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Switch-Toolbox/Switch_FileFormatsMain/FileFormats/BFRES/BFRES.cs

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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.Collections.Generic;
using System.Linq;
using System.IO;
using System.Data;
using System.Threading;
using System.Windows.Forms;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Forms;
using Switch_Toolbox.Library.IO;
using Bfres.Structs;
using ResU = Syroot.NintenTools.Bfres;
using Syroot.NintenTools.NSW.Bfres;
using Switch_Toolbox.Library.Animations;
using Switch_Toolbox.Library.NodeWrappers;
using GL_EditorFramework.Interfaces;
using FirstPlugin.Forms;
using FirstPlugin.NodeWrappers;
namespace FirstPlugin
{
public class BFRES : BFRESWrapper, IFileFormat
{
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "BFRES" };
public string[] Extension { get; set; } = new string[] {
"*.bfres", "*.sbfres", "*.sbmapopen", "*.sbstftex", "*.sbitemico", "*.sbmaptex", "*.sbreviewtex" };
public string FileName { get; set; }
public string FilePath { get; set; }
public IFileInfo IFileInfo { get; set; }
public bool Identify(Stream stream)
{
using (var reader = new FileReader(stream, true))
{
return reader.CheckSignature(4, "FRES");
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
types.Add(typeof(MenuExt));
return types.ToArray();
}
}
private Thread Thread;
public override string ExportFilter => Utils.GetAllFilters(new BFRES());
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[2];
public MenuExt()
{
toolExt[0] = new STToolStripItem("Open Bfres Debugger");
toolExt[0].Click += DebugInfo;
newFileExt[0] = new STToolStripItem("BFRES (Switch)");
newFileExt[0].Click += NewSwitchBfres;
newFileExt[1] = new STToolStripItem("BFRES (Wii U)");
newFileExt[1].Click += NewWiiUBfres;
}
private void NewWiiUBfres(object sender, EventArgs args)
{
BFRES bfres = new BFRES();
bfres.IFileInfo = new IFileInfo();
bfres.FileName = "Untitled.bfres";
bfres.Load(new MemoryStream(BfresWiiU.CreateNewBFRES("Untitled.bfres")));
ObjectEditor editor = new ObjectEditor();
editor.Text = "Untitled-" + 0;
editor.treeViewCustom1.Nodes.Add(bfres);
LibraryGUI.Instance.CreateMdiWindow(editor);
}
private void NewSwitchBfres(object sender, EventArgs args)
{
BFRES bfres = new BFRES();
bfres.IFileInfo = new IFileInfo();
bfres.FileName = "Untitled.bfres";
bfres.Load(new MemoryStream(CreateNewBFRESSwitch("Untitled.bfres")));
ObjectEditor editor = new ObjectEditor();
editor.Text = "Untitled-" + 0;
editor.treeViewCustom1.Nodes.Add(bfres);
LibraryGUI.Instance.CreateMdiWindow(editor);
}
private void DebugInfo(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = Utils.GetAllFilters(new BFRES());
if (ofd.ShowDialog() != DialogResult.OK)
return;
var debugInfo = new DebugInfoBox();
debugInfo.Show();
debugInfo.PrintDebugInfo(ofd.FileName);
}
}
private static byte[] CreateNewBFRESSwitch(string Name)
{
MemoryStream mem = new MemoryStream();
ResFile resFile = new ResFile();
resFile.Name = Name;
resFile.Save(mem);
var data = mem.ToArray();
mem.Close();
mem.Dispose();
return data;
}
public void OnPropertyChanged()
{
if (resFile != null)
{
Text = resFile.Name;
}
else
{
Text = resFileU.Name;
}
STPropertyGrid editor = (STPropertyGrid)LibraryGUI.Instance.GetActiveContent(typeof(STPropertyGrid));
if (editor != null)
editor.Refresh();
}
//Used for adding new skeleton drawables
public void AddSkeletonDrawable(STSkeleton skeleton)
{
BfresEditor bfresEditor = (BfresEditor)LibraryGUI.Instance.GetActiveContent(typeof(BfresEditor));
if (bfresEditor != null)
{
bfresEditor.AddDrawable(skeleton);
}
drawables.Add(skeleton);
}
public void RemoveSkeletonDrawable(STSkeleton skeleton)
{
BfresEditor bfresEditor = (BfresEditor)LibraryGUI.Instance.GetActiveContent(typeof(BfresEditor));
if (bfresEditor != null)
{
bfresEditor.RemoveDrawable(skeleton);
}
drawables.Remove(skeleton);
}
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
List<AbstractGlDrawable> drawables = new List<AbstractGlDrawable>();
public void LoadEditors(object SelectedSection)
{
BfresEditor bfresEditor = (BfresEditor)LibraryGUI.Instance.GetActiveContent(typeof(BfresEditor));
bool HasModels = BFRESRender.models.Count > 0;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
if (bfresEditor == null)
{
bfresEditor = new BfresEditor(HasModels);
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
bfresEditor.Dock = DockStyle.Fill;
LibraryGUI.Instance.LoadEditor(bfresEditor);
}
var toolstrips = new List<ToolStripMenuItem>();
var menu = new ToolStripMenuItem("Animation Loader", null, AnimLoader);
toolstrips.Add(menu);
bool IsLoaded = drawables.Count != 0;
bfresEditor.IsLoaded = IsLoaded;
if (drawables.Count <= 0)
{
//Add drawables
drawables.Add(BFRESRender);
foreach (var mdl in BFRESRender.models)
drawables.Add(mdl.Skeleton);
}
bfresEditor.LoadViewport(drawables, toolstrips);
if (!IsLoaded)
{
bfresEditor.UpdateVertexData = BFRESRender.UpdateVertexData;
bfresEditor.UpdateTextureMaps = BFRESRender.UpdateTextureMaps;
bfresEditor.OnLoadedTab();
}
if (SelectedSection is BFRES)
{
STPropertyGrid editor = (STPropertyGrid)bfresEditor.GetActiveEditor(typeof(STPropertyGrid));
if (editor == null)
{
editor = new STPropertyGrid();
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.Text = Text;
if (resFile != null)
editor.LoadProperty(resFile, OnPropertyChanged);
else
editor.LoadProperty(resFileU, OnPropertyChanged);
}
else if (SelectedSection is BFRESGroupNode)
{
STPropertyGrid editor = (STPropertyGrid)bfresEditor.GetActiveEditor(typeof(STPropertyGrid));
if (editor == null)
{
editor = new STPropertyGrid();
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.Text = Text;
editor.LoadProperty(null, null);
}
else if(SelectedSection is FSKL.fsklNode)
{
FSKLEditor editor = (FSKLEditor)bfresEditor.GetActiveEditor(typeof(FSKLEditor));
if (editor == null)
{
editor = new FSKLEditor();
editor.Text = Text;
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadSkeleton(((FSKL.fsklNode)SelectedSection).fskl);
}
else if (SelectedSection is BfresBone)
{
BfresBoneEditor editor = (BfresBoneEditor)bfresEditor.GetActiveEditor(typeof(BfresBoneEditor));
if (editor == null)
{
editor = new BfresBoneEditor();
editor.Text = Text;
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadBone((BfresBone)SelectedSection);
}
else if (SelectedSection is FSHP)
{
BfresShapeEditor editor = (BfresShapeEditor)bfresEditor.GetActiveEditor(typeof(BfresShapeEditor));
if (editor == null)
{
editor = new BfresShapeEditor();
editor.Text = Text;
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadShape((FSHP)SelectedSection);
}
else if (SelectedSection is FMAT)
{
FMATEditor editor = (FMATEditor)bfresEditor.GetActiveEditor(typeof(FMATEditor));
if (editor == null)
{
editor = new FMATEditor();
editor.Text = Text;
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadMaterial((FMAT)SelectedSection);
}
else if (SelectedSection is FSKA.BoneAnimNode)
{
BoneAnimEditor editor = (BoneAnimEditor)bfresEditor.GetActiveEditor(typeof(BoneAnimEditor));
if (editor == null)
{
editor = new BoneAnimEditor();
editor.Text = Text;
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadBoneAnim((FSKA.BoneAnimNode)SelectedSection);
}
else if (SelectedSection is FSCN.BfresCameraAnim)
{
SceneAnimEditor editor = (SceneAnimEditor)bfresEditor.GetActiveEditor(typeof(SceneAnimEditor));
if (editor == null)
{
editor = new SceneAnimEditor();
editor.Text = Text;
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadCameraAnim((FSCN.BfresCameraAnim)SelectedSection);
}
else if (SelectedSection is FSCN.BfresLightAnim)
{
SceneAnimEditor editor = (SceneAnimEditor)bfresEditor.GetActiveEditor(typeof(SceneAnimEditor));
if (editor == null)
{
editor = new SceneAnimEditor();
editor.Text = Text;
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadLightAnim((FSCN.BfresLightAnim)SelectedSection);
}
else if (SelectedSection is FSCN.BfresFogAnim)
{
SceneAnimEditor editor = (SceneAnimEditor)bfresEditor.GetActiveEditor(typeof(SceneAnimEditor));
if (editor == null)
{
editor = new SceneAnimEditor();
editor.Text = Text;
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadFogAnim((FSCN.BfresFogAnim)SelectedSection);
}
else if (SelectedSection is FMDL)
OpenSubFileEditor<FMDL>(SelectedSection, bfresEditor);
else if (SelectedSection is FSKA)
OpenSubFileEditor<FSKA>(SelectedSection, bfresEditor);
else if (SelectedSection is FSHU)
OpenSubFileEditor<FSHU>(SelectedSection, bfresEditor);
else if (SelectedSection is FSCN)
OpenSubFileEditor<FSCN>(SelectedSection, bfresEditor);
else if (SelectedSection is FSHA)
OpenSubFileEditor<FSHA>(SelectedSection, bfresEditor);
else if (SelectedSection is FTXP)
OpenSubFileEditor<FTXP>(SelectedSection, bfresEditor);
else if (SelectedSection is FMAA)
OpenSubFileEditor<FMAA>(SelectedSection, bfresEditor);
else if (SelectedSection is FVIS)
OpenSubFileEditor<FVIS>(SelectedSection, bfresEditor);
/* else if (SelectedSection is FMAA && ((FMAA)SelectedSection).AnimType == MaterialAnimation.AnimationType.TexturePattern)
{
BfresTexturePatternEditor editor = (BfresTexturePatternEditor)bfresEditor.GetActiveEditor(typeof(BfresTexturePatternEditor));
if (editor == null)
{
editor = new BfresTexturePatternEditor();
bfresEditor.LoadEditor(editor);
}
editor.Text = Text;
editor.Dock = DockStyle.Fill;
editor.LoadAnim((FMAA)SelectedSection);
}*/
}
private SubFileEditor OpenSubFileEditor<T>(object node, BfresEditor bfresEditor) where T : STGenericWrapper
{
SubFileEditor editor = (SubFileEditor)bfresEditor.GetActiveEditor(typeof(SubFileEditor));
if (editor == null)
{
editor = new SubFileEditor();
editor.Dock = DockStyle.Fill;
bfresEditor.LoadEditor(editor);
}
editor.LoadSubFile<T>(node);
return editor;
}
public void AnimLoader(object sender, EventArgs args)
{
AnimationLoader loader = new AnimationLoader();
loader.TopLevel = true;
loader.Show();
}
public BFRESRender BFRESRender;
public void Load(System.IO.Stream stream)
{
CanSave = true;
ImageKey = "bfres";
SelectedImageKey = "bfres";
using (FileReader reader = new FileReader(stream, true))
{
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
reader.Position = 4;
if (reader.ReadInt32() != 0x20202020)
IsWiiU = true;
reader.Position = 0;
}
LoadMenus(IsWiiU);
BFRESRender = new BFRESRender();
BFRESRender.ModelTransform = MarioCostumeEditor.SetTransform(FileName);
BFRESRender.ResFileNode = this;
if (IsWiiU)
{
BFRESRender.LoadFile(new Syroot.NintenTools.Bfres.ResFile(stream));
}
else
{
BFRESRender.LoadFile(new Syroot.NintenTools.NSW.Bfres.ResFile(stream));
}
}
public void Unload()
{
BFRESRender.Destroy();
foreach (var node in TreeViewExtensions.Collect(BFRESRender.ResFileNode.Nodes))
{
if (node is BFRESGroupNode)
{
if (((BFRESGroupNode)node).Type == BRESGroupType.Textures)
{
if (PluginRuntime.ftexContainers.Contains(((BFRESGroupNode)node)))
PluginRuntime.ftexContainers.Remove(((BFRESGroupNode)node));
}
}
if (node is BNTX)
((BNTX)node).Unload();
}
Nodes.Clear();
}
public byte[] Save()
{
MemoryStream mem = new MemoryStream();
if (IsWiiU)
SaveWiiU(mem);
else
SaveSwitch(mem);
return mem.ToArray();
}
public ResFile resFile = null;
public ResU.ResFile resFileU = null;
public override void OnClick(TreeView treeView)
{
LoadEditors(this);
}
public void Load(ResU.ResFile res)
{
resFileU = res;
Text = resFileU.Name;
var modelFolder = new BFRESGroupNode(BRESGroupType.Models);
var texturesFolder = new BFRESGroupNode(BRESGroupType.Textures);
var animFolder = new BFRESAnimFolder();
var externalFilesFolder = new BFRESGroupNode(BRESGroupType.Embedded);
Nodes.Add(modelFolder);
Nodes.Add(texturesFolder);
Nodes.Add(animFolder);
Nodes.Add(externalFilesFolder);
animFolder.LoadMenus(IsWiiU);
PluginRuntime.ftexContainers.Add(texturesFolder);
if (resFileU.Models.Count > 0)
{
foreach (ResU.Model mdl in resFileU.Models.Values)
{
var fmdl = new FMDL();
BfresWiiU.ReadModel(fmdl, mdl);
modelFolder.AddNode(fmdl);
}
}
if (resFileU.Textures.Count > 0)
{
foreach (ResU.Texture tex in resFileU.Textures.Values)
texturesFolder.AddNode(new FTEX(tex));
}
if (resFileU.SkeletalAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.SkeletalAnim);
animFolder.Nodes.Add(group);
foreach (ResU.SkeletalAnim anim in resFileU.SkeletalAnims.Values)
group.AddNode(new FSKA(anim));
}
if (resFileU.ShaderParamAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.ShaderParamAnim);
animFolder.Nodes.Add(group);
foreach (ResU.ShaderParamAnim anim in resFileU.ShaderParamAnims.Values)
group.AddNode(new FSHU(anim, MaterialAnimation.AnimationType.ShaderParam));
}
if (resFileU.ColorAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.ColorAnim);
animFolder.Nodes.Add(group);
foreach (ResU.ShaderParamAnim anim in resFileU.ColorAnims.Values)
group.AddNode(new FSHU(anim, MaterialAnimation.AnimationType.Color));
}
if (resFileU.TexSrtAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.TexSrtAnim);
animFolder.Nodes.Add(group);
foreach (ResU.ShaderParamAnim anim in resFileU.TexSrtAnims.Values)
group.AddNode(new FSHU(anim, MaterialAnimation.AnimationType.TexturePattern));
}
if (resFileU.TexPatternAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.TexPatAnim);
animFolder.Nodes.Add(group);
foreach (ResU.TexPatternAnim anim in resFileU.TexPatternAnims.Values)
group.AddNode(new FTXP(anim));
}
if (resFileU.ShapeAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.ShapeAnim);
animFolder.Nodes.Add(group);
foreach (ResU.ShapeAnim anim in resFileU.ShapeAnims.Values)
group.AddNode(new FSHA(anim));
}
if (resFileU.BoneVisibilityAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.BoneVisAnim);
animFolder.Nodes.Add(group);
foreach (ResU.VisibilityAnim anim in resFileU.BoneVisibilityAnims.Values)
group.AddNode(new FVIS(anim));
}
if (resFileU.MatVisibilityAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.MatVisAnim);
animFolder.Nodes.Add(group);
foreach (ResU.VisibilityAnim anim in resFileU.BoneVisibilityAnims.Values)
group.AddNode(new FVIS(anim));
}
if (resFileU.SceneAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.SceneAnim);
animFolder.Nodes.Add(group);
foreach (ResU.SceneAnim anim in resFileU.SceneAnims.Values)
group.AddNode(new FSCN(anim));
}
if (resFileU.ExternalFiles.Count > 0)
{
foreach (var anim in resFileU.ExternalFiles)
{
externalFilesFolder.AddNode(new ExternalFileData(anim.Key, anim.Value.Data));
}
}
}
public void Load(ResFile res)
{
resFile = res;
Text = resFile.Name;
var modelFolder = new BFRESGroupNode(BRESGroupType.Models);
var texturesFolder = new BNTX() { ImageKey = "folder", SelectedImageKey = "folder", Text = "Textures" };
var animFolder = new BFRESAnimFolder();
var externalFilesFolder = new BFRESGroupNode(BRESGroupType.Embedded);
//Texture folder acts like a bntx for saving back
//This will only save if the user adds textures to it or the file has a bntx already
texturesFolder.IFileInfo = new IFileInfo();
texturesFolder.FileName = "Textures";
texturesFolder.Load(new MemoryStream(BNTX.CreateNewBNTX("Textures")));
animFolder.LoadMenus(IsWiiU);
Nodes.Add(modelFolder);
Nodes.Add(texturesFolder);
Nodes.Add(animFolder);
Nodes.Add(externalFilesFolder);
if (resFile.Models.Count > 0)
{
foreach (Model mdl in resFile.Models)
{
var fmdl = new FMDL();
BfresSwitch.ReadModel(fmdl, mdl);
modelFolder.AddNode(fmdl);
}
}
if (resFile.SkeletalAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.SkeletalAnim);
animFolder.Nodes.Add(group);
foreach (SkeletalAnim anim in resFile.SkeletalAnims)
group.AddNode(new FSKA(anim));
}
if (resFile.MaterialAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.ShaderParamAnim);
var group2 = new BFRESGroupNode(BRESGroupType.TexSrtAnim);
var group3 = new BFRESGroupNode(BRESGroupType.TexPatAnim);
var group4 = new BFRESGroupNode(BRESGroupType.ColorAnim);
var group5 = new BFRESGroupNode(BRESGroupType.MatVisAnim);
var group6 = new BFRESGroupNode(BRESGroupType.MaterialAnim);
bool HasShaderParamsAnim = false;
bool HasTextureSrtAnim = false;
bool HasTexturePatternAnim = false;
bool HasColorAnim = false;
bool HasMatVisAnim = false;
bool HasMaterialAnim = false;
foreach (MaterialAnim anim in resFile.MaterialAnims)
{
if (FMAA.IsShaderParamAnimation(anim.Name))
{
group.AddNode(new FMAA(anim, MaterialAnimation.AnimationType.ShaderParam));
HasShaderParamsAnim = true;
}
else if (FMAA.IsSRTAnimation(anim.Name))
{
group2.AddNode(new FMAA(anim, MaterialAnimation.AnimationType.TextureSrt));
HasTextureSrtAnim = true;
}
else if(FMAA.IsTexturePattern(anim.Name))
{
group3.AddNode(new FMAA(anim, MaterialAnimation.AnimationType.TexturePattern));
HasTexturePatternAnim = true;
}
else if (FMAA.IsColorAnimation(anim.Name))
{
group4.AddNode(new FMAA(anim, MaterialAnimation.AnimationType.Color));
HasColorAnim = true;
}
else if (FMAA.IsVisibiltyAnimation(anim.Name))
{
group5.AddNode(new FMAA(anim, MaterialAnimation.AnimationType.Visibilty));
HasMatVisAnim = true;
}
else
{
group6.AddNode(new FMAA(anim, MaterialAnimation.AnimationType.ShaderParam));
HasMaterialAnim = true;
}
}
if (HasShaderParamsAnim)
animFolder.Nodes.Add(group);
if (HasTextureSrtAnim)
animFolder.Nodes.Add(group2);
if (HasTexturePatternAnim)
animFolder.Nodes.Add(group3);
if (HasColorAnim)
animFolder.Nodes.Add(group4);
if (HasMatVisAnim)
animFolder.Nodes.Add(group5);
if (HasMaterialAnim)
animFolder.Nodes.Add(group6);
}
if (resFile.BoneVisibilityAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.BoneVisAnim);
animFolder.Nodes.Add(group);
foreach (VisibilityAnim anim in resFile.BoneVisibilityAnims)
group.AddNode(new FVIS(anim));
}
if (resFile.SceneAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.SceneAnim);
animFolder.Nodes.Add(group);
foreach (SceneAnim anim in resFile.SceneAnims)
group.AddNode(new FSCN(anim));
}
if (resFile.ShapeAnims.Count > 0)
{
var group = new BFRESGroupNode(BRESGroupType.ShapeAnim);
animFolder.Nodes.Add(group);
foreach (ShapeAnim anim in resFile.ShapeAnims)
group.AddNode(new FSHA(anim));
}
if (resFile.ExternalFiles.Count > 0)
{
int index = 0;
//This also can be set to true if we don't want to rebuild the bntx for debug purposes
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
bool IsTexturesReplaced = false;
foreach (var anim in resFile.ExternalFiles)
{
// group.AddNode(new ExternalFileData(Name, anim.Data) { FileFormat = file });
string Name = resFile.ExternalFileDict.GetKey(index++);
var file = STFileLoader.OpenFileFormat(Name, anim.Data, false, true);
//Only do once. There's usually one bntx embedded but incase there are multiple
if (file is BNTX && !IsTexturesReplaced)
{
((TreeNode)file).Text = texturesFolder.Text;
((TreeNode)file).ImageKey = texturesFolder.ImageKey;
((TreeNode)file).SelectedImageKey = texturesFolder.SelectedImageKey;
//Remove temporary bntx file with file one
PluginRuntime.bntxContainers.Remove(texturesFolder);
ReplaceNode(texturesFolder.Parent, texturesFolder, (TreeNode)file);
IsTexturesReplaced = true;
}
else
{
externalFilesFolder.AddNode(new ExternalFileData(Name, anim.Data));
}
}
}
}
public static void ReplaceNode(TreeNode node, TreeNode replaceNode, TreeNode NewNode)
{
if (NewNode == null)
return;
int index = node.Nodes.IndexOf(replaceNode);
node.Nodes.RemoveAt(index);
node.Nodes.Insert(index, NewNode);
}
public override void Export(string FileName)
{
bool IsTex1 = FileName.Contains("Tex1");
bool HasTextures = false;
foreach (TreeNode group in Nodes)
{
if (group is BFRESGroupNode)
{
if (((BFRESGroupNode)group).Type == BRESGroupType.Textures && group.Nodes.Count > 0)
HasTextures = true;
}
}
if (IsTex1 && HasTextures)
{
STFileSaver.SaveFileFormat(this, FileName);
byte[] Tex2 = GenerateTex2();
SaveFileDialog sfd = new SaveFileDialog();
sfd.FileName = FileName + FileName.Replace("Tex1", "Tex2");
sfd.DefaultExt = ".sbfres";
List<IFileFormat> formats = new List<IFileFormat>();
formats.Add(this);
sfd.Filter = Utils.GetAllFilters(formats);
if (sfd.ShowDialog() == DialogResult.OK)
STFileSaver.SaveFileFormat(Tex2, true, 0, CompressionType.Yaz0, sfd.FileName);
}
else
STFileSaver.SaveFileFormat(this, FileName);
}
private byte[] GenerateTex2()
{
var mem = new MemoryStream();
var resFileU = BFRESRender.ResFileNode.resFileU;
//Create a tex2 file
ResU.ResFile resFileTex2 = new ResU.ResFile();
resFileTex2.Alignment = resFileU.Alignment;
resFileTex2.Name = resFileU.Name.Replace("Tex1", "Tex2");
resFileTex2.VersionMajor = resFileU.VersionMajor;
resFileTex2.VersionMajor2 = resFileU.VersionMajor2;
resFileTex2.VersionMinor = resFileU.VersionMinor;
resFileTex2.VersionMinor2 = resFileU.VersionMinor2;
resFileTex2.Textures = resFileU.Textures;
foreach (var group in Nodes)
{
if (group is BFRESGroupNode)
{
if (((BFRESGroupNode)group).Type != BRESGroupType.Textures)
continue;
foreach (FTEX tex in ((BFRESGroupNode)group).Nodes)
{
if (resFileTex2.Textures.ContainsKey(tex.Text))
{
resFileTex2.Textures[tex.Text].Data = null;
resFileTex2.Textures[tex.Text].MipData = tex.texture.MipData;
resFileTex2.Textures[tex.Text].MipOffsets = tex.texture.MipOffsets;
resFileTex2.Textures[tex.Text].MipCount = tex.texture.MipCount;
resFileTex2.Textures[tex.Text].Swizzle = 65536;
}
}
}
}
resFileTex2.Save(mem);
return mem.ToArray();
}
private void SaveTex2(string fileName)
{
var resFileU = BFRESRender.ResFileNode.resFileU;
bool Compressed = fileName.EndsWith("sbfres");
byte[] data;
if (Compressed)
data = EveryFileExplorer.YAZ0.Decompress(fileName);
else
data = File.ReadAllBytes(fileName);
ResU.ResFile resFileTex2 = new ResU.ResFile(new MemoryStream(data));
foreach (BFRESGroupNode group in Nodes)
{
if (group.Type != BRESGroupType.Textures)
return;
foreach (FTEX tex in group.Nodes)
{
if (resFileTex2.Textures.ContainsKey(tex.Text))
{
resFileTex2.Textures[tex.Text].MipData = tex.texture.MipData;
resFileTex2.Textures[tex.Text].MipOffsets = tex.texture.MipOffsets;
resFileTex2.Textures[tex.Text].MipCount = tex.texture.MipCount;
}
}
}
MemoryStream mem2 = new MemoryStream();
resFileTex2.Save(mem2);
SaveFileDialog sfd = new SaveFileDialog();
sfd.FileName = FileName + "NewTex2.sbfres";
List<IFileFormat> formats = new List<IFileFormat>();
formats.Add(this);
sfd.Filter = Utils.GetAllFilters(formats);
if (sfd.ShowDialog() == DialogResult.OK)
STFileSaver.SaveFileFormat(mem2.ToArray(), Compressed, 0, CompressionType.Yaz0, sfd.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 Remove(object sender, EventArgs args)
{
Unload();
}
private void SaveSwitch(MemoryStream mem)
{
var resFile = BFRESRender.ResFileNode.resFile;
resFile.Models.Clear();
resFile.SkeletalAnims.Clear();
resFile.MaterialAnims.Clear();
resFile.SceneAnims.Clear();
resFile.ShapeAnims.Clear();
resFile.BoneVisibilityAnims.Clear();
resFile.ModelDict.Clear();
resFile.SkeletalAnimDict.Clear();
resFile.MaterialAnimDict.Clear();
resFile.SceneAnimDict.Clear();
resFile.ShapeAnimDict.Clear();
resFile.BoneVisibilityAnimDict.Clear();
resFile.ExternalFiles.Clear();
resFile.ExternalFileDict.Clear();
foreach (TreeNode node in Nodes)
{
if (node is BFRESGroupNode)
SaveBfresSwitchGroup((BFRESGroupNode)node, resFile);
if (node is BFRESAnimFolder)
{
foreach (var animGroup in node.Nodes)
SaveBfresSwitchGroup((BFRESGroupNode)animGroup, resFile);
}
if (node is BNTX)
{
if (((BNTX)node).Textures.Count > 0)
{
resFile.ExternalFiles.Add(new ExternalFile() { Data = ((BNTX)node).Save() });
resFile.ExternalFileDict.Add("textures.bntx");
}
}
}
ErrorCheck();
resFile.Save(mem);
}
private static void SaveBfresSwitchGroup(BFRESGroupNode group, ResFile resFile)
{
switch (group.Type)
{
case BRESGroupType.Models:
foreach (FMDL model in group.Nodes)
{
model.Model.Name = model.Text;
resFile.Models.Add(BfresSwitch.SetModel(model));
}
break;
case BRESGroupType.SkeletalAnim:
foreach (FSKA ska in group.Nodes)
{
ska.SkeletalAnim.BoneAnims.Clear();
foreach (FSKA.BoneAnimNode bone in ska.Bones)
ska.SkeletalAnim.BoneAnims.Add(bone.SaveData());
ska.SkeletalAnim.Name = ska.Text;
resFile.SkeletalAnims.Add(ska.SkeletalAnim);
}
break;
case BRESGroupType.TexPatAnim:
case BRESGroupType.ShaderParamAnim:
case BRESGroupType.ColorAnim:
case BRESGroupType.TexSrtAnim:
case BRESGroupType.MatVisAnim:
foreach (FMAA fmaa in group.Nodes)
{
fmaa.MaterialAnim.MaterialAnimDataList.Clear();
foreach (FMAA.MaterialAnimEntry mat in fmaa.Materials)
fmaa.MaterialAnim.MaterialAnimDataList.Add(mat.SaveData());
fmaa.SetName();
fmaa.SaveAnimData();
resFile.MaterialAnims.Add(fmaa.MaterialAnim);
}
break;
case BRESGroupType.BoneVisAnim:
foreach (FVIS fbnv in group.Nodes)
{
fbnv.SaveData();
fbnv.VisibilityAnim.Name = fbnv.Text;
resFile.BoneVisibilityAnims.Add(fbnv.VisibilityAnim);
}
break;
case BRESGroupType.ShapeAnim:
foreach (FSHA fsha in group.Nodes)
{
fsha.ShapeAnim.VertexShapeAnims.Clear();
foreach (FSHA.ShapeAnimEntry shp in fsha.Nodes)
fsha.ShapeAnim.VertexShapeAnims.Add(shp.SaveData());
fsha.ShapeAnim.Name = fsha.Text;
resFile.ShapeAnims.Add(fsha.ShapeAnim);
}
break;
case BRESGroupType.SceneAnim:
foreach (FSCN fscn in group.Nodes)
{
fscn.SceneAnim.Name = fscn.Text;
resFile.SceneAnims.Add(fscn.SceneAnim);
}
break;
case BRESGroupType.Embedded:
foreach (var ext in group.Nodes)
{
if (ext is ExternalFileData)
{
resFile.ExternalFiles.Add(new ExternalFile() { Data = ((ExternalFileData)ext).Data });
resFile.ExternalFileDict.Add(((ExternalFileData)ext).Text);
}
else if (ext is TreeNodeFile)
{
resFile.ExternalFiles.Add(new ExternalFile() { Data = ((IFileFormat)ext).Save() });
resFile.ExternalFileDict.Add(((TreeNodeFile)ext).Text);
}
}
break;
}
}
private void SaveMaterialAnims(TreeNodeCollection nodes)
{
}
private void SaveWiiU(MemoryStream mem)
{
var resFileU = BFRESRender.ResFileNode.resFileU;
resFileU.Models.Clear();
resFileU.Textures.Clear();
resFileU.SkeletalAnims.Clear();
resFileU.ShaderParamAnims.Clear();
resFileU.ColorAnims.Clear();
resFileU.TexSrtAnims.Clear();
resFileU.TexPatternAnims.Clear();
resFileU.BoneVisibilityAnims.Clear();
resFileU.MatVisibilityAnims.Clear();
resFileU.ShapeAnims.Clear();
resFileU.SceneAnims.Clear();
resFileU.ExternalFiles.Clear();
bool IsTex1 = FilePath.Contains("Tex1");
foreach (TreeNode node in Nodes)
{
if (node is BFRESGroupNode)
SaveBfresWiiUGroup((BFRESGroupNode)node, resFileU);
if (node is BFRESAnimFolder)
{
foreach (var animGroup in node.Nodes)
SaveBfresWiiUGroup((BFRESGroupNode)animGroup, resFileU);
}
}
// ErrorCheck();
resFileU.Save(mem);
}
private static void SaveBfresWiiUGroup(BFRESGroupNode group, ResU.ResFile resFileU)
{
switch (group.Type)
{
case BRESGroupType.Models:
foreach (FMDL model in group.Nodes)
{
model.ModelU.Name = model.Text;
resFileU.Models.Add(model.Text, BfresWiiU.SetModel(model));
}
break;
case BRESGroupType.Textures:
foreach (FTEX tex in group.Nodes)
{
tex.texture.Name = tex.Text;
resFileU.Textures.Add(tex.Text, tex.texture);
}
break;
case BRESGroupType.SkeletalAnim:
foreach (FSKA ska in group.Nodes)
{
ska.SkeletalAnimU.BoneAnims.Clear();
foreach (FSKA.BoneAnimNode bone in ska.Bones)
ska.SkeletalAnimU.BoneAnims.Add(bone.SaveDataU());
ska.SkeletalAnimU.Name = ska.Text;
resFileU.SkeletalAnims.Add(ska.Text, ska.SkeletalAnimU);
}
break;
case BRESGroupType.ShaderParamAnim:
foreach (FSHU anim in group.Nodes)
{
anim.ShaderParamAnim.ShaderParamMatAnims.Clear();
foreach (FSHU.MaterialAnimEntry bone in anim.Materials)
anim.ShaderParamAnim.ShaderParamMatAnims.Add(bone.SaveData());
anim.ShaderParamAnim.Name = anim.Text;
resFileU.ShaderParamAnims.Add(anim.Text, anim.ShaderParamAnim);
}
break;
case BRESGroupType.ColorAnim:
foreach (FSHU anim in group.Nodes)
{
anim.ShaderParamAnim.ShaderParamMatAnims.Clear();
foreach (FSHU.MaterialAnimEntry bone in anim.Materials)
anim.ShaderParamAnim.ShaderParamMatAnims.Add(bone.SaveData());
anim.ShaderParamAnim.Name = anim.Text;
resFileU.ColorAnims.Add(anim.Text, anim.ShaderParamAnim);
}
break;
case BRESGroupType.TexSrtAnim:
foreach (FSHU anim in group.Nodes)
{
anim.ShaderParamAnim.ShaderParamMatAnims.Clear();
foreach (FSHU.MaterialAnimEntry bone in anim.Materials)
anim.ShaderParamAnim.ShaderParamMatAnims.Add(bone.SaveData());
anim.ShaderParamAnim.Name = anim.Text;
resFileU.TexSrtAnims.Add(anim.Text, anim.ShaderParamAnim);
}
break;
case BRESGroupType.TexPatAnim:
foreach (FTXP anim in group.Nodes)
{
anim.TexPatternAnim.Name = anim.Text;
resFileU.TexPatternAnims.Add(anim.Text, anim.TexPatternAnim);
}
break;
case BRESGroupType.MatVisAnim:
foreach (FVIS anim in group.Nodes)
{
anim.SaveData();
anim.VisibilityAnimU.Name = anim.Text;
resFileU.MatVisibilityAnims.Add(anim.Text, anim.VisibilityAnimU);
}
break;
case BRESGroupType.BoneVisAnim:
foreach (FVIS anim in group.Nodes)
{
anim.SaveData();
anim.VisibilityAnimU.Name = anim.Text;
resFileU.BoneVisibilityAnims.Add(anim.Text, anim.VisibilityAnimU);
}
break;
case BRESGroupType.ShapeAnim:
foreach (FSHA anim in group.Nodes)
{
anim.ShapeAnimU.VertexShapeAnims.Clear();
foreach (FSHA.ShapeAnimEntry shp in anim.Nodes)
anim.ShapeAnimU.VertexShapeAnims.Add(shp.SaveDataU());
anim.ShapeAnimU.Name = anim.Text;
resFileU.ShapeAnims.Add(anim.Text, anim.ShapeAnimU);
}
break;
case BRESGroupType.SceneAnim:
foreach (FSCN anim in group.Nodes)
{
anim.SceneAnimU.Name = anim.Text;
resFileU.SceneAnims.Add(anim.Text, anim.SceneAnimU);
}
break;
case BRESGroupType.Embedded:
foreach (TreeNode ext in group.Nodes)
{
if (ext is ExternalFileData)
{
resFileU.ExternalFiles.Add(ext.Text, new ResU.ExternalFile() { Data = ((ExternalFileData)ext).Data });
}
}
break;
}
}
public static void SetShaderAssignAttributes(FMAT.ShaderAssign shd, FSHP shape)
{
foreach (var att in shape.vertexAttributes)
{
if (!shd.attributes.ContainsValue(att.Name))
{
try
{
shd.attributes.Add(att.Name, att.Name);
}
catch (Exception ex)
{
Console.WriteLine("Attribute link failed! \n " + ex);
}
}
}
foreach (var tex in shape.GetMaterial().TextureMaps)
{
if (!shd.samplers.ContainsValue(tex.SamplerName))
{
try
{
shd.samplers.Add(tex.SamplerName, tex.SamplerName);
}
catch (Exception ex)
{
Console.WriteLine("Sampler link failed! \n " + ex);
}
}
}
}
private void SetDuplicateShapeName(FSHP shape)
{
DialogResult dialogResult = MessageBox.Show($"A shape {shape.Text} already exists with that name", "", MessageBoxButtons.OK);
if (dialogResult == DialogResult.OK)
{
RenameDialog renameDialog = new RenameDialog();
renameDialog.Text = "Rename Texture";
if (renameDialog.ShowDialog() == DialogResult.OK)
{
shape.Text = renameDialog.textBox1.Text;
}
}
}
static bool ImportMissingTextures = false;
public static void CheckMissingTextures(FSHP shape)
{
// FSHP > Objects > FMDL > Models > BFRES
BFRES root = (BFRES)shape.Parent.Parent.Parent.Parent;
foreach (var node in root.Nodes)
{
if (node is BNTX)
{
BNTX bntx = (BNTX)node;
if (bntx.Textures.Count == 0)
return;
foreach (MatTexture tex in shape.GetMaterial().TextureMaps)
{
if (!bntx.Textures.ContainsKey(tex.Name))
{
if (!ImportMissingTextures)
{
DialogResult result = MessageBox.Show("Missing textures found! Would you like to use placeholders?", "", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
{
ImportMissingTextures = true;
}
else
return;
}
if (ImportMissingTextures)
bntx.ImportPlaceholderTexture(tex.Name);
}
}
}
}
foreach (var node in root.Nodes)
{
if (node is BFRESGroupNode && ((BFRESGroupNode)node).Type == BRESGroupType.Textures)
{
if (((BFRESGroupNode)node).ResourceNodes.Count <= 0)
return;
foreach (MatTexture tex in shape.GetMaterial().TextureMaps)
{
if (!((BFRESGroupNode)node).ResourceNodes.ContainsKey(tex.Name))
{
if (!ImportMissingTextures)
{
DialogResult result = MessageBox.Show("Missing textures found! Would you like to use placeholders?", "", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
{
ImportMissingTextures = true;
}
else
{
return;
}
}
if (ImportMissingTextures)
((BFRESGroupNode)node).ImportPlaceholderTexture(tex.Name);
}
}
}
}
}
public void ErrorCheck()
{
if (BFRESRender != null)
{
List<Errors> Errors = new List<Errors>();
foreach (FMDL model in BFRESRender.models)
{
foreach (FSHP shp in model.shapes)
{
if (!IsWiiU)
{
Syroot.NintenTools.NSW.Bfres.VertexBuffer vtx = shp.VertexBuffer;
Syroot.NintenTools.NSW.Bfres.Material mat = shp.GetMaterial().Material;
Syroot.NintenTools.NSW.Bfres.ShaderAssign shdr = mat.ShaderAssign;
for (int att = 0; att < vtx.Attributes.Count; att++)
{
if (!shdr.AttribAssigns.Contains(vtx.Attributes[att].Name))
STConsole.WriteLine($"Error! Attribute {vtx.Attributes[att].Name} is unlinked!");
}
for (int att = 0; att < mat.Samplers.Count; att++)
{
if (!shdr.SamplerAssigns.Contains(mat.SamplerDict.GetKey(att))) //mat.SamplerDict[att]
STConsole.WriteLine($"Error! Sampler {mat.Samplers[att].Name} is unlinked!");
}
}
else
{
Syroot.NintenTools.Bfres.VertexBuffer vtx = shp.VertexBufferU;
Syroot.NintenTools.Bfres.Material mat = shp.GetMaterial().MaterialU;
Syroot.NintenTools.Bfres.ShaderAssign shdr = mat.ShaderAssign;
for (int att = 0; att < vtx.Attributes.Count; att++)
{
ResU.ResString str = new ResU.ResString();
str.String = vtx.Attributes[att].Name;
if (!shdr.AttribAssigns.ContainsValue(str))
STConsole.WriteLine($"Error! Attribute {vtx.Attributes[att].Name} is unlinked!");
}
for (int att = 0; att < mat.Samplers.Count; att++)
{
ResU.ResString str2 = new ResU.ResString();
str2.String = mat.Samplers[att].Name;
if (!shdr.SamplerAssigns.ContainsValue(str2)) //mat.SamplerDict[att]
STConsole.WriteLine($"Error! Sampler {mat.Samplers[att].Name} is unlinked!");
}
}
}
}
// ErrorList errorList = new ErrorList();
// errorList.LoadList(Errors);
// errorList.Show();
}
}
public class Errors
{
public string Section = "None";
public string Section2 = "None";
public string Message = "";
public string Type = "Unkown";
}
}
}