1
0
mirror of synced 2024-12-04 20:08:00 +01:00
Switch-Toolbox/Switch_FileFormatsMain/FileFormats/BFRES/BfresSwitch.cs

1136 lines
46 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 Switch_Toolbox.Library.Forms;
using OpenTK;
using System.Windows.Forms;
using Bfres.Structs;
using Switch_Toolbox.Library.Animations;
namespace FirstPlugin
{
public static class BfresSwitch
{
public static Model SetModel(FMDL fmdl)
{
Model model = new Model();
model.Name = fmdl.Text;
model.Path = "";
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();
model.UserData = fmdl.Model.UserData;
model.UserDataDict = fmdl.Model.UserDataDict;
if (model.Skeleton.InverseModelMatrices == null)
model.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
if (model.Skeleton.MatrixToBoneList == null)
model.Skeleton.MatrixToBoneList = new List<ushort>();
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.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 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.Model = mdl;
foreach (Material mat in mdl.Materials)
{
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)
{
VertexBuffer vertexBuffer = mdl.VertexBuffers[shp.VertexBufferIndex];
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 Shape SaveShape(FSHP fshp)
{
Shape Shape = new Shape();
Shape.VertexSkinCount = (byte)fshp.VertexSkinCount;
Shape.Flags = ShapeFlags.HasVertexBuffer;
Shape.BoneIndex = (ushort)fshp.BoneIndex;
Shape.MaterialIndex = (ushort)fshp.MaterialIndex;
Shape.VertexBufferIndex = (ushort)fshp.VertexBufferIndex;
Shape.KeyShapes = new List<KeyShape>();
Shape.KeyShapeDict = new ResDict();
Shape.Name = fshp.Text;
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();
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);
}
fshp.boundingRadius = shp.RadiusArray.ToList();
fshp.VertexBufferIndex = shp.VertexBufferIndex;
fshp.Shape = shp;
fshp.VertexBuffer = 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)
shp.SkinBoneIndices = new List<ushort>();
fshp.BoneIndices = shp.SkinBoneIndices.ToList();
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)
{
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);
}
}
if (fshp.VertexSkinCount == 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);
}
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(FSKA 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, FSKA 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 == 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 == InterpolationType.LINEAR)
{
curve.CurveType = AnimCurveType.Linear;
curve.Keys = new float[keyGroup.Keys.Count, 2];
}
if (frame.InterType == InterpolationType.STEP)
{
curve.CurveType = AnimCurveType.StepInt;
curve.Keys = new float[keyGroup.Keys.Count, 1];
}
if (frame.InterType == 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++;
}
RenderableSkeleton.bones.Clear();
foreach (Bone bone in skeleton.Bones)
{
BfresBone STBone = new BfresBone(RenderableSkeleton);
ReadBone(STBone, bone);
RenderableSkeleton.bones.Add(STBone);
}
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.Bone = bn;
bone.FlagVisible = bn.Flags.HasFlag(BoneFlags.Visible);
bone.Text = bn.Name;
bone.RigidMatrixIndex = bn.RigidMatrixIndex;
bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
bone.UseRigidMatrix = bn.RigidMatrixIndex != -1;
bone.UseSmoothMatrix = bn.SmoothMatrixIndex != -1;
bone.BillboardIndex = bn.BillboardIndex;
if (SetParent)
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.RotationType = STBone.BoneRotationType.Quaternion;
else
bone.RotationType = STBone.BoneRotationType.Euler;
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 SaveSkeleton(FSKL fskl, List<STBone> Bones)
{
fskl.node.Skeleton.Bones.Clear();
fskl.node.Skeleton.MatrixToBoneList = new List<ushort>();
fskl.node.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
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);
bn.Text = genericBone.Text;
bn.UseRigidMatrix = bn.RigidMatrixIndex != -1;
bn.UseSmoothMatrix = bn.SmoothMatrixIndex != -1;
//Set the bfres bone data
if (bn.Bone == null)
bn.Bone = new Bone();
bn.GenericToBfresBone();
if (bn.SmoothMatrixIndex != short.MaxValue)
fskl.node.Skeleton.MatrixToBoneList.Add(SmoothIndex++);
fskl.node.Skeleton.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
//Check duplicated names
List<string> names = fskl.bones.Select(o => o.Text).ToList();
bn.Text = Utils.RenameDuplicateString(names, bn.Text);
bn.Bone.Name = bn.Text;
fskl.bones.Add(bn);
fskl.node.Skeleton.Bones.Add(bn.Bone);
//Add bones to tree
if (bn.Parent == null)
{
fskl.node.Nodes.Add(bn);
}
}
fskl.update();
fskl.reset();
fskl.Node_Array = new int[fskl.node.Skeleton.MatrixToBoneList.Count];
int nodes = 0;
foreach (ushort node in fskl.node.Skeleton.MatrixToBoneList)
{
fskl.Node_Array[nodes] = node;
nodes++;
}
}
public static void SetShape(this FSHP s, Shape shp)
{
shp.Name = s.Text;
shp.MaterialIndex = (ushort)s.MaterialIndex;
shp.BoneIndex = (ushort)s.BoneIndex;
}
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);
if (Runtime.activeGame == Runtime.ActiveGame.KSA)
KsaShader.LoadRenderInfo(m, m.renderinfo);
m.UpdateRenderPass();
}
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<string>();
int textureUnit = 1;
foreach (string tex in mat.TextureRefs)
{
TextureName = tex;
MatTexture texture = new MatTexture();
texture.switchSampler = mat.Samplers[id];
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);
if (mat.Samplers[id].ShrinkXY == Sampler.ShrinkFilterModes.Points)
texture.minFilter = 1;
else
texture.minFilter = 0;
if (mat.Samplers[id].ExpandXY == Sampler.ExpandFilterModes.Points)
texture.magFilter = 1;
else
texture.magFilter = 0;
string useSampler = texture.SamplerName;
//Use the fragment sampler in the shader assign section. It's usually more accurate this way
if (m.shaderassign.samplers.ContainsKey(texture.SamplerName))
useSampler = m.shaderassign.samplers[texture.SamplerName];
bool IsAlbedo = Misc.HackyTextureList.Any(TextureName.Contains);
//A bit hacky, just use the same samplers for mk8 for nsmbudx
if (mat.ShaderAssign.ShaderArchiveName == "Wii_UBER" || mat.ShaderAssign.ShaderArchiveName == "Block_UBER")
Runtime.activeGame = Runtime.ActiveGame.MK8D;
if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
{
if (useSampler == "_a0" && AlbedoCount == 0)
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
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" && TextureName.Contains("Mlt"))
{
m.HasSphereMap = true;
texture.Type = MatTexture.TextureType.SphereMap;
}
else if (useSampler == "_b0")
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
else if (useSampler == "_b1")
{
m.HasLightMap = true;
texture.Type = MatTexture.TextureType.Light;
}
else if (texture.SamplerName == "bake0")
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
}
else if (Runtime.activeGame == Runtime.ActiveGame.Splatoon2)
{
bool IsAlbedo0 = useSampler == "_a0";
bool IsNormal = useSampler == "_n0";
bool IsTeamColor = useSampler == "_cp0" || useSampler == "_su0";
bool IsRoughness = useSampler == "_r0";
bool IsMetalness = useSampler == "_m0";
bool IsEmissive = useSampler == "_e0";
bool IsBake0 = useSampler == "_b0";
bool IsBake1 = useSampler == "_b1";
bool IsTransmissionMap = useSampler == "_t0";
bool IsThicnessMap = useSampler == "_th0";
bool IsHitMap = useSampler == "_h0";
bool IsAOMap = useSampler == "_ao0";
bool IsMetalnessA = useSampler == "_mt0";
bool IsFXM = useSampler == "_fm0";
if (IsAlbedo0) {
m.HasDiffuseMap = true;
texture.Type = MatTexture.TextureType.Diffuse;
}
if (IsNormal) {
m.HasNormalMap = true;
texture.Type = MatTexture.TextureType.Normal;
}
if (IsTeamColor) {
m.HasTeamColorMap = true;
texture.Type = MatTexture.TextureType.TeamColor;
}
if (IsRoughness) {
m.HasRoughnessMap = true;
texture.Type = MatTexture.TextureType.Roughness;
}
if (IsMetalness) {
m.HasMetalnessMap = true;
texture.Type = MatTexture.TextureType.Metalness;
}
if (IsEmissive) {
m.HasEmissionMap = true;
texture.Type = MatTexture.TextureType.Emission;
}
if (IsBake0) {
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
if (IsBake1) {
m.HasLightMap = true;
texture.Type = MatTexture.TextureType.Light;
}
}
else if (Runtime.activeGame == Runtime.ActiveGame.SMO)
{
if (useSampler == "_a0")
{
if (AlbedoCount == 0)
{
m.HasDiffuseMap = true;
AlbedoCount++;
texture.Type = MatTexture.TextureType.Diffuse;
}
}
else if (TextureName.Contains("sss"))
{
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
m.HasSubSurfaceScatteringMap = true;
}
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 (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
{
//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.Type = MatTexture.TextureType.Diffuse;
}
}
else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm"))
{
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 (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 (texture.SamplerName == "bake0")
{
m.HasShadowMap = true;
texture.Type = MatTexture.TextureType.Shadow;
}
else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
{
m.HasMRA = 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;
}
}
texture.Name = TextureName;
texture.textureUnit = textureUnit++;
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.LittleEndian;
foreach (ShaderParam param in mat.ShaderParams)
{
BfresShaderParam shaderParam = new BfresShaderParam();
shaderParam.Type = param.Type;
shaderParam.Name = param.Name;
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 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;
param.DependedIndex = shaderParam.DependedIndex;
param.DependIndex = shaderParam.DependIndex;
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();
mat.Samplers.Clear();
mat.SamplerDict.Clear();
foreach (MatTexture textu in m.TextureMaps)
{
mat.SamplerDict.Add(textu.SamplerName);
mat.Samplers.Add(textu.switchSampler);
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 BNTX)
ext.Data = ((BNTX)node).Save();
else if (node is IFileFormat && ((IFileFormat)node).CanSave)
ext.Data = ((IFileFormat)node).Save();
else
ext.Data = ((ExternalFileData)node).Data;
resFile.ExternalFiles.Add(ext);
}
}
}
}
}