mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 18:27:24 +01:00
Minor cleanup.
This commit is contained in:
parent
7c83e30e9f
commit
3b9d841014
4 changed files with 115 additions and 118 deletions
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@ -17,6 +17,7 @@ public class MaterialExporter
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public struct Material
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{
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public MtrlFile Mtrl;
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public Dictionary<TextureUsage, Image<Rgba32>> Textures;
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// variant?
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}
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@ -49,7 +50,7 @@ public class MaterialExporter
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ParallelRowIterator.IterateRows(ImageSharpConfiguration.Default, normal.Bounds(), in operation);
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// Check if full textures are provided, and merge in if available.
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Image<Rgba32> baseColor = operation.BaseColor;
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var baseColor = operation.BaseColor;
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if (material.Textures.TryGetValue(TextureUsage.SamplerDiffuse, out var diffuse))
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{
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MultiplyOperation.Execute(diffuse, operation.BaseColor);
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@ -70,24 +71,22 @@ public class MaterialExporter
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maskTexture.Mutate(context => context.Resize(baseColor.Width, baseColor.Height));
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maskTexture.ProcessPixelRows(baseColor, (maskAccessor, baseColorAccessor) =>
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{
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for (int y = 0; y < maskAccessor.Height; y++)
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for (var y = 0; y < maskAccessor.Height; y++)
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{
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var maskSpan = maskAccessor.GetRowSpan(y);
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var maskSpan = maskAccessor.GetRowSpan(y);
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var baseColorSpan = baseColorAccessor.GetRowSpan(y);
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for (int x = 0; x < maskSpan.Length; x++)
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for (var x = 0; x < maskSpan.Length; x++)
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baseColorSpan[x].FromVector4(baseColorSpan[x].ToVector4() * new Vector4(maskSpan[x].R / 255f));
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}
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});
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// TODO: handle other textures stored in the mask?
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}
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return BuildSharedBase(material, name)
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.WithBaseColor(BuildImage(baseColor, name, "basecolor"))
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.WithNormal(BuildImage(operation.Normal, name, "normal"))
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.WithSpecularColor(BuildImage(specular, name, "specular"))
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.WithBaseColor(BuildImage(baseColor, name, "basecolor"))
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.WithNormal(BuildImage(operation.Normal, name, "normal"))
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.WithSpecularColor(BuildImage(specular, name, "specular"))
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.WithEmissive(BuildImage(operation.Emissive, name, "emissive"), Vector3.One, 1);
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}
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@ -95,31 +94,38 @@ public class MaterialExporter
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// As a future refactor, it would be neat to accept a single-channel field here, and then do composition of other stuff later.
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private readonly struct ProcessCharacterNormalOperation(Image<Rgba32> normal, MtrlFile.ColorTable table) : IRowOperation
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{
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public Image<Rgba32> Normal { get; private init; } = normal.Clone();
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public Image<Rgba32> BaseColor { get; private init; } = new Image<Rgba32>(normal.Width, normal.Height);
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public Image<Rgb24> Specular { get; private init; } = new Image<Rgb24>(normal.Width, normal.Height);
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public Image<Rgb24> Emissive { get; private init; } = new Image<Rgb24>(normal.Width, normal.Height);
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public Image<Rgba32> Normal { get; } = normal.Clone();
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public Image<Rgba32> BaseColor { get; } = new(normal.Width, normal.Height);
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public Image<Rgb24> Specular { get; } = new(normal.Width, normal.Height);
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public Image<Rgb24> Emissive { get; } = new(normal.Width, normal.Height);
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private Buffer2D<Rgba32> NormalBuffer => Normal.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgba32> BaseColorBuffer => BaseColor.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgb24> SpecularBuffer => Specular.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgb24> EmissiveBuffer => Emissive.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgba32> NormalBuffer
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=> Normal.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgba32> BaseColorBuffer
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=> BaseColor.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgb24> SpecularBuffer
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=> Specular.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgb24> EmissiveBuffer
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=> Emissive.Frames.RootFrame.PixelBuffer;
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public void Invoke(int y)
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{
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var normalSpan = NormalBuffer.DangerousGetRowSpan(y);
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var normalSpan = NormalBuffer.DangerousGetRowSpan(y);
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var baseColorSpan = BaseColorBuffer.DangerousGetRowSpan(y);
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var specularSpan = SpecularBuffer.DangerousGetRowSpan(y);
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var emissiveSpan = EmissiveBuffer.DangerousGetRowSpan(y);
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var specularSpan = SpecularBuffer.DangerousGetRowSpan(y);
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var emissiveSpan = EmissiveBuffer.DangerousGetRowSpan(y);
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for (int x = 0; x < normalSpan.Length; x++)
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for (var x = 0; x < normalSpan.Length; x++)
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{
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ref var normalPixel = ref normalSpan[x];
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// Table row data (.a)
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var tableRow = GetTableRowIndices(normalPixel.A / 255f);
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var prevRow = table[tableRow.Previous];
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var nextRow = table[tableRow.Next];
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var prevRow = table[tableRow.Previous];
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var nextRow = table[tableRow.Next];
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// Base colour (table, .b)
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var lerpedDiffuse = Vector3.Lerp(prevRow.Diffuse, nextRow.Diffuse, tableRow.Weight);
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@ -145,9 +151,9 @@ public class MaterialExporter
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private static TableRow GetTableRowIndices(float input)
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{
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// These calculations are ported from character.shpk.
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var smoothed = MathF.Floor(((input * 7.5f) % 1.0f) * 2)
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* (-input * 15 + MathF.Floor(input * 15 + 0.5f))
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+ input * 15;
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var smoothed = MathF.Floor(input * 7.5f % 1.0f * 2)
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* (-input * 15 + MathF.Floor(input * 15 + 0.5f))
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+ input * 15;
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var stepped = MathF.Floor(smoothed + 0.5f);
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@ -162,9 +168,9 @@ public class MaterialExporter
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private ref struct TableRow
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{
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public int Stepped;
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public int Previous;
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public int Next;
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public int Stepped;
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public int Previous;
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public int Next;
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public float Weight;
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}
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@ -189,50 +195,47 @@ public class MaterialExporter
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where TPixel1 : unmanaged, IPixel<TPixel1>
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where TPixel2 : unmanaged, IPixel<TPixel2>
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{
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public void Invoke(int y)
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{
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var targetSpan = target.Frames.RootFrame.PixelBuffer.DangerousGetRowSpan(y);
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var targetSpan = target.Frames.RootFrame.PixelBuffer.DangerousGetRowSpan(y);
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var multiplierSpan = multiplier.Frames.RootFrame.PixelBuffer.DangerousGetRowSpan(y);
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for (int x = 0; x < targetSpan.Length; x++)
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{
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for (var x = 0; x < targetSpan.Length; x++)
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targetSpan[x].FromVector4(targetSpan[x].ToVector4() * multiplierSpan[x].ToVector4());
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}
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}
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}
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// TODO: These are hardcoded colours - I'm not keen on supporting highly customiseable exports, but there's possibly some more sensible values to use here.
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private static Vector4 _defaultHairColor = new Vector4(130, 64, 13, 255) / new Vector4(255);
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private static Vector4 _defaultHighlightColor = new Vector4(77, 126, 240, 255) / new Vector4(255);
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// TODO: These are hardcoded colours - I'm not keen on supporting highly customizable exports, but there's possibly some more sensible values to use here.
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private static readonly Vector4 DefaultHairColor = new Vector4(130, 64, 13, 255) / new Vector4(255);
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private static readonly Vector4 DefaultHighlightColor = new Vector4(77, 126, 240, 255) / new Vector4(255);
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/// <summary> Build a material following the semantics of hair.shpk. </summary>
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private static MaterialBuilder BuildHair(Material material, string name)
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{
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// Trust me bro.
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const uint categoryHairType = 0x24826489;
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const uint valueFace = 0x6E5B8F10;
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const uint valueFace = 0x6E5B8F10;
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var isFace = material.Mtrl.ShaderPackage.ShaderKeys
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.Any(key => key.Category == categoryHairType && key.Value == valueFace);
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.Any(key => key is { Category: categoryHairType, Value: valueFace });
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var normal = material.Textures[TextureUsage.SamplerNormal];
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var mask = material.Textures[TextureUsage.SamplerMask];
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var mask = material.Textures[TextureUsage.SamplerMask];
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mask.Mutate(context => context.Resize(normal.Width, normal.Height));
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var baseColor = new Image<Rgba32>(normal.Width, normal.Height);
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normal.ProcessPixelRows(mask, baseColor, (normalAccessor, maskAccessor, baseColorAccessor) =>
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{
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for (int y = 0; y < normalAccessor.Height; y++)
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for (var y = 0; y < normalAccessor.Height; y++)
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{
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var normalSpan = normalAccessor.GetRowSpan(y);
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var maskSpan = maskAccessor.GetRowSpan(y);
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var normalSpan = normalAccessor.GetRowSpan(y);
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var maskSpan = maskAccessor.GetRowSpan(y);
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var baseColorSpan = baseColorAccessor.GetRowSpan(y);
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for (int x = 0; x < normalSpan.Length; x++)
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for (var x = 0; x < normalSpan.Length; x++)
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{
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var color = Vector4.Lerp(_defaultHairColor, _defaultHighlightColor, maskSpan[x].A / 255f);
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var color = Vector4.Lerp(DefaultHairColor, DefaultHighlightColor, maskSpan[x].A / 255f);
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baseColorSpan[x].FromVector4(color * new Vector4(maskSpan[x].R / 255f));
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baseColorSpan[x].A = normalSpan[x].A;
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@ -243,33 +246,33 @@ public class MaterialExporter
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return BuildSharedBase(material, name)
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.WithBaseColor(BuildImage(baseColor, name, "basecolor"))
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.WithNormal(BuildImage(normal, name, "normal"))
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.WithNormal(BuildImage(normal, name, "normal"))
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.WithAlpha(isFace ? AlphaMode.BLEND : AlphaMode.MASK, 0.5f);
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}
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private static Vector4 _defaultEyeColor = new Vector4(21, 176, 172, 255) / new Vector4(255);
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private static readonly Vector4 DefaultEyeColor = new Vector4(21, 176, 172, 255) / new Vector4(255);
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/// <summary> Build a material following the semantics of iris.shpk. </summary>
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// NOTE: This is largely the same as the hair material, but is also missing a few features that would cause it to diverge. Keeping seperate for now.
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// NOTE: This is largely the same as the hair material, but is also missing a few features that would cause it to diverge. Keeping separate for now.
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private static MaterialBuilder BuildIris(Material material, string name)
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{
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var normal = material.Textures[TextureUsage.SamplerNormal];
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var mask = material.Textures[TextureUsage.SamplerMask];
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var mask = material.Textures[TextureUsage.SamplerMask];
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mask.Mutate(context => context.Resize(normal.Width, normal.Height));
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var baseColor = new Image<Rgba32>(normal.Width, normal.Height);
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normal.ProcessPixelRows(mask, baseColor, (normalAccessor, maskAccessor, baseColorAccessor) =>
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{
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for (int y = 0; y < normalAccessor.Height; y++)
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for (var y = 0; y < normalAccessor.Height; y++)
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{
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var normalSpan = normalAccessor.GetRowSpan(y);
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var maskSpan = maskAccessor.GetRowSpan(y);
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var normalSpan = normalAccessor.GetRowSpan(y);
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var maskSpan = maskAccessor.GetRowSpan(y);
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var baseColorSpan = baseColorAccessor.GetRowSpan(y);
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for (int x = 0; x < normalSpan.Length; x++)
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for (var x = 0; x < normalSpan.Length; x++)
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{
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baseColorSpan[x].FromVector4(_defaultEyeColor * new Vector4(maskSpan[x].R / 255f));
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baseColorSpan[x].FromVector4(DefaultEyeColor * new Vector4(maskSpan[x].R / 255f));
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baseColorSpan[x].A = normalSpan[x].A;
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normalSpan[x].A = byte.MaxValue;
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@ -279,7 +282,7 @@ public class MaterialExporter
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return BuildSharedBase(material, name)
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.WithBaseColor(BuildImage(baseColor, name, "basecolor"))
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.WithNormal(BuildImage(normal, name, "normal"));
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.WithNormal(BuildImage(normal, name, "normal"));
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}
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/// <summary> Build a material following the semantics of skin.shpk. </summary>
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@ -287,7 +290,7 @@ public class MaterialExporter
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{
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// Trust me bro.
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const uint categorySkinType = 0x380CAED0;
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const uint valueFace = 0xF5673524;
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const uint valueFace = 0xF5673524;
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// Face is the default for the skin shader, so a lack of skin type category is also correct.
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var isFace = !material.Mtrl.ShaderPackage.ShaderKeys
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@ -296,41 +299,37 @@ public class MaterialExporter
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// TODO: There's more nuance to skin than this, but this should be enough for a baseline reference.
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// TODO: Specular?
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var diffuse = material.Textures[TextureUsage.SamplerDiffuse];
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var normal = material.Textures[TextureUsage.SamplerNormal];
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var normal = material.Textures[TextureUsage.SamplerNormal];
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// Create a copy of the normal that's the same size as the diffuse for purposes of copying the opacity across.
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var resizedNormal = normal.Clone(context => context.Resize(diffuse.Width, diffuse.Height));
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diffuse.ProcessPixelRows(resizedNormal, (diffuseAccessor, normalAccessor) =>
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{
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for (int y = 0; y < diffuseAccessor.Height; y++)
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for (var y = 0; y < diffuseAccessor.Height; y++)
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{
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var diffuseSpan = diffuseAccessor.GetRowSpan(y);
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var normalSpan = normalAccessor.GetRowSpan(y);
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var normalSpan = normalAccessor.GetRowSpan(y);
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for (int x = 0; x < diffuseSpan.Length; x++)
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{
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for (var x = 0; x < diffuseSpan.Length; x++)
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diffuseSpan[x].A = normalSpan[x].B;
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}
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}
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});
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// Clear the blue channel out of the normal now that we're done with it.
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normal.ProcessPixelRows(normalAccessor =>
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{
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for (int y = 0; y < normalAccessor.Height; y++)
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for (var y = 0; y < normalAccessor.Height; y++)
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{
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var normalSpan = normalAccessor.GetRowSpan(y);
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for (int x = 0; x < normalSpan.Length; x++)
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{
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for (var x = 0; x < normalSpan.Length; x++)
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normalSpan[x].B = byte.MaxValue;
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}
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}
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});
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return BuildSharedBase(material, name)
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.WithBaseColor(BuildImage(diffuse, name, "basecolor"))
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.WithNormal(BuildImage(normal, name, "normal"))
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.WithNormal(BuildImage(normal, name, "normal"))
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.WithAlpha(isFace ? AlphaMode.MASK : AlphaMode.OPAQUE, 0.5f);
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}
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@ -357,8 +356,8 @@ public class MaterialExporter
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private static MaterialBuilder BuildSharedBase(Material material, string name)
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{
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// TODO: Move this and potentially the other known stuff into MtrlFile?
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const uint backfaceMask = 0x1;
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var showBackfaces = (material.Mtrl.ShaderPackage.Flags & backfaceMask) == 0;
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const uint backfaceMask = 0x1;
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var showBackfaces = (material.Mtrl.ShaderPackage.Flags & backfaceMask) == 0;
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return new MaterialBuilder(name)
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.WithDoubleSide(showBackfaces);
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@ -21,11 +21,9 @@ namespace Penumbra.Import.Models;
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using Schema2 = SharpGLTF.Schema2;
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using LuminaMaterial = Lumina.Models.Materials.Material;
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public sealed class ModelManager(IFramework framework, ActiveCollections collections, IDataManager gameData, GamePathParser parser, TextureManager textureManager) : SingleTaskQueue, IDisposable
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public sealed class ModelManager(IFramework framework, ActiveCollections collections, GamePathParser parser) : SingleTaskQueue, IDisposable
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{
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private readonly IFramework _framework = framework;
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private readonly IDataManager _gameData = gameData;
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private readonly TextureManager _textureManager = textureManager;
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private readonly IFramework _framework = framework;
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private readonly ConcurrentDictionary<IAction, (Task, CancellationTokenSource)> _tasks = new();
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@ -47,11 +45,13 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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var action = new ImportGltfAction(inputPath);
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return Enqueue(action).ContinueWith(task =>
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{
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if (task.IsFaulted && task.Exception != null)
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if (task is { IsFaulted: true, Exception: not null })
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throw task.Exception;
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return action.Out;
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});
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}
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/// <summary> Try to find the .sklb paths for a .mdl file. </summary>
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/// <param name="mdlPath"> .mdl file to look up the skeletons for. </param>
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/// <param name="estManipulations"> Modified extra skeleton template parameters. </param>
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@ -69,8 +69,8 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Body, info, estManipulations)],
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ObjectType.Equipment when info.EquipSlot.ToSlot() is EquipSlot.Head
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=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Head, info, estManipulations)],
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ObjectType.Equipment => [baseSkeleton],
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ObjectType.Accessory => [baseSkeleton],
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ObjectType.Equipment => [baseSkeleton],
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ObjectType.Accessory => [baseSkeleton],
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ObjectType.Character when info.BodySlot is BodySlot.Body or BodySlot.Tail => [baseSkeleton],
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ObjectType.Character when info.BodySlot is BodySlot.Hair
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=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Hair, info, estManipulations)],
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@ -91,15 +91,15 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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var modEst = estManipulations
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.FirstOrNull(est =>
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est.Gender == gender
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&& est.Race == race
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&& est.Slot == type
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&& est.SetId == info.PrimaryId
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&& est.Race == race
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&& est.Slot == type
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&& est.SetId == info.PrimaryId
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);
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// Try to use an entry from provided manipulations, falling back to the current collection.
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var targetId = modEst?.Entry
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?? collections.Current.MetaCache?.GetEstEntry(type, info.GenderRace, info.PrimaryId)
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?? 0;
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?? collections.Current.MetaCache?.GetEstEntry(type, info.GenderRace, info.PrimaryId)
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?? 0;
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// If there's no entries, we can assume that there's no additional skeleton.
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if (targetId == 0)
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@ -168,7 +168,12 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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return task;
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}
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private class ExportToGltfAction(ModelManager manager, MdlFile mdl, IEnumerable<string> sklbPaths, Func<string, byte[]> read, string outputPath)
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private class ExportToGltfAction(
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ModelManager manager,
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MdlFile mdl,
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IEnumerable<string> sklbPaths,
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Func<string, byte[]> read,
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string outputPath)
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: IAction
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{
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public void Execute(CancellationToken cancel)
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@ -213,13 +218,13 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
// finicky at the best of times, and can outright cause a CTD if they
|
||||
// get upset. Running each conversion on its own tick seems to make
|
||||
// this consistently non-crashy across my testing.
|
||||
Task<string> CreateHavokTask((SklbFile Sklb, int Index) pair) =>
|
||||
manager._framework.RunOnTick(
|
||||
Task<string> CreateHavokTask((SklbFile Sklb, int Index) pair)
|
||||
=> manager._framework.RunOnTick(
|
||||
() => HavokConverter.HkxToXml(pair.Sklb.Skeleton),
|
||||
delayTicks: pair.Index, cancellationToken: cancel);
|
||||
}
|
||||
|
||||
/// <summary> Read a .mtrl and hydrate its textures. </summary>
|
||||
/// <summary> Read a .mtrl and populate its textures. </summary>
|
||||
private MaterialExporter.Material BuildMaterial(string relativePath, CancellationToken cancel)
|
||||
{
|
||||
var path = manager.ResolveMtrlPath(relativePath);
|
||||
|
|
@ -227,7 +232,7 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
|
||||
return new MaterialExporter.Material
|
||||
{
|
||||
Mtrl = mtrl,
|
||||
Mtrl = mtrl,
|
||||
Textures = mtrl.ShaderPackage.Samplers.ToDictionary(
|
||||
sampler => (TextureUsage)sampler.SamplerId,
|
||||
sampler => ConvertImage(mtrl.Textures[sampler.TextureIndex], cancel)
|
||||
|
|
@ -242,21 +247,15 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
var texturePath = texture.Path;
|
||||
if (texture.DX11)
|
||||
{
|
||||
var lastSlashIndex = texturePath.LastIndexOf('/');
|
||||
var directory = lastSlashIndex == -1 ? texturePath : texturePath.Substring(0, lastSlashIndex);
|
||||
var fileName = Path.GetFileName(texturePath);
|
||||
var fileName = Path.GetFileName(texturePath);
|
||||
if (!fileName.StartsWith("--"))
|
||||
{
|
||||
texturePath = $"{directory}/--{fileName}";
|
||||
}
|
||||
texturePath = $"{Path.GetDirectoryName(texturePath)}/--{fileName}";
|
||||
}
|
||||
|
||||
using var textureData = new MemoryStream(read(texturePath));
|
||||
var image = TexFileParser.Parse(textureData);
|
||||
var pngImage = TextureManager.ConvertToPng(image, cancel).AsPng;
|
||||
if (pngImage == null)
|
||||
throw new Exception("Failed to convert texture to png.");
|
||||
return pngImage;
|
||||
var image = TexFileParser.Parse(textureData);
|
||||
var pngImage = TextureManager.ConvertToPng(image, cancel).AsPng;
|
||||
return pngImage ?? throw new Exception("Failed to convert texture to png.");
|
||||
}
|
||||
|
||||
public bool Equals(IAction? other)
|
||||
|
|
|
|||
|
|
@ -181,9 +181,9 @@ public partial class ModEditWindow
|
|||
}
|
||||
|
||||
/// <summary> Merge attribute configuration from the source onto the target. </summary>
|
||||
/// <param name="target" Model that will be update. ></param>
|
||||
/// <param name="target"> Model that will be updated. ></param>
|
||||
/// <param name="source"> Model to copy attribute configuration from. </param>
|
||||
public void MergeAttributes(MdlFile target, MdlFile source)
|
||||
public static void MergeAttributes(MdlFile target, MdlFile source)
|
||||
{
|
||||
target.Attributes = source.Attributes;
|
||||
|
||||
|
|
@ -197,7 +197,7 @@ public partial class ModEditWindow
|
|||
target.SubMeshes[subMeshIndex].AttributeIndexMask = 0u;
|
||||
|
||||
// Rather than comparing sub-meshes directly, we're grouping by parent mesh in an attempt
|
||||
// to maintain semantic connection betwen mesh index and submesh attributes.
|
||||
// to maintain semantic connection between mesh index and sub mesh attributes.
|
||||
if (meshIndex >= source.Meshes.Length)
|
||||
continue;
|
||||
var sourceMesh = source.Meshes[meshIndex];
|
||||
|
|
@ -214,8 +214,8 @@ public partial class ModEditWindow
|
|||
{
|
||||
IoExceptions = exception switch {
|
||||
null => [],
|
||||
AggregateException ae => ae.Flatten().InnerExceptions.ToList(),
|
||||
Exception other => [other],
|
||||
AggregateException ae => [.. ae.Flatten().InnerExceptions],
|
||||
_ => [exception],
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -234,7 +234,7 @@ public partial class ModEditWindow
|
|||
? _edit._gameData.GetFile(path)?.Data
|
||||
: File.ReadAllBytes(resolvedPath.Value.ToPath());
|
||||
|
||||
// TODO: some callers may not care about failures - handle exceptions seperately?
|
||||
// TODO: some callers may not care about failures - handle exceptions separately?
|
||||
return bytes ?? throw new Exception(
|
||||
$"Resolved path {path} could not be found. If modded, is it enabled in the current collection?");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -129,7 +129,7 @@ public partial class ModEditWindow
|
|||
);
|
||||
}
|
||||
|
||||
private void DrawIoExceptions(MdlTab tab)
|
||||
private static void DrawIoExceptions(MdlTab tab)
|
||||
{
|
||||
if (tab.IoExceptions.Count == 0)
|
||||
return;
|
||||
|
|
@ -140,16 +140,15 @@ public partial class ModEditWindow
|
|||
var spaceAvail = ImGui.GetContentRegionAvail().X - ImGui.GetStyle().ItemSpacing.X - 100;
|
||||
foreach (var (exception, index) in tab.IoExceptions.WithIndex())
|
||||
{
|
||||
var message = $"{exception.GetType().Name}: {exception.Message}";
|
||||
var textSize = ImGui.CalcTextSize(message).X;
|
||||
using var id = ImRaii.PushId(index);
|
||||
var message = $"{exception.GetType().Name}: {exception.Message}";
|
||||
var textSize = ImGui.CalcTextSize(message).X;
|
||||
if (textSize > spaceAvail)
|
||||
message = message.Substring(0, (int)Math.Floor(message.Length * (spaceAvail / textSize))) + "...";
|
||||
message = message[..(int)Math.Floor(message.Length * (spaceAvail / textSize))] + "...";
|
||||
|
||||
using (var exceptionNode = ImRaii.TreeNode($"{message}###exception{index}"))
|
||||
{
|
||||
if (exceptionNode)
|
||||
ImGuiUtil.TextWrapped(exception.ToString());
|
||||
}
|
||||
using var exceptionNode = ImRaii.TreeNode(message);
|
||||
if (exceptionNode)
|
||||
ImGuiUtil.TextWrapped(exception.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue