1
0
mirror of synced 2024-12-01 02:27:22 +01:00
Switch-Toolbox/File_Format_Library/FileFormats/BFRES/BfresWiiU.cs

1146 lines
46 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Threading.Tasks;
using Syroot.NintenTools.Bfres;
using Syroot.NintenTools.Bfres.Helpers;
using Syroot.NintenTools.Bfres.GX2;
using System.Windows.Forms;
using Bfres.Structs;
using Toolbox.Library.IO;
using Toolbox.Library;
using Toolbox.Library.Rendering;
using OpenTK;
using ResNSW = Syroot.NintenTools.NSW.Bfres;
namespace FirstPlugin
{
public static class BfresWiiU
{
public static byte[] CreateNewBFRES(string Name)
{
MemoryStream mem = new MemoryStream();
ResFile resFile = new ResFile();
resFile.Name = Name;
resFile.Save(mem);
var data = mem.ToArray();
mem.Close();
mem.Dispose();
return data;
}
public static Model SetModel(FMDL fmdl)
{
Model model = new Model();
model.Name = fmdl.Text;
model.Path = "";
model.Shapes = new ResDict<Shape>();
model.VertexBuffers = new List<VertexBuffer>();
model.Materials = new ResDict<Material>();
model.UserData = new ResDict<UserData>();
model.Skeleton = new Skeleton();
model.Skeleton = fmdl.Skeleton.node.SkeletonU;
model.UserData = fmdl.ModelU.UserData;
fmdl.Skeleton.CalculateIndices();
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.ShapeU);
model.Shapes.Add(shape.Text, shape.ShapeU);
model.VertexBuffers.Add(shape.VertexBufferU);
shape.ShapeU.VertexBufferIndex = (ushort)(model.VertexBuffers.Count - 1);
// BFRES.SetShaderAssignAttributes(shape.GetMaterial().shaderassign, shape);
}
foreach (FMAT mat in fmdl.materials.Values)
{
SetMaterial(mat, mat.MaterialU, fmdl.GetResFileU());
model.Materials.Add(mat.Text, mat.MaterialU);
}
return model;
}
public static void ReadModel(FMDL model, Model mdl)
{
if (model == null)
model = new FMDL();
model.Text = mdl.Name;
model.Skeleton = new FSKL(mdl.Skeleton);
model.Nodes.RemoveAt(2);
model.Nodes.Add(model.Skeleton.node);
model.ModelU = mdl;
foreach (Material mat in mdl.Materials.Values)
{
FMAT FMAT = new FMAT();
FMAT.Text = mat.Name;
FMAT.ReadMaterial(mat);
model.Nodes["FmatFolder"].Nodes.Add(FMAT);
model.materials.Add(FMAT.Text, FMAT);
}
foreach (Shape shp in mdl.Shapes.Values)
{
VertexBuffer vertexBuffer = mdl.VertexBuffers[shp.VertexBufferIndex];
Material material = mdl.Materials[shp.MaterialIndex];
FSHP mesh = new FSHP();
ReadShapesVertices(mesh, shp, vertexBuffer, model);
mesh.MaterialIndex = shp.MaterialIndex;
model.Nodes["FshpFolder"].Nodes.Add(mesh);
model.shapes.Add(mesh);
}
}
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.ShapeU = shp;
fshp.VertexBufferU = vertexBuffer;
fshp.VertexSkinCount = shp.VertexSkinCount;
fshp.BoneIndex = 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;
switch (msh.PrimitiveType)
{
case GX2PrimitiveType.Triangles:
lod.PrimativeType = STPrimitiveType.Triangles;
break;
case GX2PrimitiveType.TriangleStrip:
lod.PrimativeType = STPrimitiveType.TrangleStrips;
break;
case GX2PrimitiveType.Quads:
lod.PrimativeType = STPrimitiveType.Quads;
break;
case GX2PrimitiveType.Lines:
lod.PrimativeType = STPrimitiveType.Lines;
break;
case GX2PrimitiveType.LineStrip:
lod.PrimativeType = STPrimitiveType.LineStrips;
break;
case GX2PrimitiveType.Points:
lod.PrimativeType = STPrimitiveType.Points;
break;
}
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, Syroot.BinaryData.ByteOrder.BigEndian);
//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];
List<VertexAttrib> SortedList = vtx.Attributes.Values.OrderBy(o => o.BufferIndex).ToList();
foreach (VertexAttrib att in SortedList)
Console.WriteLine($"{att.Name} {att.BufferIndex} {att.Offset} {att.Format} ");
foreach (VertexAttrib att in vtx.Attributes.Values)
{
FSHP.VertexAttribute attr = new FSHP.VertexAttribute();
attr.Name = att.Name;
attr.Format = attr.GetTypeWiiU(att.Format);
attr.BufferIndex = att.BufferIndex;
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)
{
int boneIndex = fshp.BoneIndex;
if (v.boneIds.Count > 0)
boneIndex = model.Skeleton.Node_Array[v.boneIds[0]];
//Check if the bones are a rigid type
//In game it seems to not transform if they are not rigid
if (model.Skeleton.bones[boneIndex].RigidMatrixIndex != -1)
{
Matrix4 sb = model.Skeleton.bones[boneIndex].Transform;
v.pos = Vector3.TransformPosition(v.pos, sb);
v.nrm = Vector3.TransformNormal(v.nrm, sb);
v.tan.Xyz = Vector3.TransformNormal(v.tan.Xyz, sb);
v.bitan.Xyz = Vector3.TransformNormal(v.bitan.Xyz, sb);
}
}
if (fshp.VertexSkinCount == 0)
{
try
{
if (model.Skeleton.bones.Count > 0) {
int boneIndex = fshp.BoneIndex;
Matrix4 NoBindFix = model.Skeleton.bones[boneIndex].Transform;
v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
v.tan.Xyz = Vector3.TransformNormal(v.tan.Xyz, NoBindFix);
v.bitan.Xyz = Vector3.TransformNormal(v.bitan.Xyz, NoBindFix);
}
}
catch //Matrix failed. Print the coordinate data of the bone
{
Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].Text);
Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetPosition());
Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetRotation());
Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetScale());
}
}
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 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++;
}
RenderableSkeleton.bones.Clear();
foreach (Bone bone in skeleton.Bones.Values)
{
BfresBone STBone = new BfresBone(RenderableSkeleton);
ReadBone(STBone, bone);
RenderableSkeleton.bones.Add(STBone);
if (skeleton.FlagsScaling == SkeletonFlagsScaling.Maya)
STBone.UseSegmentScaleCompensate = true;
}
skl.Nodes.Clear();
foreach (var bone in RenderableSkeleton.bones) {
if (bone.Parent == null)
{
skl.Nodes.Add(bone);
}
}
RenderableSkeleton.update();
RenderableSkeleton.reset();
}
public static void ReadBone(this BfresBone bone, Bone bn, bool SetParent = true)
{
bone.BoneU = bn;
bone.FlagVisible = bn.Flags.HasFlag(BoneFlags.Visible);
bone.Text = bn.Name;
bone.RigidMatrixIndex = bn.RigidMatrixIndex;
bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
bone.BillboardIndex = bn.BillboardIndex;
if (SetParent)
bone.parentIndex = bn.ParentIndex;
if (bn.FlagsRotation == BoneFlagsRotation.Quaternion)
bone.RotationType = STBone.BoneRotationType.Quaternion;
else
bone.RotationType = STBone.BoneRotationType.Euler;
bone.Position = new OpenTK.Vector3(
bn.Position.X,
bn.Position.Y,
bn.Position.Z);
bone.Rotation = new OpenTK.Quaternion(
bn.Rotation.X,
bn.Rotation.Y,
bn.Rotation.Z,
bn.Rotation.W);
bone.Scale = new OpenTK.Vector3(
bn.Scale.X,
bn.Scale.Y,
bn.Scale.Z);
}
public static void SetShape(this FSHP s, Shape shp)
{
shp.Name = s.Text;
shp.MaterialIndex = (ushort)s.MaterialIndex;
shp.BoneIndex = (ushort)s.BoneIndex;
if (shp.SubMeshBoundingNodes == null)
shp.SubMeshBoundingNodes = new List<BoundingNode>();
if (shp.SubMeshBoundingIndices == null)
shp.SubMeshBoundingIndices = new List<ushort>();
if (shp.SkinBoneIndices == null)
shp.SkinBoneIndices = new List<ushort>();
int indx = 0;
foreach (var mesh in shp.Meshes)
{
switch (s.lodMeshes[indx].PrimativeType)
{
case STPrimitiveType.Triangles:
mesh.PrimitiveType = GX2PrimitiveType.Triangles;
break;
case STPrimitiveType.Lines:
mesh.PrimitiveType = GX2PrimitiveType.Lines;
break;
case STPrimitiveType.LineStrips:
mesh.PrimitiveType = GX2PrimitiveType.LineStrip;
break;
case STPrimitiveType.Points:
mesh.PrimitiveType = GX2PrimitiveType.Points;
break;
}
indx++;
}
}
public static void SetMaterial(this FMAT m, Material mat, ResFile ResFile)
{
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);
mat.ShaderParamData = ParamData;
WriteRenderInfo(m, mat);
WriteTextureRefs(m, mat, ResFile);
WriteShaderAssign(m.shaderassign, mat);
}
public static void ReadMaterial(this FMAT m, Material mat)
{
m.MaterialU = 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.ReadTextureRefs(mat);
m.ReadRenderState(mat.RenderState);
m.UpdateRenderPass();
}
public static void ReadRenderState(this FMAT m, RenderState renderState)
{
}
public static void ReadTextureRefs(this FMAT m, Material mat)
{
m.TextureMaps.Clear();
int AlbedoCount = 0;
int id = 0;
string TextureName = "";
if (mat.TextureRefs == null)
mat.TextureRefs = new List<TextureRef>();
int textureUnit = 1;
foreach (var tex in mat.TextureRefs)
{
TextureName = tex.Name;
MatTexture texture = new MatTexture();
texture.wiiUSampler = mat.Samplers[id].TexSampler;
texture.MinLod = mat.Samplers[id].TexSampler.MinLod;
texture.MaxLod = mat.Samplers[id].TexSampler.MaxLod;
texture.BiasLod = mat.Samplers[id].TexSampler.LodBias;
texture.WrapModeS = (STTextureWrapMode)mat.Samplers[id].TexSampler.ClampX;
texture.WrapModeT = (STTextureWrapMode)mat.Samplers[id].TexSampler.ClampY;
texture.WrapModeW = (STTextureWrapMode)mat.Samplers[id].TexSampler.ClampZ;
mat.Samplers.TryGetKey(mat.Samplers[id], out texture.SamplerName);
string useSampler = texture.SamplerName;
//Use the fragment sampler in the shader assign section. It's usually more accurate this way
if (mat.ShaderAssign.SamplerAssigns.ContainsKey(texture.SamplerName))
useSampler = mat.ShaderAssign.SamplerAssigns[texture.SamplerName];
if (mat.Samplers[id].TexSampler.MinFilter == GX2TexXYFilterType.Point)
texture.MinFilter = STTextureMinFilter.Nearest;
if (mat.Samplers[id].TexSampler.MagFilter == GX2TexXYFilterType.Point)
texture.MagFilter = STTextureMagFilter.Nearest;
if (mat.Samplers[id].TexSampler.MinFilter == GX2TexXYFilterType.Bilinear)
texture.MinFilter = STTextureMinFilter.Linear;
if (mat.Samplers[id].TexSampler.MagFilter == GX2TexXYFilterType.Bilinear)
texture.MagFilter = STTextureMagFilter.Linear;
if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
{
if (useSampler == "_a0")
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
else if (useSampler == "s_diffuse")
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
else if (useSampler == "s_normal")
{
m.HasNormalMap = true;
texture.Type = MatTexture.TextureType.Normal;
}
else if (useSampler == "s_specmask")
{
m.HasSpecularMap = true;
texture.Type = MatTexture.TextureType.Specular;
}
else if (useSampler == "_a1")
{
m.HasDiffuseLayer = true;
texture.Type = MatTexture.TextureType.DiffuseLayer2;
}
else if (useSampler == "_n0")
{
m.HasNormalMap = true;
texture.Type = MatTexture.TextureType.Normal;
}
else if (useSampler == "_e0")
{
m.HasEmissionMap = true;
texture.Type = MatTexture.TextureType.Emission;
}
else if (texture.SamplerName == "_s0" || useSampler == "_s0")
{
m.HasSpecularMap = true;
texture.Type = MatTexture.TextureType.Specular;
}
else if (useSampler == "_x0")
{
m.HasSphereMap = true;
texture.Type = MatTexture.TextureType.SphereMap;
}
else if (useSampler == "_b0")
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
else if (texture.SamplerName == "bake0")
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
else if (useSampler == "_b1")
{
m.HasLightMap = true;
texture.Type = MatTexture.TextureType.Light;
}
else if (texture.SamplerName == "_ao0")
{
texture.Type = MatTexture.TextureType.AO;
m.HasAmbientOcclusionMap = true;
}
}
else
{
if (useSampler == "s_diffuse")
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
else if (useSampler == "s_normal")
{
m.HasNormalMap = true;
texture.Type = MatTexture.TextureType.Normal;
}
else if (useSampler == "s_specmask")
{
m.HasSpecularMap = true;
texture.Type = MatTexture.TextureType.Specular;
}
else if (useSampler == "_a0")
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
else if (useSampler == "_n0")
{
m.HasNormalMap = true;
texture.Type = MatTexture.TextureType.Normal;
}
else if (TextureName.Contains("Emm"))
{
m.HasEmissionMap = true;
texture.Type = MatTexture.TextureType.Emission;
}
else if (TextureName.Contains("Spm"))
{
m.HasSpecularMap = true;
texture.Type = MatTexture.TextureType.Specular;
}
else if (TextureName.Contains("b00"))
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
else if (texture.SamplerName == "bake0")
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
else if (TextureName.Contains("Moc") || TextureName.Contains("AO"))
{
m.HasAmbientOcclusionMap = true;
texture.Type = MatTexture.TextureType.AO;
}
else if (TextureName.Contains("b01"))
{
m.HasLightMap = true;
texture.Type = MatTexture.TextureType.Light;
}
else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
{
m.HasRoughnessMap = true;
texture.Type = MatTexture.TextureType.MRA;
}
else if (TextureName.Contains("mtl"))
{
m.HasMetalnessMap = true;
texture.Type = MatTexture.TextureType.Metalness;
}
else if (TextureName.Contains("rgh"))
{
texture.Type = MatTexture.TextureType.Roughness;
m.HasRoughnessMap = true;
}
else if (TextureName.Contains("sss"))
{
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
m.HasSubSurfaceScatteringMap = true;
}
else if (texture.SamplerName == "_ao0")
{
texture.Type = MatTexture.TextureType.AO;
m.HasAmbientOcclusionMap = true;
}
}
Console.WriteLine($"{useSampler} {texture.Type}");
texture.textureUnit = textureUnit++;
texture.Name = TextureName;
m.TextureMaps.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.BigEndian;
foreach (ShaderParam param in mat.ShaderParams.Values)
{
BfresShaderParam shaderParam = new BfresShaderParam();
shaderParam.Type = shaderParam.GetTypeWiiU(param.Type);
shaderParam.Name = param.Name;
shaderParam.HasPadding = param.UsePadding;
shaderParam.PaddingLength = param.PaddingLength;
shaderParam.DependedIndex = param.DependedIndex;
shaderParam.DependIndex = param.DependIndex;
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 ResDict<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.BigEndian;
foreach (BfresShaderParam shaderParam in m.matparam.Values)
{
ShaderParam param = new ShaderParam();
param.Name = shaderParam.Name;
param.Type = shaderParam.SetTypeWiiU(shaderParam.Type);
param.DataOffset = (ushort)Offset;
param.offset = -1;
param.callbackPointer = 0;
param.PaddingLength = shaderParam.PaddingLength;
param.DependedIndex = shaderParam.DependedIndex;
param.DependIndex = shaderParam.DependIndex;
writer.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
shaderParam.WriteValue(writer);
Offset += (param.DataSize + (uint)shaderParam.PaddingLength);
mat.ShaderParams.Add(param.Name, 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.Values)
{
BfresRenderInfo r = new BfresRenderInfo();
r.Name = rnd.Name;
r.Type = r.GetTypeWiiU(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, ResFile resFile)
{
mat.TextureRefs = new List<TextureRef>();
mat.TextureRefs.Clear();
mat.Samplers.Clear();
int index = 0;
foreach (MatTexture textu in m.TextureMaps)
{
TextureRef texref = new TextureRef();
texref.Name = textu.Name;
Sampler sampler = new Sampler();
sampler.TexSampler = textu.wiiUSampler;
sampler.Name = textu.SamplerName;
mat.Samplers.Add(textu.SamplerName, sampler);
Texture texMapped = new Texture();
resFile.Textures.TryGetValue(textu.Name, out texMapped);
texref.Texture = texMapped;
mat.TextureRefs.Add(texref);
index++;
}
}
public static void WriteRenderInfo(this FMAT m, Material mat)
{
if (mat.RenderInfos == null)
mat.RenderInfos = new ResDict<RenderInfo>();
mat.RenderInfos.Clear();
foreach (BfresRenderInfo rnd in m.renderinfo)
{
RenderInfo r = new RenderInfo();
r.Name = rnd.Name;
switch (rnd.Type)
{
case ResNSW.RenderInfoType.Int32: r.SetValue(rnd.ValueInt); break;
case ResNSW.RenderInfoType.Single: r.SetValue(rnd.ValueFloat); break;
case ResNSW.RenderInfoType.String: r.SetValue(rnd.ValueString); break;
}
mat.RenderInfos.Add(r.Name, 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 ResDict<ResString>();
if (mat.ShaderAssign.AttribAssigns == null)
mat.ShaderAssign.AttribAssigns = new ResDict<ResString>();
if (mat.ShaderAssign.SamplerAssigns == null)
mat.ShaderAssign.SamplerAssigns = new ResDict<ResString>();
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;
foreach (var op in mat.ShaderAssign.ShaderOptions)
m.shaderassign.options.Add(op.Key, op.Value);
if (mat.ShaderAssign.SamplerAssigns != null)
{
foreach (var op in mat.ShaderAssign.SamplerAssigns)
m.shaderassign.samplers.Add(op.Key, op.Value);
}
if (mat.ShaderAssign.AttribAssigns != null)
{
foreach (var op in mat.ShaderAssign.AttribAssigns)
m.shaderassign.attributes.Add(op.Key, op.Value);
}
}
public static void WriteShaderAssign(this FMAT.ShaderAssign shd, Material mat)
{
mat.ShaderAssign = new ShaderAssign();
mat.ShaderAssign.ShaderOptions = new ResDict<ResString>();
mat.ShaderAssign.AttribAssigns = new ResDict<ResString>();
mat.ShaderAssign.SamplerAssigns = new ResDict<ResString>();
mat.ShaderAssign.ShaderArchiveName = shd.ShaderArchive;
mat.ShaderAssign.ShadingModelName = shd.ShaderModel;
foreach (var option in shd.options)
mat.ShaderAssign.ShaderOptions.Add(option.Key, option.Value);
foreach (var samp in shd.samplers)
mat.ShaderAssign.SamplerAssigns.Add(samp.Key, samp.Value);
foreach (var att in shd.attributes)
mat.ShaderAssign.AttribAssigns.Add(att.Key, att.Value);
}
public static Shape SaveShape(FSHP fshp)
{
Shape ShapeU = new Shape();
ShapeU.VertexSkinCount = (byte)fshp.VertexSkinCount;
ShapeU.Flags = ShapeFlags.HasVertexBuffer;
ShapeU.BoneIndex = (ushort)fshp.BoneIndex;
ShapeU.MaterialIndex = (ushort)fshp.MaterialIndex;
ShapeU.VertexBufferIndex = (ushort)fshp.VertexBufferIndex;
ShapeU.KeyShapes = new ResDict<KeyShape>();
ShapeU.Name = fshp.Text;
ShapeU.TargetAttribCount = (byte)fshp.TargetAttribCount;
ShapeU.SubMeshBoundings = new List<Bounding>();
ShapeU.RadiusArray = new List<float>();
ShapeU.Meshes = new List<Mesh>();
foreach (ushort index in fshp.BoneIndices)
ShapeU.SkinBoneIndices.Add(index);
foreach (float radius in fshp.boundingRadius)
ShapeU.RadiusArray.Add(radius);
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);
ShapeU.SubMeshBoundings.Add(bnd);
}
foreach (FSHP.LOD_Mesh mesh in fshp.lodMeshes)
{
Mesh msh = new Mesh();
msh.SubMeshes = new List<SubMesh>();
switch (mesh.PrimativeType)
{
case STPrimitiveType.Triangles:
msh.PrimitiveType = GX2PrimitiveType.Triangles;
break;
case STPrimitiveType.TrangleStrips:
msh.PrimitiveType = GX2PrimitiveType.TriangleStrip;
break;
case STPrimitiveType.Quads:
msh.PrimitiveType = GX2PrimitiveType.Quads;
break;
case STPrimitiveType.Lines:
msh.PrimitiveType = GX2PrimitiveType.Lines;
break;
case STPrimitiveType.LineStrips:
msh.PrimitiveType = GX2PrimitiveType.LineStrip;
break;
case STPrimitiveType.Points:
msh.PrimitiveType = GX2PrimitiveType.Points;
break;
}
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>();
msh.IndexBuffer = new Syroot.NintenTools.Bfres.Buffer();
foreach (int f in mesh.faces)
{
faceList.Add((uint)f);
}
if (faceList.Count > 65000)
{
msh.SetIndices(faceList, GX2IndexFormat.UInt32);
}
else
msh.SetIndices(faceList, GX2IndexFormat.UInt16);
ShapeU.Meshes.Add(msh);
}
return ShapeU;
}
public static void SaveSkeleton(FSKL fskl, List<STBone> Bones)
{
if (fskl.node.SkeletonU == null)
fskl.node.SkeletonU = new Skeleton();
fskl.node.SkeletonU.Bones.Clear();
fskl.node.SkeletonU.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
fskl.node.Nodes.Clear();
ushort SmoothIndex = 0;
foreach (STBone genericBone in Bones)
{
genericBone.BillboardIndex = -1;
//Clone a generic bone with the generic data
BfresBone bn = new BfresBone(fskl);
bn.CloneBaseInstance(genericBone);
//Set the bfres bone data
if (bn.BoneU == null)
bn.BoneU = new Bone();
bn.GenericToBfresBone();
//Check duplicated names
List<string> names = fskl.bones.Select(o => o.Text).ToList();
bn.Text = Utils.RenameDuplicateString(names, bn.Text);
fskl.node.SkeletonU.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
fskl.bones.Add(bn);
bn.BoneU.Name = bn.Text;
fskl.node.SkeletonU.Bones.Add(bn.Text, bn.BoneU);
//Add bones to tree
if (bn.Parent == null)
{
fskl.node.Nodes.Add(bn);
}
}
fskl.update();
fskl.reset();
}
public static void SaveVertexBuffer(FSHP fshp)
{
VertexBuffer buffer = new VertexBuffer();
buffer.Attributes = new ResDict<VertexAttrib>();
VertexBufferHelper helper = new VertexBufferHelper(buffer, Syroot.BinaryData.ByteOrder.BigEndian);
List<VertexBufferHelperAttrib> atrib = new List<VertexBufferHelperAttrib>();
fshp.UpdateVertices();
Console.WriteLine("Creating Buffer");
foreach (FSHP.VertexAttribute att in fshp.vertexAttributes)
{
if (att.Name == "_p0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.verts.ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
vert.BufferIndex = att.BufferIndex;
atrib.Add(vert);
}
if (att.Name == "_n0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.norms.ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
vert.BufferIndex = att.BufferIndex;
atrib.Add(vert);
}
if (att.Name == "_u0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.uv0.ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
vert.BufferIndex = att.BufferIndex;
atrib.Add(vert);
}
if (att.Name == "_u1")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.uv1.ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
vert.BufferIndex = att.BufferIndex;
atrib.Add(vert);
}
if (att.Name == "_u2")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.uv2.ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
vert.BufferIndex = att.BufferIndex;
atrib.Add(vert);
}
if (att.Name == "_b0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.bitans.ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
vert.BufferIndex = att.BufferIndex;
atrib.Add(vert);
}
if (att.Name == "_t0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.tans.ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
vert.BufferIndex = att.BufferIndex;
atrib.Add(vert);
}
if (att.Name == "_c0")
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.colors.ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
vert.BufferIndex = att.BufferIndex;
atrib.Add(vert);
}
// Set _w and _i
for (int i = 0; i < fshp.weights.Count; i++)
{
if (att.Name == "_w" + i.ToString())
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.weights[i].ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
atrib.Add(vert);
for (int j = 0; j < fshp.weights.Count; j++)
{
Console.WriteLine($"w {j} {fshp.weights[j]}");
}
}
if (att.Name == "_i" + i.ToString())
{
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
vert.Name = att.Name;
vert.Data = fshp.boneInd[i].ToArray();
vert.Format = att.SetTypeWiiU(att.Format);
atrib.Add(vert);
}
}
}
if (atrib.Count == 0)
{
MessageBox.Show("Attributes are empty?");
return;
}
helper.Attributes = atrib;
fshp.VertexBufferU = helper.ToVertexBuffer();
fshp.VertexBufferU.VertexSkinCount = fshp.VertexSkinCount;
}
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 BNTX)
{
var mem = new System.IO.MemoryStream();
((BNTX)node).Save(mem);
ext.Data = mem.ToArray();
}
else
ext.Data = ((ExternalFileData)node).Data;
resFile.ExternalFiles.Add(node.Text, ext);
}
}
}
}
}