Expand to more general-purpose transform codepath

This commit is contained in:
ackwell 2024-01-13 20:33:45 +11:00
parent 509b4c8866
commit 96f40b7ddc

View file

@ -2,11 +2,15 @@ using Lumina.Data.Parsing;
using Penumbra.GameData.Files;
using SharpGLTF.Materials;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Advanced;
using SixLabors.ImageSharp.Formats.Png;
using SixLabors.ImageSharp.Memory;
using SixLabors.ImageSharp.PixelFormats;
namespace Penumbra.Import.Models.Export;
using ImageSharpConfiguration = SixLabors.ImageSharp.Configuration;
public class MaterialExporter
{
// input stuff
@ -34,52 +38,81 @@ public class MaterialExporter
private static MaterialBuilder BuildCharacter(Material material, string name)
{
// TODO: handle models with an underlying diffuse
var table = material.Mtrl.Table;
// TODO: this should probably be a dict
var normal = material.Samplers
.Where(s => s.Usage == TextureUsage.SamplerNormal)
.First()
.Texture;
var baseColorTarget = new Image<Rgba32>(normal.Width, normal.Height);
normal.ProcessPixelRows(baseColorTarget, (sourceAccessor, targetAccessor) =>
var operation = new CharacterOperation()
{
for (int y = 0; y < sourceAccessor.Height; y++)
{
var sourceRow = sourceAccessor.GetRowSpan(y);
var targetRow = targetAccessor.GetRowSpan(y);
for (int x = 0; x < sourceRow.Length; x++)
{
ref var sourcePixel = ref sourceRow[x];
ref var targetPixel = ref targetRow[x];
var (smoothed, stepped) = GetTableRowIndices(sourceRow[x].A / 255f);
var prevRow = table[(int)MathF.Floor(smoothed)];
var nextRow = table[(int)MathF.Ceiling(smoothed)];
// Base colour (table[.a], .b)
var lerpedDiffuse = Vector3.Lerp(prevRow.Diffuse, nextRow.Diffuse, smoothed % 1);
targetPixel.FromVector4(new Vector4(lerpedDiffuse, 1));
targetPixel.A = sourcePixel.B;
// Normal (.rg)
// 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.
sourcePixel.B = byte.MaxValue;
sourcePixel.A = byte.MaxValue;
}
}
});
Table = table,
Normal = normal,
BaseColor = new Image<Rgba32>(normal.Width, normal.Height),
Emissive = new Image<Rgb24>(normal.Width, normal.Height),
};
ParallelRowIterator.IterateRows(ImageSharpConfiguration.Default, normal.Bounds(), in operation);
// TODO: clean up this name generation a bunch. probably a method.
var imageName = name.Replace("/", "");
var baseColor = BuildImage(baseColorTarget, $"{imageName}_basecolor");
var normalThing = BuildImage(normal, $"{imageName}_normal");
return BuildSharedBase(material, name)
// .WithSpecularGlossinessShader()
// .WithDiffuse()
// NOTE: this isn't particularly precise to game behavior, but good enough for now.
.WithAlpha(AlphaMode.MASK, 0.5f)
.WithBaseColor(baseColor)
.WithNormal(normalThing);
.WithBaseColor(BuildImage(operation.BaseColor, $"{imageName}_basecolor"))
.WithNormal(BuildImage(operation.Normal, $"{imageName}_normal"))
.WithEmissive(BuildImage(operation.Emissive, $"{imageName}_emissive"), Vector3.One, 1);
}
private readonly struct CharacterOperation : IRowOperation
{
public required MtrlFile.ColorTable Table { get; init; }
public required Image<Rgba32> Normal { get; init; }
public required Image<Rgba32> BaseColor { get; init; }
public required Image<Rgb24> Emissive { get; init; }
private Buffer2D<Rgba32> NormalBuffer => Normal.Frames.RootFrame.PixelBuffer;
private Buffer2D<Rgba32> BaseColorBuffer => BaseColor.Frames.RootFrame.PixelBuffer;
private Buffer2D<Rgb24> EmissiveBuffer => Emissive.Frames.RootFrame.PixelBuffer;
public void Invoke(int y)
{
var normalSpan = NormalBuffer.DangerousGetRowSpan(y);
var baseColorSpan = BaseColorBuffer.DangerousGetRowSpan(y);
var emissiveSpan = EmissiveBuffer.DangerousGetRowSpan(y);
for (int x = 0; x < normalSpan.Length; x++)
{
ref var normalPixel = ref normalSpan[x];
ref var baseColorPixel = ref baseColorSpan[x];
ref var emissivePixel = ref emissiveSpan[x];
// Table row data (.a)
var (smoothed, stepped) = GetTableRowIndices(normalPixel.A / 255f);
var weight = smoothed % 1;
var prevRow = Table[(int)MathF.Floor(smoothed)];
var nextRow = Table[(int)MathF.Ceiling(smoothed)];
// Base colour (table, .b)
var lerpedDiffuse = Vector3.Lerp(prevRow.Diffuse, nextRow.Diffuse, weight);
baseColorPixel.FromVector4(new Vector4(lerpedDiffuse, 1));
baseColorPixel.A = normalPixel.B;
// Emissive (table)
var lerpedEmissive = Vector3.Lerp(prevRow.Emissive, nextRow.Emissive, weight);
emissivePixel.FromVector4(new Vector4(lerpedEmissive, 1));
// Normal (.rg)
// 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.
normalPixel.B = byte.MaxValue;
normalPixel.A = byte.MaxValue;
}
}
}
private static (float Smooth, float Stepped) GetTableRowIndices(float input)
@ -112,7 +145,7 @@ public class MaterialExporter
.WithDoubleSide(showBackfaces);
}
private static ImageBuilder BuildImage(Image<Rgba32> image, string name)
private static ImageBuilder BuildImage(Image image, string name)
{
byte[] textureBytes;
using (var memoryStream = new MemoryStream())