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mirror of synced 2024-12-12 07:41:11 +01:00
Switch-Toolbox/Switch_FileFormatsMain/FileFormats/BFRES/BfresSwitch.cs
KillzXGaming f51dd17f94 Many improvements and new formats.
Add in nutexb file format. While not finished, it can preview and export them.
Batch exporting for nuteb (tools menu).
Rework GTX code. This is WIP and not finished.
Add XTX code. Unifnished atm.
Add saving for wii u and include fmat exporting.
Proper error handling for assimp and texture swizzling.
2018-11-27 21:21:31 -05:00

996 lines
40 KiB
C#

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 Model SetModel(FMDL fmdl)
{
Model model = new Model();
model.Name = fmdl.Text;
model.Shapes = new List<Shape>();
model.VertexBuffers = new List<VertexBuffer>();
model.Materials = new List<Material>();
model.UserData = new List<UserData>();
model.Skeleton = new Skeleton();
model.Skeleton = fmdl.Skeleton.node.Skeleton;
model.ShapeDict = new ResDict();
model.MaterialDict = new ResDict();
model.UserDataDict = new ResDict();
int i = 0;
var duplicates = fmdl.shapes.GroupBy(c => c.Text).Where(g => g.Skip(1).Any()).SelectMany(c => c);
foreach (var shape in duplicates)
shape.Text += i++;
foreach (FSHP shape in fmdl.shapes)
{
BFRES.CheckMissingTextures(shape);
SetShape(shape, shape.Shape);
model.Shapes.Add(shape.Shape);
model.VertexBuffers.Add(shape.VertexBuffer);
shape.Shape.VertexBufferIndex = (ushort)(model.VertexBuffers.Count - 1);
BFRES.SetShaderAssignAttributes(shape.GetMaterial().shaderassign, shape);
}
foreach (FMAT mat in fmdl.materials.Values)
{
SetMaterial(mat, mat.Material);
model.Materials.Add(mat.Material);
}
return model;
}
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.Skeleton.node.BFRESRender = renderer;
model.Model = mdl;
foreach (Material mat in mdl.Materials)
{
FMAT FMAT = new FMAT();
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.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<KeyShape>();
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<Bounding>();
Shape.RadiusArray = new List<float>();
Shape.RadiusArray = fshp.boundingRadius;
Shape.Meshes = new List<Mesh>();
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<SubMesh>();
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<uint> faceList = new List<uint>();
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 SkeletalAnim SetSkeletalAniamtion(BfresSkeletonAnim anim)
{
SkeletalAnim animation = new SkeletalAnim();
animation.Name = anim.Text;
animation.FrameCount = anim.FrameCount;
animation.FlagsAnimSettings = SkeletalAnimFlags.Looping;
animation.FlagsRotate = SkeletalAnimFlagsRotate.EulerXYZ;
animation.FlagsScale = SkeletalAnimFlagsScale.Maya;
animation.BindIndices = new ushort[anim.Bones.Count];
animation.BindSkeleton = new Skeleton();
animation.BakedSize = 0;
animation.BoneAnims = new List<BoneAnim>();
animation.UserDataDict = new ResDict();
animation.UserDatas = new List<UserData>();
foreach (var bone in anim.Bones)
animation.BoneAnims.Add(createBoneAnim(bone, anim));
return animation;
}
private static BoneAnim createBoneAnim(Animation.KeyNode bone, BfresSkeletonAnim anim)
{
BoneAnim boneAnim = new BoneAnim();
boneAnim.Name = bone.Name;
var posx = bone.XPOS.GetValue(0);
var posy = bone.YPOS.GetValue(0);
var posz = bone.ZPOS.GetValue(0);
var scax = bone.XSCA.GetValue(0);
var scay = bone.YSCA.GetValue(0);
var scaz = bone.ZSCA.GetValue(0);
var rotx = bone.XROT.GetValue(0);
var roty = bone.YROT.GetValue(0);
var rotz = bone.ZROT.GetValue(0);
var rotw = bone.WROT.GetValue(0);
BoneAnimData boneBaseData = new BoneAnimData();
boneBaseData.Translate = new Syroot.Maths.Vector3F(posx, posy, posz);
boneBaseData.Scale = new Syroot.Maths.Vector3F(scax, scay, scaz);
boneBaseData.Rotate = new Syroot.Maths.Vector4F(rotx, roty, rotz, rotw);
boneAnim.BaseData = boneBaseData;
boneAnim.BeginBaseTranslate = 0;
boneAnim.BeginRotate = 0;
boneAnim.BeginTranslate = 0;
boneAnim.Curves = new List<AnimCurve>();
boneAnim.FlagsBase = BoneAnimFlagsBase.Translate | BoneAnimFlagsBase.Scale | BoneAnimFlagsBase.Rotate;
boneAnim.FlagsTransform = BoneAnimFlagsTransform.Identity;
if (bone.XPOS.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateX;
boneAnim.Curves.Add(SetAnimationCurve(bone.XPOS));
}
if (bone.YPOS.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateY;
boneAnim.Curves.Add(SetAnimationCurve(bone.YPOS));
}
if (bone.ZPOS.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateZ;
boneAnim.Curves.Add(SetAnimationCurve(bone.ZPOS));
}
if (bone.XSCA.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleX;
boneAnim.Curves.Add(SetAnimationCurve(bone.XSCA));
}
if (bone.YSCA.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleY;
boneAnim.Curves.Add(SetAnimationCurve(bone.YSCA));
}
if (bone.ZSCA.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleZ;
boneAnim.Curves.Add(SetAnimationCurve(bone.ZSCA));
}
if (bone.XROT.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateX;
boneAnim.Curves.Add(SetAnimationCurve(bone.XROT));
}
if (bone.YROT.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateY;
boneAnim.Curves.Add(SetAnimationCurve(bone.YROT));
}
if (bone.ZROT.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateZ;
boneAnim.Curves.Add(SetAnimationCurve(bone.ZROT));
}
if (bone.WROT.HasAnimation())
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateW;
boneAnim.Curves.Add(SetAnimationCurve(bone.WROT));
}
return boneAnim;
}
private static AnimCurve SetAnimationCurve(Animation.KeyGroup keyGroup)
{
AnimCurve curve = new AnimCurve();
curve.Frames = new float[(int)keyGroup.Keys.Count];
curve.FrameType = AnimCurveFrameType.Single;
curve.KeyType = AnimCurveKeyType.Single;
curve.EndFrame = keyGroup.FrameCount;
curve.AnimDataOffset = 0;
curve.Delta = 0;
curve.Scale = 1;
curve.StartFrame = 0;
curve.Offset = 0;
var frame = keyGroup.GetKeyFrame(0);
int valuesLength = 1;
if (frame.InterType == Animation.InterpolationType.HERMITE)
{
curve.CurveType = AnimCurveType.Cubic;
curve.Keys = new float[keyGroup.Keys.Count, 4];
for (int k = 0; k < keyGroup.Keys.Count; k++)
{
float value = keyGroup.GetValue(keyGroup.Keys[k].Frame);
curve.Keys[k, 0] = value;
curve.Keys[k, 1] = 0;
curve.Keys[k, 2] = 0;
curve.Keys[k, 3] = 0;
curve.Frames[k] = keyGroup.Keys[k].Frame;
}
}
if (frame.InterType == Animation.InterpolationType.LINEAR)
{
curve.CurveType = AnimCurveType.Linear;
curve.Keys = new float[keyGroup.Keys.Count, 2];
}
if (frame.InterType == Animation.InterpolationType.STEP)
{
curve.CurveType = AnimCurveType.StepInt;
curve.Keys = new float[keyGroup.Keys.Count, 1];
}
if (frame.InterType == Animation.InterpolationType.STEPBOOL)
{
curve.CurveType = AnimCurveType.StepBool;
curve.Keys = new float[keyGroup.Keys.Count, 1];
}
return curve;
}
public static void ReadSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
{
if (skeleton.MatrixToBoneList == null)
skeleton.MatrixToBoneList = new List<ushort>();
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);
ReadBone(STBone, bone);
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 ReadBone(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<string>();
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<ShaderParam>();
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<string>();
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<RenderInfo>();
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<string>();
if (mat.ShaderAssign.AttribAssigns == null)
mat.ShaderAssign.AttribAssigns = new List<string>();
if (mat.ShaderAssign.SamplerAssigns == null)
mat.ShaderAssign.SamplerAssigns = new List<string>();
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<string>();
mat.ShaderAssign.AttribAssigns = new List<string>();
mat.ShaderAssign.SamplerAssigns = new List<string>();
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);
}
}
}
}
}