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Merge branch 'mdl-export-materials'
This commit is contained in:
commit
4749769dd4
5 changed files with 531 additions and 63 deletions
382
Penumbra/Import/Models/Export/MaterialExporter.cs
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382
Penumbra/Import/Models/Export/MaterialExporter.cs
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@ -0,0 +1,382 @@
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using Lumina.Data.Parsing;
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using Penumbra.GameData.Files;
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using SharpGLTF.Materials;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Advanced;
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using SixLabors.ImageSharp.Formats.Png;
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using SixLabors.ImageSharp.Memory;
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using SixLabors.ImageSharp.PixelFormats;
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using SixLabors.ImageSharp.Processing;
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namespace Penumbra.Import.Models.Export;
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using ImageSharpConfiguration = SixLabors.ImageSharp.Configuration;
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public class MaterialExporter
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{
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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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/// <summary> Build a glTF material from a hydrated XIV model, with the provided name. </summary>
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public static MaterialBuilder Export(Material material, string name)
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{
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Penumbra.Log.Debug($"Exporting material \"{name}\".");
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return material.Mtrl.ShaderPackage.Name switch
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{
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// NOTE: this isn't particularly precise to game behavior (it has some fade around high opacity), but good enough for now.
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"character.shpk" => BuildCharacter(material, name).WithAlpha(AlphaMode.MASK, 0.5f),
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"characterglass.shpk" => BuildCharacter(material, name).WithAlpha(AlphaMode.BLEND),
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"hair.shpk" => BuildHair(material, name),
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"iris.shpk" => BuildIris(material, name),
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"skin.shpk" => BuildSkin(material, name),
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_ => BuildFallback(material, name),
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};
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}
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/// <summary> Build a material following the semantics of character.shpk. </summary>
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private static MaterialBuilder BuildCharacter(Material material, string name)
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{
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// Build the textures from the color table.
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var table = material.Mtrl.Table;
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var normal = material.Textures[TextureUsage.SamplerNormal];
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var operation = new ProcessCharacterNormalOperation(normal, table);
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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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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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baseColor = diffuse;
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}
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Image specular = operation.Specular;
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if (material.Textures.TryGetValue(TextureUsage.SamplerSpecular, out var specularTexture))
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{
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MultiplyOperation.Execute(specularTexture, operation.Specular);
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specular = specularTexture;
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}
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// Pull further information from the mask.
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if (material.Textures.TryGetValue(TextureUsage.SamplerMask, out var maskTexture))
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{
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// Extract the red channel for "ambient occlusion".
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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 (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 baseColorSpan = baseColorAccessor.GetRowSpan(y);
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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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.WithEmissive(BuildImage(operation.Emissive, name, "emissive"), Vector3.One, 1);
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}
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// TODO: It feels a little silly to request the entire normal here when extracting the normal only needs some of the components.
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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; } = 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
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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 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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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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// Base colour (table, .b)
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var lerpedDiffuse = Vector3.Lerp(prevRow.Diffuse, nextRow.Diffuse, tableRow.Weight);
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baseColorSpan[x].FromVector4(new Vector4(lerpedDiffuse, 1));
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baseColorSpan[x].A = normalPixel.B;
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// Specular (table)
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var lerpedSpecularColor = Vector3.Lerp(prevRow.Specular, nextRow.Specular, tableRow.Weight);
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specularSpan[x].FromVector4(new Vector4(lerpedSpecularColor, 1));
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// Emissive (table)
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var lerpedEmissive = Vector3.Lerp(prevRow.Emissive, nextRow.Emissive, tableRow.Weight);
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emissiveSpan[x].FromVector4(new Vector4(lerpedEmissive, 1));
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// Normal (.rg)
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// TODO: we don't actually need alpha at all for normal, but _not_ using the existing rgba texture means I'll need a new one, with a new accessor. Think about it.
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normalPixel.B = byte.MaxValue;
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normalPixel.A = byte.MaxValue;
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}
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}
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}
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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 stepped = MathF.Floor(smoothed + 0.5f);
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return new TableRow
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{
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Stepped = (int)stepped,
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Previous = (int)MathF.Floor(smoothed),
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Next = (int)MathF.Ceiling(smoothed),
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Weight = smoothed % 1,
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};
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}
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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 float Weight;
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}
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private readonly struct MultiplyOperation
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{
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public static void Execute<TPixel1, TPixel2>(Image<TPixel1> target, Image<TPixel2> multiplier)
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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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// Ensure the images are the same size
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var (small, large) = target.Width < multiplier.Width && target.Height < multiplier.Height
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? ((Image)target, (Image)multiplier)
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: (multiplier, target);
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small.Mutate(context => context.Resize(large.Width, large.Height));
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var operation = new MultiplyOperation<TPixel1, TPixel2>(target, multiplier);
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ParallelRowIterator.IterateRows(ImageSharpConfiguration.Default, target.Bounds(), in operation);
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}
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}
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private readonly struct MultiplyOperation<TPixel1, TPixel2>(Image<TPixel1> target, Image<TPixel2> multiplier) : IRowOperation
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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 multiplierSpan = multiplier.Frames.RootFrame.PixelBuffer.DangerousGetRowSpan(y);
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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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// 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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var isFace = material.Mtrl.ShaderPackage.ShaderKeys
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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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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 (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 baseColorSpan = baseColorAccessor.GetRowSpan(y);
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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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baseColorSpan[x].FromVector4(color * 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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}
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}
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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(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 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 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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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 (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 baseColorSpan = baseColorAccessor.GetRowSpan(y);
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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].A = normalSpan[x].A;
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normalSpan[x].A = 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(baseColor, name, "basecolor"))
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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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private static MaterialBuilder BuildSkin(Material material, string name)
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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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// 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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.Any(key => key.Category == categorySkinType && key.Value != valueFace);
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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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// 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 (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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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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// 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 (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 (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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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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.WithAlpha(isFace ? AlphaMode.MASK : AlphaMode.OPAQUE, 0.5f);
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}
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/// <summary> Build a material from a source with unknown semantics. </summary>
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/// <remarks> Will make a loose effort to fetch common / simple textures. </remarks>
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private static MaterialBuilder BuildFallback(Material material, string name)
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{
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Penumbra.Log.Warning($"Unhandled shader package: {material.Mtrl.ShaderPackage.Name}");
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var materialBuilder = BuildSharedBase(material, name)
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.WithMetallicRoughnessShader()
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.WithBaseColor(Vector4.One);
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if (material.Textures.TryGetValue(TextureUsage.SamplerDiffuse, out var diffuse))
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materialBuilder.WithBaseColor(BuildImage(diffuse, name, "basecolor"));
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if (material.Textures.TryGetValue(TextureUsage.SamplerNormal, out var normal))
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materialBuilder.WithNormal(BuildImage(normal, name, "normal"));
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return materialBuilder;
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}
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/// <summary> Build a material pre-configured with settings common to all XIV materials/shaders. </summary>
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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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return new MaterialBuilder(name)
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.WithDoubleSide(showBackfaces);
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}
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/// <summary> Convert an ImageSharp Image into an ImageBuilder for use with SharpGLTF. </summary>
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private static ImageBuilder BuildImage(Image image, string materialName, string suffix)
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{
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var name = materialName.Replace("/", "").Replace(".mtrl", "") + $"_{suffix}";
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byte[] textureBytes;
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using (var memoryStream = new MemoryStream())
|
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{
|
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image.Save(memoryStream, PngFormat.Instance);
|
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textureBytes = memoryStream.ToArray();
|
||||
}
|
||||
|
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var imageBuilder = ImageBuilder.From(textureBytes, name);
|
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imageBuilder.AlternateWriteFileName = $"{name}.*";
|
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return imageBuilder;
|
||||
}
|
||||
}
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@ -23,10 +23,10 @@ public class ModelExporter
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}
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||||
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/// <summary> Export a model in preparation for usage in a glTF file. If provided, skeleton will be used to skin the resulting meshes where appropriate. </summary>
|
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public static Model Export(MdlFile mdl, IEnumerable<XivSkeleton>? xivSkeleton)
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public static Model Export(MdlFile mdl, IEnumerable<XivSkeleton>? xivSkeleton, Dictionary<string, MaterialExporter.Material> rawMaterials)
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{
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var gltfSkeleton = xivSkeleton != null ? ConvertSkeleton(xivSkeleton) : null;
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var materials = ConvertMaterials(mdl);
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var materials = ConvertMaterials(mdl, rawMaterials);
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var meshes = ConvertMeshes(mdl, materials, gltfSkeleton);
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||||
return new Model(meshes, gltfSkeleton);
|
||||
}
|
||||
|
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@ -51,16 +51,12 @@ public class ModelExporter
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|||
return meshes;
|
||||
}
|
||||
|
||||
// TODO: Compose textures for use with these materials
|
||||
/// <summary> Build placeholder materials for each of the material slots in the .mdl. </summary>
|
||||
private static MaterialBuilder[] ConvertMaterials(MdlFile mdl)
|
||||
/// <summary> Build materials for each of the material slots in the .mdl. </summary>
|
||||
private static MaterialBuilder[] ConvertMaterials(MdlFile mdl, Dictionary<string, MaterialExporter.Material> rawMaterials)
|
||||
=> mdl.Materials
|
||||
.Select(name =>
|
||||
new MaterialBuilder(name)
|
||||
.WithMetallicRoughnessShader()
|
||||
.WithDoubleSide(true)
|
||||
.WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, Vector4.One)
|
||||
)
|
||||
// TODO: material generation should be fallible, which means this lookup should be a tryget, with a fallback.
|
||||
// fallback can likely be a static on the material exporter.
|
||||
.Select(name => MaterialExporter.Export(rawMaterials[name], name))
|
||||
.ToArray();
|
||||
|
||||
/// <summary> Convert XIV skeleton data into a glTF-compatible node tree, with mappings. </summary>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
using Dalamud.Plugin.Services;
|
||||
using Lumina.Data.Parsing;
|
||||
using OtterGui;
|
||||
using OtterGui.Tasks;
|
||||
using Penumbra.Collections.Manager;
|
||||
|
|
@ -9,12 +10,17 @@ using Penumbra.GameData.Files;
|
|||
using Penumbra.GameData.Structs;
|
||||
using Penumbra.Import.Models.Export;
|
||||
using Penumbra.Import.Models.Import;
|
||||
using Penumbra.Import.Textures;
|
||||
using Penumbra.Meta.Manipulations;
|
||||
using SharpGLTF.Scenes;
|
||||
using SharpGLTF.Schema2;
|
||||
using SixLabors.ImageSharp;
|
||||
using SixLabors.ImageSharp.PixelFormats;
|
||||
|
||||
namespace Penumbra.Import.Models;
|
||||
|
||||
using Schema2 = SharpGLTF.Schema2;
|
||||
using LuminaMaterial = Lumina.Models.Materials.Material;
|
||||
|
||||
public sealed class ModelManager(IFramework framework, ActiveCollections collections, GamePathParser parser) : SingleTaskQueue, IDisposable
|
||||
{
|
||||
private readonly IFramework _framework = framework;
|
||||
|
|
@ -31,19 +37,21 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
_tasks.Clear();
|
||||
}
|
||||
|
||||
public Task ExportToGltf(MdlFile mdl, IEnumerable<SklbFile> sklbs, string outputPath)
|
||||
=> Enqueue(new ExportToGltfAction(this, mdl, sklbs, outputPath));
|
||||
public Task ExportToGltf(MdlFile mdl, IEnumerable<string> sklbPaths, Func<string, byte[]> read, string outputPath)
|
||||
=> Enqueue(new ExportToGltfAction(this, mdl, sklbPaths, read, outputPath));
|
||||
|
||||
public Task<MdlFile?> ImportGltf(string inputPath)
|
||||
{
|
||||
var action = new ImportGltfAction(inputPath);
|
||||
return Enqueue(action).ContinueWith(task =>
|
||||
{
|
||||
if (task.IsFaulted && task.Exception != null)
|
||||
if (task is { IsFaulted: true, Exception: not null })
|
||||
throw task.Exception;
|
||||
|
||||
return action.Out;
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary> Try to find the .sklb paths for a .mdl file. </summary>
|
||||
/// <param name="mdlPath"> .mdl file to look up the skeletons for. </param>
|
||||
/// <param name="estManipulations"> Modified extra skeleton template parameters. </param>
|
||||
|
|
@ -61,8 +69,8 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Body, info, estManipulations)],
|
||||
ObjectType.Equipment when info.EquipSlot.ToSlot() is EquipSlot.Head
|
||||
=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Head, info, estManipulations)],
|
||||
ObjectType.Equipment => [baseSkeleton],
|
||||
ObjectType.Accessory => [baseSkeleton],
|
||||
ObjectType.Equipment => [baseSkeleton],
|
||||
ObjectType.Accessory => [baseSkeleton],
|
||||
ObjectType.Character when info.BodySlot is BodySlot.Body or BodySlot.Tail => [baseSkeleton],
|
||||
ObjectType.Character when info.BodySlot is BodySlot.Hair
|
||||
=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Hair, info, estManipulations)],
|
||||
|
|
@ -83,15 +91,15 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
var modEst = estManipulations
|
||||
.FirstOrNull(est =>
|
||||
est.Gender == gender
|
||||
&& est.Race == race
|
||||
&& est.Slot == type
|
||||
&& est.SetId == info.PrimaryId
|
||||
&& est.Race == race
|
||||
&& est.Slot == type
|
||||
&& est.SetId == info.PrimaryId
|
||||
);
|
||||
|
||||
// Try to use an entry from provided manipulations, falling back to the current collection.
|
||||
var targetId = modEst?.Entry
|
||||
?? collections.Current.MetaCache?.GetEstEntry(type, info.GenderRace, info.PrimaryId)
|
||||
?? 0;
|
||||
?? collections.Current.MetaCache?.GetEstEntry(type, info.GenderRace, info.PrimaryId)
|
||||
?? 0;
|
||||
|
||||
// If there's no entries, we can assume that there's no additional skeleton.
|
||||
if (targetId == 0)
|
||||
|
|
@ -100,6 +108,40 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
return [GamePaths.Skeleton.Sklb.Path(info.GenderRace, EstManipulation.ToName(type), targetId)];
|
||||
}
|
||||
|
||||
/// <summary> Try to resolve the absolute path to a .mtrl from the potentially-partial path provided by a model. </summary>
|
||||
private string ResolveMtrlPath(string rawPath)
|
||||
{
|
||||
// TODO: this should probably be chosen in the export settings
|
||||
var variantId = 1;
|
||||
|
||||
// Get standardised paths
|
||||
var absolutePath = rawPath.StartsWith('/')
|
||||
? LuminaMaterial.ResolveRelativeMaterialPath(rawPath, variantId)
|
||||
: rawPath;
|
||||
var relativePath = rawPath.StartsWith('/')
|
||||
? rawPath
|
||||
: '/' + Path.GetFileName(rawPath);
|
||||
|
||||
// TODO: this should be a recoverable warning
|
||||
if (absolutePath == null)
|
||||
throw new Exception("Failed to resolve material path.");
|
||||
|
||||
var info = parser.GetFileInfo(absolutePath);
|
||||
if (info.FileType is not FileType.Material)
|
||||
throw new Exception($"Material path {rawPath} does not conform to material conventions.");
|
||||
|
||||
var resolvedPath = info.ObjectType switch
|
||||
{
|
||||
ObjectType.Character => GamePaths.Character.Mtrl.Path(
|
||||
info.GenderRace, info.BodySlot, info.PrimaryId, relativePath, out _, out _, info.Variant),
|
||||
_ => absolutePath,
|
||||
};
|
||||
|
||||
Penumbra.Log.Debug($"Resolved material {rawPath} to {resolvedPath}");
|
||||
|
||||
return resolvedPath;
|
||||
}
|
||||
|
||||
private Task Enqueue(IAction action)
|
||||
{
|
||||
if (_disposed)
|
||||
|
|
@ -126,17 +168,29 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
return task;
|
||||
}
|
||||
|
||||
private class ExportToGltfAction(ModelManager manager, MdlFile mdl, IEnumerable<SklbFile> sklbs, string outputPath)
|
||||
private class ExportToGltfAction(
|
||||
ModelManager manager,
|
||||
MdlFile mdl,
|
||||
IEnumerable<string> sklbPaths,
|
||||
Func<string, byte[]> read,
|
||||
string outputPath)
|
||||
: IAction
|
||||
{
|
||||
public void Execute(CancellationToken cancel)
|
||||
{
|
||||
Penumbra.Log.Debug($"[GLTF Export] Exporting model to {outputPath}...");
|
||||
|
||||
Penumbra.Log.Debug("[GLTF Export] Reading skeletons...");
|
||||
var xivSkeletons = BuildSkeletons(cancel);
|
||||
|
||||
Penumbra.Log.Debug("[GLTF Export] Reading materials...");
|
||||
var materials = mdl.Materials.ToDictionary(
|
||||
path => path,
|
||||
path => BuildMaterial(path, cancel)
|
||||
);
|
||||
|
||||
Penumbra.Log.Debug("[GLTF Export] Converting model...");
|
||||
var model = ModelExporter.Export(mdl, xivSkeletons);
|
||||
var model = ModelExporter.Export(mdl, xivSkeletons, materials);
|
||||
|
||||
Penumbra.Log.Debug("[GLTF Export] Building scene...");
|
||||
var scene = new SceneBuilder();
|
||||
|
|
@ -148,10 +202,11 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
Penumbra.Log.Debug("[GLTF Export] Done.");
|
||||
}
|
||||
|
||||
/// <summary> Attempt to read out the pertinent information from a .sklb. </summary>
|
||||
/// <summary> Attempt to read out the pertinent information from the sklb file paths provided. </summary>
|
||||
private IEnumerable<XivSkeleton> BuildSkeletons(CancellationToken cancel)
|
||||
{
|
||||
var havokTasks = sklbs
|
||||
var havokTasks = sklbPaths
|
||||
.Select(path => new SklbFile(read(path)))
|
||||
.WithIndex()
|
||||
.Select(CreateHavokTask)
|
||||
.ToArray();
|
||||
|
|
@ -163,12 +218,46 @@ 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 populate its textures. </summary>
|
||||
private MaterialExporter.Material BuildMaterial(string relativePath, CancellationToken cancel)
|
||||
{
|
||||
var path = manager.ResolveMtrlPath(relativePath);
|
||||
var mtrl = new MtrlFile(read(path));
|
||||
|
||||
return new MaterialExporter.Material
|
||||
{
|
||||
Mtrl = mtrl,
|
||||
Textures = mtrl.ShaderPackage.Samplers.ToDictionary(
|
||||
sampler => (TextureUsage)sampler.SamplerId,
|
||||
sampler => ConvertImage(mtrl.Textures[sampler.TextureIndex], cancel)
|
||||
),
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary> Read a texture referenced by a .mtrl and convert it into an ImageSharp image. </summary>
|
||||
private Image<Rgba32> ConvertImage(MtrlFile.Texture texture, CancellationToken cancel)
|
||||
{
|
||||
// Work out the texture's path - the DX11 material flag controls a file name prefix.
|
||||
var texturePath = texture.Path;
|
||||
if (texture.DX11)
|
||||
{
|
||||
var fileName = Path.GetFileName(texturePath);
|
||||
if (!fileName.StartsWith("--"))
|
||||
texturePath = $"{Path.GetDirectoryName(texturePath)}/--{fileName}";
|
||||
}
|
||||
|
||||
using var textureData = new MemoryStream(read(texturePath));
|
||||
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)
|
||||
{
|
||||
if (other is not ExportToGltfAction rhs)
|
||||
|
|
@ -185,7 +274,7 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
|
|||
|
||||
public void Execute(CancellationToken cancel)
|
||||
{
|
||||
var model = ModelRoot.Load(inputPath);
|
||||
var model = Schema2.ModelRoot.Load(inputPath);
|
||||
|
||||
Out = ModelImporter.Import(model);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -116,11 +116,10 @@ public partial class ModEditWindow
|
|||
/// <param name="mdlPath"> .mdl game path to resolve satellite files such as skeletons relative to. </param>
|
||||
public void Export(string outputPath, Utf8GamePath mdlPath)
|
||||
{
|
||||
IEnumerable<SklbFile> skeletons;
|
||||
IEnumerable<string> sklbPaths;
|
||||
try
|
||||
{
|
||||
var sklbPaths = _edit._models.ResolveSklbsForMdl(mdlPath.ToString(), GetCurrentEstManipulations());
|
||||
skeletons = sklbPaths.Select(ReadSklb).ToArray();
|
||||
sklbPaths = _edit._models.ResolveSklbsForMdl(mdlPath.ToString(), GetCurrentEstManipulations());
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
|
|
@ -129,7 +128,7 @@ public partial class ModEditWindow
|
|||
}
|
||||
|
||||
PendingIo = true;
|
||||
_edit._models.ExportToGltf(Mdl, skeletons, outputPath)
|
||||
_edit._models.ExportToGltf(Mdl, sklbPaths, ReadFile, outputPath)
|
||||
.ContinueWith(task =>
|
||||
{
|
||||
RecordIoExceptions(task.Exception);
|
||||
|
|
@ -182,9 +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;
|
||||
|
||||
|
|
@ -198,7 +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];
|
||||
|
|
@ -215,26 +214,29 @@ public partial class ModEditWindow
|
|||
{
|
||||
IoExceptions = exception switch {
|
||||
null => [],
|
||||
AggregateException ae => ae.Flatten().InnerExceptions.ToList(),
|
||||
Exception other => [other],
|
||||
AggregateException ae => [.. ae.Flatten().InnerExceptions],
|
||||
_ => [exception],
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary> Read a .sklb from the active collection or game. </summary>
|
||||
/// <param name="sklbPath"> Game path to the .sklb to load. </param>
|
||||
private SklbFile ReadSklb(string sklbPath)
|
||||
/// <summary> Read a file from the active collection or game. </summary>
|
||||
/// <param name="path"> Game path to the file to load. </param>
|
||||
// TODO: Also look up files within the current mod regardless of mod state?
|
||||
private byte[] ReadFile(string path)
|
||||
{
|
||||
// TODO: if cross-collection lookups are turned off, this conversion can be skipped
|
||||
if (!Utf8GamePath.FromString(sklbPath, out var utf8SklbPath, true))
|
||||
throw new Exception($"Resolved skeleton path {sklbPath} could not be converted to a game path.");
|
||||
if (!Utf8GamePath.FromString(path, out var utf8Path, true))
|
||||
throw new Exception($"Resolved path {path} could not be converted to a game path.");
|
||||
|
||||
var resolvedPath = _edit._activeCollections.Current.ResolvePath(utf8SklbPath);
|
||||
var resolvedPath = _edit._activeCollections.Current.ResolvePath(utf8Path);
|
||||
// TODO: is it worth trying to use streams for these instead? I'll need to do this for mtrl/tex too, so might be a good idea. that said, the mtrl reader doesn't accept streams, so...
|
||||
var bytes = resolvedPath == null ? _edit._gameData.GetFile(sklbPath)?.Data : File.ReadAllBytes(resolvedPath.Value.ToPath());
|
||||
return bytes != null
|
||||
? new SklbFile(bytes)
|
||||
: throw new Exception(
|
||||
$"Resolved skeleton path {sklbPath} could not be found. If modded, is it enabled in the current collection?");
|
||||
var bytes = resolvedPath == null
|
||||
? _edit._gameData.GetFile(path)?.Data
|
||||
: File.ReadAllBytes(resolvedPath.Value.ToPath());
|
||||
|
||||
// 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?");
|
||||
}
|
||||
|
||||
/// <summary> Remove the material given by the index. </summary>
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
@ -138,18 +138,17 @@ public partial class ModEditWindow
|
|||
using var frame = ImRaii.FramedGroup("Exceptions", size, headerPreIcon: FontAwesomeIcon.TimesCircle, borderColor: Colors.RegexWarningBorder);
|
||||
|
||||
var spaceAvail = ImGui.GetContentRegionAvail().X - ImGui.GetStyle().ItemSpacing.X - 100;
|
||||
foreach (var exception in tab.IoExceptions)
|
||||
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))
|
||||
{
|
||||
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