mirror of
https://github.com/bloxstraplabs/bloxstrap.git
synced 2025-04-22 10:31:26 -07:00
Only things left to implement are updating for ReShade/Extravi's presets, credits, and hopefully some bug fixes.
356 lines
17 KiB
C#
356 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Metadata.Ecma335;
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using System.Text;
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using System.Threading.Tasks;
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using System.IO;
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using System.IO.Compression;
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using Bloxstrap.Models;
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using IniParser;
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using IniParser.Model;
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using System.Diagnostics;
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using System.Xml.Linq;
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namespace Bloxstrap.Helpers.Integrations
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{
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internal class ReShade
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{
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// i havent even started this and i know for a fact this is gonna be a mess of an integration lol
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// there's a lot of nuances involved in how reshade functionality is supposed to work (shader management, config management, etc)
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// it's gonna be a bit of a pain in the ass, and i'm expecting a lot of bugs to arise from this...
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// well, looks like v1.7.0 is gonna be held back for quite a while lol
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// also, this is going to be fairly restrictive without a lot of heavy work
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// reshade's official installer gives you a list of shader packs and lets you choose which ones you want to install
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// and here we're effectively choosing for the user... hm...
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// 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
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// based on the shaders we have installed, we're gonna have to parse and adjust this... yay.............
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private static readonly string StockConfig =
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"[APP]\r\n" +
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"ForceFullscreen=0\r\n" +
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"ForceVsync=0\r\n" +
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"ForceWindowed=0\r\n" +
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"\r\n" +
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"[GENERAL]\r\n" +
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"EffectSearchPaths=..\\..\\ReShade\\Shaders\r\n" +
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"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" +
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"PresetPath=..\\..\\ReShade\\Presets\\ReShadePreset.ini\r\n" +
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"TextureSearchPaths=..\\..\\ReShade\\Textures\r\n" +
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"\r\n" +
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"[INPUT]\r\n" +
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"GamepadNavigation=1\r\n" +
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"KeyOverlay=36,0,0,0\r\n";
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// this is a list of selectable shaders to download:
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// this should be formatted as { FolderName, GithubRepositoryUrl }
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private static readonly IReadOnlyDictionary<string, string> Shaders = new Dictionary<string, string>()
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{
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{ "Stock", "https://github.com/crosire/reshade-shaders/archive/refs/heads/master.zip" },
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// shaders required for extravi's presets:
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{ "AlucardDH", "https://github.com/AlucardDH/dh-reshade-shaders/archive/refs/heads/master.zip" },
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{ "AstrayFX", "https://github.com/BlueSkyDefender/AstrayFX/archive/refs/heads/master.zip" },
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{ "Depth3D", "https://github.com/BlueSkyDefender/Depth3D/archive/refs/heads/master.zip" },
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{ "Glamarye", "https://github.com/rj200/Glamarye_Fast_Effects_for_ReShade/archive/refs/heads/main.zip" },
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{ "NiceGuy", "https://github.com/mj-ehsan/NiceGuy-Shaders/archive/refs/heads/main.zip" },
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{ "prod80", "https://github.com/prod80/prod80-ReShade-Repository/archive/refs/heads/master.zip" },
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{ "qUINT", "https://github.com/martymcmodding/qUINT/archive/refs/heads/master.zip" },
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};
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private static readonly string[] ExtraviPresetsShaders = new string[]
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{
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"AlucardDH",
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"AstrayFX",
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"Depth3D",
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"Glamarye",
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"NiceGuy",
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"prod80",
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"qUINT",
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};
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private static string GetSearchPath(string type, string name)
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{
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return $",..\\..\\ReShade\\{type}\\{name}";
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}
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public static void SynchronizeConfigFile()
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{
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Debug.WriteLine($"[ReShade] Synchronizing configuration file...");
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// yeah, this is going to be a bit of a pain
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// keep in mind the config file is going to be in two places: the mod folder and the version folder
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// so we have to make sure the two below scenaros work flawlessly:
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// - if the user manually updates their reshade config in the mod folder, it must be copied to the version folder
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// - if the user updates their reshade settings ingame, the updated config must be copied to the mod folder
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// the easiest way to manage this is to just compare the modification dates of the two
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// anyway, this is where i'm expecting most of the bugs to arise from
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// config synchronization will be done whenever roblox updates or whenever we launch roblox
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string modFolderConfigPath = Path.Combine(Directories.Modifications, "ReShade.ini");
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string versionFolderConfigPath = Path.Combine(Directories.Versions, Program.Settings.VersionGuid, "ReShade.ini");
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// we shouldn't be here if the mod config doesn't already exist
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if (!File.Exists(modFolderConfigPath))
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{
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Debug.WriteLine($"[ReShade] ReShade.ini in modifications folder does not exist, aborting sync");
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return;
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}
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// copy to the version folder if it doesn't already exist there
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if (!File.Exists(versionFolderConfigPath))
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{
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Debug.WriteLine($"[ReShade] ReShade.ini in version folder does not exist, synchronized with modifications folder");
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File.Copy(modFolderConfigPath, versionFolderConfigPath);
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}
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// if both the mod and version configs match, then we don't need to do anything
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if (Utilities.MD5File(modFolderConfigPath) == Utilities.MD5File(versionFolderConfigPath))
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{
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Debug.WriteLine($"[ReShade] ReShade.ini in version and modifications folder match");
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return;
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}
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FileInfo modFolderConfigFile = new(modFolderConfigPath);
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FileInfo versionFolderConfigFile = new(versionFolderConfigPath);
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if (modFolderConfigFile.LastWriteTime > versionFolderConfigFile.LastWriteTime)
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{
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// overwrite version config if mod config was modified most recently
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Debug.WriteLine($"[ReShade] ReShade.ini in version folder is older, synchronized with modifications folder");
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File.Copy(modFolderConfigPath, versionFolderConfigPath, true);
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}
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else if (versionFolderConfigFile.LastWriteTime > modFolderConfigFile.LastWriteTime)
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{
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// overwrite mod config if version config was modified most recently
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Debug.WriteLine($"[ReShade] ReShade.ini in modifications folder is older, synchronized with version folder");
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File.Copy(versionFolderConfigPath, modFolderConfigPath, true);
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}
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}
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public static async Task DownloadShaders(string name)
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{
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string downloadUrl = Shaders.First(x => x.Key == name).Value;
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// not all shader packs have a textures folder, so here we're determining if they exist purely based on if they have a Shaders folder
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if (Directory.Exists(Path.Combine(Directories.ReShade, "Shaders", name)))
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return;
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Debug.WriteLine($"[ReShade] Downloading shaders for {name}");
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byte[] bytes = await Program.HttpClient.GetByteArrayAsync(downloadUrl);
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using (MemoryStream zipStream = new(bytes))
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{
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using (ZipArchive archive = new(zipStream))
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{
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foreach (ZipArchiveEntry entry in archive.Entries)
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{
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if (entry.FullName.EndsWith('/'))
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continue;
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// github branch zips have a root folder of the name of the branch, so let's just remove that
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string fullPath = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1);
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// skip file if it's not in the Shaders or Textures folder
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if (!fullPath.StartsWith("Shaders") && !fullPath.StartsWith("Textures"))
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continue;
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// and now we do it again because of how we're handling folder management
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// e.g. reshade-shaders-master/Shaders/Vignette.fx should go to ReShade/Shaders/Stock/Vignette.fx
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// so in this case, relativePath should just be "Vignette.fx"
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string relativePath = fullPath.Substring(fullPath.IndexOf('/') + 1);
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// now we stitch it all together
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string extractionPath = Path.Combine(
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Directories.ReShade,
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fullPath.StartsWith("Shaders") ? "Shaders" : "Textures",
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name,
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relativePath
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);
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// make sure the folder that we're extracting it to exists
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Directory.CreateDirectory(Path.GetDirectoryName(extractionPath)!);
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// and now extract
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await Task.Run(() => entry.ExtractToFile(extractionPath));
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}
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}
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}
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// now we have to update ReShade.ini and add the installed shaders to the search paths
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FileIniDataParser parser = new();
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IniData data = parser.ReadFile(Path.Combine(Directories.Modifications, "ReShade.ini"));
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if (!data["GENERAL"]["EffectSearchPaths"].Contains(name))
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data["GENERAL"]["EffectSearchPaths"] += GetSearchPath("Shaders", name);
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// not every shader pack has a textures folder
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if (Directory.Exists(Path.Combine(Directories.ReShade, "Textures", name)) && !data["GENERAL"]["TextureSearchPaths"].Contains(name))
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data["GENERAL"]["TextureSearchPaths"] += GetSearchPath("Textures", name);
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parser.WriteFile(Path.Combine(Directories.Modifications, "ReShade.ini"), data);
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}
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public static void DeleteShaders(string name)
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{
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Debug.WriteLine($"[ReShade] Deleting shaders for {name}");
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string shadersPath = Path.Combine(Directories.ReShade, "Shaders", name);
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string texturesPath = Path.Combine(Directories.ReShade, "Textures", name);
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if (Directory.Exists(shadersPath))
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Directory.Delete(shadersPath, true);
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if (Directory.Exists(texturesPath))
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Directory.Delete(texturesPath, true);
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string configFile = Path.Combine(Directories.Modifications, "ReShade.ini");
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if (!File.Exists(configFile))
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return;
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// now we have to update ReShade.ini and remove the installed shaders from the search paths
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FileIniDataParser parser = new();
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IniData data = parser.ReadFile(configFile);
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string configShaderSearchPaths = data["GENERAL"]["EffectSearchPaths"];
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string configTextureSearchPaths = data["GENERAL"]["TextureSearchPaths"];
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if (configShaderSearchPaths.Contains(name))
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{
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string searchPath = GetSearchPath("Shaders", name);
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data["GENERAL"]["EffectSearchPaths"] = configShaderSearchPaths.Remove(configShaderSearchPaths.IndexOf(searchPath), searchPath.Length);
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}
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if (configTextureSearchPaths.Contains(name))
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{
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string searchPath = GetSearchPath("Textures", name);
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data["GENERAL"]["TextureSearchPaths"] = configTextureSearchPaths.Remove(configTextureSearchPaths.IndexOf(searchPath), searchPath.Length);
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}
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parser.WriteFile(configFile, data);
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}
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public static async Task InstallExtraviPresets()
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{
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Debug.WriteLine("[ReShade] Installing Extravi's presets...");
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foreach (string name in ExtraviPresetsShaders)
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await DownloadShaders(name);
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int count = new DirectoryInfo(Path.Combine(Directories.ReShade, "Presets")).GetFiles().Where(x => x.Name.StartsWith("Extravi")).Count();
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// there should be at least 7 presets beginning with "Extravi", if there aren't then presume they're not installed
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if (count >= 7)
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{
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Debug.WriteLine("[ReShade] Extravi's presets are already installed, aborting");
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return;
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}
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// we're also gonna need some sort of versioning for this somehow so that extravi can update the presets ota
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byte[] bytes = await Program.HttpClient.GetByteArrayAsync("https://github.com/Extravi/extravi.github.io/raw/main/update/reshade-presets.zip");
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using (MemoryStream zipStream = new(bytes))
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{
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using (ZipArchive archive = new(zipStream))
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{
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foreach (ZipArchiveEntry entry in archive.Entries)
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{
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if (entry.FullName.EndsWith('/'))
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continue;
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// github branch zips have a root folder of the name of the branch, so let's just remove that
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string filename = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1);
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await Task.Run(() => entry.ExtractToFile(Path.Combine(Directories.ReShade, "Presets", filename), true));
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}
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}
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}
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}
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public static void UninstallExtraviPresets()
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{
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Debug.WriteLine("[ReShade] Uninstalling Extravi's presets...");
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FileInfo[] presets = new DirectoryInfo(Path.Combine(Directories.ReShade, "Presets")).GetFiles();
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foreach (FileInfo preset in presets)
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{
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if (preset.Name.StartsWith("Extravi"))
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preset.Delete();
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}
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foreach (string name in ExtraviPresetsShaders)
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DeleteShaders(name);
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}
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public static async Task CheckModifications()
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{
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Debug.WriteLine("[ReShade] Checking ReShade modifications... ");
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string injectorLocation = Path.Combine(Directories.Modifications, "dxgi.dll");
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string configLocation = Path.Combine(Directories.Modifications, "ReShade.ini");
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// initialize directories
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Directory.CreateDirectory(Directories.ReShade);
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Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Shaders"));
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Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Textures"));
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Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Presets"));
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if (!Program.Settings.UseReShadeExtraviPresets)
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UninstallExtraviPresets();
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if (!Program.Settings.UseReShade)
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{
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Debug.WriteLine("[ReShade] Uninstalling ReShade...");
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// delete any stock config files
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if (File.Exists(injectorLocation))
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File.Delete(injectorLocation);
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if (File.Exists(configLocation))
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File.Delete(configLocation);
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DeleteShaders("Stock");
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return;
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}
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// first, let's check to make sure the injector dll is downloaded
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if (!File.Exists(injectorLocation))
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{
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Debug.WriteLine("[ReShade] Installing ReShade...");
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// here we're downloading the dll through extravi's repository as reshade doesn't officially distribute binaries
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// uhhh... i'm not sure how we're gonna handle checking for updates? there's not exactly a version number to check here...
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// 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
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// i think i might have to (or get extravi to) host the binary version somewhere
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byte[] bytes = await Program.HttpClient.GetByteArrayAsync("https://github.com/Extravi/extravi.github.io/raw/main/update/dxgi.zip");
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using (MemoryStream zipStream = new(bytes))
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{
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using (ZipArchive zip = new(zipStream))
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{
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zip.ExtractToDirectory(Directories.Modifications, true);
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}
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}
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}
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// and write the stock config if we need to
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if (!File.Exists(configLocation))
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await File.WriteAllTextAsync(configLocation, StockConfig);
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await DownloadShaders("Stock");
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if (Program.Settings.UseReShadeExtraviPresets)
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await InstallExtraviPresets();
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SynchronizeConfigFile();
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}
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}
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}
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