bfres Object (shape/vertices) |*.bfska|" +
"All files(*.*)|*.*";
sfd.FileName = Text;
sfd.DefaultExt = ".bfska";
if (sfd.ShowDialog() == DialogResult.OK)
{
SkeletalAnim.Export(sfd.FileName, BFRESRender.resFile);
}
}
public void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bfska;|" +
"Bfres Object (shape/vertices) |*.bfska|" +
"All files(*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
SkeletalAnim.Import(ofd.FileName);
}
SkeletalAnim.Name = Text;
}
public static List<Animation> SkeletonAnimations = new List<Animation>();
public void Read(ResU.SkeletalAnim ska, ResU.ResFile b)
{
}
public void Read(SkeletalAnim ska, ResFile b)
{
FrameCount = ska.FrameCount;
SkeletalAnim = ska;
foreach (BoneAnim bn in ska.BoneAnims)
{
FSKANode bonean = new FSKANode(bn);
Animation.KeyNode bone = new Animation.KeyNode("");
Bones.Add(bone);
if (ska.FlagsRotate == SkeletalAnimFlagsRotate.EulerXYZ)
bone.RotType = Animation.RotationType.EULER;
else
bone.RotType = Animation.RotationType.QUATERNION;
bone.Text = bonean.Text;
for (int Frame = 0; Frame < ska.FrameCount; Frame++)
{
if (Frame == 0)
{
if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Scale))
{
bone.XSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.X });
bone.YSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.Y });
bone.ZSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.Z });
}
if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Rotate))
{
bone.XROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.X });
bone.YROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.Y });
bone.ZROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.Z });
bone.WROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.W });
}
if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Translate))
{
bone.XPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.X });
bone.YPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.Y });
bone.ZPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.Z });
}
}
foreach (FSKATrack track in bonean.tracks)
{
KeyFrame frame = new KeyFrame();
frame.InterType = Animation.InterpolationType.HERMITE;
frame.Frame = Frame;
FSKAKey left = track.GetLeft(Frame);
FSKAKey right = track.GetRight(Frame);
float value;
value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1);
// interpolate the value and apply
switch (track.flag)
{
case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break;
case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break;
case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break;
case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break;
case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break;
case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break;
case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break;
case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break;
case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break;
}
}
}
}
}
public class FSKANode
{
public int flags;
public int flags2;
public int stride;
public int BeginRotate;
public int BeginTranslate;
public long offBase;
public int trackCount;
public int trackFlag;
public long offTrack;
public string Text;
public Vector3 sca, pos;
public Vector4 rot;
public List<FSKATrack> tracks = new List<FSKATrack>();
public FSKANode(BoneAnim b)
{
Text = b.Name;
sca = new Vector3(b.BaseData.Scale.X, b.BaseData.Scale.Y, b.BaseData.Scale.Z);
rot = new Vector4(b.BaseData.Rotate.X, b.BaseData.Rotate.Y, b.BaseData.Rotate.Z, b.BaseData.Rotate.W);
pos = new Vector3(b.BaseData.Translate.X, b.BaseData.Translate.Y, b.BaseData.Translate.Z);
foreach (AnimCurve tr in b.Curves)
{
FSKATrack t = new FSKATrack();
t.flag = (int)tr.AnimDataOffset;
tracks.Add(t);
float tanscale = tr.Delta;
if (tanscale == 0)
tanscale = 1;
for (int i = 0; i < (ushort)tr.Frames.Length; i++)
{
if (tr.CurveType == AnimCurveType.Cubic)
{
int framedata = (int)tr.Frames[i];
float keydata = tr.Offset + ((tr.Keys[i, 0] * tr.Scale));
float keydata2 = tr.Offset + ((tr.Keys[i, 1] * tr.Scale));
float keydata3 = tr.Offset + ((tr.Keys[i, 2] * tr.Scale));
float keydata4 = tr.Offset + ((tr.Keys[i, 3] * tr.Scale));
}
if (tr.KeyType == AnimCurveKeyType.Int16)
{
}
else if (tr.KeyType == AnimCurveKeyType.Single)
{
}
else if (tr.KeyType == AnimCurveKeyType.SByte)
{
}
t.keys.Add(new FSKAKey()
{
frame = (int)tr.Frames[i],
unk1 = tr.Offset + ((tr.Keys[i, 0] * tr.Scale)),
unk2 = tr.Offset + ((tr.Keys[i, 1] * tr.Scale)),
unk3 = tr.Offset + ((tr.Keys[i, 2] * tr.Scale)),
unk4 = tr.Offset + ((tr.Keys[i, 3] * tr.Scale)),
});
}
}
}
}
public class FSKATrack
{
public short type;
public short keyCount;
public int flag;
public int unk2;
public int padding1;
public int padding2;
public int padding3;
public float frameCount;
public float scale, init, unkf3;
public long offtolastKeys, offtolastData;
public List<FSKAKey> keys = new List<FSKAKey>();
public int offset;
public FSKAKey GetLeft(int frame)
{
FSKAKey prev = keys[0];
for (int i = 0; i < keys.Count - 1; i++)
{
FSKAKey key = keys[i];
if (key.frame > frame && prev.frame <= frame)
break;
prev = key;
}
return prev;
}
public FSKAKey GetRight(int frame)
{
FSKAKey cur = keys[0];
FSKAKey prev = keys[0];
for (int i = 1; i < keys.Count; i++)
{
FSKAKey key = keys[i];
cur = key;
if (key.frame > frame && prev.frame <= frame)
break;
prev = key;
}
return cur;
}
}
public class FSKAKey
{
public int frame;
public float unk1, unk2, unk3, unk4;
public int offset;
}
}
public struct DisplayVertex
{
// Used for rendering.
public Vector3 pos;
public Vector3 nrm;
public Vector3 tan;
public Vector3 bit;
public Vector2 uv;
public Vector4 col;
public Vector4 node;
public Vector4 weight;
public Vector2 uv2;
public Vector2 uv3;
public Vector3 pos1;
public Vector3 pos2;
public static int Size = 4 * (3 + 3 + 3 + 3 + 2 + 4 + 4 + 4 + 2 + 2 + 3 + 3);
}
2020-01-15 02:26:51 +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
public class FSHPFolder : TreeNodeCustom
{
public FSHPFolder()
{
Text = "Objects";
Name = "FshpFolder";
ContextMenu = new ContextMenu();
MenuItem import = new MenuItem("Add Object");
ContextMenu.MenuItems.Add(import);
import.Click += Import;
MenuItem exportAll = new MenuItem("Export All Objects");
ContextMenu.MenuItems.Add(exportAll);
exportAll.Click += ExportAll;
MenuItem clear = new MenuItem("Clear All Objects");
ContextMenu.MenuItems.Add(clear);
clear.Click += Clear;
}
public void Clear(object sender, EventArgs args)
{
DialogResult dialogResult = MessageBox.Show("Are you sure you want to remove all objects? This cannot be undone!", "", MessageBoxButtons.YesNo);
if (dialogResult == DialogResult.Yes)
{
Nodes.Clear();
((FMDL)Parent).shapes.Clear();
((FMDL)Parent).BFRESRender.UpdateVertexData();
}
}
public void ExportAll(object sender, EventArgs args)
{
((FMDL)Parent).ExportAll();
}
public void Import(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bfobj;*.fbx;*.dae; *.obj;*.csv;|" +
"Bfres Object (shape/vertices) |*.bfobj|" +
"FBX |*.fbx|" +
"DAE |*.dae|" +
"OBJ |*.obj|" +
"CSV |*.csv|" +
"All files(*.*)|*.*";
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
foreach (string file in ofd.FileNames)
((FMDL)Parent).AddOjects(file, false);
}
}
public override void OnClick(TreeView treeView)
{
}
}
public class FMATFolder : TreeNodeCustom
{
public FMATFolder()
{
Text = "Materials";
Name = "FmatFolder";
ContextMenu = new ContextMenu();
MenuItem import = new MenuItem("Add Material");
ContextMenu.MenuItems.Add(import);
import.Click += Import;
}
public void Import(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Bfres Material |*.bfmat;";
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
foreach (string file in ofd.FileNames)
((FMDL)Parent).AddMaterials(file, false);
}
}
public override void OnClick(TreeView treeView)
{
}
}
public class FSKL : STSkeleton
{
public int[] Node_Array;
public fsklNode node;
public class fsklNode : TreeNodeCustom
{
public Skeleton Skeleton;
public ResU.Skeleton SkeletonU;
public BFRESRender BFRESRender;
public fsklNode()
{
Text = "Skeleton";
ImageKey = "skeleton";
SelectedImageKey = "skeleton";
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace");
ContextMenu.MenuItems.Add(replace);
replace.Click += Replace;
}
public void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Bfres Skeleton|*.bfskl;";
sfd.FileName = Text;
sfd.DefaultExt = ".bfskl";
if (sfd.ShowDialog() == DialogResult.OK)
{
Skeleton.Export(sfd.FileName, BFRESRender.resFile);
}
}
public void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bfska;|" +
"Bfres Object (shape/vertices) |*.bfska|" +
"All files(*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
Skeleton.Import(ofd.FileName);
}
}
public override void OnClick(TreeView treeView)
{
}
}
public FSKL()
{
}
public FSKL(Skeleton skl)
{
node = new fsklNode();
node.Skeleton = skl;
BfresSwitch.SetSkeleton(node, skl, this);
}
public FSKL(ResU.Skeleton skl)
{
node = new fsklNode();
node.SkeletonU = skl;
BfresWiiU.SetSkeleton(node, skl, this);
}
}
public class BfresBone : STBone
{
public bool IsVisable = true;
public BoneFlagsBillboard billboard;
public BoneFlagsRotation rotationFlags;
public BoneFlagsTransform transformFlags;
public Bone Bone;
public ResU.Bone BoneU;
public BFRESRender BFRESRender;
public BfresBone()
{
ImageKey = "bone";
SelectedImageKey = "bone";
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace");
ContextMenu.MenuItems.Add(replace);
replace.Click += Replace;
}
public void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Bfres Bone|*.bfbn;";
sfd.FileName = Text;
sfd.DefaultExt = ".bfbn";
if (sfd.ShowDialog() == DialogResult.OK)
{
Bone.Export(sfd.FileName, BFRESRender.resFile);
}
}
public void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bfska;|" +
"Bfres Object (shape/vertices) |*.bfska|" +
"All files(*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
Bone.Import(ofd.FileName);
}
Bone.Name = Text;
}
public BfresBone(STSkeleton skeleton)
{
skeletonParent = skeleton;
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadBoneEditor(this);
}
}
public class FMDL : STGenericModel
{
public List<FSHP> shapes = new List<FSHP>();
public Dictionary<string, FMAT> materials = new Dictionary<string, FMAT>();
public BFRESRender BFRESRender;
public Model Model;
public ResU.Model ModelU;
public FMDL()
{
ImageKey = "model";
SelectedImageKey = "model";
Nodes.Add(new FSHPFolder());
Nodes.Add(new FMATFolder());
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export Model");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace Model");
ContextMenu.MenuItems.Add(replace);
replace.Click += Replace;
MenuItem calcTansBitans = new MenuItem("Calculate Tangents/Bitangents");
ContextMenu.MenuItems.Add(calcTansBitans);
calcTansBitans.Click += CalcTansBitansAllShapes;
MenuItem normals = new MenuItem("Normals");
ContextMenu.MenuItems.Add(normals);
MenuItem smoothNormals = new MenuItem("Smooth");
normals.MenuItems.Add(smoothNormals);
smoothNormals.Click += SmoothNormals;
MenuItem recalculateNormals = new MenuItem("Recalculate");
normals.MenuItems.Add(recalculateNormals);
recalculateNormals.Click += RecalculateNormals;
MenuItem rename = new MenuItem("Rename");
ContextMenu.MenuItems.Add(rename);
rename.Click += Rename;
}
private void SmoothNormals(object sender, EventArgs args)
{
Cursor.Current = Cursors.WaitCursor;
foreach (FSHP shp in shapes)
{
bool HasNormals = shp.vertexAttributes.Any(x => x.Name == "_n0");
if (HasNormals)
shp.SmoothNormals();
shp.SaveVertexBuffer();
}
BFRESRender.UpdateVertexData();
Cursor.Current = Cursors.Default;
}
private void RecalculateNormals(object sender, EventArgs args)
{
Cursor.Current = Cursors.WaitCursor;
foreach (FSHP shp in shapes)
{
bool HasNormals = shp.vertexAttributes.Any(x => x.Name == "_n0");
if (HasNormals)
shp.CalculateNormals();
shp.SaveVertexBuffer();
}
BFRESRender.UpdateVertexData();
Cursor.Current = Cursors.Default;
}
private void Rename(object sender, EventArgs args)
{
RenameDialog dialog = new RenameDialog();
dialog.SetString(Text);
if (dialog.ShowDialog() == DialogResult.OK)
{
Text = dialog.textBox1.Text;
}
}
private void CalcTansBitansAllShapes(object sender, EventArgs args)
{
Cursor.Current = Cursors.WaitCursor;
foreach (FSHP shp in shapes)
{
bool HasTans = shp.vertexAttributes.Any(x => x.Name == "_t0");
bool HasBiTans = shp.vertexAttributes.Any(x => x.Name == "_b0");
if (!shp.HasUV0())
{
MessageBox.Show($"Error! {Text} does not have UVs!", "", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
if (!HasBiTans)
{
DialogResult dialogResult2 = MessageBox.Show("Mesh does not have bitangents. Do you want to create them? (will make file size bigger)", "", MessageBoxButtons.YesNo);
FSHP.VertexAttribute att2 = new FSHP.VertexAttribute();
att2.Name = "_b0";
att2.Format = ResGFX.AttribFormat.Format_10_10_10_2_SNorm;
if (dialogResult2 == DialogResult.Yes)
{
if (!HasBiTans)
shp.vertexAttributes.Add(att2);
}
}
if (!HasTans)
{
DialogResult dialogResult = MessageBox.Show("Mesh does not have tangets. Do you want to create them? (will make file size bigger)", "", MessageBoxButtons.YesNo);
FSHP.VertexAttribute att = new FSHP.VertexAttribute();
att.Name = "_t0";
att.Format = ResGFX.AttribFormat.Format_10_10_10_2_SNorm;
if (dialogResult == DialogResult.Yes)
{
if (!HasTans)
shp.vertexAttributes.Add(att);
}
}
shp.CalculateTangentBitangent();
shp.SaveVertexBuffer();
}
BFRESRender.UpdateVertexData();
Cursor.Current = Cursors.Default;
}
public void CopyMaterial(FMAT selectedMaterial)
{
CopyMaterialMenu menu = new CopyMaterialMenu();
menu.LoadMaterials(selectedMaterial.Text, BFRESRender.models);
if (menu.ShowDialog() == DialogResult.OK)
{
foreach (TreeNode mdl in menu.materialTreeView.Nodes)
{
foreach (TreeNode n in mdl.Nodes)
{
if (n.Checked)
{
if (materials.ContainsKey(n.Text))
SetCopiedMaterialData(menu, selectedMaterial, materials[n.Text]);
}
}
}
Viewport.Instance.UpdateViewport();
}
}
private void SetCopiedMaterialData(CopyMaterialMenu menu,
FMAT selectedMaterial, FMAT targetMaterial)
{
targetMaterial.Material.Flags = selectedMaterial.Material.Flags;
targetMaterial.Material.UserDatas = selectedMaterial.Material.UserDatas;
targetMaterial.Material.UserDataDict = selectedMaterial.Material.UserDataDict;
if (menu.chkBoxRenderInfo.Checked)
{
targetMaterial.Material.RenderInfoDict = selectedMaterial.Material.RenderInfoDict;
targetMaterial.Material.RenderInfos = selectedMaterial.Material.RenderInfos;
}
if (menu.chkBoxShaderOptions.Checked)
{
targetMaterial.Material.ShaderAssign = selectedMaterial.Material.ShaderAssign;
}
if (menu.chkBoxShaderParams.Checked)
{
targetMaterial.Material.ShaderParamData = selectedMaterial.Material.ShaderParamData;
targetMaterial.Material.ShaderParamDict = selectedMaterial.Material.ShaderParamDict;
targetMaterial.Material.ShaderParams = selectedMaterial.Material.ShaderParams;
targetMaterial.Material.VolatileFlags = selectedMaterial.Material.VolatileFlags;
}
if (menu.chkBoxTextures.Checked)
{
targetMaterial.Material.SamplerDict = selectedMaterial.Material.SamplerDict;
targetMaterial.Material.Samplers = selectedMaterial.Material.Samplers;
targetMaterial.Material.SamplerSlotArray = selectedMaterial.Material.SamplerSlotArray;
targetMaterial.Material.TextureSlotArray = selectedMaterial.Material.TextureSlotArray;
targetMaterial.Material.TextureRefs = selectedMaterial.Material.TextureRefs;
}
targetMaterial.ReadMaterial(targetMaterial.Material);
}
public void ExportAll()
{
FolderSelectDialog sfd = new FolderSelectDialog();
List<string> Formats = new List<string>();
Formats.Add("Bfres object (.bfobj)");
Formats.Add("CSV (.csv)");
if (sfd.ShowDialog() == DialogResult.OK)
{
string folderPath = sfd.SelectedPath;
TextureFormatExport form = new TextureFormatExport(Formats);
if (form.ShowDialog() == DialogResult.OK)
{
foreach (FSHP shp in shapes)
{
if (form.Index == 0)
shp.ExportBinaryObject(folderPath + '\\' + shp.Text + ".bfobj");
}
}
}
}
public void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Supported Formats|*.bfmdl;*.fbx;*.dae; *.obj;*.csv;|" +
"Bfres Model|*.bfmdl|" +
"FBX |*.fbx|" +
"DAE |*.dae|" +
"OBJ |*.obj|" +
"CSV |*.csv|" +
"All files(*.*)|*.*";
sfd.DefaultExt = ".bfobj";
sfd.FileName = Text;
if (sfd.ShowDialog() == DialogResult.OK)
{
string ext = System.IO.Path.GetExtension(sfd.FileName);
ext = ext.ToLower();
switch (ext)
{
case ".bfmdl":
Model.Export(sfd.FileName, BFRESRender.resFile);
break;
case ".csv":
CsvModel csv = new CsvModel();
foreach (FSHP shape in shapes)
{
STGenericObject obj = new STGenericObject();
obj.ObjectName = shape.Text;
obj.vertices = shape.vertices;
obj.faces = shape.lodMeshes[shape.DisplayLODIndex].faces;
csv.objects.Add(obj);
int CurVtx = 0;
foreach (Vertex v in shape.vertices)
{
if (v.boneIds[0] != 0)
obj.vertices[CurVtx].boneNames.Add(shape.GetBoneNameFromIndex(this, v.boneIds[0]));
if (v.boneIds[1] != 0)
obj.vertices[CurVtx].boneNames.Add(shape.GetBoneNameFromIndex(this, v.boneIds[1]));
if (v.boneIds[2] != 0)
obj.vertices[CurVtx].boneNames.Add(shape.GetBoneNameFromIndex(this, v.boneIds[2]));
if (v.boneIds[3] != 0)
obj.vertices[CurVtx].boneNames.Add(shape.GetBoneNameFromIndex(this, v.boneIds[3]));
CurVtx++;
}
}
System.IO.File.WriteAllBytes(sfd.FileName, csv.Save());
break;
default:
AssimpData assimp = new AssimpData();
assimp.SaveFromModel(this, sfd.FileName);
break;
}
}
}
public void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bfobj;*.fbx;*.dae;*.obj;*.csv;|" +
"Bfres Object (shape/vertices) |*.bfobj|" +
"FBX |*.fbx|" +
"DAE |*.dae|" +
"OBJ |*.obj|" +
"CSV |*.csv|" +
"All files(*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
AddOjects(ofd.FileName);
}
}
//Function addes shapes, vertices and meshes
public void AddOjects(string FileName, bool Replace = true)
{
if (Replace)
{
shapes.Clear();
Nodes["FshpFolder"].Nodes.Clear();
}
int MatStartIndex = materials.Count;
string ext = System.IO.Path.GetExtension(FileName);
ext = ext.ToLower();
switch (ext)
{
case ".bfobj":
Cursor.Current = Cursors.WaitCursor;
Shape shpS = new Shape();
VertexBuffer vertexBuffer = new VertexBuffer();
shpS.Import(FileName, vertexBuffer);
FSHP shapeS = new FSHP();
shapeS.Shape = shpS;
shapeS.BFRESRender = BFRESRender;
BfresSwitch.ReadShapesVertices(shapeS, shpS, vertexBuffer, this);
shapes.Add(shapeS);
Nodes["FshpFolder"].Nodes.Add(shapeS);
Cursor.Current = Cursors.Default;
break;
case ".bfmdl":
Cursor.Current = Cursors.WaitCursor;
shapes.Clear();
Model mdl = new Model();
mdl.Import(FileName, BFRESRender.resFile);
mdl.Name = Text;
shapes.Clear();
Nodes["FshpFolder"].Nodes.Clear();
foreach (Shape shp in mdl.Shapes)
{
FSHP shape = new FSHP();
shape.Shape = shp;
BfresSwitch.ReadShapesVertices(shape, shp, mdl.VertexBuffers[shp.VertexBufferIndex], this);
shapes.Add(shape);
Nodes["FshpFolder"].Nodes.Add(shape);
}
Cursor.Current = Cursors.Default;
break;
case ".csv":
CsvModel csvModel = new CsvModel();
csvModel.LoadFile(FileName, true);
if (csvModel.objects.Count == 0)
{
MessageBox.Show("No models found!");
return;
}
BfresModelImportSettings csvsettings = new BfresModelImportSettings();
csvsettings.DisableMaterialEdits();
csvsettings.SetModelAttributes(csvModel.objects[0]);
if (csvsettings.ShowDialog() == DialogResult.OK)
{
Cursor.Current = Cursors.WaitCursor;
foreach (STGenericObject obj in csvModel.objects)
{
FSHP shape = new FSHP();
shape.VertexBufferIndex = shapes.Count;
shape.vertices = obj.vertices;
shape.MaterialIndex = 0;
shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
shape.vertexAttributes = csvsettings.CreateNewAttributes();
shape.boneIndx = 0;
shape.Text = obj.ObjectName;
shape.lodMeshes = obj.lodMeshes;
shape.CreateNewBoundingBoxes();
shape.CreateBoneList(obj, this);
shape.CreateIndexList(obj, this);
shape.ApplyImportSettings(csvsettings, GetMaterial(shape.MaterialIndex));
shape.SaveShape();
shape.SaveVertexBuffer();
shape.BFRESRender = BFRESRender;
shape.BoneIndices = new List<ushort>();
Nodes["FshpFolder"].Nodes.Add(shape);
shapes.Add(shape);
}
Cursor.Current = Cursors.Default;
}
break;
default:
AssimpData assimp = new AssimpData();
assimp.LoadFile(FileName);
if (assimp.objects.Count == 0)
{
MessageBox.Show("No models found!");
return;
}
BfresModelImportSettings settings = new BfresModelImportSettings();
if (BFRES.IsWiiU)
settings.DisableMaterialEdits();
settings.SetModelAttributes(assimp.objects[0]);
if (settings.ShowDialog() == DialogResult.OK)
{
Cursor.Current = Cursors.WaitCursor;
if (!BFRES.IsWiiU && Replace)
{
materials.Clear();
Nodes["FmatFolder"].Nodes.Clear();
MatStartIndex = 0;
}
if (!BFRES.IsWiiU)
{
foreach (STGenericMaterial mat in assimp.materials)
{
FMAT fmat = new FMAT();
fmat.Material = new Material();
if (settings.ExternalMaterialPath != string.Empty)
{
fmat.Material.Import(settings.ExternalMaterialPath);
fmat.ReadMaterial(fmat.Material);
}
fmat.Text = mat.Text;
//Setup placeholder textures
//Note we can't add/remove samplers so we must fill these slots
foreach (var t in fmat.textures)
{
t.wrapModeS = 0;
t.wrapModeT = 0;
switch (t.Type)
{
case STGenericMatTexture.TextureType.Diffuse:
t.Name = "Basic_Alb";
break;
case STGenericMatTexture.TextureType.Emission:
t.Name = "Basic_Emm";
break;
case STGenericMatTexture.TextureType.Normal:
t.Name = "Basic_Nrm";
break;
case STGenericMatTexture.TextureType.Specular:
t.Name = "Basic_Spm";
break;
case STGenericMatTexture.TextureType.SphereMap:
t.Name = "Basic_Sphere";
break;
case STGenericMatTexture.TextureType.Metalness:
t.Name = "Basic_Mtl";
break;
case STGenericMatTexture.TextureType.Roughness:
t.Name = "Basic_Rgh";
break;
case STGenericMatTexture.TextureType.MRA:
t.Name = "Basic_MRA";
break;
case STGenericMatTexture.TextureType.Shadow:
t.Name = "Basic_Bake_st0";
break;
case STGenericMatTexture.TextureType.Light:
t.Name = "Basic_Bake_st1";
break;
}
}
if (PluginRuntime.bntxContainers.Count > 0)
{
foreach (var node in Parent.Parent.Nodes["EXT"].Nodes)
{
if (node is BinaryTextureContainer)
{
var bntx = (BinaryTextureContainer)node;
bntx.ImportBasicTextures("Basic_Alb");
bntx.ImportBasicTextures("Basic_Nrm");
bntx.ImportBasicTextures("Basic_Spm");
bntx.ImportBasicTextures("Basic_Sphere");
bntx.ImportBasicTextures("Basic_Mtl");
bntx.ImportBasicTextures("Basic_Rgh");
bntx.ImportBasicTextures("Basic_MRA");
bntx.ImportBasicTextures("Basic_Bake_st0");
bntx.ImportBasicTextures("Basic_Bake_st1");
bntx.ImportBasicTextures("Basic_Emm");
}
}
}
foreach (var tex in mat.TextureMaps)
{
foreach (var t in fmat.textures)
{
if (t.Type == tex.Type)
{
t.Name = tex.Name;
t.wrapModeS = tex.wrapModeS;
t.wrapModeT = tex.wrapModeT;
t.wrapModeW = tex.wrapModeW;
t.Type = tex.Type;
}
}
}
fmat.Material.Name = Text;
fmat.SetMaterial(fmat.Material);
List<string> keyList = new List<string>(materials.Keys);
fmat.Text = Utils.RenameDuplicateString(keyList, fmat.Text);
materials.Add(fmat.Text, fmat);
Nodes["FmatFolder"].Nodes.Add(fmat);
}
}
foreach (STGenericObject obj in assimp.objects)
{
FSHP shape = new FSHP();
shape.VertexBufferIndex = shapes.Count;
shape.vertices = obj.vertices;
shape.VertexSkinCount = obj.MaxSkinInfluenceCount;
shape.vertexAttributes = settings.CreateNewAttributes();
shape.boneIndx = obj.BoneIndex;
shape.MaterialIndex = obj.MaterialIndex + MatStartIndex;
if (BFRES.IsWiiU)
shape.MaterialIndex = 0;
shape.Text = obj.ObjectName;
shape.lodMeshes = obj.lodMeshes;
shape.CreateNewBoundingBoxes();
shape.CreateBoneList(obj, this);
shape.CreateIndexList(obj, this);
shape.ApplyImportSettings(settings, GetMaterial(shape.MaterialIndex));
shape.SaveShape();
shape.SaveVertexBuffer();
shape.BFRESRender = BFRESRender;
shape.BoneIndices = new List<ushort>();
List<string> keyList = shapes.Select(o => o.Text).ToList();
shape.Text = Utils.RenameDuplicateString(keyList, shape.Text);
Nodes["FshpFolder"].Nodes.Add(shape);
shapes.Add(shape);
}
Cursor.Current = Cursors.Default;
}
break;
}
BFRESRender.UpdateVertexData();
}
public FMAT GetMaterial(int index)
{
return materials.Values.ElementAt(index);
}
public void AddMaterials(string FileName, bool Replace = true)
{
string ext = System.IO.Path.GetExtension(FileName);
ext = ext.ToLower();
switch (ext)
{
case ".bfmat":
Cursor.Current = Cursors.WaitCursor;
if (Replace)
{
materials.Clear();
Nodes["FmatFolder"].Nodes.Clear();
}
FMAT mat = new FMAT();
mat.Material = new Material();
mat.Material.Import(FileName);
mat.ReadMaterial(mat.Material);
mat.BFRESRender = BFRESRender;
mat.Text = mat.Material.Name;
materials.Add(mat.Text, mat);
Nodes["FmatFolder"].Nodes.Add(mat);
break;
}
}
public override void OnClick(TreeView treeView)
{
}
private void CreateSkeleton()
{
}
private void CreateBones(STBone bone)
{
Bone bn = new Bone();
bn.BillboardIndex = (ushort)bone.BillboardIndex;
bn.Flags = BoneFlags.Visible;
bn.FlagsRotation = BoneFlagsRotation.EulerXYZ;
bn.FlagsTransform = BoneFlagsTransform.None;
bn.FlagsTransformCumulative = BoneFlagsTransformCumulative.None;
bn.Name = bone.Text;
bn.RigidMatrixIndex = 0;
bn.Rotation = new Syroot.Maths.Vector4F(bone.rotation[0],
bone.rotation[1], bone.rotation[2], bone.rotation[3]);
bn.Position = new Syroot.Maths.Vector3F(bone.position[0],
bone.position[1], bone.position[2]);
bn.Scale = new Syroot.Maths.Vector3F(bone.scale[0],
bone.scale[1], bone.scale[2]);
bn.UserData = new List<UserData>();
bn.UserDataDict = new ResDict();
}
public FSKL Skeleton
{
get
{
return skeleton;
}
set
{
skeleton = value;
}
}
private FSKL skeleton = new FSKL();
}
public class FMAT : STGenericMaterial
{
public FMAT()
{
Checked = true;
ImageKey = "material";
SelectedImageKey = "material";
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace");
ContextMenu.MenuItems.Add(replace);
replace.Click += Replace;
MenuItem copy = new MenuItem("Copy");
ContextMenu.MenuItems.Add(copy);
copy.Click += Copy;
MenuItem rename = new MenuItem("Rename");
ContextMenu.MenuItems.Add(rename);
rename.Click += Rename;
}
public BFRESRender BFRESRender;
public bool Enabled = true;
public override void OnClick(TreeView treeView)
{
FormLoader.LoadMatEditor(this);
}
public bool EditorIsActive(DockContent dock)
{
foreach (Control ctrl in dock.Controls)
{
if (ctrl is FMATEditor)
{
((FMATEditor)ctrl).LoadMaterial(this, BFRESRender);
return true;
}
}
return false;
}
public void SetActiveGame()
{
string ShaderName = shaderassign.ShaderArchive;
string ShaderModel = shaderassign.ShaderModel;
if (ShaderName == "alRenderMaterial" || ShaderName == "alRenderCloudLayer" || ShaderName == "alRenderSky")
Runtime.activeGame = Runtime.ActiveGame.SMO;
else if (ShaderName == "Turbo_UBER")
Runtime.activeGame = Runtime.ActiveGame.MK8D;
else if (ShaderName.Contains("uking_mat"))
Runtime.activeGame = Runtime.ActiveGame.BOTW;
else if (ShaderName.Contains("Blitz_UBER"))
Runtime.activeGame = Runtime.ActiveGame.Splatoon2;
else
Runtime.activeGame = Runtime.ActiveGame.KSA;
}
private void Rename(object sender, EventArgs args)
{
RenameDialog dialog = new RenameDialog();
dialog.SetString(Text);
if (dialog.ShowDialog() == DialogResult.OK)
{
((FMDL)Parent.Parent).materials.Remove(Text);
Text = dialog.textBox1.Text;
((FMDL)Parent.Parent).materials.Add(Text, this);
}
}
private void Copy(object sender, EventArgs args)
{
((FMDL)Parent.Parent).CopyMaterial(this);
}
private void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Supported Formats|*.bfmat;";
sfd.DefaultExt = ".bfmat";
sfd.FileName = Text;
if (sfd.ShowDialog() == DialogResult.OK)
{
Material.Export(sfd.FileName, BFRESRender.resFile);
}
}
private void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bfmat;";
if (ofd.ShowDialog() == DialogResult.OK)
{
Material.Import(ofd.FileName);
Material.Name = Text;
BfresSwitch.ReadMaterial(this, Material);
}
}
public Dictionary<string, float[]> anims = new Dictionary<string, float[]>();
public Dictionary<string, int> Samplers = new Dictionary<string, int>();
public List<MatTexture> textures = new List<MatTexture>();
public List<BfresRenderInfo> renderinfo = new List<BfresRenderInfo>();
public List<SamplerInfo> samplerinfo = new List<SamplerInfo>();
public Dictionary<string, BfresShaderParam> matparam = new Dictionary<string, BfresShaderParam>();
public Material Material;
public ResU.Material MaterialU;
public ShaderAssign shaderassign = new ShaderAssign();
public class ShaderAssign
{
public string ShaderModel = "";
public string ShaderArchive = "";
public Dictionary<string, string> options = new Dictionary<string, string>();
public Dictionary<string, string> samplers = new Dictionary<string, string>();
public Dictionary<string, string> attributes = new Dictionary<string, string>();
}
public class SamplerInfo
{
public int WrapModeU;
public int WrapModeV;
public int WrapModeW;
}
public bool HasDiffuseMap = false;
public bool HasNormalMap = false;
public bool HasSpecularMap = false;
public bool HasEmissionMap = false;
public bool HasDiffuseLayer = false;
public bool HasTeamColorMap = false; //Splatoon uses this (TLC)
public bool HasTransparencyMap = false;
public bool HasShadowMap = false;
public bool HasAmbientOcclusionMap = false;
public bool HasLightMap = false;
public bool HasSphereMap = false;
public bool HasSubSurfaceScatteringMap = false;
//PBR (Switch) data
public bool HasMetalnessMap = false;
public bool HasRoughnessMap = false;
public bool HasMRA = false;
}
public class BfresShaderParam
{
public ShaderParamType Type;
public string Name;
public float[] ValueFloat;
public bool[] ValueBool;
public uint[] ValueUint;
public int[] ValueInt;
public byte[] ValueReserved;
public Srt2D ValueSrt2D;
public Srt3D ValueSrt3D;
public TexSrt ValueTexSrt;
public TexSrtEx ValueTexSrtEx;
//If a data set is not defined then defaults in this to save back properly
//Note this may be rarely needed or not at all
public byte[] Value_Unk;
private void ReadSRT2D(FileReader reader)
{
ValueSrt2D = new Srt2D();
ValueSrt2D.Scaling = reader.ReadVec2SY();
ValueSrt2D.Rotation = reader.ReadSingle();
ValueSrt2D.Translation = reader.ReadVec2SY();
}
private void ReadSRT3D(FileReader reader)
{
ValueSrt3D = new Srt3D();
ValueSrt3D.Scaling = reader.ReadVec3SY();
ValueSrt3D.Rotation = reader.ReadVec3SY();
ValueSrt3D.Translation = reader.ReadVec3SY();
}
private void ReadTexSrt(FileReader reader)
{
ValueTexSrt = new TexSrt();
ValueTexSrt.Mode = reader.ReadEnum<TexSrtMode>(false);
ValueTexSrt.Scaling = reader.ReadVec2SY();
ValueTexSrt.Rotation = reader.ReadSingle();
ValueTexSrt.Translation = reader.ReadVec2SY();
}
private void ReadTexSrtEx(FileReader reader)
{
ValueTexSrtEx = new TexSrtEx();
ValueTexSrtEx.Mode = reader.ReadEnum<TexSrtMode>(true);
ValueTexSrtEx.Scaling = reader.ReadVec2SY();
ValueTexSrtEx.Rotation = reader.ReadSingle();
ValueTexSrtEx.Translation = reader.ReadVec2SY();
ValueTexSrtEx.MatrixPointer = reader.ReadUInt32();
}
public ShaderParamType GetTypeWiiU(ResU.ShaderParamType type)
{
return (ShaderParamType)System.Enum.Parse(typeof(ShaderParamType), type.ToString());
}
public ResU.ShaderParamType SetTypeWiiU(ShaderParamType type)
{
return (ResU.ShaderParamType)System.Enum.Parse(typeof(ResU.ShaderParamType), type.ToString());
}
public void ReadValue(FileReader reader, int Size)
{
switch (Type)
{
case ShaderParamType.Bool:
case ShaderParamType.Bool2:
case ShaderParamType.Bool3:
case ShaderParamType.Bool4:
ValueBool = reader.ReadBooleans(Size / sizeof(bool)); break;
case ShaderParamType.Float:
case ShaderParamType.Float2:
case ShaderParamType.Float3:
case ShaderParamType.Float4:
case ShaderParamType.Float2x2:
case ShaderParamType.Float2x3:
case ShaderParamType.Float2x4:
case ShaderParamType.Float4x2:
case ShaderParamType.Float4x3:
case ShaderParamType.Float4x4:
ValueFloat = reader.ReadSingles(Size / sizeof(float)); break;
case ShaderParamType.Int:
case ShaderParamType.Int2:
case ShaderParamType.Int3:
case ShaderParamType.Int4:
ValueInt = reader.ReadInt32s(Size / sizeof(int)); break;
case ShaderParamType.Reserved2:
case ShaderParamType.Reserved3:
case ShaderParamType.Reserved4:
ValueReserved = reader.ReadBytes(Size / sizeof(byte)); break;
case ShaderParamType.Srt2D:
ReadSRT2D(reader); break;
case ShaderParamType.Srt3D:
ReadSRT3D(reader); break;
case ShaderParamType.TexSrt:
ReadTexSrt(reader); break;
case ShaderParamType.TexSrtEx:
ReadTexSrtEx(reader); break;
case ShaderParamType.UInt:
case ShaderParamType.UInt2:
case ShaderParamType.UInt3:
case ShaderParamType.UInt4:
ValueUint = reader.ReadUInt32s(Size / sizeof(uint)); break;
// Invalid
default:
throw new ArgumentException($"Invalid {nameof(ShaderParamType)} {Type}.",
nameof(Type));
}
}
public void WriteValue(FileWriter writer)
{
switch (Type)
{
case ShaderParamType.Bool:
case ShaderParamType.Bool2:
case ShaderParamType.Bool3:
case ShaderParamType.Bool4:
writer.Write(ValueBool); break;
case ShaderParamType.Float:
case ShaderParamType.Float2:
case ShaderParamType.Float3:
case ShaderParamType.Float4:
case ShaderParamType.Float2x2:
case ShaderParamType.Float2x3:
case ShaderParamType.Float2x4:
case ShaderParamType.Float4x2:
case ShaderParamType.Float4x3:
case ShaderParamType.Float4x4:
writer.Write(ValueFloat); break;
case ShaderParamType.Int:
case ShaderParamType.Int2:
case ShaderParamType.Int3:
case ShaderParamType.Int4:
writer.Write(ValueInt); break;
case ShaderParamType.Reserved2:
case ShaderParamType.Reserved3:
case ShaderParamType.Reserved4:
writer.Write(ValueInt); break;
case ShaderParamType.Srt2D:
WriteSRT2D(writer); break;
case ShaderParamType.Srt3D:
WriteSRT3D(writer); break;
case ShaderParamType.TexSrt:
WriteTexSrt(writer); break;
case ShaderParamType.TexSrtEx:
WriteTexSrtEx(writer); break;
case ShaderParamType.UInt:
case ShaderParamType.UInt2:
case ShaderParamType.UInt3:
case ShaderParamType.UInt4:
writer.Write(ValueUint); break;
// Invalid
default:
throw new ArgumentException($"Invalid {nameof(ShaderParamType)} {Type}.",
nameof(Type));
}
}
private void WriteSRT2D(FileWriter writer)
{
writer.Write(ValueSrt2D.Scaling);
writer.Write(ValueSrt2D.Rotation);
writer.Write(ValueSrt2D.Translation);
}
private void WriteSRT3D(FileWriter writer)
{
writer.Write(ValueSrt3D.Scaling);
writer.Write(ValueSrt3D.Rotation);
writer.Write(ValueSrt3D.Translation);
}
private void WriteTexSrt(FileWriter writer)
{
writer.Write((uint)ValueTexSrt.Mode);
writer.Write(ValueTexSrt.Scaling);
writer.Write(ValueTexSrt.Rotation);
writer.Write(ValueTexSrt.Translation);
}
private void WriteTexSrtEx(FileWriter writer)
{
writer.Write((uint)ValueTexSrtEx.Mode);
writer.Write(ValueTexSrtEx.Scaling);
writer.Write(ValueTexSrtEx.Rotation);
writer.Write(ValueTexSrtEx.Translation);
writer.Write(ValueTexSrtEx.MatrixPointer);
}
}
public class BfresRenderInfo
{
public string Name;
public long DataOffset;
public RenderInfoType Type;
public int ArrayLength;
//Data Section by "Type"
public int[] ValueInt;
public string[] ValueString;
public float[] ValueFloat;
public RenderInfoType GetTypeWiiU(ResU.RenderInfoType type)
{
return (RenderInfoType)System.Enum.Parse(typeof(RenderInfoType), type.ToString());
}
public ResU.RenderInfoType SetTypeWiiU(RenderInfoType type)
{
return (ResU.RenderInfoType)System.Enum.Parse(typeof(ResU.RenderInfoType), type.ToString());
}
}
public class MatTexture : STGenericMatTexture
{
public int hash;
public string SamplerName;
//Note samplers will get converted to another sampler type sometimes in the shader assign section
//Use this string if not empty for our bfres fragment shader to produce the accurate affects
//An example of a conversion maybe be like a1 - t0 so texture gets used as a transparent map/alpha texture
public string FragShaderSampler = "";
public MatTexture()
{
}
}
public class FSHP : STGenericObject
{
public FSHP()
{
Checked = true;
ImageKey = "mesh";
SelectedImageKey = "mesh";
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export Mesh");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace Mesh");
ContextMenu.MenuItems.Add(replace);
replace.Click += Replace;
MenuItem remove = new MenuItem("Delete Mesh");
ContextMenu.MenuItems.Add(remove);
remove.Click += Remove;
MenuItem calcTansBitans = new MenuItem("Recalulate Tangents/Bitangents");
ContextMenu.MenuItems.Add(calcTansBitans);
calcTansBitans.Click += CalcTansBitans;
MenuItem flipUVsY = new MenuItem("Flip UVs (Vertical)");
ContextMenu.MenuItems.Add(flipUVsY);
flipUVsY.Click += FlipUvsVertical;
MenuItem flipUVsX = new MenuItem("Flip UVs (Horizontal)");
ContextMenu.MenuItems.Add(flipUVsX);
flipUVsX.Click += FlipUvsHorizontal;
MenuItem normals = new MenuItem("Normals");
ContextMenu.MenuItems.Add(normals);
MenuItem smoothNormals = new MenuItem("Smooth");
normals.MenuItems.Add(smoothNormals);
smoothNormals.Click += SmoothNormals;
MenuItem recalculateNormals = new MenuItem("Recalculate");
normals.MenuItems.Add(recalculateNormals);
recalculateNormals.Click += RecalculateNormals;
MenuItem matEditor = new MenuItem("Open Material Editor");
ContextMenu.MenuItems.Add(matEditor);
matEditor.Click += OpenMaterialEditor;
MenuItem rename = new MenuItem("Rename");
ContextMenu.MenuItems.Add(rename);
rename.Click += Rename;
}
public BFRESRender BFRESRender;
public FMATEditor editor;
public int ModelIndex; //For getting the model the shape is in
public VertexBuffer VertexBuffer;
public Shape Shape;
public ResU.VertexBuffer VertexBufferU;
public ResU.Shape ShapeU;
public FMAT GetMaterial()
{
return ((FMDL)Parent.Parent).materials.Values.ElementAt(MaterialIndex);
}
public void SetMaterial(FMAT material)
{
((FMDL)Parent.Parent).materials[material.Text] = material;
}
public override void OnClick(TreeView treeView)
{
FormLoader.LoadShapeEditor(this);
}
private void SmoothNormals(object sender, EventArgs args)
{
Cursor.Current = Cursors.WaitCursor;
SmoothNormals();
SaveVertexBuffer();
BFRESRender.UpdateVertexData();
Cursor.Current = Cursors.Default;
}
private void RecalculateNormals(object sender, EventArgs args)
{
Cursor.Current = Cursors.WaitCursor;
CalculateNormals();
SaveVertexBuffer();
BFRESRender.UpdateVertexData();
Cursor.Current = Cursors.Default;
}
private void Rename(object sender, EventArgs args)
{
RenameDialog dialog = new RenameDialog();
dialog.SetString(Text);
if (dialog.ShowDialog() == DialogResult.OK)
{
Text = dialog.textBox1.Text;
}
}
private void Remove(object sender, EventArgs args)
{
DialogResult dialogResult = MessageBox.Show("Are you sure you want to remove this object? This cannot be undone!", "", MessageBoxButtons.YesNo);
if (dialogResult == DialogResult.Yes)
{
((FMDL)Parent.Parent).shapes.Remove(this);
((FMDL)Parent.Parent).BFRESRender.UpdateVertexData();
Parent.Nodes.Remove(this);
}
}
public void ApplyImportSettings(BfresModelImportSettings settings, FMAT mat)
{
if (settings.FlipUVsVertical)
{
foreach (Vertex v in vertices)
{
v.uv0 = new Vector2(v.uv0.X, 1 - v.uv0.Y);
}
}
if (settings.RecalculateNormals)
{
CalculateNormals();
}
if (settings.Rotate90DegreesY)
{
TransformPosition(Vector3.Zero, new Vector3(90, 0, 0), new Vector3(1));
}
if (settings.Rotate90DegreesNegativeY)
{
TransformPosition(Vector3.Zero, new Vector3(-90, 0, 0), new Vector3(1));
}
if (settings.EnableTangents)
{
try
{
CalculateTangentBitangent();
}
catch
{
MessageBox.Show($"Failed to generate tangents for mesh {Text}");
}
}
if (settings.SetDefaultParamData)
{
foreach (var param in mat.matparam.Values)
{
switch (param.Name)
{
case "const_color0":
case "const_color1":
case "const_color2":
case "const_color3":
case "base_color_mul_color":
case "uniform0_mul_color":
case "uniform1_mul_color":
case "uniform2_mul_color":
case "uniform3_mul_color":
case "uniform4_mul_color":
case "proc_texture_2d_mul_color":
case "proc_texture_3d_mul_color":
case "displacement1_color":
case "ripple_emission_color":
case "hack_color":
case "stain_color":
case "displacement_color":
param.ValueFloat = new float[] {1,1,1,1 };
break;
case "gsys_bake_st0":
param.ValueFloat = new float[] { 1, 1, 0, 0 };
break;
case "gsys_bake_st1":
param.ValueFloat = new float[] { 1, 1, 0, 0 };
break;
}
}
}
}
private void OpenMaterialEditor(object sender, EventArgs args)
{
FormLoader.LoadMatEditor(GetMaterial());
}
private void CalcTansBitans(object sender, EventArgs args)
{
Cursor.Current = Cursors.WaitCursor;
bool HasTans = vertexAttributes.Any(x => x.Name == "_t0");
bool HasBiTans = vertexAttributes.Any(x => x.Name == "_b0");
if (!HasUV0())
{
MessageBox.Show($"Error! {Text} does not have UVs!", "", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
if (!HasBiTans)
{
DialogResult dialogResult2 = MessageBox.Show("Mesh does not have bitangents. Do you want to create them? (will make file size bigger)", "", MessageBoxButtons.YesNo);
VertexAttribute att2 = new VertexAttribute();
att2.Name = "_b0";
att2.Format = ResGFX.AttribFormat.Format_10_10_10_2_SNorm;
if (dialogResult2 == DialogResult.Yes)
{
if (!HasBiTans)
vertexAttributes.Add(att2);
}
}
if (!HasTans)
{
DialogResult dialogResult = MessageBox.Show("Mesh does not have tangets. Do you want to create them? (will make file size bigger)", "", MessageBoxButtons.YesNo);
VertexAttribute att = new VertexAttribute();
att.Name = "_t0";
att.Format = ResGFX.AttribFormat.Format_10_10_10_2_SNorm;
if (dialogResult == DialogResult.Yes)
{
if (!HasTans)
vertexAttributes.Add(att);
}
}
CalculateTangentBitangent();
SaveVertexBuffer();
BFRESRender.UpdateVertexData();
Cursor.Current = Cursors.Default;
}
public bool HasAttributeUV0()
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 vertexAttributes.Any(x => x.Name == "_u0");
}
public bool HasAttributeUV1()
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 vertexAttributes.Any(x => x.Name == "_u1");
}
public bool HasAttributeUV2()
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 vertexAttributes.Any(x => x.Name == "_u2");
}
public void FlipUvsVertical(object sender, EventArgs args)
{
if (!HasUV0())
{
MessageBox.Show($"Error! {Text} does not have UVs!", "", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
FlipUvsVertical();
SaveVertexBuffer();
BFRESRender.UpdateVertexData();
}
public void FlipUvsHorizontal(object sender, EventArgs args)
{
if (!HasUV0())
{
MessageBox.Show($"Error! {Text} does not have UVs!", "", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
FlipUvsHorizontal();
SaveVertexBuffer();
BFRESRender.UpdateVertexData();
}
public void ExportMaterials(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Materials|*.bfmat;";
sfd.DefaultExt = ".bfmat";
sfd.FileName = GetMaterial().Text;
if (sfd.ShowDialog() == DialogResult.OK)
{
GetMaterial().Material.Export(sfd.FileName, BFRESRender.resFile);
}
}
public void ReplaceMaterials(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Materials|*.bfmat;";
ofd.DefaultExt = ".bfmat";
ofd.FileName = GetMaterial().Text;
if (ofd.ShowDialog() == DialogResult.OK)
{
GetMaterial().Material.Import(ofd.FileName);
}
}
public void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Supported Formats|*.bfobj;*.fbx;*.dae; *.obj;|" +
"Bfres Object (shape/vertices) |*.bfobj|" +
"FBX |*.fbx|" +
"DAE |*.dae|" +
"OBJ |*.obj|" +
"All files(*.*)|*.*";
sfd.DefaultExt = ".bfobj";
sfd.FileName = Text;
if (sfd.ShowDialog() == DialogResult.OK)
{
string ext = System.IO.Path.GetExtension(sfd.FileName);
ext = ext.ToLower();
switch (ext)
{
case ".bfobj":
ExportBinaryObject(sfd.FileName);
break;
default:
AssimpData assimp = new AssimpData();
assimp.SaveFromObject(vertices, lodMeshes[DisplayLODIndex].faces, Text, sfd.FileName);
break;
}
}
}
public void ExportBinaryObject(string FileName)
{
Shape.Export(FileName, BFRESRender.resFile);
}
public void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bfobj;*.fbx;*.dae; *.obj;|" +
"Bfres Object (shape/vertices) |*.bfobj|" +
"FBX |*.fbx|" +
"DAE |*.dae|" +
"OBJ |*.obj|" +
"All files(*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
string ext = System.IO.Path.GetExtension(ofd.FileName);
ext = ext.ToLower();
switch (ext)
{
case ".bfobj":
Shape shp = new Shape();
shp.Import(ofd.FileName, VertexBuffer);
shp.Name = Text;
shp.MaterialIndex = (ushort)MaterialIndex;
BfresSwitch.ReadShapesVertices(this, shp, VertexBuffer, BFRESRender.models[ModelIndex]);
break;
default:
AssimpData assimp = new AssimpData();
assimp.LoadFile(ofd.FileName);
AssimpMeshSelector selector = new AssimpMeshSelector();
selector.LoadMeshes(assimp, Index);
if (selector.ShowDialog() == DialogResult.OK)
{
if (assimp.objects.Count == 0)
{
MessageBox.Show("No models found!");
return;
}
BfresModelImportSettings settings = new BfresModelImportSettings();
settings.SetModelAttributes(assimp.objects[0]);
if (settings.ShowDialog() == DialogResult.OK)
{
GenericObject obj = selector.GetSelectedMesh();
Cursor.Current = Cursors.WaitCursor;
VertexBufferIndex = obj.VertexBufferIndex;
vertices = obj.vertices;
CreateBoneList(obj, (FMDL)Parent.Parent);
VertexSkinCount = obj.MaxSkinInfluenceCount;
vertexAttributes = settings.CreateNewAttributes();
lodMeshes = obj.lodMeshes;
CreateNewBoundingBoxes();
SaveShape();
SaveVertexBuffer();
Cursor.Current = Cursors.Default;
}
}
break;
}
BFRESRender.UpdateVertexData();
}
}
public void CreateIndexList(GenericObject ob, FMDL mdl = null)
{
BoneIndices = new List<ushort>();
List<string> boneNames = new List<string>();
foreach (Vertex v in ob.vertices)
{
foreach (string bn in v.boneNames)
{
if (!boneNames.Contains(bn))
boneNames.Add(bn);
}
}
int index = 0;
foreach (STBone bone in mdl.Skeleton.bones)
{
foreach (string bnam in boneNames)
{
if (bone.Text == bnam)
{
BoneIndices.Add((ushort)index);
}
}
index++;
}
}
public void CreateBoneList(GenericObject ob, FMDL mdl)
{
string[] nodeArrStrings = new string[mdl.Skeleton.Node_Array.Length];
int CurNode = 0;
foreach (int thing in mdl.Skeleton.Node_Array)
nodeArrStrings[CurNode++] = mdl.Skeleton.bones[thing].Text;
foreach (Vertex v in ob.vertices)
{
foreach (string bn in v.boneNames)
{
foreach (var defBn in nodeArrStrings.Select((Value, Index) => new { Value, Index }))
{
if (bn == defBn.Value)
{
v.boneIds.Add(defBn.Index);
}
}
}
}
}
public void CreateNewBoundingBoxes()
{
boundingBoxes.Clear();
boundingRadius.Clear();
foreach (LOD_Mesh mesh in lodMeshes)
{
BoundingBox box = CalculateBoundingBox();
boundingBoxes.Add(box);
boundingRadius.Add((float)(box.Center.Length + box.Extend.Length));
foreach (LOD_Mesh.SubMesh sub in mesh.subMeshes)
boundingBoxes.Add(box);
}
}
private BoundingBox CalculateBoundingBox()
{
Vector3 Max = new Vector3();
Vector3 Min = new Vector3();
Min = Max = vertices[0].pos;
Min = CalculateBBMin(vertices);
Max = CalculateBBMax(vertices);
Vector3 center = (Max + Min);
Vector3 extend = Max - Min;
return new BoundingBox() { Center = center, Extend = extend };
}
private Vector3 CalculateBBMin(List<Vertex> positionVectors)
{
Vector3 minimum = new Vector3();
foreach (Vertex vtx in positionVectors)
{
if (vtx.pos.X < minimum.X) minimum.X = vtx.pos.X;
if (vtx.pos.Y < minimum.Y) minimum.Y = vtx.pos.Y;
if (vtx.pos.Z < minimum.Z) minimum.Z = vtx.pos.Z;
}
return minimum;
}
private Vector3 CalculateBBMax(List<Vertex> positionVectors)
{
Vector3 maximum = new Vector3();
foreach (Vertex vtx in positionVectors)
{
if (vtx.pos.X > maximum.X) maximum.X = vtx.pos.X;
if (vtx.pos.Y > maximum.Y) maximum.Y = vtx.pos.Y;
if (vtx.pos.Z > maximum.Z) maximum.Z = vtx.pos.Z;
}
return maximum;
}
private void UpdateShaderAssignAttributes(FMAT material)
{
material.shaderassign.samplers.Clear();
foreach (VertexAttribute att in vertexAttributes)
{
material.shaderassign.attributes.Add(att.Name, att.Name);
}
}
public int[] Faces;
public List<ushort> BoneIndices = new List<ushort>();
// for drawing
public int[] display;
public int VertexSkinCount;
public int DisplayId;
public int boneIndx;
public int VertexBufferIndex;
public int TargetAttribCount;
public List<float> boundingRadius = new List<float>();
public List<BoundingBox> boundingBoxes = new List<BoundingBox>();
public class BoundingBox
{
public Vector3 Center;
public Vector3 Extend;
}
public int DisplayLODIndex = 0;
public List<VertexAttribute> vertexAttributes = new List<VertexAttribute>();
public class VertexAttribute
{
public string Name;
public ResGFX.AttribFormat Format;
public override string ToString()
{
return Name;
}
public ResGFX.AttribFormat GetTypeWiiU(ResUGX2.GX2AttribFormat type)
{
return (ResGFX.AttribFormat)System.Enum.Parse(typeof(ResGFX.AttribFormat), $"{type.ToString()}");
}
public ResUGX2.GX2AttribFormat SetTypeWiiU(ResGFX.AttribFormat type)
{
return (ResUGX2.GX2AttribFormat)System.Enum.Parse(typeof(ResUGX2.GX2AttribFormat), type.ToString());
}
}
public void SaveShape()
{
if (!BFRES.IsWiiU)
Shape = BfresSwitch.SaveShape(this);
else
ShapeU = BfresWiiU.SaveShape(this);
}
public IList<ushort> GetIndices()
{
IList<ushort> indices = new List<ushort>();
List<string> BoneNodes = new List<string>();
foreach (Vertex vtx in vertices)
{
}
return indices;
}
public void SaveVertexBuffer()
{
if (BFRES.IsWiiU)
{
BfresWiiU.SaveVertexBuffer(this);
return;
}
VertexBufferHelper helpernx = new VertexBufferHelper(new VertexBuffer(), Syroot.BinaryData.ByteOrder.LittleEndian);
List<VertexBufferHelperAttrib> atrib = new List<VertexBufferHelperAttrib>();
UpdateVertices();
foreach (VertexAttribute att in vertexAttributes)
{
if (att.Name == "_p0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = verts.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_n0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = norms.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_u0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = uv0.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_u1")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = uv1.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_u2")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = uv2.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_w0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = weights.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_i0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = boneInd.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_b0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = bitans.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_t0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = tans.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
if (att.Name == "_c0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = colors.ToArray();
vert.Format = att.Format;
atrib.Add(vert);
}
}
if (atrib.Count == 0)
{
MessageBox.Show("Attributes are empty?");
return;
}
helpernx.Attributes = atrib;
VertexBuffer = helpernx.ToVertexBuffer();
}
internal List<Syroot.Maths.Vector4F> verts = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> norms = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> uv0 = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> uv1 = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> uv2 = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> tans = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> bitans = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> weights = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> boneInd = new List<Syroot.Maths.Vector4F>();
internal List<Syroot.Maths.Vector4F> colors = new List<Syroot.Maths.Vector4F>();
public string GetBoneNameFromIndex(FMDL mdl, int index)
{
if (index == 0)
return "";
return mdl.Skeleton.bones[mdl.Skeleton.Node_Array[index]].Text;
}
public void UpdateVertices()
{
// CalculateTangentBitangent();
foreach (Vertex vtx in vertices)
{
if (VertexSkinCount == 0 || VertexSkinCount == 1)
{
// Console.WriteLine("Old " + vtx.pos);
// vtx.pos = TransformLocal(vtx.pos);
// vtx.nrm = TransformLocal(vtx.nrm, false);
// Console.WriteLine("New " + vtx.pos);
}
// Console.WriteLine($"Weight count {vtx.boneWeights.Count}");
// Console.WriteLine($"Index count {vtx.boneIds.Count}");
verts.Add(new Syroot.Maths.Vector4F(vtx.pos.X, vtx.pos.Y, vtx.pos.Z, 1.0f));
norms.Add(new Syroot.Maths.Vector4F(vtx.nrm.X, vtx.nrm.Y, vtx.nrm.Z, 0));
uv0.Add(new Syroot.Maths.Vector4F(vtx.uv0.X, vtx.uv0.Y, 0, 0));
uv1.Add(new Syroot.Maths.Vector4F(vtx.uv1.X, vtx.uv1.Y, 0, 0));
uv2.Add(new Syroot.Maths.Vector4F(vtx.uv2.X, vtx.uv2.Y, 0, 0));
tans.Add(new Syroot.Maths.Vector4F(vtx.tan.X, vtx.tan.Y, vtx.tan.Z, vtx.tan.W));
bitans.Add(new Syroot.Maths.Vector4F(vtx.bitan.X, vtx.bitan.Y, vtx.bitan.Z, vtx.bitan.W));
if (vtx.boneWeights.Count == 0)
{
vtx.boneWeights.Add(0);
vtx.boneWeights.Add(0);
vtx.boneWeights.Add(0);
vtx.boneWeights.Add(0);
}
if (vtx.boneWeights.Count == 1)
{
vtx.boneWeights.Add(0);
vtx.boneWeights.Add(0);
vtx.boneWeights.Add(0);
}
if (vtx.boneWeights.Count == 2)
{
vtx.boneWeights.Add(0);
vtx.boneWeights.Add(0);
}
if (vtx.boneWeights.Count == 3)
{
vtx.boneWeights.Add(0);
}
if (vtx.boneIds.Count == 0)
{
vtx.boneIds.Add(0);
vtx.boneIds.Add(0);
vtx.boneIds.Add(0);
vtx.boneIds.Add(0);
}
if (vtx.boneIds.Count == 1)
{
vtx.boneIds.Add(0);
vtx.boneIds.Add(0);
vtx.boneIds.Add(0);
}
if (vtx.boneIds.Count == 2)
{
vtx.boneIds.Add(0);
vtx.boneIds.Add(0);
}
if (vtx.boneIds.Count == 3)
{
vtx.boneIds.Add(0);
}
weights.Add(new Syroot.Maths.Vector4F(vtx.boneWeights[0], vtx.boneWeights[1], vtx.boneWeights[2], vtx.boneWeights[3]));
boneInd.Add(new Syroot.Maths.Vector4F(vtx.boneIds[0], vtx.boneIds[1], vtx.boneIds[2], vtx.boneIds[3]));
colors.Add(new Syroot.Maths.Vector4F(vtx.col.X, vtx.col.Y, vtx.col.Z, vtx.col.W));
}
}
public List<DisplayVertex> CreateDisplayVertices()
{
// rearrange faces
display = lodMeshes[DisplayLODIndex].getDisplayFace().ToArray();
List<DisplayVertex> displayVertList = new List<DisplayVertex>();
if (lodMeshes[DisplayLODIndex].faces.Count <= 3)
return displayVertList;
foreach (Vertex v in vertices)
{
DisplayVertex displayVert = new DisplayVertex()
{
pos = v.pos,
nrm = v.nrm,
tan = v.tan.Xyz,
bit = v.bitan.Xyz,
col = v.col,
uv = v.uv0,
uv2 = v.uv1,
uv3 = v.uv2,
node = new Vector4(
v.boneIds.Count > 0 ? v.boneIds[0] : -1,
v.boneIds.Count > 1 ? v.boneIds[1] : -1,
v.boneIds.Count > 2 ? v.boneIds[2] : -1,
v.boneIds.Count > 3 ? v.boneIds[3] : -1),
weight = new Vector4(
v.boneWeights.Count > 0 ? v.boneWeights[0] : 0,
v.boneWeights.Count > 1 ? v.boneWeights[1] : 0,
v.boneWeights.Count > 2 ? v.boneWeights[2] : 0,
v.boneWeights.Count > 3 ? v.boneWeights[3] : 0),
};
displayVertList.Add(displayVert);
/* Console.WriteLine($"---------------------------------------------------------------------------------------");
Console.WriteLine($"Position {displayVert.pos.X} {displayVert.pos.Y} {displayVert.pos.Z}");
Console.WriteLine($"Normal {displayVert.nrm.X} {displayVert.nrm.Y} {displayVert.nrm.Z}");
Console.WriteLine($"Binormal {displayVert.bit.X} {displayVert.bit.Y} {displayVert.bit.Z}");
Console.WriteLine($"Tanget {displayVert.tan.X} {displayVert.tan.Y} {displayVert.tan.Z}");
Console.WriteLine($"Color {displayVert.col.X} {displayVert.col.Y} {displayVert.col.Z} {displayVert.col.W}");
Console.WriteLine($"UV Layer 1 {displayVert.uv.X} {displayVert.uv.Y}");
Console.WriteLine($"UV Layer 2 {displayVert.uv2.X} {displayVert.uv2.Y}");
Console.WriteLine($"UV Layer 3 {displayVert.uv3.X} {displayVert.uv3.Y}");
Console.WriteLine($"Bone Index {displayVert.node.X} {displayVert.node.Y} {displayVert.node.Z} {displayVert.node.W}");
Console.WriteLine($"Weights {displayVert.weight.X} {displayVert.weight.Y} {displayVert.weight.Z} {displayVert.weight.W}");
Console.WriteLine($"---------------------------------------------------------------------------------------");*/
}
return displayVertList;
}
}
}