Penumbra/Penumbra/UI/AdvancedWindow/ModEditWindow.Materials.Shpk.cs

481 lines
19 KiB
C#

using Dalamud.Interface;
using ImGuiNET;
using OtterGui;
using OtterGui.Raii;
using Penumbra.GameData;
using Penumbra.String.Classes;
namespace Penumbra.UI.AdvancedWindow;
public partial class ModEditWindow
{
private readonly FileDialogService _fileDialog;
// strings path/to/the.exe | grep --fixed-strings '.shpk' | sort -u | sed -e 's#^shader/sm5/shpk/##'
// Apricot shader packages are unlisted because
// 1. they cause performance/memory issues when calculating the effective shader set
// 2. they probably aren't intended for use with materials anyway
private static readonly IReadOnlyList<string> StandardShaderPackages = new[]
{
"3dui.shpk",
// "apricot_decal_dummy.shpk",
// "apricot_decal_ring.shpk",
// "apricot_decal.shpk",
// "apricot_lightmodel.shpk",
// "apricot_model_dummy.shpk",
// "apricot_model_morph.shpk",
// "apricot_model.shpk",
// "apricot_powder_dummy.shpk",
// "apricot_powder.shpk",
// "apricot_shape_dummy.shpk",
// "apricot_shape.shpk",
"bgcolorchange.shpk",
"bgcrestchange.shpk",
"bgdecal.shpk",
"bg.shpk",
"bguvscroll.shpk",
"channeling.shpk",
"characterglass.shpk",
"charactershadowoffset.shpk",
"character.shpk",
"cloud.shpk",
"createviewposition.shpk",
"crystal.shpk",
"directionallighting.shpk",
"directionalshadow.shpk",
"grass.shpk",
"hair.shpk",
"iris.shpk",
"lightshaft.shpk",
"linelighting.shpk",
"planelighting.shpk",
"pointlighting.shpk",
"river.shpk",
"shadowmask.shpk",
"skin.shpk",
"spotlighting.shpk",
"verticalfog.shpk",
"water.shpk",
"weather.shpk",
};
private enum TextureAddressMode : uint
{
Wrap = 0,
Mirror = 1,
Clamp = 2,
Border = 3,
}
private static readonly IReadOnlyList<string> TextureAddressModeTooltips = new[]
{
"Tile the texture at every UV integer junction.\n\nFor example, for U values between 0 and 3, the texture is repeated three times.",
"Flip the texture at every UV integer junction.\n\nFor U values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is mirrored; between 2 and 3, the texture is normal again; and so on.",
"Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.",
"Texture coordinates outside the range [0.0, 1.0] are set to the border color (generally black).",
};
private static bool DrawPackageNameInput(MtrlTab tab, bool disabled)
{
if (disabled)
{
ImGui.TextUnformatted("Shader Package: " + tab.Mtrl.ShaderPackage.Name);
return false;
}
var ret = false;
ImGui.SetNextItemWidth(UiHelpers.Scale * 250.0f);
using var c = ImRaii.Combo("Shader Package", tab.Mtrl.ShaderPackage.Name);
if (c)
foreach (var value in tab.GetShpkNames())
{
if (ImGui.Selectable(value, value == tab.Mtrl.ShaderPackage.Name))
{
tab.Mtrl.ShaderPackage.Name = value;
ret = true;
tab.AssociatedShpk = null;
tab.LoadedShpkPath = FullPath.Empty;
tab.LoadShpk(tab.FindAssociatedShpk(out _, out _));
}
}
return ret;
}
private static bool DrawShaderFlagsInput(MtrlTab tab, bool disabled)
{
var shpkFlags = (int)tab.Mtrl.ShaderPackage.Flags;
ImGui.SetNextItemWidth(UiHelpers.Scale * 250.0f);
if (!ImGui.InputInt("Shader Flags", ref shpkFlags, 0, 0,
ImGuiInputTextFlags.CharsHexadecimal | (disabled ? ImGuiInputTextFlags.ReadOnly : ImGuiInputTextFlags.None)))
return false;
tab.Mtrl.ShaderPackage.Flags = (uint)shpkFlags;
tab.SetShaderPackageFlags((uint)shpkFlags);
return true;
}
/// <summary>
/// Show the currently associated shpk file, if any, and the buttons to associate
/// a specific shpk from your drive, the modded shpk by path or the default shpk.
/// </summary>
private void DrawCustomAssociations(MtrlTab tab)
{
const string tooltip = "Click to copy file path to clipboard.";
var text = tab.AssociatedShpk == null
? "Associated .shpk file: None"
: $"Associated .shpk file: {tab.LoadedShpkPathName}";
var devkitText = tab.AssociatedShpkDevkit == null
? "Associated dev-kit file: None"
: $"Associated dev-kit file: {tab.LoadedShpkDevkitPathName}";
var baseDevkitText = tab.AssociatedBaseDevkit == null
? "Base dev-kit file: None"
: $"Base dev-kit file: {tab.LoadedBaseDevkitPathName}";
ImGui.Dummy(new Vector2(ImGui.GetTextLineHeight() / 2));
ImGuiUtil.CopyOnClickSelectable(text, tab.LoadedShpkPathName, tooltip);
ImGuiUtil.CopyOnClickSelectable(devkitText, tab.LoadedShpkDevkitPathName, tooltip);
ImGuiUtil.CopyOnClickSelectable(baseDevkitText, tab.LoadedBaseDevkitPathName, tooltip);
if (ImGui.Button("Associate Custom .shpk File"))
_fileDialog.OpenFilePicker("Associate Custom .shpk File...", ".shpk", (success, name) =>
{
if (success)
tab.LoadShpk(new FullPath(name[0]));
}, 1, _mod!.ModPath.FullName, false);
var moddedPath = tab.FindAssociatedShpk(out var defaultPath, out var gamePath);
ImGui.SameLine();
if (ImGuiUtil.DrawDisabledButton("Associate Default .shpk File", Vector2.Zero, moddedPath.ToPath(),
moddedPath.Equals(tab.LoadedShpkPath)))
tab.LoadShpk(moddedPath);
if (!gamePath.Path.Equals(moddedPath.InternalName))
{
ImGui.SameLine();
if (ImGuiUtil.DrawDisabledButton("Associate Unmodded .shpk File", Vector2.Zero, defaultPath,
gamePath.Path.Equals(tab.LoadedShpkPath.InternalName)))
tab.LoadShpk(new FullPath(gamePath));
}
ImGui.Dummy(new Vector2(ImGui.GetTextLineHeight() / 2));
}
private static bool DrawMaterialShaderKeys(MtrlTab tab, bool disabled)
{
if (tab.ShaderKeys.Count == 0)
return false;
var ret = false;
foreach (var (label, index, description, monoFont, values) in tab.ShaderKeys)
{
using var font = ImRaii.PushFont(UiBuilder.MonoFont, monoFont);
ref var key = ref tab.Mtrl.ShaderPackage.ShaderKeys[index];
var shpkKey = tab.AssociatedShpk?.GetMaterialKeyById(key.Category);
var currentValue = key.Value;
var (currentLabel, _, currentDescription) =
values.FirstOrNull(v => v.Value == currentValue) ?? ($"0x{currentValue:X8}", currentValue, string.Empty);
if (!disabled && shpkKey.HasValue)
{
ImGui.SetNextItemWidth(UiHelpers.Scale * 250.0f);
using (var c = ImRaii.Combo($"##{key.Category:X8}", currentLabel))
{
if (c)
foreach (var (valueLabel, value, valueDescription) in values)
{
if (ImGui.Selectable(valueLabel, value == currentValue))
{
key.Value = value;
ret = true;
tab.Update();
}
if (valueDescription.Length > 0)
ImGuiUtil.SelectableHelpMarker(valueDescription);
}
}
ImGui.SameLine();
if (description.Length > 0)
ImGuiUtil.LabeledHelpMarker(label, description);
else
ImGui.TextUnformatted(label);
}
else if (description.Length > 0 || currentDescription.Length > 0)
{
ImGuiUtil.LabeledHelpMarker($"{label}: {currentLabel}",
description + (description.Length > 0 && currentDescription.Length > 0 ? "\n\n" : string.Empty) + currentDescription);
}
else
{
ImGui.TextUnformatted($"{label}: {currentLabel}");
}
}
return ret;
}
private static void DrawMaterialShaders(MtrlTab tab)
{
if (tab.AssociatedShpk == null)
return;
ImRaii.TreeNode(tab.VertexShadersString, ImGuiTreeNodeFlags.Leaf).Dispose();
ImRaii.TreeNode(tab.PixelShadersString, ImGuiTreeNodeFlags.Leaf).Dispose();
if (tab.ShaderComment.Length > 0)
{
ImGui.Dummy(new Vector2(ImGui.GetTextLineHeight() / 2));
ImGui.TextUnformatted(tab.ShaderComment);
}
}
private static bool DrawMaterialConstants(MtrlTab tab, bool disabled)
{
if (tab.Constants.Count == 0)
return false;
ImGui.Dummy(new Vector2(ImGui.GetTextLineHeight() / 2));
if (!ImGui.CollapsingHeader("Material Constants"))
return false;
using var _ = ImRaii.PushId("MaterialConstants");
var ret = false;
foreach (var (header, group) in tab.Constants)
{
using var t = ImRaii.TreeNode(header, ImGuiTreeNodeFlags.DefaultOpen);
if (!t)
continue;
foreach (var (label, constantIndex, slice, description, monoFont, editor) in group)
{
var constant = tab.Mtrl.ShaderPackage.Constants[constantIndex];
var buffer = tab.Mtrl.GetConstantValues(constant);
if (buffer.Length > 0)
{
using var id = ImRaii.PushId($"##{constant.Id:X8}:{slice.Start}");
ImGui.SetNextItemWidth(250.0f);
if (editor.Draw(buffer[slice], disabled))
{
ret = true;
tab.SetMaterialParameter(constant.Id, slice.Start, buffer[slice]);
}
ImGui.SameLine();
using var font = ImRaii.PushFont(UiBuilder.MonoFont, monoFont);
if (description.Length > 0)
ImGuiUtil.LabeledHelpMarker(label, description);
else
ImGui.TextUnformatted(label);
}
}
}
return ret;
}
private static bool DrawMaterialSampler(MtrlTab tab, bool disabled, int textureIdx, int samplerIdx)
{
var ret = false;
ref var texture = ref tab.Mtrl.Textures[textureIdx];
ref var sampler = ref tab.Mtrl.ShaderPackage.Samplers[samplerIdx];
// FIXME this probably doesn't belong here
static unsafe bool InputHexUInt16(string label, ref ushort v, ImGuiInputTextFlags flags)
{
fixed (ushort* v2 = &v)
{
return ImGui.InputScalar(label, ImGuiDataType.U16, (nint)v2, IntPtr.Zero, IntPtr.Zero, "%04X", flags);
}
}
static bool ComboTextureAddressMode(string label, ref uint samplerFlags, int bitOffset)
{
var current = (TextureAddressMode)((samplerFlags >> bitOffset) & 0x3u);
using var c = ImRaii.Combo(label, current.ToString());
if (!c)
return false;
var ret = false;
foreach (var value in Enum.GetValues<TextureAddressMode>())
{
if (ImGui.Selectable(value.ToString(), value == current))
{
samplerFlags = (samplerFlags & ~(0x3u << bitOffset)) | ((uint)value << bitOffset);
ret = true;
}
ImGuiUtil.SelectableHelpMarker(TextureAddressModeTooltips[(int)value]);
}
return ret;
}
var dx11 = texture.DX11;
if (ImGui.Checkbox("Prepend -- to the file name on DirectX 11", ref dx11))
{
texture.DX11 = dx11;
ret = true;
}
ImGui.SetNextItemWidth(UiHelpers.Scale * 100.0f);
if (ComboTextureAddressMode("##UAddressMode", ref sampler.Flags, 2))
{
ret = true;
tab.SetSamplerFlags(sampler.SamplerId, sampler.Flags);
}
ImGui.SameLine();
ImGuiUtil.LabeledHelpMarker("U Address Mode", "Method to use for resolving a U texture coordinate that is outside the 0 to 1 range.");
ImGui.SetNextItemWidth(UiHelpers.Scale * 100.0f);
if (ComboTextureAddressMode("##VAddressMode", ref sampler.Flags, 0))
{
ret = true;
tab.SetSamplerFlags(sampler.SamplerId, sampler.Flags);
}
ImGui.SameLine();
ImGuiUtil.LabeledHelpMarker("V Address Mode", "Method to use for resolving a V texture coordinate that is outside the 0 to 1 range.");
var lodBias = ((int)(sampler.Flags << 12) >> 22) / 64.0f;
ImGui.SetNextItemWidth(UiHelpers.Scale * 100.0f);
if (ImGui.DragFloat("##LoDBias", ref lodBias, 0.1f, -8.0f, 7.984375f))
{
sampler.Flags = (uint)((sampler.Flags & ~0x000FFC00)
| ((uint)((int)Math.Round(Math.Clamp(lodBias, -8.0f, 7.984375f) * 64.0f) & 0x3FF) << 10));
ret = true;
tab.SetSamplerFlags(sampler.SamplerId, sampler.Flags);
}
ImGui.SameLine();
ImGuiUtil.LabeledHelpMarker("Level of Detail Bias",
"Offset from the calculated mipmap level.\n\nHigher means that the texture will start to lose detail nearer.\nLower means that the texture will keep its detail until farther.");
var minLod = (int)((sampler.Flags >> 20) & 0xF);
ImGui.SetNextItemWidth(UiHelpers.Scale * 100.0f);
if (ImGui.DragInt("##MinLoD", ref minLod, 0.1f, 0, 15))
{
sampler.Flags = (uint)((sampler.Flags & ~0x00F00000) | ((uint)Math.Clamp(minLod, 0, 15) << 20));
ret = true;
tab.SetSamplerFlags(sampler.SamplerId, sampler.Flags);
}
ImGui.SameLine();
ImGuiUtil.LabeledHelpMarker("Minimum Level of Detail",
"Most detailed mipmap level to use.\n\n0 is the full-sized texture, 1 is the half-sized texture, 2 is the quarter-sized texture, and so on.\n15 will forcibly reduce the texture to its smallest mipmap.");
using var t = ImRaii.TreeNode("Advanced Settings");
if (!t)
return ret;
ImGui.SetNextItemWidth(UiHelpers.Scale * 100.0f);
if (InputHexUInt16("Texture Flags", ref texture.Flags,
disabled ? ImGuiInputTextFlags.ReadOnly : ImGuiInputTextFlags.None))
ret = true;
var samplerFlags = (int)sampler.Flags;
ImGui.SetNextItemWidth(UiHelpers.Scale * 100.0f);
if (ImGui.InputInt("Sampler Flags", ref samplerFlags, 0, 0,
ImGuiInputTextFlags.CharsHexadecimal | (disabled ? ImGuiInputTextFlags.ReadOnly : ImGuiInputTextFlags.None)))
{
sampler.Flags = (uint)samplerFlags;
ret = true;
tab.SetSamplerFlags(sampler.SamplerId, (uint)samplerFlags);
}
return ret;
}
private bool DrawMaterialShader(MtrlTab tab, bool disabled)
{
var ret = false;
if (ImGui.CollapsingHeader(tab.ShaderHeader))
{
ret |= DrawPackageNameInput(tab, disabled);
ret |= DrawShaderFlagsInput(tab, disabled);
DrawCustomAssociations(tab);
ret |= DrawMaterialShaderKeys(tab, disabled);
DrawMaterialShaders(tab);
}
if (tab.AssociatedShpkDevkit == null)
{
ImGui.Dummy(new Vector2(ImGui.GetTextLineHeight() / 2));
GC.KeepAlive(tab);
var textColor = ImGui.GetColorU32(ImGuiCol.Text);
var textColorWarning =
(textColor & 0xFF000000u)
| ((textColor & 0x00FEFEFE) >> 1)
| (tab.AssociatedShpk == null ? 0x80u : 0x8080u); // Half red or yellow
using var c = ImRaii.PushColor(ImGuiCol.Text, textColorWarning);
ImGui.TextUnformatted(tab.AssociatedShpk == null
? "Unable to find a suitable .shpk file for cross-references. Some functionality will be missing."
: "No dev-kit file found for this material's shaders. Please install one for optimal editing experience, such as actual constant names instead of hexadecimal identifiers.");
}
return ret;
}
private static string? MaterialParamName(bool componentOnly, int offset)
{
if (offset < 0)
return null;
return (componentOnly, offset & 0x3) switch
{
(true, 0) => "x",
(true, 1) => "y",
(true, 2) => "z",
(true, 3) => "w",
(false, 0) => $"[{offset >> 2:D2}].x",
(false, 1) => $"[{offset >> 2:D2}].y",
(false, 2) => $"[{offset >> 2:D2}].z",
(false, 3) => $"[{offset >> 2:D2}].w",
_ => null,
};
}
private static string VectorSwizzle(int firstComponent, int lastComponent)
=> (firstComponent, lastComponent) switch
{
(0, 4) => " ",
(0, 0) => ".x ",
(0, 1) => ".xy ",
(0, 2) => ".xyz ",
(0, 3) => " ",
(1, 1) => ".y ",
(1, 2) => ".yz ",
(1, 3) => ".yzw ",
(2, 2) => ".z ",
(2, 3) => ".zw ",
(3, 3) => ".w ",
_ => string.Empty,
};
private static (string? Name, bool ComponentOnly) MaterialParamRangeName(string prefix, int valueOffset, int valueLength)
{
if (valueLength == 0 || valueOffset < 0)
return (null, false);
var firstVector = valueOffset >> 2;
var lastVector = (valueOffset + valueLength - 1) >> 2;
var firstComponent = valueOffset & 0x3;
var lastComponent = (valueOffset + valueLength - 1) & 0x3;
if (firstVector == lastVector)
return ($"{prefix}[{firstVector}]{VectorSwizzle(firstComponent, lastComponent)}", true);
var sb = new StringBuilder(128);
sb.Append($"{prefix}[{firstVector}]{VectorSwizzle(firstComponent, 3).TrimEnd()}");
for (var i = firstVector + 1; i < lastVector; ++i)
sb.Append($", [{i}]");
sb.Append($", [{lastVector}]{VectorSwizzle(0, lastComponent)}");
return (sb.ToString(), false);
}
}