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mirror of synced 2024-12-02 11:07:26 +01:00
Switch-Toolbox/Switch_FileFormatsMain/FileFormats/BFRES/Bfres Structs/ResourceFile.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

368 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Syroot.NintenTools.NSW.Bfres;
using Syroot.NintenTools.NSW.Bfres.Helpers;
using OpenTK;
using System.Windows.Forms;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Rendering;
using WeifenLuo.WinFormsUI.Docking;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Forms;
using ResU = Syroot.NintenTools.Bfres;
using ResUGX2 = Syroot.NintenTools.Bfres.GX2;
using ResGFX = Syroot.NintenTools.NSW.Bfres.GFX;
using FirstPlugin;
namespace Bfres.Structs
{
public class Misc
{
public static List<string> HackyTextureList = new List<string>(new string[] {
"Alb", "alb", "Base", "base", "bonbon.167300917","Eye.00","EyeIce.00", "FaceDummy", "Eye01.17", "Dee.00",
"rainbow.758540574", "Mucus._1700670200", "Eye.11", "CapTail00","eye.0","pallet_texture","Mark.930799313","InEye.1767598300","Face.00",
"ThunderHair_Thunder_BaseColor.1751853236","FireHair_Thunder_BaseColor._162539711","IceHair_Thunder_BaseColor.674061150","BodyEnemy.1866226988",
"Common_Scroll01._13827715"
});
}
public class ResourceFile : TreeNodeFile
{
public BFRESRender BFRESRender;
public ResFile resFile = null;
public ResU.ResFile resFileU = null;
public TreeNode TextureFolder = new TreeNode("Textures");
public ResourceFile(IFileFormat handler)
{
ImageKey = "bfres";
SelectedImageKey = "bfres";
FileHandler = handler;
ContextMenu = new ContextMenu();
MenuItem save = new MenuItem("Save");
ContextMenu.MenuItems.Add(save);
save.Click += Save;
MenuItem newMenu = new MenuItem("New");
MenuItem import = new MenuItem("Import");
// ContextMenu.MenuItems.Add(newMenu);
// ContextMenu.MenuItems.Add(import);
MenuItem rename = new MenuItem("Rename");
ContextMenu.MenuItems.Add(rename);
rename.Click += Rename;
MenuItem remove = new MenuItem("Remove");
ContextMenu.MenuItems.Add(remove);
remove.Click += Remove;
if (Parent == null)
remove.Enabled = false;
if (BFRES.IsWiiU)
{
}
else
{
MenuItem model = new MenuItem("Model");
MenuItem fska = new MenuItem("Skeletal Animation");
MenuItem fmaa = new MenuItem("Material Animation");
MenuItem bonevis = new MenuItem("Bone Visual Animation");
MenuItem shape = new MenuItem("Shape Animation");
MenuItem scene = new MenuItem("Scene Animation");
MenuItem embedded = new MenuItem("Embedded File");
MenuItem texture = new MenuItem("Texture File");
texture.Click += NewTextureFile;
newMenu.MenuItems.Add(model);
newMenu .MenuItems.Add(fska);
newMenu.MenuItems.Add(fmaa);
newMenu.MenuItems.Add(bonevis);
newMenu.MenuItems.Add(shape);
newMenu.MenuItems.Add(scene);
newMenu.MenuItems.Add(embedded);
newMenu.MenuItems.Add(texture);
MenuItem importmodel = new MenuItem("Model");
MenuItem importfska = new MenuItem("Skeletal Animation");
MenuItem importfmaa = new MenuItem("Material Animation");
MenuItem importbonevis = new MenuItem("Bone Visual Animation");
MenuItem importshape = new MenuItem("Shape Animation");
MenuItem importscene = new MenuItem("Scene Animation");
MenuItem importembedded = new MenuItem("Embedded File");
MenuItem importtexture = new MenuItem("Texture File");
import.MenuItems.Add(importmodel);
import.MenuItems.Add(importfska);
import.MenuItems.Add(importfmaa);
import.MenuItems.Add(importbonevis);
import.MenuItems.Add(importshape);
import.MenuItems.Add(importscene);
import.MenuItems.Add(importembedded);
import.MenuItems.Add(importtexture);
}
}
public override void OnClick(TreeView treeView)
{
//If has models
if (Nodes.ContainsKey("FMDL"))
{
LibraryGUI.Instance.LoadViewport(Viewport.Instance);
Viewport.Instance.gL_ControlModern1.MainDrawable = BFRESRender;
BFRESRender.UpdateVertexData();
}
}
public void Load(ResU.ResFile res)
{
resFileU = res;
Text = resFileU.Name;
if (resFileU.Models.Count > 0)
Nodes.Add(new FmdlFolder());
if (resFileU.Textures.Count > 0)
AddFTEXTextures(resFileU);
if (resFileU.SkeletalAnims.Count > 0)
AddSkeletonAnims(resFileU);
if (resFileU.ShaderParamAnims.Count > 0)
Nodes.Add(new FshuFolder());
if (resFileU.ColorAnims.Count > 0)
Nodes.Add(new FshuColorFolder());
if (resFileU.TexSrtAnims.Count > 0)
Nodes.Add(new TexSrtFolder());
if (resFileU.TexPatternAnims.Count > 0)
Nodes.Add(new TexPatFolder());
if (resFileU.ShapeAnims.Count > 0)
Nodes.Add(new FshpaFolder());
if (resFileU.BoneVisibilityAnims.Count > 0)
Nodes.Add(new FbnvFolder());
if (resFileU.SceneAnims.Count > 0)
Nodes.Add(new FscnFolder());
if (resFileU.ExternalFiles.Count > 0)
Nodes.Add(new EmbeddedFilesFolder());
foreach (var anim in resFileU.ShaderParamAnims)
Nodes["FSHA"].Nodes.Add(anim.Key);
foreach (var anim in resFileU.ColorAnims)
Nodes["FSHAColor"].Nodes.Add(anim.Key);
foreach (var anim in resFileU.TexSrtAnims)
Nodes["TEXSRT"].Nodes.Add(anim.Key);
foreach (var anim in resFileU.TexPatternAnims)
Nodes["TEXPAT"].Nodes.Add(anim.Key);
int ext = 0;
foreach (var extfile in resFileU.ExternalFiles)
{
string Name = extfile.Key;
FileReader f = new FileReader(extfile.Value.Data);
string Magic = f.ReadMagic(0, 4);
if (Magic == "FSHA")
{
Nodes["EXT"].Nodes.Add(new BfshaFileData(extfile.Value.Data, Name));
}
else
Nodes["EXT"].Nodes.Add(new ExternalFileData(extfile.Value.Data, Name));
f.Dispose();
f.Close();
ext++;
}
}
public void Load(ResFile res)
{
resFile = res;
Text = resFile.Name;
UpdateTree(resFile);
foreach (ShapeAnim anim in resFile.ShapeAnims)
Nodes["FSHPA"].Nodes.Add(anim.Name);
foreach (VisibilityAnim anim in resFile.BoneVisibilityAnims)
Nodes["FBNV"].Nodes.Add(anim.Name);
int ext = 0;
foreach (ExternalFile extfile in resFile.ExternalFiles)
{
string Name = resFile.ExternalFileDict.GetKey(ext);
FileReader f = new FileReader(extfile.Data);
string Magic = f.ReadMagic(0, 4);
if (Magic == "BNTX")
{
BNTX bntx = new BNTX();
bntx.Data = extfile.Data;
bntx.FileName = Name;
bntx.Load();
bntx.IFileInfo.InArchive = true;
Nodes["EXT"].Nodes.Add(bntx.EditorRoot);
}
else if (Magic == "FSHA")
{
Nodes["EXT"].Nodes.Add(new BfshaFileData(extfile.Data, Name));
}
else
Nodes["EXT"].Nodes.Add(new ExternalFileData(extfile.Data, Name));
f.Dispose();
f.Close();
ext++;
}
}
private void NewTextureFile(object sender, EventArgs args)
{
string Name = "textures";
for (int i = 0; i < resFile.ExternalFiles.Count; i++)
{
if (resFile.ExternalFileDict.GetKey(i) == Name)
Name = Name + i;
}
if (!Nodes.ContainsKey("EXT"))
{
Nodes.Add(new EmbeddedFilesFolder());
}
BNTX bntx = new BNTX();
bntx.Data = new byte[0];
BinaryTextureContainer bntxTreeNode = new BinaryTextureContainer(new byte[0], "textures", resFile.Name);
Nodes["EXT"].Nodes.Add(bntxTreeNode);
}
private void NewEmbeddedFile(object sender, EventArgs args)
{
}
private void Save(object sender, EventArgs args)
{
((BFRES)FileHandler).SaveFile();
}
private void Rename(object sender, EventArgs args)
{
RenameDialog dialog = new RenameDialog();
dialog.SetString(Text);
if (dialog.ShowDialog() == DialogResult.OK)
{
Text = dialog.textBox1.Text;
}
}
private void Remove(object sender, EventArgs args)
{
BFRESRender.DisposeFile();
}
private void UpdateTree(ResFile resFile)
{
if (resFile.Models.Count > 0)
Nodes.Add(new FmdlFolder());
if (resFile.SkeletalAnims.Count > 0)
AddSkeletonAnims(resFile);
if (resFile.MaterialAnims.Count > 0)
AddMaterialAnims(resFile);
if (resFile.ShapeAnims.Count > 0)
AddShapeAnims(resFile);
if (resFile.BoneVisibilityAnims.Count > 0)
AddBoneVisAnims(resFile);
if (resFile.SceneAnims.Count > 0)
AddSceneAnims(resFile);
if (resFile.ExternalFiles.Count > 0)
Nodes.Add(new EmbeddedFilesFolder());
}
private void AddFTEXTextures(ResU.ResFile resFile)
{
MessageBox.Show("Note! Textures are disabled atm.");
return;
FTEXContainer ftexContainer = new FTEXContainer();
Nodes.Add(ftexContainer);
foreach (ResU.Texture tex in resFile.Textures.Values)
{
string TextureName = tex.Name;
FTEX texture = new FTEX();
texture.Read(tex);
ftexContainer.Nodes.Add(texture);
ftexContainer.Textures.Add(texture.Text, texture);
}
PluginRuntime.ftexContainers.Add(ftexContainer);
}
private void AddSkeletonAnims(ResU.ResFile resFile)
{
FskaFolder fksaFolder = new FskaFolder();
Nodes.Add(fksaFolder);
foreach (ResU.SkeletalAnim ska in resFile.SkeletalAnims.Values)
{
BfresSkeletonAnim skeletonAnim = new BfresSkeletonAnim(ska.Name);
skeletonAnim.Read(ska, resFile);
fksaFolder.Nodes.Add(skeletonAnim);
}
}
private void AddSkeletonAnims(ResFile resFile)
{
FskaFolder fksaFolder = new FskaFolder();
Nodes.Add(fksaFolder);
foreach (SkeletalAnim ska in resFile.SkeletalAnims)
{
BfresSkeletonAnim skeletonAnim = new BfresSkeletonAnim(ska.Name);
skeletonAnim.Read(ska, resFile);
fksaFolder.Nodes.Add(skeletonAnim);
}
}
private void AddSceneAnims(ResU.ResFile resFile)
{
FscnFolder FSCN = new FscnFolder();
Nodes.Add(FSCN);
}
private void AddSceneAnims(ResFile resFile)
{
FscnFolder fscnFolder = new FscnFolder();
Nodes.Add(fscnFolder);
foreach (var scn in resFile.SceneAnims)
{
FSCN sceneAnim = new FSCN();
sceneAnim.Text = scn.Name;
sceneAnim.Read(scn);
fscnFolder.Nodes.Add(sceneAnim);
}
}
private void AddMaterialAnims(ResFile resFile)
{
FmaaFolder fmaaFolder = new FmaaFolder();
Nodes.Add(fmaaFolder);
foreach (var fmaa in resFile.MaterialAnims)
{
FMAA materialAnim = new FMAA();
materialAnim.Text = fmaa.Name;
materialAnim.BFRESRender = BFRESRender;
materialAnim.Read(fmaa);
fmaaFolder.Nodes.Add(materialAnim);
}
}
private void AddShapeAnims(ResFile resFile)
{
FshpaFolder fshaFolder = new FshpaFolder();
Nodes.Add(fshaFolder);
foreach (var fsha in resFile.ShapeAnims)
{
FSHA shapeAnim = new FSHA();
shapeAnim.Text = fsha.Name;
shapeAnim.Read(fsha);
fshaFolder.Nodes.Add(shapeAnim);
}
}
private void AddBoneVisAnims(ResFile resFile)
{
FbnvFolder fbnvFolder = new FbnvFolder();
Nodes.Add(fbnvFolder);
foreach (var fbnv in resFile.BoneVisibilityAnims)
{
FBNV boneVis = new FBNV();
boneVis.Text = fbnv.Name;
boneVis.Read(fbnv);
fbnvFolder.Nodes.Add(boneVis);
}
}
}
}