5081e39414
Fixed MKAGPDX models a bit so they aren't all missing mesh data. Skinned ones are still buggy! BMD wip support using SuperBMDLib. Adjusted gui loading a little bit.
271 lines
9.2 KiB
C#
271 lines
9.2 KiB
C#
using System;
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using System.Collections.Generic;
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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 Switch_Toolbox;
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using System.Windows.Forms;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library.Forms;
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using FirstPlugin.Forms;
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namespace FirstPlugin
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{
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public class SHARC : TreeNodeFile, IFileFormat
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{
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public FileType FileType { get; set; } = FileType.Shader;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Shader Archive" };
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public string[] Extension { get; set; } = new string[] { "*.sharc" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public IFileInfo IFileInfo { get; set; }
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public bool Identify(System.IO.Stream stream)
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{
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using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
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{
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return reader.CheckSignature(4, "AAHS");
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}
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}
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public Type[] Types
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{
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get
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{
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List<Type> types = new List<Type>();
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return types.ToArray();
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}
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}
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public Header header;
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public void Load(System.IO.Stream stream)
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{
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header = new Header();
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header.Read(new FileReader(stream));
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this.Text = header.Name;
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Nodes.Add("SourceData");
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Nodes.Add("ShaderPrograms");
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foreach (var item in header.SourceDatas)
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{
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Nodes[0].Nodes.Add(item);
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}
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foreach (var item in header.ShaderPrograms)
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{
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Nodes[1].Nodes.Add(item);
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}
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}
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public void Unload()
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{
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}
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public byte[] Save()
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{
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return null;
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}
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//Docs https://github.com/Kinnay/Wii-U-File-Formats/wiki/SHARCFB-File-Format
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public class Header
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{
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public string Name;
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public uint Version;
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public List<SourceData> SourceDatas = new List<SourceData>();
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public List<ShaderProgram> ShaderPrograms = new List<ShaderProgram>();
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public void Read (FileReader reader)
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{
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reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
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reader.ReadSignature(4, "AAHS");
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Version = reader.ReadUInt32();
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uint FileSize = reader.ReadUInt32();
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uint bom = reader.ReadUInt32();
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uint FileLength = reader.ReadUInt32();
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Name = reader.ReadString((int)FileLength);
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var pos = reader.Position;
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uint SourceArrayOffset = reader.ReadUInt32();
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uint ProgramCount = reader.ReadUInt32();
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for (int i = 0; i < ProgramCount; i++)
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{
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ShaderProgram program = new ShaderProgram();
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program.Read(reader, this);
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ShaderPrograms.Add(program);
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}
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reader.Seek(SourceArrayOffset + pos, System.IO.SeekOrigin.Begin);
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uint SourceSecSize = reader.ReadUInt32(); //Seems to cover that section entirely
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uint SourceFileCount = reader.ReadUInt32();
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for (int i = 0; i < SourceFileCount; i++)
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{
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SourceData source = new SourceData();
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source.Read(reader);
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SourceDatas.Add(source);
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}
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reader.Close();
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reader.Dispose();
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}
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public void Write(FileWriter reader)
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{
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}
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}
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public class ShaderProgram : TreeNodeCustom
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{
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public enum ShaderType
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{
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GX2VertexShader = 0x1,
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GX2PixelShader = 0x2,
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GX2ComputeShader = 0x3,
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GX2GeometryShader = 0x4,
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}
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public ShaderType Type;
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public VariationMacroData variationVertexMacroData;
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public VariationMacroData variationFragmenMacroData;
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public VariationMacroData variationGeometryMacroData;
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public VariationMacroData variationComputeMacroData;
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public VariationSymbolData variationSymbolData;
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public VariationSymbolData variationSymbolDataFull;
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public ShaderSymbolData UniformVariables;
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public ShaderSymbolData UniformBlocks;
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public ShaderSymbolData SamplerVariables;
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public ShaderSymbolData AttributeVariables;
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public override void OnClick(TreeView treeview)
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{
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ShaderEditor editor = (ShaderEditor)LibraryGUI.GetActiveContent(typeof(ShaderEditor));
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if (editor == null)
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{
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editor = new ShaderEditor();
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LibraryGUI.LoadEditor(editor);
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}
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editor.Text = Text;
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editor.Dock = DockStyle.Fill;
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editor.FillEditor(this, ((SHARC)Parent.Parent).header);
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}
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public void Read(FileReader reader, SHARC.Header header)
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{
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var pos = reader.Position;
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uint SectionSize = reader.ReadUInt32();
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uint NameLength = reader.ReadUInt32();
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if (header.Version >= 13)
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{
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ushort vertexUnk1 = reader.ReadUInt16();
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ushort fragmentUnk1 = reader.ReadUInt16();
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ushort geometryUnk1 = reader.ReadUInt16();
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ushort computeUnk1 = reader.ReadUInt16();
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ushort vertexUnk2 = reader.ReadUInt16();
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ushort fragmentUnk2 = reader.ReadUInt16();
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ushort geometryUnk2 = reader.ReadUInt16();
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ushort computeUnk2 = reader.ReadUInt16();
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}
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else
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{
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uint vertexUnk1 = reader.ReadUInt32();
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uint fragmentUnk1 = reader.ReadUInt32();
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uint geometryUnk1 = reader.ReadUInt32();
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}
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Text = reader.ReadString((int)NameLength);
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variationVertexMacroData = new VariationMacroData();
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variationFragmenMacroData = new VariationMacroData();
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variationGeometryMacroData = new VariationMacroData();
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variationComputeMacroData = new VariationMacroData();
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variationSymbolData = new VariationSymbolData();
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variationSymbolDataFull = new VariationSymbolData();
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UniformVariables = new ShaderSymbolData();
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UniformBlocks = new ShaderSymbolData();
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SamplerVariables = new ShaderSymbolData();
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AttributeVariables = new ShaderSymbolData();
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variationVertexMacroData.Read(reader, header.Version);
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variationFragmenMacroData.Read(reader, header.Version);
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variationGeometryMacroData.Read(reader, header.Version);
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if (header.Version >= 13)
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{
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variationComputeMacroData.Read(reader, header.Version);
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}
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variationSymbolData.Read(reader);
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variationSymbolDataFull.Read(reader);
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if (header.Version <= 12)
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{
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UniformVariables.Read(reader);
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if (header.Version >= 11)
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{
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UniformBlocks.Read(reader, header.Version, true);
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}
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SamplerVariables.Read(reader);
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AttributeVariables.Read(reader);
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}
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reader.Seek(SectionSize + pos, System.IO.SeekOrigin.Begin);
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}
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}
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public class SourceData : TreeNodeCustom
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{
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public string Code;
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public override void OnClick(TreeView treeview)
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{
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TextEditor editor = (TextEditor)LibraryGUI.GetActiveContent(typeof(TextEditor));
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if (editor == null)
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{
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editor = new TextEditor();
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LibraryGUI.LoadEditor(editor);
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}
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editor.Text = Text;
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editor.Dock = DockStyle.Fill;
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editor.FillEditor(Code);
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}
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public void Read(FileReader reader)
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{
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var pos = reader.Position;
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uint SectioSize = reader.ReadUInt32();
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uint FileNameLength = reader.ReadUInt32();
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uint CodeLength = reader.ReadUInt32();
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uint CodeLength2 = reader.ReadUInt32(); //?????
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Text = reader.ReadString((int)FileNameLength);
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// Code = reader.ReadString((int)CodeLength, Encoding.UTF32);
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byte[] CodeData = reader.ReadBytes((int)CodeLength);
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Code = Encoding.Unicode.GetString(Encoding.Convert(Encoding.Default, Encoding.Unicode, CodeData));
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reader.Seek(SectioSize + pos, System.IO.SeekOrigin.Begin);
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}
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public void Write(FileWriter reader)
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{
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}
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}
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}
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}
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