using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Syroot.NintenTools.NSW.Bfres; using Syroot.NintenTools.NSW.Bfres.Helpers; using Syroot.NintenTools.NSW.Bfres.GFX; using Switch_Toolbox.Library.IO; using Switch_Toolbox.Library; using Switch_Toolbox.Library.Rendering; using OpenTK; using System.Windows.Forms; using Bfres.Structs; namespace FirstPlugin { public static class BfresSwitch { public static void Read(BFRESRender renderer, ResFile resFile, TreeNode ResFileNode) { int CurMdl = 0; foreach (Model mdl in resFile.Models) { FMDL model = new FMDL(); model.Text = mdl.Name; model.Skeleton = new FSKL(mdl.Skeleton); model.Nodes.Add(model.Skeleton.node); model.Skeleton.reset(); model.Skeleton.update(); model.BFRESRender = renderer; model.Skeleton.node.BFRESRender = renderer; model.Model = mdl; foreach (Material mat in mdl.Materials) { FMAT FMAT = new FMAT(); FMAT.BFRESRender = renderer; FMAT.Text = mat.Name; FMAT.ReadMaterial(mat); model.Nodes[1].Nodes.Add(FMAT); model.materials.Add(FMAT.Text, FMAT); } foreach (Shape shp in mdl.Shapes) { VertexBuffer vertexBuffer = mdl.VertexBuffers[shp.VertexBufferIndex]; Material material = mdl.Materials[shp.MaterialIndex]; FSHP mesh = new FSHP(); mesh.BFRESRender = renderer; mesh.ModelIndex = CurMdl; ReadShapesVertices(mesh, shp, vertexBuffer, model); mesh.MaterialIndex = shp.MaterialIndex; model.Nodes[0].Nodes.Add(mesh); model.shapes.Add(mesh); } ResFileNode.Nodes[0].Nodes.Add(model); renderer.models.Add(model); CurMdl++; } } public static Shape SaveShape(FSHP fshp) { Shape Shape = new Shape(); Shape.VertexSkinCount = (byte)fshp.VertexSkinCount; Shape.Flags = ShapeFlags.HasVertexBuffer; Shape.BoneIndex = (ushort)fshp.boneIndx; Shape.MaterialIndex = (ushort)fshp.MaterialIndex; Shape.VertexBufferIndex = (ushort)fshp.VertexBufferIndex; Shape.KeyShapes = new List(); Shape.KeyShapeDict = new ResDict(); Shape.Name = fshp.Text; Shape.SkinBoneIndices = fshp.GetIndices(); Shape.TargetAttribCount = (byte)fshp.TargetAttribCount; Shape.SkinBoneIndices = fshp.BoneIndices; Shape.SubMeshBoundings = new List(); Shape.RadiusArray = new List(); Shape.RadiusArray = fshp.boundingRadius; Shape.Meshes = new List(); foreach (FSHP.BoundingBox box in fshp.boundingBoxes) { Bounding bnd = new Bounding(); bnd.Center = new Syroot.Maths.Vector3F(box.Center.X, box.Center.Y, box.Center.Z); bnd.Extent = new Syroot.Maths.Vector3F(box.Extend.X, box.Extend.Y, box.Extend.Z); Shape.SubMeshBoundings.Add(bnd); } foreach (FSHP.LOD_Mesh mesh in fshp.lodMeshes) { Mesh msh = new Mesh(); msh.MemoryPool = new MemoryPool(); msh.SubMeshes = new List(); msh.PrimitiveType = (PrimitiveType)mesh.PrimitiveType; msh.FirstVertex = mesh.FirstVertex; foreach (FSHP.LOD_Mesh.SubMesh sub in mesh.subMeshes) { SubMesh subMesh = new SubMesh(); subMesh.Offset = sub.offset; subMesh.Count = (uint)mesh.faces.Count; msh.SubMeshes.Add(subMesh); } IList faceList = new List(); foreach (int f in mesh.faces) { faceList.Add((uint)f); } if (faceList.Count > 65000) { MessageBox.Show($"Warning! Your poly count for a single mesh {fshp.Text} is pretty high! ({faceList.Count})." + $" You may want to split this!"); msh.SetIndices(faceList, IndexFormat.UInt32); } else msh.SetIndices(faceList, IndexFormat.UInt16); Shape.Meshes.Add(msh); break; } return Shape; } public static void ReadShapesVertices(FSHP fshp, Shape shp, VertexBuffer vertexBuffer, FMDL model) { fshp.boundingBoxes.Clear(); fshp.boundingRadius.Clear(); fshp.BoneIndices.Clear(); foreach (Bounding bnd in shp.SubMeshBoundings) { FSHP. BoundingBox box = new FSHP.BoundingBox(); box.Center = new Vector3(bnd.Center.X, bnd.Center.Y, bnd.Center.Z); box.Extend = new Vector3(bnd.Extent.X, bnd.Extent.Y, bnd.Extent.Z); fshp. boundingBoxes.Add(box); } foreach (float rad in shp.RadiusArray) { fshp.boundingRadius.Add(rad); } fshp.VertexBufferIndex = shp.VertexBufferIndex; fshp.Shape = shp; fshp.VertexBuffer = vertexBuffer; fshp.VertexSkinCount = shp.VertexSkinCount; fshp.boneIndx = shp.BoneIndex; fshp.Text = shp.Name; fshp.TargetAttribCount = shp.TargetAttribCount; fshp.MaterialIndex = shp.MaterialIndex; if (shp.SkinBoneIndices != null) { foreach (ushort bn in shp.SkinBoneIndices) fshp.BoneIndices.Add(bn); } ReadMeshes(fshp, shp); ReadVertexBuffer(fshp, vertexBuffer, model); } private static void ReadMeshes(FSHP fshp, Shape shp) { fshp.lodMeshes.Clear(); foreach (Mesh msh in shp.Meshes) { uint FaceCount = msh.IndexCount; uint[] indicesArray = msh.GetIndices().ToArray(); FSHP.LOD_Mesh lod = new FSHP.LOD_Mesh(); foreach (SubMesh subMsh in msh.SubMeshes) { FSHP.LOD_Mesh.SubMesh sub = new FSHP.LOD_Mesh.SubMesh(); sub.size = subMsh.Count; sub.offset = subMsh.Offset; lod.subMeshes.Add(sub); } lod.IndexFormat = (STIndexFormat)msh.IndexFormat; lod.PrimitiveType = (STPolygonType)msh.PrimitiveType; lod.FirstVertex = msh.FirstVertex; for (int face = 0; face < FaceCount; face++) lod.faces.Add((int)indicesArray[face] + (int)msh.FirstVertex); fshp.lodMeshes.Add(lod); } } private static void ReadVertexBuffer(FSHP fshp, VertexBuffer vtx, FMDL model) { fshp.vertices.Clear(); fshp.vertexAttributes.Clear(); //Create a buffer instance which stores all the buffer data VertexBufferHelper helper = new VertexBufferHelper(vtx); //Set each array first from the lib if exist. Then add the data all in one loop Syroot.Maths.Vector4F[] vec4Positions = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4Normals = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4uv0 = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4uv1 = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4uv2 = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4c0 = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4t0 = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4b0 = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4w0 = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4i0 = new Syroot.Maths.Vector4F[0]; //For shape morphing Syroot.Maths.Vector4F[] vec4Positions1 = new Syroot.Maths.Vector4F[0]; Syroot.Maths.Vector4F[] vec4Positions2 = new Syroot.Maths.Vector4F[0]; foreach (VertexAttrib att in vtx.Attributes) { FSHP.VertexAttribute attr = new FSHP.VertexAttribute(); attr.Name = att.Name; attr.Format = att.Format; if (att.Name == "_p0") vec4Positions = AttributeData(att, helper, "_p0"); if (att.Name == "_n0") vec4Normals = AttributeData(att, helper, "_n0"); if (att.Name == "_u0") vec4uv0 = AttributeData(att, helper, "_u0"); if (att.Name == "_u1") vec4uv1 = AttributeData(att, helper, "_u1"); if (att.Name == "_u2") vec4uv2 = AttributeData(att, helper, "_u2"); if (att.Name == "_c0") vec4c0 = AttributeData(att, helper, "_c0"); if (att.Name == "_t0") vec4t0 = AttributeData(att, helper, "_t0"); if (att.Name == "_b0") vec4b0 = AttributeData(att, helper, "_b0"); if (att.Name == "_w0") vec4w0 = AttributeData(att, helper, "_w0"); if (att.Name == "_i0") vec4i0 = AttributeData(att, helper, "_i0"); if (att.Name == "_p1") vec4Positions1 = AttributeData(att, helper, "_p1"); if (att.Name == "_p2") vec4Positions2 = AttributeData(att, helper, "_p2"); fshp.vertexAttributes.Add(attr); } for (int i = 0; i < vec4Positions.Length; i++) { Vertex v = new Vertex(); if (vec4Positions.Length > 0) v.pos = new Vector3(vec4Positions[i].X, vec4Positions[i].Y, vec4Positions[i].Z); if (vec4Positions1.Length > 0) v.pos1 = new Vector3(vec4Positions1[i].X, vec4Positions1[i].Y, vec4Positions1[i].Z); if (vec4Positions2.Length > 0) v.pos2 = new Vector3(vec4Positions2[i].X, vec4Positions2[i].Y, vec4Positions2[i].Z); if (vec4Normals.Length > 0) v.nrm = new Vector3(vec4Normals[i].X, vec4Normals[i].Y, vec4Normals[i].Z); if (vec4uv0.Length > 0) v.uv0 = new Vector2(vec4uv0[i].X, vec4uv0[i].Y); if (vec4uv1.Length > 0) v.uv1 = new Vector2(vec4uv1[i].X, vec4uv1[i].Y); if (vec4uv2.Length > 0) v.uv2 = new Vector2(vec4uv2[i].X, vec4uv2[i].Y); if (vec4w0.Length > 0) { v.boneWeights.Add(vec4w0[i].X); v.boneWeights.Add(vec4w0[i].Y); v.boneWeights.Add(vec4w0[i].Z); v.boneWeights.Add(vec4w0[i].W); } if (vec4i0.Length > 0) { v.boneIds.Add((int)vec4i0[i].X); v.boneIds.Add((int)vec4i0[i].Y); v.boneIds.Add((int)vec4i0[i].Z); v.boneIds.Add((int)vec4i0[i].W); } if (vec4t0.Length > 0) v.tan = new Vector4(vec4t0[i].X, vec4t0[i].Y, vec4t0[i].Z, vec4t0[i].W); if (vec4b0.Length > 0) v.bitan = new Vector4(vec4b0[i].X, vec4b0[i].Y, vec4b0[i].Z, vec4b0[i].W); if (vec4c0.Length > 0) v.col = new Vector4(vec4c0[i].X, vec4c0[i].Y, vec4c0[i].Z, vec4c0[i].W); if (fshp.VertexSkinCount == 1) { Matrix4 sb = model.Skeleton.bones[model.Skeleton.Node_Array[v.boneIds[0]]].transform; v.pos = Vector3.TransformPosition(v.pos, sb); v.nrm = Vector3.TransformNormal(v.nrm, sb); } if (fshp.VertexSkinCount == 0) { Matrix4 NoBindFix = model.Skeleton.bones[fshp.boneIndx].transform; v.pos = Vector3.TransformPosition(v.pos, NoBindFix); v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix); } fshp.vertices.Add(v); } } private static Syroot.Maths.Vector4F[] AttributeData(VertexAttrib att, VertexBufferHelper helper, string attName) { VertexBufferHelperAttrib attd = helper[attName]; return attd.Data; } public static void SetSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton) { if (skeleton.MatrixToBoneList == null) skeleton.MatrixToBoneList = new List(); RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count]; int nodes = 0; foreach (ushort node in skeleton.MatrixToBoneList) { RenderableSkeleton.Node_Array[nodes] = node; nodes++; } foreach (Bone bone in skeleton.Bones) { BfresBone STBone = new BfresBone(RenderableSkeleton); SetBone(STBone, bone); STBone.BFRESRender = RenderableSkeleton.node.BFRESRender; //to update viewport on bone edits RenderableSkeleton.bones.Add(STBone); } RenderableSkeleton.update(); RenderableSkeleton.reset(); foreach (var bone in RenderableSkeleton.bones) if (bone.Parent == null) skl.Nodes.Add(bone); Runtime.abstractGlDrawables.Add(RenderableSkeleton); } public static void SetBone(this BfresBone bone, Bone bn) { bone.Bone = bn; bone.Text = bn.Name; bone.BillboardIndex = bn.BillboardIndex; bone.parentIndex = bn.ParentIndex; bone.scale = new float[3]; bone.rotation = new float[4]; bone.position = new float[3]; if (bn.FlagsRotation == BoneFlagsRotation.Quaternion) bone.boneRotationType = 1; else bone.boneRotationType = 0; bone.scale[0] = bn.Scale.X; bone.scale[1] = bn.Scale.Y; bone.scale[2] = bn.Scale.Z; bone.rotation[0] = bn.Rotation.X; bone.rotation[1] = bn.Rotation.Y; bone.rotation[2] = bn.Rotation.Z; bone.rotation[3] = bn.Rotation.W; bone.position[0] = bn.Position.X; bone.position[1] = bn.Position.Y; bone.position[2] = bn.Position.Z; } public static void SetShape(this FSHP s, Shape shp) { shp.Name = s.Text; shp.MaterialIndex = (ushort)s.MaterialIndex; shp.BoneIndex = (ushort)s.boneIndx; } public static void CreateNewMaterial(string Name) { FMAT mat = new FMAT(); mat.Text = Name; mat.Material = new Material(); SetMaterial(mat, mat.Material); } public static void SetMaterial(this FMAT m, Material mat) { mat.Name = m.Text; if (m.Enabled) mat.Flags = MaterialFlags.Visible; else mat.Flags = MaterialFlags.None; if (mat.ShaderParamData == null) mat.ShaderParamData = new byte[0]; byte[] ParamData = WriteShaderParams(m, mat); if (ParamData.Length != mat.ShaderParamData.Length) throw new Exception("Param size mis match!"); else mat.ShaderParamData = ParamData; WriteRenderInfo(m, mat); WriteTextureRefs(m, mat); WriteShaderAssign(m.shaderassign, mat); } public static void ReadMaterial(this FMAT m, Material mat) { if (mat.Flags == MaterialFlags.Visible) m.Enabled = true; else m.Enabled = false; m.ReadRenderInfo(mat); m.ReadShaderAssign(mat); m.SetActiveGame(); m.ReadShaderParams(mat); m.Material = mat; m.ReadTextureRefs(mat); } public static void ReadTextureRefs(this FMAT m, Material mat) { m.textures.Clear(); int AlbedoCount = 0; int id = 0; string TextureName = ""; if (mat.TextureRefs == null) mat.TextureRefs = new List(); foreach (string tex in mat.TextureRefs) { TextureName = tex; MatTexture texture = new MatTexture(); texture.wrapModeS = (int)mat.Samplers[id].WrapModeU; texture.wrapModeT = (int)mat.Samplers[id].WrapModeV; texture.wrapModeW = (int)mat.Samplers[id].WrapModeW; texture.SamplerName = mat.SamplerDict.GetKey(id); bool IsAlbedo = Misc.HackyTextureList.Any(TextureName.Contains); if (Runtime.activeGame == Runtime.ActiveGame.MK8D) { if (texture.SamplerName == "_a0") { if (AlbedoCount == 0) { m.HasDiffuseMap = true; AlbedoCount++; texture.hash = 0; texture.Type = MatTexture.TextureType.Diffuse; } } if (texture.SamplerName == "_n0") { texture.hash = 1; m.HasNormalMap = true; texture.Type = MatTexture.TextureType.Normal; } if (texture.SamplerName == "_e0") { texture.hash = 8; m.HasEmissionMap = true; texture.Type = MatTexture.TextureType.Emission; } if (texture.SamplerName == "_s0") { texture.hash = 4; m.HasSpecularMap = true; texture.Type = MatTexture.TextureType.Specular; } if (texture.SamplerName == "_x0") { texture.hash = 6; m.HasSphereMap = true; texture.Type = MatTexture.TextureType.SphereMap; } if (texture.SamplerName == "_b0") { texture.hash = 2; m.HasShadowMap = true; texture.Type = MatTexture.TextureType.Shadow; } if (texture.SamplerName == "_b1") { texture.hash = 3; m.HasLightMap = true; texture.Type = MatTexture.TextureType.Light; } } else if (Runtime.activeGame == Runtime.ActiveGame.SMO) { if (texture.SamplerName == "_a0") { if (AlbedoCount == 0) { m.HasDiffuseMap = true; AlbedoCount++; texture.hash = 0; texture.Type = MatTexture.TextureType.Diffuse; } } if (texture.SamplerName == "_n0") { texture.hash = 1; m.HasNormalMap = true; texture.Type = MatTexture.TextureType.Normal; } if (texture.SamplerName == "_e0") { texture.hash = 8; m.HasEmissionMap = true; texture.Type = MatTexture.TextureType.Emission; } if (TextureName.Contains("mtl")) { texture.hash = 16; m.HasMetalnessMap = true; texture.Type = MatTexture.TextureType.Metalness; } else if (TextureName.Contains("rgh")) { texture.Type = MatTexture.TextureType.Roughness; texture.hash = 18; m.HasRoughnessMap = true; } else if (TextureName.Contains("sss")) { texture.Type = MatTexture.TextureType.SubSurfaceScattering; texture.hash = 19; m.HasSubSurfaceScatteringMap = true; } } else { //This works decently for now. I tried samplers but Kirby Star Allies doesn't map with samplers properly? if (IsAlbedo) { if (AlbedoCount == 0) { m.HasDiffuseMap = true; AlbedoCount++; texture.hash = 0; texture.Type = MatTexture.TextureType.Diffuse; } if (AlbedoCount == 1) { // poly.material.HasDiffuseLayer = true; // texture.hash = 19; // texture.Type = MatTexture.TextureType.DiffuseLayer2; } } else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm")) { texture.hash = 1; m.HasNormalMap = true; texture.Type = MatTexture.TextureType.Normal; } else if (TextureName.Contains("Emm")) { texture.hash = 8; m.HasEmissionMap = true; texture.Type = MatTexture.TextureType.Emission; } else if (TextureName.Contains("Spm")) { texture.hash = 4; m.HasSpecularMap = true; texture.Type = MatTexture.TextureType.Specular; } else if (TextureName.Contains("b00")) { texture.hash = 2; m.HasShadowMap = true; texture.Type = MatTexture.TextureType.Shadow; } else if (TextureName.Contains("Moc") || TextureName.Contains("AO")) { texture.hash = 2; m.HasAmbientOcclusionMap = true; texture.Type = MatTexture.TextureType.AO; } else if (TextureName.Contains("b01")) { texture.hash = 3; m.HasLightMap = true; texture.Type = MatTexture.TextureType.Light; } else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one { texture.hash = 17; m.HasRoughnessMap = true; texture.Type = MatTexture.TextureType.MRA; } else if (TextureName.Contains("mtl")) { texture.hash = 16; m.HasMetalnessMap = true; texture.Type = MatTexture.TextureType.Metalness; } else if (TextureName.Contains("rgh")) { texture.Type = MatTexture.TextureType.Roughness; texture.hash = 18; m.HasRoughnessMap = true; } else if (TextureName.Contains("sss")) { texture.Type = MatTexture.TextureType.SubSurfaceScattering; texture.hash = 19; m.HasSubSurfaceScatteringMap = true; } } texture.Name = TextureName; m.textures.Add(texture); id++; } } public static void ReadShaderParams(this FMAT m, Material mat) { m.matparam.Clear(); if (mat.ShaderParamData == null) return; using (FileReader reader = new FileReader(new System.IO.MemoryStream(mat.ShaderParamData))) { reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian; foreach (ShaderParam param in mat.ShaderParams) { BfresShaderParam shaderParam = new BfresShaderParam(); shaderParam.Type = param.Type; shaderParam.Name = param.Name; reader.Seek(param.DataOffset, System.IO.SeekOrigin.Begin); shaderParam.ReadValue(reader, (int)param.DataSize); m.matparam.Add(param.Name, shaderParam); } reader.Close(); } } public static byte[] WriteShaderParams(this FMAT m, Material mat) { mat.ShaderParams = new List(); System.IO.MemoryStream mem = new System.IO.MemoryStream(); using (FileWriter writer = new FileWriter(mem)) { uint Offset = 0; int index = 0; writer.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian; foreach (BfresShaderParam shaderParam in m.matparam.Values) { ShaderParam param = new ShaderParam(); param.Name = shaderParam.Name; param.Type = shaderParam.Type; param.DataOffset = (ushort)Offset; param.DependedIndex = (ushort)index; param.DependIndex = (ushort)index; writer.Seek(param.DataOffset, System.IO.SeekOrigin.Begin); shaderParam.WriteValue(writer); Offset += param.DataSize; mat.ShaderParams.Add(param); index++; } writer.Close(); } return mem.ToArray(); } public static void ReadRenderInfo(this FMAT m, Material mat) { m.renderinfo.Clear(); foreach (RenderInfo rnd in mat.RenderInfos) { BfresRenderInfo r = new BfresRenderInfo(); r.Name = rnd.Name; r.Type = rnd.Type; switch (rnd.Type) { case RenderInfoType.Int32: r.ValueInt = rnd.GetValueInt32s(); break; case RenderInfoType.Single: r.ValueFloat = rnd.GetValueSingles(); break; case RenderInfoType.String: r.ValueString = rnd.GetValueStrings(); break; } m.renderinfo.Add(r); } } public static void WriteTextureRefs(this FMAT m, Material mat) { mat.TextureRefs = new List(); mat.TextureRefs.Clear(); foreach (var textu in m.textures) mat.TextureRefs.Add(textu.Name); } public static void WriteRenderInfo(this FMAT m, Material mat) { if (mat.RenderInfos == null) mat.RenderInfos = new List(); mat.RenderInfos.Clear(); foreach (BfresRenderInfo rnd in m.renderinfo) { RenderInfo r = new RenderInfo(); r.Name = rnd.Name; switch (rnd.Type) { case RenderInfoType.Int32: r.SetValue(rnd.ValueInt); break; case RenderInfoType.Single: r.SetValue(rnd.ValueFloat); break; case RenderInfoType.String: r.SetValue(rnd.ValueString); break; } mat.RenderInfos.Add(r); } } public static void ReadShaderAssign(this FMAT m, Material mat) { m.shaderassign = new FMAT.ShaderAssign(); if (mat.ShaderAssign == null) mat.ShaderAssign = new ShaderAssign(); if (mat.ShaderAssign.ShaderOptions == null) mat.ShaderAssign.ShaderOptions = new List(); if (mat.ShaderAssign.AttribAssigns == null) mat.ShaderAssign.AttribAssigns = new List(); if (mat.ShaderAssign.SamplerAssigns == null) mat.ShaderAssign.SamplerAssigns = new List(); m.shaderassign.options.Clear(); m.shaderassign.samplers.Clear(); m.shaderassign.attributes.Clear(); m.shaderassign = new FMAT.ShaderAssign(); m.shaderassign.ShaderArchive = mat.ShaderAssign.ShaderArchiveName; m.shaderassign.ShaderModel = mat.ShaderAssign.ShadingModelName; for (int op = 0; op < mat.ShaderAssign.ShaderOptions.Count; op++) m.shaderassign.options.Add(mat.ShaderAssign.ShaderOptionDict.GetKey(op), mat.ShaderAssign.ShaderOptions[op]); if (mat.ShaderAssign.SamplerAssigns != null) { for (int op = 0; op < mat.ShaderAssign.SamplerAssigns.Count; op++) m.shaderassign.samplers.Add(mat.ShaderAssign.SamplerAssignDict.GetKey(op), mat.ShaderAssign.SamplerAssigns[op]); } if (mat.ShaderAssign.AttribAssigns != null) { for (int op = 0; op < mat.ShaderAssign.AttribAssigns.Count; op++) m.shaderassign.attributes.Add(mat.ShaderAssign.AttribAssignDict.GetKey(op), mat.ShaderAssign.AttribAssigns[op]); } } public static void WriteShaderAssign(this FMAT.ShaderAssign shd, Material mat) { mat.ShaderAssign = new ShaderAssign(); mat.ShaderAssign.ShaderOptionDict = new ResDict(); mat.ShaderAssign.SamplerAssignDict = new ResDict(); mat.ShaderAssign.AttribAssignDict = new ResDict(); mat.ShaderAssign.ShaderOptions = new List(); mat.ShaderAssign.AttribAssigns = new List(); mat.ShaderAssign.SamplerAssigns = new List(); mat.ShaderAssign.ShaderArchiveName = shd.ShaderArchive; mat.ShaderAssign.ShadingModelName = shd.ShaderModel; foreach (var option in shd.options) { mat.ShaderAssign.ShaderOptionDict.Add(option.Key); mat.ShaderAssign.ShaderOptions.Add(option.Value); } foreach (var samp in shd.samplers) { mat.ShaderAssign.SamplerAssignDict.Add(samp.Key); mat.ShaderAssign.SamplerAssigns.Add(samp.Value); } foreach (var att in shd.attributes) { mat.ShaderAssign.AttribAssignDict.Add(att.Key); mat.ShaderAssign.AttribAssigns.Add(att.Value); } } public static void WriteExternalFiles(ResFile resFile, TreeNode EditorRoot) { resFile.ExternalFiles.Clear(); if (EditorRoot.Nodes.ContainsKey("EXT")) { foreach (TreeNode node in EditorRoot.Nodes["EXT"].Nodes) { ExternalFile ext = new ExternalFile(); if (node is BinaryTextureContainer) { BinaryTextureContainer bntx = (BinaryTextureContainer)node; ext.Data = bntx.Save(); } else if (node is BfshaFileData) { ext.Data = ((BfshaFileData)node).Data; } else { ext.Data = ((ExternalFileData)node).Data; } resFile.ExternalFiles.Add(ext); } } } } }