Handle character mask R same as other shaders

This commit is contained in:
ackwell 2024-01-14 22:27:23 +11:00
parent 9ff3227cf4
commit 0e50cc9c47

View file

@ -49,7 +49,7 @@ public class MaterialExporter
ParallelRowIterator.IterateRows(ImageSharpConfiguration.Default, normal.Bounds(), in operation);
// Check if full textures are provided, and merge in if available.
Image baseColor = operation.BaseColor;
Image<Rgba32> baseColor = operation.BaseColor;
if (material.Textures.TryGetValue(TextureUsage.SamplerDiffuse, out var diffuse))
{
MultiplyOperation.Execute(diffuse, operation.BaseColor);
@ -64,32 +64,31 @@ public class MaterialExporter
}
// Pull further information from the mask.
Image? occlusion = null;
if (material.Textures.TryGetValue(TextureUsage.SamplerMask, out var maskTexture))
{
// Extract the red channel for ambient occlusion.
maskTexture.Mutate(context => context.Filter(new ColorMatrix(
1f, 1f, 1f, 0f,
0f, 0f, 0f, 0f,
0f, 0f, 0f, 0f,
0f, 0f, 0f, 1f,
0f, 0f, 0f, 0f
)));
occlusion = maskTexture;
// Extract the red channel for "ambient occlusion".
maskTexture.Mutate(context => context.Resize(baseColor.Width, baseColor.Height));
maskTexture.ProcessPixelRows(baseColor, (maskAccessor, baseColorAccessor) =>
{
for (int y = 0; y < maskAccessor.Height; y++)
{
var maskSpan = maskAccessor.GetRowSpan(y);
var baseColorSpan = baseColorAccessor.GetRowSpan(y);
for (int x = 0; x < maskSpan.Length; x++)
baseColorSpan[x].FromVector4(baseColorSpan[x].ToVector4() * new Vector4(maskSpan[x].R / 255f));
}
});
// TODO: handle other textures stored in the mask?
}
var materialBuilder = BuildSharedBase(material, name)
return BuildSharedBase(material, name)
.WithBaseColor(BuildImage(baseColor, name, "basecolor"))
.WithNormal(BuildImage(operation.Normal, name, "normal"))
.WithSpecularColor(BuildImage(specular, name, "specular"))
.WithEmissive(BuildImage(operation.Emissive, name, "emissive"), Vector3.One, 1);
if (occlusion != null)
materialBuilder.WithOcclusion(BuildImage(occlusion, name, "occlusion"));
return materialBuilder;
}
// TODO: It feels a little silly to request the entire normal here when extracting the normal only needs some of the components.