public static ResU.ShaderParamAnim Clr02Fshu(string FileName) { CLR0Node clr0 = NodeFactory.FromFile(null, FileName) as CLR0Node; ResU.ShaderParamAnim fshu = new ResU.ShaderParamAnim(); fshu.FrameCount = clr0.FrameCount; fshu.Name = clr0.Name; fshu.Path = clr0.OriginalPath; fshu.UserData = new ResU.ResDict <Syroot.NintenTools.Bfres.UserData>(); //Set flags if (clr0.Loop) { fshu.Flags |= ResU.ShaderParamAnimFlags.Looping; } //Set mat anims and then calculate data after foreach (var entry in clr0.Children) { fshu.ShaderParamMatAnims.Add(Clr0Entry2ShaderMatAnim(clr0, (CLR0MaterialNode)entry)); } fshu.BakedSize = CalculateBakeSize(fshu); fshu.BindIndices = SetIndices(fshu); return(fshu); }
public static ResNX.MaterialAnim FSHUConvertWiiUToSwitch(ResU.ShaderParamAnim ShaderAnim) { ResNX.MaterialAnim matAnim = new ResNX.MaterialAnim(); matAnim.Name = ShaderAnim.Name; matAnim.Path = ShaderAnim.Path; matAnim.FrameCount = ShaderAnim.FrameCount; matAnim.BindIndices = ShaderAnim.BindIndices; matAnim.BakedSize = ShaderAnim.BakedSize; matAnim.Loop = ShaderAnim.Flags.HasFlag(ResU.TexPatternAnimFlags.Looping); int CurveIndex = 0; for (int m = 0; m < ShaderAnim.ShaderParamMatAnims.Count; m++) { ResNX.MaterialAnimData matAnimData = new ResNX.MaterialAnimData(); matAnimData.Name = ShaderAnim.ShaderParamMatAnims[m].Name; foreach (var paramU in ShaderAnim.ShaderParamMatAnims[m].ParamAnimInfos) { ResNX.ParamAnimInfo animInfo = new ResNX.ParamAnimInfo(); animInfo.Name = paramU.Name; animInfo.BeginCurve = paramU.BeginCurve; animInfo.BeginConstant = paramU.BeginConstant; animInfo.ConstantCount = paramU.ConstantCount; animInfo.FloatCurveCount = paramU.FloatCurveCount; animInfo.IntCurveCount = paramU.IntCurveCount; animInfo.SubBindIndex = paramU.SubBindIndex; matAnimData.ParamAnimInfos.Add(animInfo); } if (ShaderAnim.ShaderParamMatAnims[m].Curves.Count == 0) { foreach (var constant in ShaderAnim.ShaderParamMatAnims[m].Constants) { //Add base values as constants matAnimData.Constants.Add(new ResNX.AnimConstant() { Value = (float)constant.Value, AnimDataOffset = constant.AnimDataOffset, }); } } else { matAnimData.ShaderParamCurveIndex = CurveIndex++; matAnimData.BeginVisalConstantIndex = 0; matAnimData.Curves = ConvertAnimCurveWiiUToSwitch(ShaderAnim.ShaderParamMatAnims[m].Curves); } matAnim.MaterialAnimDataList.Add(matAnimData); } matAnim.UserData = ConvertUserDataWiiU2Switch(ShaderAnim.UserData); return(matAnim); }
public static ResU.ShaderParamAnim FSHUConvertSwitchToWiiU(ResNX.MaterialAnim materialAnim) { var shaderParamAnim = new ResU.ShaderParamAnim(); shaderParamAnim.Name = materialAnim.Name; shaderParamAnim.Path = materialAnim.Path; shaderParamAnim.BindIndices = materialAnim.BindIndices; shaderParamAnim.FrameCount = materialAnim.FrameCount; if (materialAnim.Loop) { shaderParamAnim.Flags |= ResU.ShaderParamAnimFlags.Looping; } for (int m = 0; m < materialAnim.MaterialAnimDataList.Count; m++) { if (materialAnim.MaterialAnimDataList[m].Constants == null) { materialAnim.MaterialAnimDataList[m].Constants = new List <ResNX.AnimConstant>(); } if (materialAnim.MaterialAnimDataList[m].Curves == null) { materialAnim.MaterialAnimDataList[m].Curves = new List <ResNX.AnimCurve>(); } ResU.ShaderParamMatAnim matAnimData = new ResU.ShaderParamMatAnim(); shaderParamAnim.ShaderParamMatAnims.Add(matAnimData); matAnimData.Name = materialAnim.MaterialAnimDataList[m].Name; matAnimData.Curves = ConvertAnimCurveSwitchToWiiU(materialAnim.MaterialAnimDataList[m].Curves); foreach (var constants in materialAnim.MaterialAnimDataList[m].Constants) { matAnimData.Constants.Add(new ResU.AnimConstant() { AnimDataOffset = constants.AnimDataOffset, Value = (float)constants.Value, }); } foreach (var paramInfoNX in materialAnim.MaterialAnimDataList[m].ParamAnimInfos) { var paramInfoU = new ResU.ParamAnimInfo(); paramInfoU.Name = paramInfoNX.Name; paramInfoU.BeginCurve = paramInfoNX.BeginCurve; paramInfoU.BeginConstant = paramInfoNX.BeginConstant; paramInfoU.FloatCurveCount = paramInfoNX.FloatCurveCount; paramInfoU.IntCurveCount = paramInfoNX.IntCurveCount; paramInfoU.SubBindIndex = paramInfoNX.SubBindIndex; paramInfoU.ConstantCount = paramInfoNX.ConstantCount; matAnimData.ParamAnimInfos.Add(paramInfoU); } } return(shaderParamAnim); }
private static ushort[] SetIndices(ResU.ShaderParamAnim fshu) { List <ushort> indces = new List <ushort>(); foreach (var matAnim in fshu.ShaderParamMatAnims) { indces.Add(65535); } return(indces.ToArray()); }
private static uint CalculateBakeSize(ResU.ShaderParamAnim fshu) { return(0); }