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Switch-Toolbox/Switch_FileFormatsMain/GUI/Byaml/CourseMuunt/TurboMunntEditor.cs

577 lines
22 KiB
C#
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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.IO;
using Switch_Toolbox.Library.Forms;
using Switch_Toolbox.Library;
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
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using System.Windows.Forms;
using FirstPlugin.Turbo.CourseMuuntStructs;
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using GL_EditorFramework.EditorDrawables;
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using OpenTK;
using OpenTK.Graphics.OpenGL;
using aampv1 = AampV1Library;
using aampv2 = AampV2Library;
using Switch_Toolbox.Library.Rendering;
using Switch_Toolbox.Library.IO;
using FirstPlugin.Turbo;
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
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namespace FirstPlugin.Forms
{
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public partial class TurboMunntEditor : UserControl, IViewportContainer
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
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{
Viewport viewport;
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GLControl2D viewport2D;
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bool IsLoaded = false;
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
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public TurboMunntEditor()
{
InitializeComponent();
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stTabControl1.myBackColor = FormThemes.BaseTheme.FormBackColor;
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treeView1.BackColor = FormThemes.BaseTheme.FormBackColor;
treeView1.ForeColor = FormThemes.BaseTheme.FormForeColor;
viewport = new Viewport(ObjectEditor.GetDrawableContainers());
viewport.Dock = DockStyle.Fill;
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viewport.scene.SelectionChanged += Scene_SelectionChanged;
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stPanel4.Controls.Add(viewport);
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viewport2D = new GLControl2D();
viewport2D.Dock = DockStyle.Fill;
stPanel3.Controls.Add(viewport2D);
}
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public Viewport GetViewport() => viewport;
public void UpdateViewport()
{
if (viewport != null)
viewport.UpdateViewport();
}
public AnimationPanel GetAnimationPanel() => null;
CourseMuuntScene scene;
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string CourseFolder;
public void LoadCourseInfo(System.Collections.IEnumerable by, string FilePath)
{
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CourseFolder = System.IO.Path.GetDirectoryName(FilePath);
scene = new CourseMuuntScene(by);
//Add collsion (switch)
if (File.Exists($"{CourseFolder}/course_kcl.szs"))
scene.AddRenderableKcl($"{CourseFolder}/course_kcl.szs");
//Add collsion (wii u)
if (File.Exists($"{CourseFolder}/course.kcl"))
scene.AddRenderableKcl($"{CourseFolder}/course.kcl");
//Add probe lighting config (wii u)
if (File.Exists($"{CourseFolder}/course.bglpbd"))
scene.AddParameterArchive($"{CourseFolder}/course.bglpbd");
//Add probe lighting config (switch)
if (File.Exists($"{CourseFolder}/course_bglpbd.szs"))
scene.AddParameterArchive($"{CourseFolder}/course_bglpbd.szs");
//Add course model
if (File.Exists($"{CourseFolder}/course_model.szs"))
scene.AddRenderableBfres($"{CourseFolder}/course_model.szs");
//Add camera mini map parameters
if (File.Exists($"{CourseFolder}/course_mapcamera.bin"))
scene.MapCamera = STFileLoader.OpenFileFormat($"{CourseFolder}/course_mapcamera.bin");
if (scene.MapCamera != null)
{
var cam = (Course_MapCamera_bin)scene.MapCamera;
var wrapper = new MapCameraWrapper();
wrapper.Text = "course_mapcamera.bin";
wrapper.CameraFile = cam;
var pointConnection = new RenderableConnectedMapPoints(Color.Blue);
Vector4 PositionColor = new Vector4(1, 0, 0, 1);
Vector4 TargetColor = new Vector4(0, 1, 0, 1);
Vector3 BoundingScale = new Vector3(cam.cameraData.BoundingWidth, 1, cam.cameraData.BoundingHeight);
Vector3 CamTranslate = new Vector3(cam.cameraData.PositionX, cam.cameraData.PositionY, cam.cameraData.PositionZ);
Vector3 CamTargetTranslate = new Vector3(cam.cameraData.TargetX, cam.cameraData.TargetY, cam.cameraData.TargetZ);
wrapper.MapCameraPosition = new RenderablePathPoint(PositionColor, CamTranslate, new Vector3(0), new Vector3(100), cam);
wrapper.MapCameraTarget = new RenderablePathPoint(TargetColor, CamTargetTranslate, new Vector3(0), BoundingScale, cam);
pointConnection.AddRenderable(wrapper.MapCameraPosition);
pointConnection.AddRenderable(wrapper.MapCameraTarget);
viewport.AddDrawable(pointConnection);
viewport.AddDrawable(wrapper.MapCameraPosition);
viewport.AddDrawable(wrapper.MapCameraTarget);
treeView1.Nodes.Add(wrapper);
}
foreach (AAMP aamp in scene.ParameterArchives)
{
if (aamp.aampFileV1 != null)
LoadParameters(aamp.aampFileV1);
else if (aamp.aampFileV2 != null)
LoadParameters(aamp.aampFileV2);
else
throw new Exception("Failed to load parameter file " + aamp.FileName);
}
viewport.AddDrawable(new GL_EditorFramework.EditorDrawables.SingleObject(new OpenTK.Vector3(0)));
viewport.LoadObjects();
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treeView1.Nodes.Add("Scene");
foreach (var bfres in scene.BfresObjects)
{
viewport.AddDrawable(bfres.BFRESRender);
treeView1.Nodes.Add(bfres);
bfres.Checked = true;
}
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if (scene.LapPaths.Count > 0) {
AddPathDrawable("Lap Path", scene.LapPaths, Color.Blue);
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}
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if (scene.GravityPaths.Count > 0) {
AddPathDrawable("Gravity Path", scene.GravityPaths, Color.Purple);
}
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if (scene.EnemyPaths.Count > 0) {
AddPathDrawable("Enemy Path", scene.EnemyPaths, Color.Red);
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}
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if (scene.GlidePaths.Count > 0) {
AddPathDrawable("Glide Path", scene.GlidePaths, Color.Orange);
}
if (scene.ItemPaths.Count > 0) {
AddPathDrawable("Item Path", scene.ItemPaths, Color.Yellow);
}
if (scene.PullPaths.Count > 0) {
AddPathDrawable("Pull Path", scene.PullPaths, Color.GreenYellow);
}
if (scene.SteerAssistPaths.Count > 0) {
AddPathDrawable("Steer Assist Path", scene.SteerAssistPaths, Color.Green);
}
if (scene.Paths.Count > 0) {
AddPathDrawable("Path", scene.Paths, Color.Black);
}
if (scene.ObjPaths.Count > 0) {
// AddPathDrawable("Object Path", scene.ObjPaths, Color.DarkSeaGreen);
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}
if (scene.JugemPaths.Count > 0) {
AddPathDrawable("Jugem Path", scene.JugemPaths, Color.DarkSeaGreen);
}
if (scene.IntroCameras.Count > 0) {
AddPathDrawable("IntroCamera", scene.IntroCameras, Color.Pink);
}
foreach (var kcl in scene.KclObjects)
{
// viewport.AddDrawable(kcl.Renderer);
// treeView1.Nodes.Add(kcl);
// kcl.Checked = true;
}
IsLoaded = true;
}
public class MapCameraWrapper : TreeNodeCustom
{
public RenderablePathPoint MapCameraPosition;
public RenderablePathPoint MapCameraTarget;
public Course_MapCamera_bin CameraFile;
public MapCameraWrapper()
{
ContextMenuStrip = new STContextMenuStrip();
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Save", null, Save, Keys.Control | Keys.S));
}
private void Save(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
if (sfd.ShowDialog() == DialogResult.OK)
{
File.WriteAllBytes(sfd.FileName, CameraFile.Save());
}
}
}
private void UpdateCameraMapCoordinates(MapCameraWrapper wrapper)
{
if (scene.MapCamera != null)
{
var cam = wrapper.CameraFile;
Vector3 BoundingScale = new Vector3(cam.cameraData.BoundingWidth, 1, cam.cameraData.BoundingHeight);
Vector3 CamTranslate = new Vector3(cam.cameraData.PositionX, cam.cameraData.PositionY, cam.cameraData.PositionZ);
Vector3 CamTargetTranslate = new Vector3(cam.cameraData.TargetX, cam.cameraData.TargetY, cam.cameraData.TargetZ);
wrapper.MapCameraPosition.Position = CamTranslate;
wrapper.MapCameraPosition.Scale = BoundingScale;
wrapper.MapCameraTarget.Position = CamTargetTranslate;
}
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}
ProbeLighting probeLightingConfig;
private void LoadParameters(aampv1.AampFile aamp)
{
if (aamp.EffectType == "Probe Data")
{
probeLightingConfig = new ProbeLighting();
viewport.AddDrawable(probeLightingConfig);
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var probeRoot = new ProbeLightingWrapper(probeLightingConfig);
treeView1.Nodes.Add(probeRoot);
uint index = 0;
foreach (var val in aamp.RootNode.childParams)
{
var entry = new ProbeLighting.Entry();
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entry.Index = index++;
probeLightingConfig.Entries.Add(entry);
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probeRoot.Nodes.Add(new ProbeLightingEntryWrapper(entry));
foreach (var param in val.paramObjects)
{
switch (param.HashString)
{
case "param_obj":
foreach (var data in param.paramEntries) {
if (data.HashString == "index") entry.Index = (uint)data.Value;
if (data.HashString == "type") entry.Type = (uint)data.Value;
}
break;
case "grid":
entry.Grid = LoadGridData(param.paramEntries);
break;
case "sh_index_buffer":
LoadIndexBuffer(param.paramEntries, entry);
break;
case "sh_data_buffer":
LoadDataBuffer(param.paramEntries, entry);
break;
}
}
}
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aamp.Save($"{CourseFolder}/DEBUG_PROBE.aamp");
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foreach (var entry in probeLightingConfig.Entries)
{
Console.WriteLine(entry.Name);
Console.WriteLine($"IndexType {entry.IndexType}");
Console.WriteLine($"DataType {entry.DataType}");
Console.WriteLine($"MaxIndexNum {entry.MaxIndexNum}");
Console.WriteLine($"UsedIndexNum {entry.UsedIndexNum}");
Console.WriteLine($"MaxShDataNum {entry.MaxShDataNum}");
Console.WriteLine($"UsedShDataNum {entry.UsedShDataNum}");
Console.WriteLine($"AABB_Max_Position {entry.Grid.AABB_Max_Position}");
Console.WriteLine($"AABB_Min_Position {entry.Grid.AABB_Min_Position}");
Console.WriteLine($"Voxel_Step_Position {entry.Grid.Voxel_Step_Position}");
Console.WriteLine($"DataBuffer {entry.DataBuffer.Length}");
Console.WriteLine($"IndexBuffer {entry.IndexBuffer.Length}");
}
}
}
private void LoadDataBuffer(aampv1.ParamEntry[] paramEntries, ProbeLighting.Entry probeEntry)
{
foreach (var entry in paramEntries)
{
if (entry.HashString == "type")
probeEntry.DataType = (uint)entry.Value;
if (entry.HashString == "used_data_num")
probeEntry.UsedShDataNum = (uint)entry.Value;
if (entry.HashString == "max_sh_data_num")
probeEntry.MaxShDataNum = (uint)entry.Value;
if (entry.HashString == "data_buffer")
{
if (entry.ParamType == aampv1.ParamType.BufferFloat)
probeEntry.DataBuffer = (float[])entry.Value;
}
}
}
private void LoadIndexBuffer(aampv1.ParamEntry[] paramEntries, ProbeLighting.Entry probeEntry)
{
foreach (var entry in paramEntries)
{
if (entry.HashString == "type")
probeEntry.IndexType = (uint)entry.Value;
if (entry.HashString == "used_index_num")
probeEntry.UsedIndexNum = (uint)entry.Value;
if (entry.HashString == "max_index_num")
probeEntry.MaxIndexNum = (uint)entry.Value;
if (entry.HashString == "index_buffer")
{
if (entry.ParamType == aampv1.ParamType.BufferUint)
probeEntry.IndexBuffer = (uint[])entry.Value;
2019-04-10 23:44:35 +02:00
//Experimental, just fill in indices
uint[] values = (uint[])entry.Value;
for (int i = 0; i < values.Length; i++)
{
values[i] = 0;
}
entry.Value = values;
}
}
}
private ProbeLighting.Grid LoadGridData(aampv1.ParamEntry[] paramEntries)
{
ProbeLighting.Grid grid = new ProbeLighting.Grid();
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var mainBfres = scene.BfresObjects[0];
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/* var boundings = mainBfres.BFRESRender.GetSelectionBox();
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foreach (var entry in paramEntries)
{
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if (entry.HashString == "aabb_min_pos") {
grid.AABB_Max_Position = Utils.ToVec3((Syroot.Maths.Vector3F)entry.Value);
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entry.Value = new Syroot.Maths.Vector3F(boundings.minX, boundings.minY, boundings.minZ);
}
if (entry.HashString == "aabb_max_pos") {
grid.AABB_Min_Position = Utils.ToVec3((Syroot.Maths.Vector3F)entry.Value);
2019-04-10 21:36:10 +02:00
entry.Value = new Syroot.Maths.Vector3F(boundings.maxX, boundings.maxY, boundings.maxZ);
}
if (entry.HashString == "voxel_step_pos")
grid.Voxel_Step_Position = Utils.ToVec3((Syroot.Maths.Vector3F)entry.Value);
2019-04-29 02:11:20 +02:00
}*/
return grid;
}
private void LoadParameters(aampv2.AampFile aamp)
{
}
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private void AddPathDrawable(string Name, IEnumerable<BasePathPoint> Groups, Color color, bool CanConnect = true)
{
}
private void AddPathDrawable(string Name, IEnumerable<BasePathGroup> Groups, Color color, bool CanConnect = true)
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{
//Create a connectable object to connect each point
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var renderablePathConnected = new RenderableConnectedPaths(color);
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if (Name == "Lap Path" || Name == "Gravity Path")
renderablePathConnected.Use4PointConnection = true;
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if (CanConnect) {
viewport.AddDrawable(renderablePathConnected);
}
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//Load a node wrapper to the tree
var pathNode = new PathCollectionNode(Name);
treeView1.Nodes.Add(pathNode);
int groupIndex = 0;
foreach (var group in Groups)
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{
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if (CanConnect)
renderablePathConnected.AddGroup(group);
2019-04-07 01:11:59 +02:00
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var groupNode = new PathGroupNode($"{Name} Group{groupIndex++}");
pathNode.Nodes.Add(groupNode);
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int pointIndex = 0;
foreach (var path in group.PathPoints)
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{
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var pontNode = new PathPointNode($"{Name} Point{pointIndex++}");
pontNode.PathPoint = path;
groupNode.Nodes.Add(pontNode);
path.OnPathMoved = OnPathMoved;
viewport.AddDrawable(path.RenderablePoint);
2019-04-06 21:13:55 +02:00
}
}
}
private void OnPathMoved() {
stPropertyGrid1.Refresh();
}
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private void Scene_SelectionChanged(object sender, EventArgs e)
{
foreach (EditableObject o in viewport.scene.objects)
{
if (o.IsSelected() && o is RenderablePathPoint)
{
stPropertyGrid1.LoadProperty(((RenderablePathPoint)o).NodeObject, OnPropertyChanged);
}
}
}
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private void OnPropertyChanged()
{
var node = treeView1.SelectedNode;
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if (node is MapCameraWrapper)
{
UpdateCameraMapCoordinates((MapCameraWrapper)node);
}
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}
2019-04-06 19:29:42 +02:00
2019-04-07 02:16:41 +02:00
private void viewIntroCameraToolStripMenuItem_Click(object sender, EventArgs e)
{
//Sort list by camera number/id
scene.IntroCameras.Sort((x, y) => x.CameraNum.CompareTo(y.CameraNum));
2019-04-08 03:24:05 +02:00
foreach (var camera in scene.IntroCameras)
{
var pathMove = scene.Paths[camera.Camera_Path];
var pathLookAt = scene.Paths[camera.Camera_AtPath];
//The time elapsed for each point
int PathTime = camera.CameraTime / pathMove.PathPoints.Count;
//Go through each point
2019-04-08 03:24:05 +02:00
for (int p = 0; p < pathMove.PathPoints.Count; p++)
{
//If lookat path is higher than the move path, break
if (pathLookAt.PathPoints.Count >= p)
break;
//Set our points
2019-04-08 03:24:05 +02:00
var pathMovePoint = pathMove.PathPoints[p];
var pathLookAtPoint = pathLookAt.PathPoints[p];
for (int frame = 0; frame < PathTime; frame++)
{
if (viewport.GL_ControlModern != null)
{
2019-04-22 23:52:21 +02:00
// viewport.GL_ControlModern.CameraEye = pathLookAtPoint.Translate;
viewport.GL_ControlModern.CameraTarget = pathMovePoint.Translate;
viewport.UpdateViewport();
}
}
2019-04-08 03:24:05 +02:00
}
}
2019-04-07 02:16:41 +02:00
}
private void treeView1_AfterSelect(object sender, TreeViewEventArgs e)
{
List<EditableObject> newSelection = new List<EditableObject>();
TreeNode node = treeView1.SelectedNode;
2019-04-07 02:16:41 +02:00
if (node == null)
return;
if (node.Text == "Scene")
{
stPropertyGrid1.LoadProperty(scene, OnPropertyChanged);
}
else if (node is MapCameraWrapper)
{
stPropertyGrid1.LoadProperty( ((MapCameraWrapper)node).CameraFile.cameraData, OnPropertyChanged);
}
2019-04-10 21:36:10 +02:00
else if (node is ProbeLightingWrapper)
{
}
else if (node is ProbeLightingEntryWrapper)
{
var parent = (ProbeLightingWrapper)node.Parent;
foreach (var child in parent.Nodes)
{
( (ProbeLightingEntryWrapper)child).entry.Grid.GridColor = new Vector3(9, 0, 0);
}
var probeEntry = (ProbeLightingEntryWrapper)node;
probeEntry.entry.Grid.GridColor = new Vector3(1,0,0);
stPropertyGrid1.LoadProperty(probeEntry.entry, OnPropertyChanged);
}
else if (node is PathCollectionNode)
2019-04-07 02:16:41 +02:00
{
foreach (var group in ((PathCollectionNode)node).Nodes)
{
foreach (var point in ((PathGroupNode)group).Nodes)
{
2019-04-07 02:16:41 +02:00
newSelection.Add(((PathPointNode)point).PathPoint.RenderablePoint);
}
}
2019-04-07 02:16:41 +02:00
}
else if (node is PathGroupNode)
2019-04-07 02:16:41 +02:00
{
foreach (var point in ((PathGroupNode)node).Nodes)
{
2019-04-07 02:16:41 +02:00
newSelection.Add(((PathPointNode)point).PathPoint.RenderablePoint);
}
}
else if (node is PathPointNode)
2019-04-07 02:16:41 +02:00
{
newSelection.Add(((PathPointNode)node).PathPoint.RenderablePoint);
}
if (newSelection.Count > 0)
{
2019-04-07 02:16:41 +02:00
viewport.scene.SelectedObjects = newSelection;
viewport.UpdateViewport();
}
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 IsParentChecked = false;
2019-04-07 02:16:41 +02:00
private void treeView1_AfterCheck(object sender, TreeViewEventArgs e) {
if (!IsLoaded || IsParentChecked)
2019-04-07 02:16:41 +02:00
return;
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
IsParentChecked = true;
2019-04-07 02:16:41 +02:00
CheckChildNodes(e.Node, e.Node.Checked);
IsParentChecked = false; //Update viewport on the last node checked
viewport.UpdateViewport();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
2019-04-02 02:06:31 +02:00
2019-04-07 02:16:41 +02:00
private void CheckChildNodes(TreeNode node, bool IsChecked)
2019-04-02 02:06:31 +02:00
{
OnNodeChecked(node, IsChecked);
2019-04-07 02:16:41 +02:00
foreach (TreeNode n in node.Nodes)
{
n.Checked = IsChecked;
OnNodeChecked(n, IsChecked);
if (n.Nodes.Count > 0)
{
CheckChildNodes(n, IsChecked);
}
2019-04-07 02:16:41 +02:00
}
2019-04-02 02:06:31 +02:00
}
private void OnNodeChecked(TreeNode node, bool IsChecked)
{
if (node is PathPointNode)
((PathPointNode)node).OnChecked(IsChecked);
2019-04-10 21:36:10 +02:00
if (node is ProbeLightingEntryWrapper)
((ProbeLightingEntryWrapper)node).OnChecked(IsChecked);
}
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
}
}