mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 10:17:22 +01:00
Merge branch 'refs/heads/adamm789/model-export'
This commit is contained in:
commit
b2860c1047
3 changed files with 202 additions and 74 deletions
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@ -1 +1 @@
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Subproject commit f6dff467c7dad6b1213a7d7b65d40a56450f0672
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Subproject commit b4a0806e00be4ce8cf3103fd526e4a412b4770b7
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@ -7,7 +7,6 @@ using Penumbra.GameData.Files;
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using Penumbra.GameData.Files.ModelStructs;
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using SharpGLTF.Geometry;
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using SharpGLTF.Geometry.VertexTypes;
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using SharpGLTF.IO;
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using SharpGLTF.Materials;
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using SharpGLTF.Scenes;
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@ -84,9 +83,12 @@ public class MeshExporter
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_boneIndexMap = BuildBoneIndexMap(skeleton.Value);
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var usages = _mdl.VertexDeclarations[_meshIndex].VertexElements
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.GroupBy(ele => (MdlFile.VertexUsage)ele.Usage, ele => ele)
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.ToImmutableDictionary(
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element => (MdlFile.VertexUsage)element.Usage,
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element => (MdlFile.VertexType)element.Type
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g => g.Key,
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g => g.OrderBy(ele => ele.UsageIndex) // OrderBy UsageIndex is probably unnecessary as they're probably already be in order
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.Select(ele => (MdlFile.VertexType)ele.Type)
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.ToList()
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);
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_geometryType = GetGeometryType(usages);
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@ -112,6 +114,7 @@ public class MeshExporter
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var indexMap = new Dictionary<ushort, int>();
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// #TODO @ackwell maybe fix for V6 Models, I think this works fine.
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foreach (var (xivBoneIndex, tableIndex) in xivBoneTable.BoneIndex.Take((int)xivBoneTable.BoneCount).WithIndex())
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{
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var boneName = _mdl.Bones[xivBoneIndex];
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@ -278,18 +281,22 @@ public class MeshExporter
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var sortedElements = _mdl.VertexDeclarations[_meshIndex].VertexElements
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.OrderBy(element => element.Offset)
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.Select(element => ((MdlFile.VertexUsage)element.Usage, element))
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.ToList();
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var vertices = new List<IVertexBuilder>();
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var attributes = new Dictionary<MdlFile.VertexUsage, object>();
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var attributes = new Dictionary<MdlFile.VertexUsage, List<object>>();
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for (var vertexIndex = 0; vertexIndex < XivMesh.VertexCount; vertexIndex++)
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{
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attributes.Clear();
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foreach (var (usage, element) in sortedElements)
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attributes[usage] = ReadVertexAttribute((MdlFile.VertexType)element.Type, streams[element.Stream]);
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attributes = sortedElements
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.GroupBy(element => element.Usage)
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.ToDictionary(
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x => (MdlFile.VertexUsage)x.Key,
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x => x.OrderBy(ele => ele.UsageIndex) // Once again, OrderBy UsageIndex is probably unnecessary
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.Select(ele => ReadVertexAttribute((MdlFile.VertexType)ele.Type, streams[ele.Stream]))
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.ToList()
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);
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var vertexGeometry = BuildVertexGeometry(attributes);
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var vertexMaterial = BuildVertexMaterial(attributes);
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@ -320,7 +327,7 @@ public class MeshExporter
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}
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/// <summary> Get the vertex geometry type for this mesh's vertex usages. </summary>
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private Type GetGeometryType(IReadOnlyDictionary<MdlFile.VertexUsage, MdlFile.VertexType> usages)
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private Type GetGeometryType(IReadOnlyDictionary<MdlFile.VertexUsage, List<MdlFile.VertexType>> usages)
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{
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if (!usages.ContainsKey(MdlFile.VertexUsage.Position))
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throw _notifier.Exception("Mesh does not contain position vertex elements.");
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@ -335,28 +342,28 @@ public class MeshExporter
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}
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/// <summary> Build a geometry vertex from a vertex's attributes. </summary>
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private IVertexGeometry BuildVertexGeometry(IReadOnlyDictionary<MdlFile.VertexUsage, object> attributes)
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private IVertexGeometry BuildVertexGeometry(IReadOnlyDictionary<MdlFile.VertexUsage, List<object>> attributes)
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{
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if (_geometryType == typeof(VertexPosition))
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return new VertexPosition(
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ToVector3(attributes[MdlFile.VertexUsage.Position])
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ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Position))
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);
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if (_geometryType == typeof(VertexPositionNormal))
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return new VertexPositionNormal(
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ToVector3(attributes[MdlFile.VertexUsage.Position]),
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ToVector3(attributes[MdlFile.VertexUsage.Normal])
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ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Position)),
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ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Normal))
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);
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if (_geometryType == typeof(VertexPositionNormalTangent))
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{
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// (Bi)tangents are universally stored as ByteFloat4, which uses 0..1 to represent the full -1..1 range.
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// TODO: While this assumption is safe, it would be sensible to actually check.
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var bitangent = ToVector4(attributes[MdlFile.VertexUsage.Tangent1]) * 2 - Vector4.One;
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var bitangent = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Tangent1)) * 2 - Vector4.One;
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return new VertexPositionNormalTangent(
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ToVector3(attributes[MdlFile.VertexUsage.Position]),
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ToVector3(attributes[MdlFile.VertexUsage.Normal]),
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ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Position)),
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ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Normal)),
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bitangent
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);
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}
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@ -365,18 +372,23 @@ public class MeshExporter
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}
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/// <summary> Get the vertex material type for this mesh's vertex usages. </summary>
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private Type GetMaterialType(IReadOnlyDictionary<MdlFile.VertexUsage, MdlFile.VertexType> usages)
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private Type GetMaterialType(IReadOnlyDictionary<MdlFile.VertexUsage, List<MdlFile.VertexType>> usages)
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{
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var uvCount = 0;
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if (usages.TryGetValue(MdlFile.VertexUsage.UV, out var type))
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uvCount = type switch
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if (usages.TryGetValue(MdlFile.VertexUsage.UV, out var list))
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{
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foreach (var type in list)
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{
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MdlFile.VertexType.Half2 => 1,
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MdlFile.VertexType.Half4 => 2,
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MdlFile.VertexType.Single2 => 1,
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MdlFile.VertexType.Single4 => 2,
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_ => throw _notifier.Exception($"Unexpected UV vertex type {type}."),
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};
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uvCount += type switch
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{
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MdlFile.VertexType.Half2 => 1,
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MdlFile.VertexType.Half4 => 2,
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MdlFile.VertexType.Single2 => 1,
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MdlFile.VertexType.Single4 => 2,
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_ => throw _notifier.Exception($"Unexpected UV vertex type {type}."),
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};
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}
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}
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var materialUsages = (
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uvCount,
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@ -385,6 +397,8 @@ public class MeshExporter
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return materialUsages switch
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{
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(3, true) => typeof(VertexTexture3ColorFfxiv),
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(3, false) => typeof(VertexTexture3),
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(2, true) => typeof(VertexTexture2ColorFfxiv),
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(2, false) => typeof(VertexTexture2),
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(1, true) => typeof(VertexTexture1ColorFfxiv),
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@ -392,33 +406,33 @@ public class MeshExporter
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(0, true) => typeof(VertexColorFfxiv),
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(0, false) => typeof(VertexEmpty),
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_ => throw new Exception("Unreachable."),
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_ => throw _notifier.Exception($"Unhandled UV count of {uvCount} encountered."),
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};
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}
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/// <summary> Build a material vertex from a vertex's attributes. </summary>
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private IVertexMaterial BuildVertexMaterial(IReadOnlyDictionary<MdlFile.VertexUsage, object> attributes)
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private IVertexMaterial BuildVertexMaterial(IReadOnlyDictionary<MdlFile.VertexUsage, List<object>> attributes)
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{
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if (_materialType == typeof(VertexEmpty))
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return new VertexEmpty();
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if (_materialType == typeof(VertexColorFfxiv))
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return new VertexColorFfxiv(ToVector4(attributes[MdlFile.VertexUsage.Color]));
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return new VertexColorFfxiv(ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Color)));
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if (_materialType == typeof(VertexTexture1))
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return new VertexTexture1(ToVector2(attributes[MdlFile.VertexUsage.UV]));
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return new VertexTexture1(ToVector2(GetFirstSafe(attributes, MdlFile.VertexUsage.UV)));
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if (_materialType == typeof(VertexTexture1ColorFfxiv))
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return new VertexTexture1ColorFfxiv(
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ToVector2(attributes[MdlFile.VertexUsage.UV]),
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ToVector4(attributes[MdlFile.VertexUsage.Color])
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ToVector2(GetFirstSafe(attributes, MdlFile.VertexUsage.UV)),
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ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Color))
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);
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// XIV packs two UVs into a single vec4 attribute.
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if (_materialType == typeof(VertexTexture2))
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{
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV]);
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var uv = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.UV));
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return new VertexTexture2(
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new Vector2(uv.X, uv.Y),
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new Vector2(uv.Z, uv.W)
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@ -427,11 +441,34 @@ public class MeshExporter
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if (_materialType == typeof(VertexTexture2ColorFfxiv))
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{
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV]);
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var uv = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.UV));
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return new VertexTexture2ColorFfxiv(
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new Vector2(uv.X, uv.Y),
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new Vector2(uv.Z, uv.W),
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ToVector4(attributes[MdlFile.VertexUsage.Color])
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ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Color))
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);
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}
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if (_materialType == typeof(VertexTexture3))
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{
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// Not 100% sure about this
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var uv0 = ToVector4(attributes[MdlFile.VertexUsage.UV][0]);
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var uv1 = ToVector4(attributes[MdlFile.VertexUsage.UV][1]);
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return new VertexTexture3(
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new Vector2(uv0.X, uv0.Y),
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new Vector2(uv0.Z, uv0.W),
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new Vector2(uv1.X, uv1.Y)
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);
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}
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if (_materialType == typeof(VertexTexture3ColorFfxiv))
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{
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var uv0 = ToVector4(attributes[MdlFile.VertexUsage.UV][0]);
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var uv1 = ToVector4(attributes[MdlFile.VertexUsage.UV][1]);
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return new VertexTexture3ColorFfxiv(
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new Vector2(uv0.X, uv0.Y),
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new Vector2(uv0.Z, uv0.W),
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new Vector2(uv1.X, uv1.Y),
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ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Color))
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);
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}
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@ -439,25 +476,20 @@ public class MeshExporter
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}
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/// <summary> Get the vertex skinning type for this mesh's vertex usages. </summary>
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private static Type GetSkinningType(IReadOnlyDictionary<MdlFile.VertexUsage, MdlFile.VertexType> usages)
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private Type GetSkinningType(IReadOnlyDictionary<MdlFile.VertexUsage, List<MdlFile.VertexType>> usages)
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{
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if (usages.ContainsKey(MdlFile.VertexUsage.BlendWeights) && usages.ContainsKey(MdlFile.VertexUsage.BlendIndices))
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{
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if (usages[MdlFile.VertexUsage.BlendWeights] == MdlFile.VertexType.UShort4)
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{
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return typeof(VertexJoints8);
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}
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else
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{
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return typeof(VertexJoints4);
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}
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return GetFirstSafe(usages, MdlFile.VertexUsage.BlendWeights) == MdlFile.VertexType.UShort4
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? typeof(VertexJoints8)
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: typeof(VertexJoints4);
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}
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return typeof(VertexEmpty);
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}
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/// <summary> Build a skinning vertex from a vertex's attributes. </summary>
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private IVertexSkinning BuildVertexSkinning(IReadOnlyDictionary<MdlFile.VertexUsage, object> attributes)
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private IVertexSkinning BuildVertexSkinning(IReadOnlyDictionary<MdlFile.VertexUsage, List<object>> attributes)
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{
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if (_skinningType == typeof(VertexEmpty))
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return new VertexEmpty();
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@ -467,8 +499,8 @@ public class MeshExporter
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if (_boneIndexMap == null)
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throw _notifier.Exception("Tried to build skinned vertex but no bone mappings are available.");
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var indiciesData = attributes[MdlFile.VertexUsage.BlendIndices];
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var weightsData = attributes[MdlFile.VertexUsage.BlendWeights];
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var indiciesData = GetFirstSafe(attributes, MdlFile.VertexUsage.BlendIndices);
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var weightsData = GetFirstSafe(attributes, MdlFile.VertexUsage.BlendWeights);
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var indices = ToByteArray(indiciesData);
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var weights = ToFloatArray(weightsData);
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@ -495,6 +527,17 @@ public class MeshExporter
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throw _notifier.Exception($"Unknown skinning type {_skinningType}");
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}
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/// <summary> Check that the list has length 1 for any case where this is expected and return the one entry. </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private T GetFirstSafe<T>(IReadOnlyDictionary<MdlFile.VertexUsage, List<T>> attributes, MdlFile.VertexUsage usage)
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{
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var list = attributes[usage];
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if (list.Count != 1)
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throw _notifier.Exception($"Multiple usage indices encountered for {usage}.");
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return list[0];
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}
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/// <summary> Convert a vertex attribute value to a Vector2. Supported inputs are Vector2, Vector3, and Vector4. </summary>
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private static Vector2 ToVector2(object data)
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=> data switch
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|
|
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@ -1,4 +1,3 @@
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using System;
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using SharpGLTF.Geometry.VertexTypes;
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using SharpGLTF.Memory;
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using SharpGLTF.Schema2;
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|
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@ -11,7 +10,7 @@ Realistically, it will need to stick around until transforms/mutations are built
|
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and there's reason to overhaul the export pipeline.
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*/
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public struct VertexColorFfxiv : IVertexCustom
|
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public struct VertexColorFfxiv(Vector4 ffxivColor) : IVertexCustom
|
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{
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public IEnumerable<KeyValuePair<string, AttributeFormat>> GetEncodingAttributes()
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||||
{
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||||
|
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@ -20,7 +19,7 @@ public struct VertexColorFfxiv : IVertexCustom
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|||
new AttributeFormat(DimensionType.VEC4, EncodingType.UNSIGNED_SHORT, true));
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}
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|
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public Vector4 FfxivColor;
|
||||
public Vector4 FfxivColor = ffxivColor;
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||||
|
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public int MaxColors
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=> 0;
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|
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@ -33,9 +32,6 @@ public struct VertexColorFfxiv : IVertexCustom
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public IEnumerable<string> CustomAttributes
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=> CustomNames;
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|
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public VertexColorFfxiv(Vector4 ffxivColor)
|
||||
=> FfxivColor = ffxivColor;
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|
||||
public void Add(in VertexMaterialDelta delta)
|
||||
{ }
|
||||
|
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|
|
@ -88,7 +84,7 @@ public struct VertexColorFfxiv : IVertexCustom
|
|||
}
|
||||
}
|
||||
|
||||
public struct VertexTexture1ColorFfxiv : IVertexCustom
|
||||
public struct VertexTexture1ColorFfxiv(Vector2 texCoord0, Vector4 ffxivColor) : IVertexCustom
|
||||
{
|
||||
public IEnumerable<KeyValuePair<string, AttributeFormat>> GetEncodingAttributes()
|
||||
{
|
||||
|
|
@ -98,9 +94,9 @@ public struct VertexTexture1ColorFfxiv : IVertexCustom
|
|||
new AttributeFormat(DimensionType.VEC4, EncodingType.UNSIGNED_SHORT, true));
|
||||
}
|
||||
|
||||
public Vector2 TexCoord0;
|
||||
public Vector2 TexCoord0 = texCoord0;
|
||||
|
||||
public Vector4 FfxivColor;
|
||||
public Vector4 FfxivColor = ffxivColor;
|
||||
|
||||
public int MaxColors
|
||||
=> 0;
|
||||
|
|
@ -113,12 +109,6 @@ public struct VertexTexture1ColorFfxiv : IVertexCustom
|
|||
public IEnumerable<string> CustomAttributes
|
||||
=> CustomNames;
|
||||
|
||||
public VertexTexture1ColorFfxiv(Vector2 texCoord0, Vector4 ffxivColor)
|
||||
{
|
||||
TexCoord0 = texCoord0;
|
||||
FfxivColor = ffxivColor;
|
||||
}
|
||||
|
||||
public void Add(in VertexMaterialDelta delta)
|
||||
{
|
||||
TexCoord0 += delta.TexCoord0Delta;
|
||||
|
|
@ -182,7 +172,7 @@ public struct VertexTexture1ColorFfxiv : IVertexCustom
|
|||
}
|
||||
}
|
||||
|
||||
public struct VertexTexture2ColorFfxiv : IVertexCustom
|
||||
public struct VertexTexture2ColorFfxiv(Vector2 texCoord0, Vector2 texCoord1, Vector4 ffxivColor) : IVertexCustom
|
||||
{
|
||||
public IEnumerable<KeyValuePair<string, AttributeFormat>> GetEncodingAttributes()
|
||||
{
|
||||
|
|
@ -194,9 +184,9 @@ public struct VertexTexture2ColorFfxiv : IVertexCustom
|
|||
new AttributeFormat(DimensionType.VEC4, EncodingType.UNSIGNED_SHORT, true));
|
||||
}
|
||||
|
||||
public Vector2 TexCoord0;
|
||||
public Vector2 TexCoord1;
|
||||
public Vector4 FfxivColor;
|
||||
public Vector2 TexCoord0 = texCoord0;
|
||||
public Vector2 TexCoord1 = texCoord1;
|
||||
public Vector4 FfxivColor = ffxivColor;
|
||||
|
||||
public int MaxColors
|
||||
=> 0;
|
||||
|
|
@ -209,13 +199,6 @@ public struct VertexTexture2ColorFfxiv : IVertexCustom
|
|||
public IEnumerable<string> CustomAttributes
|
||||
=> CustomNames;
|
||||
|
||||
public VertexTexture2ColorFfxiv(Vector2 texCoord0, Vector2 texCoord1, Vector4 ffxivColor)
|
||||
{
|
||||
TexCoord0 = texCoord0;
|
||||
TexCoord1 = texCoord1;
|
||||
FfxivColor = ffxivColor;
|
||||
}
|
||||
|
||||
public void Add(in VertexMaterialDelta delta)
|
||||
{
|
||||
TexCoord0 += delta.TexCoord0Delta;
|
||||
|
|
@ -282,3 +265,105 @@ public struct VertexTexture2ColorFfxiv : IVertexCustom
|
|||
throw new ArgumentOutOfRangeException(nameof(FfxivColor));
|
||||
}
|
||||
}
|
||||
|
||||
public struct VertexTexture3ColorFfxiv(Vector2 texCoord0, Vector2 texCoord1, Vector2 texCoord2, Vector4 ffxivColor)
|
||||
: IVertexCustom
|
||||
{
|
||||
public IEnumerable<KeyValuePair<string, AttributeFormat>> GetEncodingAttributes()
|
||||
{
|
||||
yield return new KeyValuePair<string, AttributeFormat>("TEXCOORD_0",
|
||||
new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false));
|
||||
yield return new KeyValuePair<string, AttributeFormat>("TEXCOORD_1",
|
||||
new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false));
|
||||
yield return new KeyValuePair<string, AttributeFormat>("TEXCOORD_2",
|
||||
new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false));
|
||||
yield return new KeyValuePair<string, AttributeFormat>("_FFXIV_COLOR",
|
||||
new AttributeFormat(DimensionType.VEC4, EncodingType.UNSIGNED_SHORT, true));
|
||||
}
|
||||
|
||||
public Vector2 TexCoord0 = texCoord0;
|
||||
public Vector2 TexCoord1 = texCoord1;
|
||||
public Vector2 TexCoord2 = texCoord2;
|
||||
public Vector4 FfxivColor = ffxivColor;
|
||||
|
||||
public int MaxColors
|
||||
=> 0;
|
||||
|
||||
public int MaxTextCoords
|
||||
=> 3;
|
||||
|
||||
private static readonly string[] CustomNames = ["_FFXIV_COLOR"];
|
||||
|
||||
public IEnumerable<string> CustomAttributes
|
||||
=> CustomNames;
|
||||
|
||||
public void Add(in VertexMaterialDelta delta)
|
||||
{
|
||||
TexCoord0 += delta.TexCoord0Delta;
|
||||
TexCoord1 += delta.TexCoord1Delta;
|
||||
TexCoord2 += delta.TexCoord2Delta;
|
||||
}
|
||||
|
||||
public VertexMaterialDelta Subtract(IVertexMaterial baseValue)
|
||||
=> new(Vector4.Zero, Vector4.Zero, TexCoord0 - baseValue.GetTexCoord(0), TexCoord1 - baseValue.GetTexCoord(1));
|
||||
|
||||
public Vector2 GetTexCoord(int index)
|
||||
=> index switch
|
||||
{
|
||||
0 => TexCoord0,
|
||||
1 => TexCoord1,
|
||||
2 => TexCoord2,
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(index)),
|
||||
};
|
||||
|
||||
public void SetTexCoord(int setIndex, Vector2 coord)
|
||||
{
|
||||
if (setIndex == 0)
|
||||
TexCoord0 = coord;
|
||||
if (setIndex == 1)
|
||||
TexCoord1 = coord;
|
||||
if (setIndex == 2)
|
||||
TexCoord2 = coord;
|
||||
if (setIndex >= 3)
|
||||
throw new ArgumentOutOfRangeException(nameof(setIndex));
|
||||
}
|
||||
|
||||
public bool TryGetCustomAttribute(string attributeName, out object? value)
|
||||
{
|
||||
switch (attributeName)
|
||||
{
|
||||
case "_FFXIV_COLOR":
|
||||
value = FfxivColor;
|
||||
return true;
|
||||
|
||||
default:
|
||||
value = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetCustomAttribute(string attributeName, object value)
|
||||
{
|
||||
if (attributeName == "_FFXIV_COLOR" && value is Vector4 valueVector4)
|
||||
FfxivColor = valueVector4;
|
||||
}
|
||||
|
||||
public Vector4 GetColor(int index)
|
||||
=> throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
public void SetColor(int setIndex, Vector4 color)
|
||||
{ }
|
||||
|
||||
public void Validate()
|
||||
{
|
||||
var components = new[]
|
||||
{
|
||||
FfxivColor.X,
|
||||
FfxivColor.Y,
|
||||
FfxivColor.Z,
|
||||
FfxivColor.W,
|
||||
};
|
||||
if (components.Any(component => component is < 0f or > 1f))
|
||||
throw new ArgumentOutOfRangeException(nameof(FfxivColor));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue