using System; using System.Collections.Generic; using System.Linq; using System.Reflection.Metadata.Ecma335; using System.Text; using System.Threading.Tasks; using System.IO; using System.IO.Compression; using Bloxstrap.Models; using IniParser; using IniParser.Model; using System.Diagnostics; using System.Xml.Linq; namespace Bloxstrap.Helpers.Integrations { internal class ReShade { // i havent even started this and i know for a fact this is gonna be a mess of an integration lol // there's a lot of nuances involved in how reshade functionality is supposed to work (shader management, config management, etc) // it's gonna be a bit of a pain in the ass, and i'm expecting a lot of bugs to arise from this... // well, looks like v1.7.0 is gonna be held back for quite a while lol // also, this is going to be fairly restrictive without a lot of heavy work // reshade's official installer gives you a list of shader packs and lets you choose which ones you want to install // and here we're effectively choosing for the user... hm... // i mean, it should be fine? importing shaders is still gonna be a thing, though maybe not as simple, but most people would be looking to use extravi's presets anyway // based on the shaders we have installed, we're gonna have to parse and adjust this... yay............. private static readonly string StockConfig = "[APP]\r\n" + "ForceFullscreen=0\r\n" + "ForceVsync=0\r\n" + "ForceWindowed=0\r\n" + "\r\n" + "[GENERAL]\r\n" + "EffectSearchPaths=..\\..\\ReShade\\Shaders\r\n" + "PreprocessorDefinitions=RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=1000.0,RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=0,RESHADE_DEPTH_INPUT_IS_REVERSED=1,RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0\r\n" + "PresetPath=..\\..\\ReShade\\Presets\\ReShadePreset.ini\r\n" + "TextureSearchPaths=..\\..\\ReShade\\Textures\r\n" + "\r\n" + "[INPUT]\r\n" + "GamepadNavigation=1\r\n" + "KeyOverlay=36,0,0,0\r\n"; // this is a list of selectable shaders to download: // this should be formatted as { FolderName, GithubRepositoryUrl } private static readonly IReadOnlyDictionary Shaders = new Dictionary() { { "Stock", "https://github.com/crosire/reshade-shaders/archive/refs/heads/master.zip" }, // shaders required for extravi's presets: { "AlucardDH", "https://github.com/AlucardDH/dh-reshade-shaders/archive/refs/heads/master.zip" }, { "AstrayFX", "https://github.com/BlueSkyDefender/AstrayFX/archive/refs/heads/master.zip" }, { "Depth3D", "https://github.com/BlueSkyDefender/Depth3D/archive/refs/heads/master.zip" }, { "Glamarye", "https://github.com/rj200/Glamarye_Fast_Effects_for_ReShade/archive/refs/heads/main.zip" }, { "NiceGuy", "https://github.com/mj-ehsan/NiceGuy-Shaders/archive/refs/heads/main.zip" }, { "prod80", "https://github.com/prod80/prod80-ReShade-Repository/archive/refs/heads/master.zip" }, { "qUINT", "https://github.com/martymcmodding/qUINT/archive/refs/heads/master.zip" }, }; private static readonly string[] ExtraviPresetsShaders = new string[] { "AlucardDH", "AstrayFX", "Depth3D", "Glamarye", "NiceGuy", "prod80", "qUINT", }; private static string GetSearchPath(string type, string name) { return $",..\\..\\ReShade\\{type}\\{name}"; } public static void SynchronizeConfigFile() { Debug.WriteLine($"[ReShade] Synchronizing configuration file..."); // yeah, this is going to be a bit of a pain // keep in mind the config file is going to be in two places: the mod folder and the version folder // so we have to make sure the two below scenaros work flawlessly: // - if the user manually updates their reshade config in the mod folder, it must be copied to the version folder // - if the user updates their reshade settings ingame, the updated config must be copied to the mod folder // the easiest way to manage this is to just compare the modification dates of the two // anyway, this is where i'm expecting most of the bugs to arise from // config synchronization will be done whenever roblox updates or whenever we launch roblox string modFolderConfigPath = Path.Combine(Directories.Modifications, "ReShade.ini"); string versionFolderConfigPath = Path.Combine(Directories.Versions, Program.Settings.VersionGuid, "ReShade.ini"); // we shouldn't be here if the mod config doesn't already exist if (!File.Exists(modFolderConfigPath)) { Debug.WriteLine($"[ReShade] ReShade.ini in modifications folder does not exist, aborting sync"); return; } // copy to the version folder if it doesn't already exist there if (!File.Exists(versionFolderConfigPath)) { Debug.WriteLine($"[ReShade] ReShade.ini in version folder does not exist, synchronized with modifications folder"); File.Copy(modFolderConfigPath, versionFolderConfigPath); } // if both the mod and version configs match, then we don't need to do anything if (Utilities.MD5File(modFolderConfigPath) == Utilities.MD5File(versionFolderConfigPath)) { Debug.WriteLine($"[ReShade] ReShade.ini in version and modifications folder match"); return; } FileInfo modFolderConfigFile = new(modFolderConfigPath); FileInfo versionFolderConfigFile = new(versionFolderConfigPath); if (modFolderConfigFile.LastWriteTime > versionFolderConfigFile.LastWriteTime) { // overwrite version config if mod config was modified most recently Debug.WriteLine($"[ReShade] ReShade.ini in version folder is older, synchronized with modifications folder"); File.Copy(modFolderConfigPath, versionFolderConfigPath, true); } else if (versionFolderConfigFile.LastWriteTime > modFolderConfigFile.LastWriteTime) { // overwrite mod config if version config was modified most recently Debug.WriteLine($"[ReShade] ReShade.ini in modifications folder is older, synchronized with version folder"); File.Copy(versionFolderConfigPath, modFolderConfigPath, true); } } public static async Task DownloadShaders(string name) { string downloadUrl = Shaders.First(x => x.Key == name).Value; // not all shader packs have a textures folder, so here we're determining if they exist purely based on if they have a Shaders folder if (Directory.Exists(Path.Combine(Directories.ReShade, "Shaders", name))) return; Debug.WriteLine($"[ReShade] Downloading shaders for {name}"); byte[] bytes = await Program.HttpClient.GetByteArrayAsync(downloadUrl); using (MemoryStream zipStream = new(bytes)) { using (ZipArchive archive = new(zipStream)) { foreach (ZipArchiveEntry entry in archive.Entries) { if (entry.FullName.EndsWith('/')) continue; // github branch zips have a root folder of the name of the branch, so let's just remove that string fullPath = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1); // skip file if it's not in the Shaders or Textures folder if (!fullPath.StartsWith("Shaders") && !fullPath.StartsWith("Textures")) continue; // and now we do it again because of how we're handling folder management // e.g. reshade-shaders-master/Shaders/Vignette.fx should go to ReShade/Shaders/Stock/Vignette.fx // so in this case, relativePath should just be "Vignette.fx" string relativePath = fullPath.Substring(fullPath.IndexOf('/') + 1); // now we stitch it all together string extractionPath = Path.Combine( Directories.ReShade, fullPath.StartsWith("Shaders") ? "Shaders" : "Textures", name, relativePath ); // make sure the folder that we're extracting it to exists Directory.CreateDirectory(Path.GetDirectoryName(extractionPath)!); // and now extract await Task.Run(() => entry.ExtractToFile(extractionPath)); } } } // now we have to update ReShade.ini and add the installed shaders to the search paths FileIniDataParser parser = new(); IniData data = parser.ReadFile(Path.Combine(Directories.Modifications, "ReShade.ini")); if (!data["GENERAL"]["EffectSearchPaths"].Contains(name)) data["GENERAL"]["EffectSearchPaths"] += GetSearchPath("Shaders", name); // not every shader pack has a textures folder if (Directory.Exists(Path.Combine(Directories.ReShade, "Textures", name)) && !data["GENERAL"]["TextureSearchPaths"].Contains(name)) data["GENERAL"]["TextureSearchPaths"] += GetSearchPath("Textures", name); parser.WriteFile(Path.Combine(Directories.Modifications, "ReShade.ini"), data); } public static void DeleteShaders(string name) { Debug.WriteLine($"[ReShade] Deleting shaders for {name}"); string shadersPath = Path.Combine(Directories.ReShade, "Shaders", name); string texturesPath = Path.Combine(Directories.ReShade, "Textures", name); if (Directory.Exists(shadersPath)) Directory.Delete(shadersPath, true); if (Directory.Exists(texturesPath)) Directory.Delete(texturesPath, true); string configFile = Path.Combine(Directories.Modifications, "ReShade.ini"); if (!File.Exists(configFile)) return; // now we have to update ReShade.ini and remove the installed shaders from the search paths FileIniDataParser parser = new(); IniData data = parser.ReadFile(configFile); string configShaderSearchPaths = data["GENERAL"]["EffectSearchPaths"]; string configTextureSearchPaths = data["GENERAL"]["TextureSearchPaths"]; if (configShaderSearchPaths.Contains(name)) { string searchPath = GetSearchPath("Shaders", name); data["GENERAL"]["EffectSearchPaths"] = configShaderSearchPaths.Remove(configShaderSearchPaths.IndexOf(searchPath), searchPath.Length); } if (configTextureSearchPaths.Contains(name)) { string searchPath = GetSearchPath("Textures", name); data["GENERAL"]["TextureSearchPaths"] = configTextureSearchPaths.Remove(configTextureSearchPaths.IndexOf(searchPath), searchPath.Length); } parser.WriteFile(configFile, data); } public static async Task InstallExtraviPresets() { Debug.WriteLine("[ReShade] Installing Extravi's presets..."); foreach (string name in ExtraviPresetsShaders) await DownloadShaders(name); int count = new DirectoryInfo(Path.Combine(Directories.ReShade, "Presets")).GetFiles().Where(x => x.Name.StartsWith("Extravi")).Count(); // there should be at least 7 presets beginning with "Extravi", if there aren't then presume they're not installed if (count >= 7) { Debug.WriteLine("[ReShade] Extravi's presets are already installed, aborting"); return; } // we're also gonna need some sort of versioning for this somehow so that extravi can update the presets ota byte[] bytes = await Program.HttpClient.GetByteArrayAsync("https://github.com/Extravi/extravi.github.io/raw/main/update/reshade-presets.zip"); using (MemoryStream zipStream = new(bytes)) { using (ZipArchive archive = new(zipStream)) { foreach (ZipArchiveEntry entry in archive.Entries) { if (entry.FullName.EndsWith('/')) continue; // github branch zips have a root folder of the name of the branch, so let's just remove that string filename = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1); await Task.Run(() => entry.ExtractToFile(Path.Combine(Directories.ReShade, "Presets", filename), true)); } } } } public static void UninstallExtraviPresets() { Debug.WriteLine("[ReShade] Uninstalling Extravi's presets..."); FileInfo[] presets = new DirectoryInfo(Path.Combine(Directories.ReShade, "Presets")).GetFiles(); foreach (FileInfo preset in presets) { if (preset.Name.StartsWith("Extravi")) preset.Delete(); } foreach (string name in ExtraviPresetsShaders) DeleteShaders(name); } public static async Task CheckModifications() { Debug.WriteLine("[ReShade] Checking ReShade modifications... "); string injectorLocation = Path.Combine(Directories.Modifications, "dxgi.dll"); string configLocation = Path.Combine(Directories.Modifications, "ReShade.ini"); // initialize directories Directory.CreateDirectory(Directories.ReShade); Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Shaders")); Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Textures")); Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Presets")); if (!Program.Settings.UseReShadeExtraviPresets) UninstallExtraviPresets(); if (!Program.Settings.UseReShade) { Debug.WriteLine("[ReShade] Uninstalling ReShade..."); // delete any stock config files if (File.Exists(injectorLocation)) File.Delete(injectorLocation); if (File.Exists(configLocation)) File.Delete(configLocation); DeleteShaders("Stock"); return; } // first, let's check to make sure the injector dll is downloaded if (!File.Exists(injectorLocation)) { Debug.WriteLine("[ReShade] Installing ReShade..."); // here we're downloading the dll through extravi's repository as reshade doesn't officially distribute binaries // uhhh... i'm not sure how we're gonna handle checking for updates? there's not exactly a version number to check here... // only way i can think of is to check the latest commit to the file but thats messy and requires the github api fsdkjhgusedjfzlikohskeolgdfazszwhs\aripy\aws;j/riows\ajuygh // i think i might have to (or get extravi to) host the binary version somewhere byte[] bytes = await Program.HttpClient.GetByteArrayAsync("https://github.com/Extravi/extravi.github.io/raw/main/update/dxgi.zip"); using (MemoryStream zipStream = new(bytes)) { using (ZipArchive zip = new(zipStream)) { zip.ExtractToDirectory(Directories.Modifications, true); } } } // and write the stock config if we need to if (!File.Exists(configLocation)) await File.WriteAllTextAsync(configLocation, StockConfig); await DownloadShaders("Stock"); if (Program.Settings.UseReShadeExtraviPresets) await InstallExtraviPresets(); SynchronizeConfigFile(); } } }