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