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Switch-Toolbox/Switch_FileFormatsMain/GUI/BFRES/BfresShaderParams/SetParamDialog.cs

329 lines
13 KiB
C#
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2018-11-12 02:51:12 +01:00
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Syroot.NintenTools.NSW.Bfres;
using Switch_Toolbox.Library;
using OpenTK;
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using Bfres.Structs;
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namespace FirstPlugin
{
public partial class SetParamDialog : Form
{
public SetParamDialog()
{
InitializeComponent();
foreach (var type in Enum.GetValues(typeof(ShaderParamType)).Cast<ShaderParamType>())
comboBox1.Items.Add(type);
if (!Runtime.IsDebugMode)
{
comboBox1.Enabled = false;
textBox1.ReadOnly = true;
}
colorLabel.Visible = false;
pictureBox1.Visible = false;
}
BoolValuesPanel boolPanel;
SRTValuesPanel SRTPanel;
FloatsIntsValuePanel FloatIntsPanel;
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public BfresShaderParam activeParam;
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public void LoadParam(BfresShaderParam param)
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{
panel1.Controls.Clear();
activeParam = param;
bool IsColor = activeParam.Name.Contains("Color") || activeParam.Name.Contains("color");
if (IsColor)
{
colorLabel.Visible = true;
pictureBox1.Visible = true;
SetColorBox(activeParam);
}
comboBox1.SelectedItem = activeParam.Type;
textBox1.Text = activeParam.Name;
switch (activeParam.Type)
{
case ShaderParamType.Bool:
case ShaderParamType.Bool2:
case ShaderParamType.Bool3:
case ShaderParamType.Bool4:
boolPanel = new BoolValuesPanel();
boolPanel.LoadValues(activeParam.ValueBool);
panel1.Controls.Add(boolPanel);
break;
case ShaderParamType.Float:
case ShaderParamType.Float2:
case ShaderParamType.Float3:
case ShaderParamType.Float4:
case ShaderParamType.Float2x2:
case ShaderParamType.Float2x3:
case ShaderParamType.Float2x4:
case ShaderParamType.Float3x2:
case ShaderParamType.Float3x3:
case ShaderParamType.Float3x4:
case ShaderParamType.Float4x2:
case ShaderParamType.Float4x3:
case ShaderParamType.Float4x4:
FloatIntsPanel = new FloatsIntsValuePanel();
FloatIntsPanel.LoadValues(activeParam.ValueFloat);
panel1.Controls.Add(FloatIntsPanel);
break;
case ShaderParamType.Int:
case ShaderParamType.Int2:
case ShaderParamType.Int3:
case ShaderParamType.Int4:
FloatIntsPanel = new FloatsIntsValuePanel();
FloatIntsPanel.LoadValues(activeParam.ValueInt);
panel1.Controls.Add(FloatIntsPanel);
break;
case ShaderParamType.Reserved2:
case ShaderParamType.Reserved3:
case ShaderParamType.Reserved4:
break;
case ShaderParamType.Srt2D:
SRTPanel = new SRTValuesPanel();
SRTPanel.LoadValues(activeParam.ValueSrt2D);
panel1.Controls.Add(SRTPanel);
break;
case ShaderParamType.Srt3D:
SRTPanel = new SRTValuesPanel();
SRTPanel.LoadValues(activeParam.ValueSrt3D);
panel1.Controls.Add(SRTPanel);
break;
case ShaderParamType.TexSrt:
SRTPanel = new SRTValuesPanel();
SRTPanel.LoadValues(activeParam.ValueTexSrt);
panel1.Controls.Add(SRTPanel);
break;
case ShaderParamType.TexSrtEx:
SRTPanel = new SRTValuesPanel();
SRTPanel.LoadValues(activeParam.ValueTexSrtEx);
panel1.Controls.Add(SRTPanel);
break;
case ShaderParamType.UInt:
case ShaderParamType.UInt2:
case ShaderParamType.UInt3:
case ShaderParamType.UInt4:
FloatIntsPanel = new FloatsIntsValuePanel();
FloatIntsPanel.LoadValues(activeParam.ValueUint);
panel1.Controls.Add(FloatIntsPanel);
break;
}
}
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public void SetColorBox(BfresShaderParam param)
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{
Vector4 color = new Vector4();
switch (param.Type)
{
case ShaderParamType.Float3:
color = new Vector4(param.ValueFloat[0], param.ValueFloat[1], param.ValueFloat[2], 1);
break;
case ShaderParamType.Float4:
color = new Vector4(param.ValueFloat[0], param.ValueFloat[1], param.ValueFloat[2], param.ValueFloat[3]);
break;
}
int someIntX = (int)Math.Ceiling(color.X * 255);
int someIntY = (int)Math.Ceiling(color.Y * 255);
int someIntZ = (int)Math.Ceiling(color.Z * 255);
int someIntW = (int)Math.Ceiling(color.W * 255);
if (someIntX <= 255 && someIntY <= 255 && someIntZ <= 255 && someIntW <= 255)
{
pictureBox1.BackColor = Color.FromArgb(
someIntW,
someIntX,
someIntY,
someIntZ
);
}
}
public void GetValues()
{
if (boolPanel != null)
{
}
if (SRTPanel != null)
{
}
if (FloatIntsPanel != null)
{
FloatIntsPanel.GetValues(activeParam);
}
}
private void pictureBox1_Click(object sender, EventArgs e)
{
ColorDialog clr = new ColorDialog();
if (clr.ShowDialog() == DialogResult.OK)
{
pictureBox1.BackColor = clr.Color;
switch (activeParam.Type)
{
case ShaderParamType.Float4:
activeParam.ValueFloat = new float[4];
activeParam.ValueFloat[0] = (float)clr.Color.R / 255;
activeParam.ValueFloat[1] = (float)clr.Color.G / 255;
activeParam.ValueFloat[2] = (float)clr.Color.B / 255;
activeParam.ValueFloat[3] = (float)clr.Color.A / 255;
break;
case ShaderParamType.Float3:
activeParam.ValueFloat = new float[3];
activeParam.ValueFloat[0] = (float)clr.Color.R / 255;
activeParam.ValueFloat[1] = (float)clr.Color.G / 255;
activeParam.ValueFloat[2] = (float)clr.Color.B / 255;
break;
}
LoadParam(activeParam);
}
}
private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
{
if (comboBox1.SelectedIndex >= 0)
{
if (comboBox1.SelectedItem is ShaderParamType)
{
// activeParam.Type = (ShaderParamType)comboBox1.SelectedItem;
// SetNewType();
// LoadParam(activeParam);
}
}
}
private void SetNewType()
{
switch (activeParam.Type)
{
case ShaderParamType.Bool:
activeParam.ValueBool = new bool[1];
break;
case ShaderParamType.Bool2:
activeParam.ValueBool = new bool[2];
break;
case ShaderParamType.Bool3:
activeParam.ValueBool = new bool[3];
break;
case ShaderParamType.Bool4:
activeParam.ValueBool = new bool[4];
break;
case ShaderParamType.Float:
activeParam.ValueFloat = new float[1];
break;
case ShaderParamType.Float2:
activeParam.ValueFloat = new float[2];
break;
case ShaderParamType.Float3:
activeParam.ValueFloat = new float[3];
break;
case ShaderParamType.Float4:
activeParam.ValueFloat = new float[4];
break;
case ShaderParamType.Float2x2:
activeParam.ValueFloat = new float[4];
break;
case ShaderParamType.Float2x3:
activeParam.ValueFloat = new float[5];
break;
case ShaderParamType.Float2x4:
activeParam.ValueFloat = new float[6];
break;
case ShaderParamType.Float3x2:
activeParam.ValueFloat = new float[7];
break;
case ShaderParamType.Float3x3:
activeParam.ValueFloat = new float[9];
break;
case ShaderParamType.Float3x4:
activeParam.ValueFloat = new float[10];
break;
case ShaderParamType.Float4x2:
activeParam.ValueFloat = new float[14];
break;
case ShaderParamType.Float4x3:
activeParam.ValueFloat = new float[15];
break;
case ShaderParamType.Float4x4:
activeParam.ValueFloat = new float[16];
break;
case ShaderParamType.Int:
activeParam.ValueInt = new int[1];
break;
case ShaderParamType.Int2:
activeParam.ValueInt = new int[2];
break;
case ShaderParamType.Int3:
activeParam.ValueInt = new int[3];
break;
case ShaderParamType.Int4:
activeParam.ValueInt = new int[4];
break;
case ShaderParamType.Reserved2:
activeParam.ValueReserved = new byte[2];
break;
case ShaderParamType.Reserved3:
activeParam.ValueReserved = new byte[3];
break;
case ShaderParamType.Reserved4:
activeParam.ValueReserved = new byte[4];
break;
case ShaderParamType.Srt2D:
activeParam.ValueSrt2D = new Srt2D();
activeParam.ValueSrt2D.Scaling = new Syroot.Maths.Vector2F(0, 0);
activeParam.ValueSrt2D.Translation = new Syroot.Maths.Vector2F(0,0);
activeParam.ValueSrt2D.Rotation = 0;
break;
case ShaderParamType.Srt3D:
activeParam.ValueSrt3D = new Srt3D();
activeParam.ValueSrt3D.Scaling = new Syroot.Maths.Vector3F(0, 0, 0);
activeParam.ValueSrt3D.Translation = new Syroot.Maths.Vector3F(0, 0, 0);
activeParam.ValueSrt3D.Rotation = new Syroot.Maths.Vector3F(0, 0,0);
break;
case ShaderParamType.TexSrt:
activeParam.ValueTexSrt = new TexSrt();
activeParam.ValueTexSrt.Mode = TexSrtMode.ModeMaya;
activeParam.ValueTexSrt.Scaling = new Syroot.Maths.Vector2F(0, 0);
activeParam.ValueTexSrt.Translation = new Syroot.Maths.Vector2F(0, 0);
activeParam.ValueTexSrt.Rotation = 0;
break;
case ShaderParamType.TexSrtEx:
activeParam.ValueTexSrtEx = new TexSrtEx();
activeParam.ValueTexSrtEx.Mode = TexSrtMode.ModeMaya;
activeParam.ValueTexSrtEx.Scaling = new Syroot.Maths.Vector2F(0, 0);
activeParam.ValueTexSrtEx.Translation = new Syroot.Maths.Vector2F(0, 0);
activeParam.ValueTexSrtEx.Rotation = 0;
activeParam.ValueTexSrtEx.MatrixPointer = 0;
break;
case ShaderParamType.UInt:
activeParam.ValueUint = new uint[1];
break;
case ShaderParamType.UInt2:
activeParam.ValueUint = new uint[2];
break;
case ShaderParamType.UInt3:
activeParam.ValueUint = new uint[3];
break;
case ShaderParamType.UInt4:
activeParam.ValueUint = new uint[4];
break;
}
}
}
}