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Switch-Toolbox/Switch_FileFormatsMain/FileFormats/Texture/BNTX.cs

1225 lines
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C#
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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
using System;
using System.IO;
using System.Drawing;
using System.Drawing.Imaging;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using System.ComponentModel;
using System.Text;
using System.Threading;
using Syroot.NintenTools.NSW.Bntx;
using Syroot.NintenTools.NSW.Bntx.GFX;
using System.Runtime.InteropServices;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Forms;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Animations;
namespace FirstPlugin
{
public class BNTX : TreeNodeFile, IFileFormat
{
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "BNTX" };
public string[] Extension { get; set; } = new string[] { "*.bntx" };
public string FileName { get; set; }
public string FilePath { get; set; }
public IFileInfo IFileInfo { get; set; }
public BNTX()
{
ImageKey = "bntx";
SelectedImageKey = "bntx";
}
public bool Identify(System.IO.Stream stream)
{
using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
{
return reader.CheckSignature(4, "BNTX");
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
types.Add(typeof(MenuExt));
return types.ToArray();
}
}
class MenuExt : IFileMenuExtension
{
public STToolStripItem[] NewFileMenuExtensions => newFileExt;
public STToolStripItem[] NewFromFileMenuExtensions => null;
public STToolStripItem[] ToolsMenuExtensions => toolExt;
public STToolStripItem[] TitleBarExtensions => null;
public STToolStripItem[] CompressionMenuExtensions => null;
public STToolStripItem[] ExperimentalMenuExtensions => null;
STToolStripItem[] toolExt = new STToolStripItem[1];
STToolStripItem[] newFileExt = new STToolStripItem[1];
public MenuExt()
{
toolExt[0] = new STToolStripItem("Extract BNTX");
toolExt[0].Click += Export;
newFileExt[0] = new STToolStripItem("BNTX");
newFileExt[0].Click += New;
}
private void New(object sender, EventArgs args)
{
BNTX bntx = new BNTX();
bntx.IFileInfo = new IFileInfo();
bntx.FileName = "textures";
bntx.Load(new MemoryStream(CreateNewBNTX("textures")));
ObjectEditor editor = new ObjectEditor();
editor.Text = "Untitled-" + 0;
editor.treeViewCustom1.Nodes.Add(bntx);
LibraryGUI.Instance.CreateMdiWindow(editor);
}
private void Export(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
foreach (string file in ofd.FileNames)
{
FileReader reader = new FileReader(ofd.FileName);
reader.Seek(16, SeekOrigin.Begin);
int offsetName = reader.ReadInt32();
reader.Seek(offsetName, SeekOrigin.Begin);
string Name = reader.ReadString(Syroot.BinaryData.BinaryStringFormat.ZeroTerminated);
reader.Close();
reader.Dispose();
// System.IO.File.Move(file, Name);
}
}
}
}
public Dictionary<string, TextureData> Textures;
public PropertieGridData prop;
public BntxFile BinaryTexFile;
public string FileNameText;
private bool hasParent;
public bool HasParent
{
get
{
hasParent = Parent != null;
if (ContextMenuStrip != null)
{
ContextMenuStrip.Items[0].Enabled = hasParent;
ContextMenuStrip.Items[6].Enabled = hasParent;
}
return hasParent;
}
}
public bool CanReplace;
public bool AllGLInitialized
{
get
{
if (Textures.Any(item => item.Value.RenderableTex.GLInitialized == false))
return false;
else
return true;
}
}
public void Load(Stream stream)
{
if (IFileInfo == null)
IFileInfo = new IFileInfo();
IFileInfo.UseEditMenu = true;
CanSave = true;
FileNameText = FileName;
LoadFile(stream, Name);
PluginRuntime.bntxContainers.Add(this);
//Check if bntx is parented to determine if an archive is used
bool checkParent = HasParent;
ContextMenuStrip = new STContextMenuStrip();
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Export", null, Save, Keys.Control | Keys.E));
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Replace", null, Import, Keys.Control | Keys.R));
ContextMenuStrip.Items.Add(new ToolStripSeparator());
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Import Texture", null, ImportTextureAction, Keys.Control | Keys.I));
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Replace Textures (From Folder)", null, ReplaceAll, Keys.Control | Keys.T));
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
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Export All Textures", null, ExportAll, Keys.Control | Keys.A));
ContextMenuStrip.Items.Add(new ToolStripSeparator());
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Rename", null, Rename, Keys.Control | Keys.N));
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Sort", null, SortTextures, Keys.Control | Keys.S));
ContextMenuStrip.Items.Add(new ToolStripSeparator());
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Clear", null, Clear, Keys.Control | Keys.C));
}
public void Unload()
{
foreach (var tex in Textures)
tex.Value.DisposeRenderable();
Textures.Clear();
Nodes.Clear();
this.BinaryTexFile = null;
if (PluginRuntime.bntxContainers.Contains(this))
PluginRuntime.bntxContainers.Remove(this);
}
public static byte[] CreateNewBNTX(string Name)
{
MemoryStream mem = new MemoryStream();
BntxFile bntx = new BntxFile();
bntx.Target = new char[] { 'N', 'X', ' ', ' ' };
bntx.Name = Name;
bntx.Alignment = 0xC;
bntx.TargetAddressSize = 0x40;
bntx.VersionMajor = 0;
bntx.VersionMajor2 = 4;
bntx.VersionMinor = 0;
bntx.VersionMinor2 = 0;
bntx.Textures = new List<Texture>();
bntx.TextureDict = new ResDict();
bntx.RelocationTable = new RelocationTable();
bntx.Flag = 0;
bntx.Save(mem);
var data = mem.ToArray();
mem.Close();
mem.Dispose();
return data;
}
public void RemoveTexture(TextureData textureData)
{
Nodes.Remove(textureData);
Textures.Remove(textureData.Text);
LibraryGUI.Instance.UpdateViewport();
}
public override void OnClick(TreeView treeView)
{
STPropertyGrid editor = (STPropertyGrid)LibraryGUI.Instance.GetActiveContent(typeof(STPropertyGrid));
if (editor == null)
{
editor = new STPropertyGrid();
LibraryGUI.Instance.LoadEditor(editor);
}
editor.Text = Text;
editor.Dock = DockStyle.Fill;
editor.LoadProperty(BinaryTexFile, OnPropertyChanged);
}
public void OnPropertyChanged(){ Text = BinaryTexFile.Name; }
//Check right click to enable/disable certain context menus
public override void OnMouseRightClick(TreeView treeview)
{
bool checkParent = HasParent;
}
public void LoadFile(Stream stream, string Name = "")
{
Textures = new Dictionary<string, TextureData>(StringComparer.InvariantCultureIgnoreCase);
BinaryTexFile = new BntxFile(stream);
Text = BinaryTexFile.Name;
foreach (Texture tex in BinaryTexFile.Textures)
{
TextureData texData = new TextureData(tex, BinaryTexFile);
Nodes.Add(texData);
Textures.Add(tex.Name, texData);
}
BinaryTexFile.Textures.Clear(); //We don't need these in memeory anymore
BinaryTexFile.TextureDict.Clear();
}
private void ImportTextureAction(object sender, EventArgs args) {
ImportTexture();
}
public void ImportTexture()
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = FileFilters.GetFilter(typeof(TextureData));
ofd.DefaultExt = "bftex";
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
ImportTexture(ofd.FileNames);
}
}
public void ImportTexture(string[] FileNames)
{
BinaryTextureImporterList importer = new BinaryTextureImporterList();
List<TextureImporterSettings> settings = new List<TextureImporterSettings>();
foreach (string name in FileNames)
{
string ext = Path.GetExtension(name);
ext = ext.ToLower();
if (ext == ".dds" || ext == ".bftex" || ext == ".astc")
{
AddTexture(name);
}
else
{
settings.Add(LoadSettings(name));
}
}
if (settings.Count == 0)
{
importer.Dispose();
return;
}
importer.LoadSettings(settings);
if (importer.ShowDialog() == DialogResult.OK)
{
ImportTexture(settings);
}
settings.Clear();
GC.Collect();
Cursor.Current = Cursors.Default;
}
public void ImportTexture(ImageKeyFrame[] Keys, string TextureName)
{
BinaryTextureImporterList importer = new BinaryTextureImporterList();
List<TextureImporterSettings> settings = new List<TextureImporterSettings>();
foreach (ImageKeyFrame key in Keys) {
settings.Add(LoadSettings(key.Image, $"{TextureName}{key.Frame}"));
}
if (settings.Count == 0) {
importer.Dispose();
return;
}
importer.LoadSettings(settings);
if (importer.ShowDialog() == DialogResult.OK)
{
ImportTexture(settings);
}
settings.Clear();
GC.Collect();
Cursor.Current = Cursors.Default;
}
private void ImportTexture(List<TextureImporterSettings> settings)
{
Cursor.Current = Cursors.WaitCursor;
foreach (var setting in settings)
{
if (setting.GenerateMipmaps)
{
setting.DataBlockOutput.Clear();
setting.DataBlockOutput.Add(setting.GenerateMips());
}
if (setting.DataBlockOutput != null)
{
Texture tex = setting.FromBitMap(setting.DataBlockOutput, setting);
if (setting.textureData == null)
setting.textureData = new TextureData(tex, BinaryTexFile);
int i = 0;
if (Textures.ContainsKey(setting.textureData.Text))
{
setting.textureData.Text = setting.textureData.Text + i++;
}
Nodes.Add(setting.textureData);
Textures.Add(setting.textureData.Text, setting.textureData);
setting.textureData.LoadOpenGLTexture();
}
else
{
MessageBox.Show("Something went wrong???");
}
}
}
//This function is an optional feature that will import a dummy texture if one is missing in the materials
public void ImportPlaceholderTexture(string TextureName)
{
if (Textures.ContainsKey(TextureName))
return;
if (TextureName == "Basic_Alb")
ImportBasicTextures("Basic_Alb");
else if (TextureName == "Basic_Nrm")
ImportBasicTextures("Basic_Nrm");
else if (TextureName == "Basic_Spm")
ImportBasicTextures("Basic_Spm");
else if (TextureName == "Basic_Sphere")
ImportBasicTextures("Basic_Sphere");
else if (TextureName == "Basic_Mtl")
ImportBasicTextures("Basic_Mtl");
else if (TextureName == "Basic_Rgh")
ImportBasicTextures("Basic_Rgh");
else if (TextureName == "Basic_MRA")
ImportBasicTextures("Basic_MRA");
else if (TextureName == "Basic_Bake_st0")
ImportBasicTextures("Basic_Bake_st0");
else if (TextureName == "Basic_Bake_st1")
ImportBasicTextures("Basic_Bake_st1");
else if (TextureName == "Basic_Emm")
ImportBasicTextures("Basic_Emm");
else
{
ImportPlaceholderTexture(Properties.Resources.InjectTexErrored, TextureName);
}
}
private void ImportPlaceholderTexture(byte[] data, string TextureName)
{
TextureImporterSettings importDDS = new TextureImporterSettings();
importDDS.LoadDDS(TextureName, data);
Texture tex = importDDS.FromBitMap(importDDS.DataBlockOutput, importDDS);
TextureData texData = new TextureData(tex, BinaryTexFile);
texData.Text = TextureName;
Nodes.Add(texData);
Textures.Add(TextureName, texData);
texData.LoadOpenGLTexture();
}
public void ImportBasicTextures(string TextureName, bool BC5Nrm = true)
{
if (Textures.ContainsKey(TextureName))
return;
if (TextureName == "Basic_Alb")
ImportPlaceholderTexture(Properties.Resources.InjectTexErrored, TextureName);
if (TextureName == "Basic_Nrm" && BC5Nrm)
ImportPlaceholderTexture(Properties.Resources.Basic_NrmBC5, TextureName);
if (TextureName == "Basic_Nrm" && BC5Nrm == false)
ImportPlaceholderTexture(Properties.Resources.Basic_Nrm, TextureName);
if (TextureName == "Basic_Spm")
ImportPlaceholderTexture(Properties.Resources.Black, TextureName);
if (TextureName == "Basic_Sphere")
ImportPlaceholderTexture(Properties.Resources.Black, TextureName);
if (TextureName == "Basic_Mtl")
ImportPlaceholderTexture(Properties.Resources.Black, TextureName);
if (TextureName == "Basic_Rgh")
ImportPlaceholderTexture(Properties.Resources.White, TextureName);
if (TextureName == "Basic_MRA")
ImportPlaceholderTexture(Properties.Resources.Black, TextureName);
if (TextureName == "Basic_Bake_st0")
ImportPlaceholderTexture(Properties.Resources.Basic_Bake_st0, TextureName);
if (TextureName == "Basic_Bake_st1")
ImportPlaceholderTexture(Properties.Resources.Basic_Bake_st1, TextureName);
}
public TextureImporterSettings LoadSettings(Image image, string Name)
{
var importer = new TextureImporterSettings();
importer.LoadBitMap(image, Name);
return importer;
}
public TextureImporterSettings LoadSettings(string name)
{
var importer = new TextureImporterSettings();
string ext = Path.GetExtension(name);
ext = ext.ToLower();
switch (ext)
{
case ".bftex":
Texture tex = new Texture();
tex.Import(name);
break;
case ".dds":
importer.LoadDDS(name);
break;
default:
importer.LoadBitMap(name);
break;
}
return importer;
}
public TextureData AddTexture(string name)
{
var importer = new TextureImporterSettings();
Texture tex = null;
TextureData texData = null;
string ext = Path.GetExtension(name);
ext = ext.ToLower();
switch (ext)
{
case ".bftex":
tex = new Texture();
tex.Import(name);
texData = new TextureData(tex, BinaryTexFile);
break;
case ".dds":
case ".dds2":
importer.LoadDDS(name);
tex = importer.FromBitMap(importer.DataBlockOutput, importer);
texData = new TextureData(tex, BinaryTexFile);
break;
case ".astc":
importer.LoadASTC(name);
tex = importer.FromBitMap(importer.DataBlockOutput, importer);
texData = new TextureData(tex, BinaryTexFile);
break;
default:
break;
}
if (texData != null)
{
List<string> keyList = new List<string>(Textures.Keys);
texData.Text = Utils.RenameDuplicateString(keyList, texData.Text);
texData.Load(texData.Texture);
Nodes.Add(texData);
Textures.Add(texData.Text, texData);
}
return texData;
}
private void Clear(object sender, EventArgs args)
{
var result = MessageBox.Show("Are you sure you want to clear this section? This cannot be undone!",
"", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
{
Nodes.Clear();
Textures.Clear();
GC.Collect();
}
}
private void ReplaceAll(object sender, EventArgs args)
{
FolderSelectDialog sfd = new FolderSelectDialog();
if (sfd.ShowDialog() == DialogResult.OK)
{
foreach (string file in System.IO.Directory.GetFiles(sfd.SelectedPath))
{
string FileName = System.IO.Path.GetFileNameWithoutExtension(file);
foreach (TextureData node in Textures.Values)
{
if (FileName == node.Text)
{
node.Replace(file);
}
}
}
}
}
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
private void ExportAll(object sender, EventArgs args)
{
List<string> Formats = new List<string>();
Formats.Add("Cafe Binary Textures (.bftex)");
Formats.Add("Microsoft DDS (.dds)");
Formats.Add("Portable Graphics Network (.png)");
Formats.Add("Joint Photographic Experts Group (.jpg)");
Formats.Add("Bitmap Image (.bmp)");
Formats.Add("Tagged Image File Format (.tiff)");
FolderSelectDialog sfd = new FolderSelectDialog();
if (sfd.ShowDialog() == DialogResult.OK)
{
string folderPath = sfd.SelectedPath;
BatchFormatExport form = new BatchFormatExport(Formats);
if (form.ShowDialog() == DialogResult.OK)
{
foreach (TextureData tex in Nodes)
{
if (form.Index == 0)
tex.SaveBinaryTexture(folderPath + '\\' + tex.Text + ".bftex");
else if (form.Index == 1)
tex.SaveDDS(folderPath + '\\' + tex.Text + ".dds");
else if (form.Index == 2)
tex.SaveBitMap(folderPath + '\\' + tex.Text + ".png");
else if (form.Index == 3)
tex.SaveBitMap(folderPath + '\\' + tex.Text + ".jpg");
else if (form.Index == 4)
tex.SaveBitMap(folderPath + '\\' + tex.Text + ".bmp");
else if (form.Index == 5)
tex.SaveBitMap(folderPath + '\\' + tex.Text + ".tiff");
}
}
}
}
bool SortedAscending;
private void SortTextures(object sender, EventArgs args)
{
}
public byte[] Save()
{
BinaryTexFile.Textures.Clear();
BinaryTexFile.TextureDict.Clear();
foreach (TextureData tex in Textures.Values)
{
if (tex.IsEdited)
{
for (int i = 0; i < tex.EditedImages.Length; i++)
{
tex.SetImageData(tex.EditedImages[i].bitmap, tex.EditedImages[i].ArrayLevel);
tex.EditedImages[i].bitmap.Dispose();
}
tex.EditedImages = new EditedBitmap[0];
}
tex.Texture.Name = tex.Text;
BinaryTexFile.Textures.Add(tex.Texture);
BinaryTexFile.TextureDict.Add(tex.Text);
}
MemoryStream mem = new MemoryStream();
BinaryTexFile.Save(mem);
return mem.ToArray();
}
public class PropertieGridData
{
[Browsable(true)]
[Category("BNTX")]
[DisplayName("Name")]
public string Name { get; set; }
[Browsable(true)]
[Category("BNTX")]
[DisplayName("Original Path")]
public string Path { get; set; }
[Browsable(true)]
[Category("BNTX")]
[DisplayName("Target")]
public string Target { get; set; }
[Browsable(true)]
[ReadOnly(true)]
[Category("Versions")]
[DisplayName("Full Version")]
public string VersionFull { get; set; }
[Browsable(true)]
[Category("Versions")]
[DisplayName("Version Major 1")]
public uint VersionMajor { get; set; }
[Browsable(true)]
[Category("Versions")]
[DisplayName("Version Major 2")]
public uint VersionMajor2 { get; set; }
[Browsable(true)]
[Category("Versions")]
[DisplayName("Version Minor 1")]
public uint VersionMinor { get; set; }
[Browsable(true)]
[Category("Versions")]
[DisplayName("Version Minor 2")]
public uint VersionMinor2 { get; set; }
}
private void Import(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
if (ofd.ShowDialog() == DialogResult.OK)
{
LoadFile(new MemoryStream(File.ReadAllBytes(ofd.FileName)));
}
}
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 Save(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.DefaultExt = "bntx";
sfd.Filter = "Supported Formats|*.bntx;";
sfd.FileName = FileName;
if (sfd.ShowDialog() == DialogResult.OK)
{
STFileSaver.SaveFileFormat(this, sfd.FileName);
}
}
}
public class TextureData : STGenericTexture
{
public override TEX_FORMAT[] SupportedFormats
{
get
{
return new TEX_FORMAT[]
{
TEX_FORMAT.BC1_UNORM,
TEX_FORMAT.BC1_UNORM_SRGB,
TEX_FORMAT.BC2_UNORM,
TEX_FORMAT.BC2_UNORM_SRGB,
TEX_FORMAT.BC3_UNORM,
TEX_FORMAT.BC3_UNORM_SRGB,
TEX_FORMAT.BC4_UNORM,
TEX_FORMAT.BC4_SNORM,
TEX_FORMAT.BC5_UNORM,
TEX_FORMAT.BC5_SNORM,
TEX_FORMAT.BC6H_UF16,
TEX_FORMAT.BC6H_SF16,
TEX_FORMAT.BC7_UNORM,
TEX_FORMAT.BC7_UNORM_SRGB,
TEX_FORMAT.B5G5R5A1_UNORM,
TEX_FORMAT.B5G6R5_UNORM,
TEX_FORMAT.B8G8R8A8_UNORM_SRGB,
TEX_FORMAT.B8G8R8A8_UNORM,
TEX_FORMAT.R10G10B10A2_UNORM,
TEX_FORMAT.R16_UNORM,
TEX_FORMAT.B4G4R4A4_UNORM,
TEX_FORMAT.B5_G5_R5_A1_UNORM,
TEX_FORMAT.R8G8B8A8_UNORM_SRGB,
TEX_FORMAT.R8G8B8A8_UNORM,
TEX_FORMAT.R8_UNORM,
TEX_FORMAT.R8G8_UNORM,
TEX_FORMAT.R32G8X24_FLOAT,
TEX_FORMAT.ASTC_10x10_SRGB,
TEX_FORMAT.ASTC_10x10_UNORM,
TEX_FORMAT.ASTC_10x5_SRGB,
TEX_FORMAT.ASTC_10x5_UNORM,
TEX_FORMAT.ASTC_10x6_SRGB,
TEX_FORMAT.ASTC_10x6_UNORM,
TEX_FORMAT.ASTC_10x8_SRGB,
TEX_FORMAT.ASTC_10x8_UNORM,
TEX_FORMAT.ASTC_12x10_SRGB,
TEX_FORMAT.ASTC_12x10_UNORM,
TEX_FORMAT.ASTC_12x12_SRGB,
TEX_FORMAT.ASTC_12x12_UNORM,
TEX_FORMAT.ASTC_4x4_SRGB,
TEX_FORMAT.ASTC_4x4_UNORM,
TEX_FORMAT.ASTC_5x4_SRGB,
TEX_FORMAT.ASTC_5x4_UNORM,
TEX_FORMAT.ASTC_5x5_SRGB,
TEX_FORMAT.ASTC_5x5_UNORM,
TEX_FORMAT.ASTC_6x5_SRGB,
TEX_FORMAT.ASTC_6x5_UNORM,
TEX_FORMAT.ASTC_6x6_SRGB,
TEX_FORMAT.ASTC_6x6_UNORM,
TEX_FORMAT.ASTC_8x5_SRGB,
TEX_FORMAT.ASTC_8x5_UNORM,
TEX_FORMAT.ASTC_8x6_SRGB,
TEX_FORMAT.ASTC_8x6_UNORM,
TEX_FORMAT.ASTC_8x8_SRGB,
TEX_FORMAT.ASTC_8x8_UNORM,
};
}
}
public override bool CanEdit { get; set; } = true;
public Texture Texture;
public TextureData()
{
ImageKey = "Texture";
SelectedImageKey = "Texture";
}
public TextureData(Texture tex, BntxFile bntx)
{
Load(tex);
}
public void Load(Texture tex, int target = 1)
{
ImageKey = "Texture";
SelectedImageKey = "Texture";
Texture = tex;
Text = tex.Name;
Width = tex.Width;
Height = tex.Height;
ArrayCount = (uint)tex.TextureData.Count;
MipCount = (uint)tex.TextureData[0].Count;
Format = ConvertFormat(tex.Format);
2019-04-01 22:44:23 +02:00
ContextMenuStrip = new STContextMenuStrip();
2019-04-01 22:43:27 +02:00
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Export", null, Export, Keys.Control | Keys.E));
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Replace", null, Replace, Keys.Control | Keys.R));
ContextMenuStrip.Items.Add(new ToolStripSeparator());
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Rename", null, Rename, Keys.Control | Keys.N));
ContextMenuStrip.Items.Add(new ToolStripSeparator());
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Delete", null, Remove, Keys.Control | Keys.Delete));
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
// LoadOpenGLTexture();
}
public static SurfaceFormat GenericToBntxSurfaceFormat(TEX_FORMAT texFormat)
{
switch (texFormat)
{
case TEX_FORMAT.BC1_UNORM: return SurfaceFormat.BC1_UNORM;
case TEX_FORMAT.BC1_UNORM_SRGB: return SurfaceFormat.BC1_SRGB;
case TEX_FORMAT.BC2_UNORM: return SurfaceFormat.BC2_UNORM;
case TEX_FORMAT.BC2_UNORM_SRGB: return SurfaceFormat.BC2_SRGB;
case TEX_FORMAT.BC3_UNORM: return SurfaceFormat.BC3_UNORM;
case TEX_FORMAT.BC3_UNORM_SRGB: return SurfaceFormat.BC3_SRGB;
case TEX_FORMAT.BC4_UNORM: return SurfaceFormat.BC4_UNORM;
case TEX_FORMAT.BC4_SNORM: return SurfaceFormat.BC4_SNORM;
case TEX_FORMAT.BC5_UNORM: return SurfaceFormat.BC5_UNORM;
case TEX_FORMAT.BC5_SNORM: return SurfaceFormat.BC5_SNORM;
case TEX_FORMAT.BC6H_UF16: return SurfaceFormat.BC6_UFLOAT;
case TEX_FORMAT.BC6H_SF16: return SurfaceFormat.BC6_UFLOAT;
case TEX_FORMAT.BC7_UNORM: return SurfaceFormat.BC7_UNORM;
case TEX_FORMAT.BC7_UNORM_SRGB: return SurfaceFormat.BC7_SRGB;
case TEX_FORMAT.B5G5R5A1_UNORM: return SurfaceFormat.B5_G5_R5_A1_UNORM;
case TEX_FORMAT.B5G6R5_UNORM: return SurfaceFormat.B5_G6_R5_UNORM;
case TEX_FORMAT.B8G8R8A8_UNORM_SRGB: return SurfaceFormat.B8_G8_R8_A8_SRGB;
case TEX_FORMAT.B8G8R8A8_UNORM: return SurfaceFormat.B8_G8_R8_A8_UNORM;
case TEX_FORMAT.R10G10B10A2_UNORM: return SurfaceFormat.R10_G10_B10_A2_UNORM;
case TEX_FORMAT.R16_UNORM: return SurfaceFormat.R16_UNORM;
case TEX_FORMAT.B4G4R4A4_UNORM: return SurfaceFormat.R4_G4_B4_A4_UNORM;
case TEX_FORMAT.B5_G5_R5_A1_UNORM: return SurfaceFormat.R5_G5_B5_A1_UNORM;
case TEX_FORMAT.R8G8B8A8_UNORM_SRGB: return SurfaceFormat.R8_G8_B8_A8_SRGB;
case TEX_FORMAT.R8G8B8A8_UNORM: return SurfaceFormat.R8_G8_B8_A8_UNORM;
case TEX_FORMAT.R8_UNORM: return SurfaceFormat.R8_UNORM;
case TEX_FORMAT.R8G8_UNORM: return SurfaceFormat.R8_G8_UNORM;
case TEX_FORMAT.R32G8X24_FLOAT: return SurfaceFormat.R32_G8_X24_FLOAT;
case TEX_FORMAT.ASTC_10x10_SRGB: return SurfaceFormat.ASTC_10x10_SRGB;
case TEX_FORMAT.ASTC_10x10_UNORM: return SurfaceFormat.ASTC_10x10_UNORM;
case TEX_FORMAT.ASTC_10x5_SRGB: return SurfaceFormat.ASTC_10x5_SRGB;
case TEX_FORMAT.ASTC_10x5_UNORM: return SurfaceFormat.ASTC_10x5_UNORM;
case TEX_FORMAT.ASTC_10x6_SRGB: return SurfaceFormat.ASTC_10x6_SRGB;
case TEX_FORMAT.ASTC_10x6_UNORM: return SurfaceFormat.ASTC_10x6_UNORM;
case TEX_FORMAT.ASTC_10x8_SRGB: return SurfaceFormat.ASTC_10x8_SRGB;
case TEX_FORMAT.ASTC_10x8_UNORM: return SurfaceFormat.ASTC_10x8_UNORM;
case TEX_FORMAT.ASTC_12x10_SRGB: return SurfaceFormat.ASTC_12x10_SRGB;
case TEX_FORMAT.ASTC_12x10_UNORM: return SurfaceFormat.ASTC_12x10_UNORM;
case TEX_FORMAT.ASTC_12x12_SRGB: return SurfaceFormat.ASTC_12x12_SRGB;
case TEX_FORMAT.ASTC_12x12_UNORM: return SurfaceFormat.ASTC_12x12_UNORM;
case TEX_FORMAT.ASTC_4x4_SRGB: return SurfaceFormat.ASTC_4x4_SRGB;
case TEX_FORMAT.ASTC_4x4_UNORM: return SurfaceFormat.ASTC_4x4_UNORM;
case TEX_FORMAT.ASTC_5x4_SRGB: return SurfaceFormat.ASTC_5x4_SRGB;
case TEX_FORMAT.ASTC_5x4_UNORM: return SurfaceFormat.ASTC_5x4_UNORM;
case TEX_FORMAT.ASTC_5x5_SRGB: return SurfaceFormat.ASTC_5x5_SRGB;
case TEX_FORMAT.ASTC_5x5_UNORM: return SurfaceFormat.ASTC_5x5_UNORM;
case TEX_FORMAT.ASTC_6x5_SRGB: return SurfaceFormat.ASTC_6x5_SRGB;
case TEX_FORMAT.ASTC_6x5_UNORM: return SurfaceFormat.ASTC_6x5_UNORM;
case TEX_FORMAT.ASTC_6x6_SRGB: return SurfaceFormat.ASTC_6x6_SRGB;
case TEX_FORMAT.ASTC_6x6_UNORM: return SurfaceFormat.ASTC_6x6_UNORM;
case TEX_FORMAT.ASTC_8x5_SRGB: return SurfaceFormat.ASTC_8x5_SRGB;
case TEX_FORMAT.ASTC_8x5_UNORM: return SurfaceFormat.ASTC_8x5_UNORM;
case TEX_FORMAT.ASTC_8x6_SRGB: return SurfaceFormat.ASTC_8x6_SRGB;
case TEX_FORMAT.ASTC_8x6_UNORM: return SurfaceFormat.ASTC_8x6_UNORM;
case TEX_FORMAT.ASTC_8x8_SRGB: return SurfaceFormat.ASTC_8x8_SRGB;
case TEX_FORMAT.ASTC_8x8_UNORM: return SurfaceFormat.ASTC_8x8_UNORM;
default:
throw new Exception($"Cannot convert format {texFormat}");
}
}
public static TEX_FORMAT ConvertFormat(SurfaceFormat surfaceFormat)
{
switch (surfaceFormat)
{
case SurfaceFormat.BC1_UNORM: return TEX_FORMAT.BC1_UNORM;
case SurfaceFormat.BC1_SRGB: return TEX_FORMAT.BC1_UNORM_SRGB;
case SurfaceFormat.BC2_UNORM: return TEX_FORMAT.BC2_UNORM;
case SurfaceFormat.BC2_SRGB: return TEX_FORMAT.BC2_UNORM;
case SurfaceFormat.BC3_UNORM: return TEX_FORMAT.BC3_UNORM;
case SurfaceFormat.BC3_SRGB: return TEX_FORMAT.BC3_UNORM;
case SurfaceFormat.BC4_UNORM: return TEX_FORMAT.BC4_UNORM;
case SurfaceFormat.BC4_SNORM: return TEX_FORMAT.BC4_SNORM;
case SurfaceFormat.BC5_UNORM: return TEX_FORMAT.BC5_UNORM;
case SurfaceFormat.BC5_SNORM: return TEX_FORMAT.BC5_SNORM;
case SurfaceFormat.BC6_UFLOAT: return TEX_FORMAT.BC6H_UF16;
case SurfaceFormat.BC6_FLOAT: return TEX_FORMAT.BC6H_SF16;
case SurfaceFormat.BC7_UNORM: return TEX_FORMAT.BC7_UNORM;
case SurfaceFormat.BC7_SRGB: return TEX_FORMAT.BC7_UNORM;
case SurfaceFormat.A1_B5_G5_R5_UNORM: return TEX_FORMAT.B5G5R5A1_UNORM;
case SurfaceFormat.A4_B4_G4_R4_UNORM: return TEX_FORMAT.B4G4R4A4_UNORM;
case SurfaceFormat.B5_G5_R5_A1_UNORM: return TEX_FORMAT.B5G5R5A1_UNORM;
case SurfaceFormat.B5_G6_R5_UNORM: return TEX_FORMAT.B5G6R5_UNORM;
case SurfaceFormat.B8_G8_R8_A8_SRGB: return TEX_FORMAT.B8G8R8A8_UNORM_SRGB;
case SurfaceFormat.B8_G8_R8_A8_UNORM: return TEX_FORMAT.B8G8R8A8_UNORM;
case SurfaceFormat.R10_G10_B10_A2_UNORM: return TEX_FORMAT.R10G10B10A2_UNORM;
case SurfaceFormat.R16_UNORM: return TEX_FORMAT.R16_UNORM;
case SurfaceFormat.R4_G4_B4_A4_UNORM: return TEX_FORMAT.B4G4R4A4_UNORM;
case SurfaceFormat.R4_G4_UNORM: return TEX_FORMAT.B4G4R4A4_UNORM;
case SurfaceFormat.R5_G5_B5_A1_UNORM: return TEX_FORMAT.B5G5R5A1_UNORM;
case SurfaceFormat.R5_G6_B5_UNORM: return TEX_FORMAT.B5G6R5_UNORM;
case SurfaceFormat.R8_G8_B8_A8_SRGB: return TEX_FORMAT.R8G8B8A8_UNORM_SRGB;
case SurfaceFormat.R8_G8_B8_A8_UNORM: return TEX_FORMAT.R8G8B8A8_UNORM;
case SurfaceFormat.R8_UNORM: return TEX_FORMAT.R8_UNORM;
case SurfaceFormat.R8_G8_UNORM: return TEX_FORMAT.R8G8_UNORM;
case SurfaceFormat.R32_G8_X24_FLOAT: return TEX_FORMAT.R32G8X24_FLOAT;
case SurfaceFormat.ASTC_10x10_SRGB: return TEX_FORMAT.ASTC_10x10_SRGB;
case SurfaceFormat.ASTC_10x10_UNORM: return TEX_FORMAT.ASTC_10x10_UNORM;
case SurfaceFormat.ASTC_10x5_SRGB: return TEX_FORMAT.ASTC_10x5_SRGB;
case SurfaceFormat.ASTC_10x5_UNORM: return TEX_FORMAT.ASTC_10x5_UNORM;
case SurfaceFormat.ASTC_10x6_SRGB: return TEX_FORMAT.ASTC_10x6_SRGB;
case SurfaceFormat.ASTC_10x6_UNORM: return TEX_FORMAT.ASTC_10x6_UNORM;
case SurfaceFormat.ASTC_10x8_SRGB: return TEX_FORMAT.ASTC_10x8_SRGB;
case SurfaceFormat.ASTC_10x8_UNORM: return TEX_FORMAT.ASTC_10x8_UNORM;
case SurfaceFormat.ASTC_12x10_SRGB: return TEX_FORMAT.ASTC_12x10_SRGB;
case SurfaceFormat.ASTC_12x10_UNORM: return TEX_FORMAT.ASTC_12x10_UNORM;
case SurfaceFormat.ASTC_12x12_SRGB: return TEX_FORMAT.ASTC_12x12_SRGB;
case SurfaceFormat.ASTC_12x12_UNORM: return TEX_FORMAT.ASTC_12x12_UNORM;
case SurfaceFormat.ASTC_4x4_SRGB: return TEX_FORMAT.ASTC_4x4_SRGB;
case SurfaceFormat.ASTC_4x4_UNORM: return TEX_FORMAT.ASTC_4x4_UNORM;
case SurfaceFormat.ASTC_5x4_SRGB: return TEX_FORMAT.ASTC_5x4_SRGB;
case SurfaceFormat.ASTC_5x4_UNORM: return TEX_FORMAT.ASTC_5x4_UNORM;
case SurfaceFormat.ASTC_5x5_SRGB: return TEX_FORMAT.ASTC_5x5_SRGB;
case SurfaceFormat.ASTC_5x5_UNORM: return TEX_FORMAT.ASTC_5x5_UNORM;
case SurfaceFormat.ASTC_6x5_SRGB: return TEX_FORMAT.ASTC_6x5_SRGB;
case SurfaceFormat.ASTC_6x5_UNORM: return TEX_FORMAT.ASTC_6x5_UNORM;
case SurfaceFormat.ASTC_6x6_SRGB: return TEX_FORMAT.ASTC_6x6_SRGB;
case SurfaceFormat.ASTC_6x6_UNORM: return TEX_FORMAT.ASTC_6x6_UNORM;
case SurfaceFormat.ASTC_8x5_SRGB: return TEX_FORMAT.ASTC_8x5_SRGB;
case SurfaceFormat.ASTC_8x5_UNORM: return TEX_FORMAT.ASTC_8x5_UNORM;
case SurfaceFormat.ASTC_8x6_SRGB: return TEX_FORMAT.ASTC_8x6_SRGB;
case SurfaceFormat.ASTC_8x6_UNORM: return TEX_FORMAT.ASTC_8x6_UNORM;
case SurfaceFormat.ASTC_8x8_SRGB: return TEX_FORMAT.ASTC_8x8_SRGB;
case SurfaceFormat.ASTC_8x8_UNORM: return TEX_FORMAT.ASTC_8x8_UNORM;
case SurfaceFormat.Invalid: throw new Exception("Invalid Format");
default:
throw new Exception($"Cannot convert format {surfaceFormat}");
}
}
public override void OnClick(TreeView treeView)
{
UpdateEditor();
}
private bool IsEditorActive()
{
ImageEditorBase editor = (ImageEditorBase)LibraryGUI.Instance.GetActiveContent(typeof(ImageEditorBase));
if (editor == null)
return false;
else
return true;
}
public void UpdateEditor()
{
ImageEditorBase editor = (ImageEditorBase)LibraryGUI.Instance.GetActiveContent(typeof(ImageEditorBase));
if (editor == null)
{
editor = new ImageEditorBase();
editor.Dock = DockStyle.Fill;
LibraryGUI.Instance.LoadEditor(editor);
}
if (Texture.UserData != null)
{
UserDataEditor userEditor = (UserDataEditor)editor.GetActiveTabEditor(typeof(UserDataEditor));
if (userEditor == null)
{
userEditor = new UserDataEditor();
userEditor.Name = "User Data";
editor.AddCustomControl(userEditor, typeof(UserDataEditor));
}
userEditor.LoadUserData(Texture.UserData.ToList());
}
editor.Text = Text;
editor.LoadProperties(Texture);
editor.LoadImage(this);
}
private void Remove(object sender, EventArgs args)
{
((BNTX)Parent).RemoveTexture(this);
}
private void Rename(object sender, EventArgs args)
{
RenameDialog dialog = new RenameDialog();
dialog.SetString(Text);
if (dialog.ShowDialog() == DialogResult.OK)
{
((BNTX)Parent).Textures.Remove(Text);
Text = dialog.textBox1.Text;
((BNTX)Parent).Textures.Add(Text, this);
}
}
private void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bftex;*.dds;*.astc; *.png;*.tga;*.jpg;*.tiff|" +
"Binary Texture |*.bftex|" +
"Microsoft DDS |*.dds|" +
"Adaptable Scalable Texture Compression |*.astc|" +
"TGA |*.tga|" +
"Portable Network Graphics |*.png|" +
"Joint Photographic Experts Group |*.jpg|" +
"Bitmap Image |*.bmp|" +
"Tagged Image File Format |*.tiff|" +
"All files(*.*)|*.*";
ofd.Multiselect = false;
if (ofd.ShowDialog() == DialogResult.OK)
{
Replace(ofd.FileName, MipCount, Format);
}
}
//Max mip level will be set automatically unless overwritten
//The tex format can be adjusted in the function if necessary. Will normally be set to format in settings
public void Replace(string FileName, uint MaxMipLevel = 0, TEX_FORMAT DefaultFormat = TEX_FORMAT.BC1_UNORM_SRGB)
{
string ext = Path.GetExtension(FileName);
ext = ext.ToLower();
TextureImporterSettings setting = new TextureImporterSettings();
BinaryTextureImporterList importer = new BinaryTextureImporterList();
switch (ext)
{
case ".bftex":
Texture.Import(FileName);
Texture.Name = Text;
LoadOpenGLTexture();
break;
case ".dds":
setting.LoadDDS(FileName, null, this);
ApplyImportSettings(setting);
break;
case ".astc":
setting.LoadASTC(FileName);
ApplyImportSettings(setting);
break;
default:
setting.LoadBitMap(FileName);
importer.LoadSetting(setting);
setting.Format = GenericToBntxSurfaceFormat(DefaultFormat);
if (MaxMipLevel != 0)
{
importer.ForceMipCount = true;
setting.MipCount = MaxMipLevel;
importer.SelectedMipCount = MaxMipLevel;
}
if (importer.ShowDialog() == DialogResult.OK)
{
ApplyImportSettings(setting);
}
break;
}
}
private void ApplyImportSettings(TextureImporterSettings setting)
{
Cursor.Current = Cursors.WaitCursor;
if (setting.GenerateMipmaps)
{
setting.DataBlockOutput.Clear();
setting.DataBlockOutput.Add(setting.GenerateMips());
}
Texture = setting.FromBitMap(setting.DataBlockOutput, setting);
Texture.Name = Text;
Load(Texture);
2019-03-26 23:15:19 +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
LoadOpenGLTexture();
UpdateBfresTextureMapping();
if (IsEditorActive())
UpdateEditor();
}
private void UpdateBfresTextureMapping()
{
var viewport = LibraryGUI.Instance.GetActiveViewport();
if (viewport == null)
return;
foreach (var drawable in viewport.scene.objects)
{
if (drawable is BFRESRender)
{
((BFRESRender)drawable).UpdateTextureMaps();
}
}
}
private void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.FileName = Texture.Name;
sfd.DefaultExt = "bftex";
sfd.Filter = "Supported Formats|*.bftex;*.dds; *.png;*.jpg;*.tiff|" +
"Binary Texture |*.bftex|" +
"Microsoft DDS |*.dds|" +
"Portable Network Graphics |*.png|" +
"Joint Photographic Experts Group |*.jpg|" +
"Bitmap Image |*.bmp|" +
"Tagged Image File Format |*.tiff|" +
"All files(*.*)|*.*";
if (sfd.ShowDialog() == DialogResult.OK)
{
Export(sfd.FileName);
}
}
public void Export(string FileName, bool ExportSurfaceLevel = false,
bool ExportMipMapLevel = false, int SurfaceLevel = 0, int MipLevel = 0)
{
string ext = Path.GetExtension(FileName);
ext = ext.ToLower();
switch (ext)
{
case ".bftex":
SaveBinaryTexture(FileName);
break;
case ".dds":
SaveDDS(FileName);
break;
case ".astc":
SaveASTC(FileName);
break;
default:
SaveBitMap(FileName);
break;
}
}
public override void SetImageData(Bitmap bitmap, int ArrayLevel)
{
if (bitmap == null)
return; //Image is likely disposed and not needed to be applied
Texture.Format = GenericToBntxSurfaceFormat(Format);
Texture.Width = (uint)bitmap.Width;
Texture.Height = (uint)bitmap.Height;
if (MipCount != 1)
{
MipCount = GenerateMipCount(bitmap.Width, bitmap.Height);
if (MipCount == 0)
MipCount = 1;
}
Texture.MipCount = MipCount;
Texture.MipOffsets = new long[MipCount];
try
{
Texture.TextureData[ArrayLevel].Clear(); //Clear previous mip maps
var mipmaps = TextureImporterSettings.SwizzleSurfaceMipMaps(Texture,
GenerateMipsAndCompress(bitmap, Format), MipCount);
Texture.TextureData[ArrayLevel] = mipmaps;
//Combine mip map data
byte[] combinedMips = Utils.CombineByteArray(mipmaps.ToArray());
Texture.TextureData[ArrayLevel][0] = combinedMips;
}
catch (Exception ex)
{
STErrorDialog.Show("Failed to swizzle and compress image " + Text, "Error", ex.ToString());
}
}
public override byte[] GetImageData(int ArrayLevel = 0, int MipLevel = 0)
{
int target = 1;
try
{
uint blkWidth = GetBlockWidth(Format);
uint blkHeight = GetBlockHeight(Format);
uint blkDepth = GetBlockDepth(Format);
int linesPerBlockHeight = (1 << (int)Texture.BlockHeightLog2) * 8;
uint bpp = GetBytesPerPixel(Format);
for (int arrayLevel = 0; arrayLevel < Texture.TextureData.Count; arrayLevel++)
{
int blockHeightShift = 0;
for (int mipLevel = 0; mipLevel < Texture.TextureData[arrayLevel].Count; mipLevel++)
{
uint width = (uint)Math.Max(1, Texture.Width >> mipLevel);
uint height = (uint)Math.Max(1, Texture.Height >> mipLevel);
uint depth = (uint)Math.Max(1, Texture.Depth >> mipLevel);
uint size = TegraX1Swizzle.DIV_ROUND_UP(width, blkWidth) * TegraX1Swizzle.DIV_ROUND_UP(height, blkHeight) * bpp;
if (TegraX1Swizzle.pow2_round_up(TegraX1Swizzle.DIV_ROUND_UP(height, blkWidth)) < linesPerBlockHeight)
blockHeightShift += 1;
Console.WriteLine($"{width} {height} {depth} {blkWidth} {blkHeight} {blkDepth} {target} {bpp} {Texture.TileMode} {(int)Math.Max(0, Texture.BlockHeightLog2 - blockHeightShift)} {Texture.TextureData[arrayLevel][mipLevel].Length}");
byte[] result = TegraX1Swizzle.deswizzle(width, height, depth, blkWidth, blkHeight, blkDepth, target, bpp, (uint)Texture.TileMode, (int)Math.Max(0, Texture.BlockHeightLog2 - blockHeightShift), Texture.TextureData[arrayLevel][mipLevel]);
//Create a copy and use that to remove uneeded data
byte[] result_ = new byte[size];
Array.Copy(result, 0, result_, 0, size);
result = null;
if (ArrayLevel == arrayLevel && MipLevel == mipLevel)
return result_;
}
}
return new byte[0];
}
catch (Exception e)
{
MessageBox.Show($"Failed to swizzle texture {Text}! Exception: {e}");
return new byte[0];
}
}
internal void SaveBinaryTexture(string FileName)
{
Texture.Export(FileName, ((BNTX)Parent).BinaryTexFile);
}
}
}