diff --git a/Penumbra.GameData b/Penumbra.GameData index f6dff467..b4a0806e 160000 --- a/Penumbra.GameData +++ b/Penumbra.GameData @@ -1 +1 @@ -Subproject commit f6dff467c7dad6b1213a7d7b65d40a56450f0672 +Subproject commit b4a0806e00be4ce8cf3103fd526e4a412b4770b7 diff --git a/Penumbra/Import/Models/Export/MeshExporter.cs b/Penumbra/Import/Models/Export/MeshExporter.cs index 73160615..32b9b323 100644 --- a/Penumbra/Import/Models/Export/MeshExporter.cs +++ b/Penumbra/Import/Models/Export/MeshExporter.cs @@ -7,7 +7,6 @@ using Penumbra.GameData.Files; using Penumbra.GameData.Files.ModelStructs; using SharpGLTF.Geometry; using SharpGLTF.Geometry.VertexTypes; -using SharpGLTF.IO; using SharpGLTF.Materials; using SharpGLTF.Scenes; @@ -84,9 +83,12 @@ public class MeshExporter _boneIndexMap = BuildBoneIndexMap(skeleton.Value); var usages = _mdl.VertexDeclarations[_meshIndex].VertexElements + .GroupBy(ele => (MdlFile.VertexUsage)ele.Usage, ele => ele) .ToImmutableDictionary( - element => (MdlFile.VertexUsage)element.Usage, - element => (MdlFile.VertexType)element.Type + g => g.Key, + g => g.OrderBy(ele => ele.UsageIndex) // OrderBy UsageIndex is probably unnecessary as they're probably already be in order + .Select(ele => (MdlFile.VertexType)ele.Type) + .ToList() ); _geometryType = GetGeometryType(usages); @@ -112,6 +114,7 @@ public class MeshExporter var indexMap = new Dictionary(); // #TODO @ackwell maybe fix for V6 Models, I think this works fine. + foreach (var (xivBoneIndex, tableIndex) in xivBoneTable.BoneIndex.Take((int)xivBoneTable.BoneCount).WithIndex()) { var boneName = _mdl.Bones[xivBoneIndex]; @@ -278,18 +281,22 @@ public class MeshExporter var sortedElements = _mdl.VertexDeclarations[_meshIndex].VertexElements .OrderBy(element => element.Offset) - .Select(element => ((MdlFile.VertexUsage)element.Usage, element)) .ToList(); - var vertices = new List(); - var attributes = new Dictionary(); + var attributes = new Dictionary>(); for (var vertexIndex = 0; vertexIndex < XivMesh.VertexCount; vertexIndex++) { attributes.Clear(); - - foreach (var (usage, element) in sortedElements) - attributes[usage] = ReadVertexAttribute((MdlFile.VertexType)element.Type, streams[element.Stream]); + attributes = sortedElements + .GroupBy(element => element.Usage) + .ToDictionary( + x => (MdlFile.VertexUsage)x.Key, + x => x.OrderBy(ele => ele.UsageIndex) // Once again, OrderBy UsageIndex is probably unnecessary + .Select(ele => ReadVertexAttribute((MdlFile.VertexType)ele.Type, streams[ele.Stream])) + .ToList() + ); + var vertexGeometry = BuildVertexGeometry(attributes); var vertexMaterial = BuildVertexMaterial(attributes); @@ -320,7 +327,7 @@ public class MeshExporter } /// Get the vertex geometry type for this mesh's vertex usages. - private Type GetGeometryType(IReadOnlyDictionary usages) + private Type GetGeometryType(IReadOnlyDictionary> usages) { if (!usages.ContainsKey(MdlFile.VertexUsage.Position)) throw _notifier.Exception("Mesh does not contain position vertex elements."); @@ -335,28 +342,28 @@ public class MeshExporter } /// Build a geometry vertex from a vertex's attributes. - private IVertexGeometry BuildVertexGeometry(IReadOnlyDictionary attributes) + private IVertexGeometry BuildVertexGeometry(IReadOnlyDictionary> attributes) { if (_geometryType == typeof(VertexPosition)) return new VertexPosition( - ToVector3(attributes[MdlFile.VertexUsage.Position]) + ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Position)) ); if (_geometryType == typeof(VertexPositionNormal)) return new VertexPositionNormal( - ToVector3(attributes[MdlFile.VertexUsage.Position]), - ToVector3(attributes[MdlFile.VertexUsage.Normal]) + ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Position)), + ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Normal)) ); if (_geometryType == typeof(VertexPositionNormalTangent)) { // (Bi)tangents are universally stored as ByteFloat4, which uses 0..1 to represent the full -1..1 range. // TODO: While this assumption is safe, it would be sensible to actually check. - var bitangent = ToVector4(attributes[MdlFile.VertexUsage.Tangent1]) * 2 - Vector4.One; + var bitangent = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Tangent1)) * 2 - Vector4.One; return new VertexPositionNormalTangent( - ToVector3(attributes[MdlFile.VertexUsage.Position]), - ToVector3(attributes[MdlFile.VertexUsage.Normal]), + ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Position)), + ToVector3(GetFirstSafe(attributes, MdlFile.VertexUsage.Normal)), bitangent ); } @@ -365,18 +372,23 @@ public class MeshExporter } /// Get the vertex material type for this mesh's vertex usages. - private Type GetMaterialType(IReadOnlyDictionary usages) + private Type GetMaterialType(IReadOnlyDictionary> usages) { var uvCount = 0; - if (usages.TryGetValue(MdlFile.VertexUsage.UV, out var type)) - uvCount = type switch + if (usages.TryGetValue(MdlFile.VertexUsage.UV, out var list)) + { + foreach (var type in list) { - MdlFile.VertexType.Half2 => 1, - MdlFile.VertexType.Half4 => 2, - MdlFile.VertexType.Single2 => 1, - MdlFile.VertexType.Single4 => 2, - _ => throw _notifier.Exception($"Unexpected UV vertex type {type}."), - }; + uvCount += type switch + { + MdlFile.VertexType.Half2 => 1, + MdlFile.VertexType.Half4 => 2, + MdlFile.VertexType.Single2 => 1, + MdlFile.VertexType.Single4 => 2, + _ => throw _notifier.Exception($"Unexpected UV vertex type {type}."), + }; + } + } var materialUsages = ( uvCount, @@ -385,6 +397,8 @@ public class MeshExporter return materialUsages switch { + (3, true) => typeof(VertexTexture3ColorFfxiv), + (3, false) => typeof(VertexTexture3), (2, true) => typeof(VertexTexture2ColorFfxiv), (2, false) => typeof(VertexTexture2), (1, true) => typeof(VertexTexture1ColorFfxiv), @@ -392,33 +406,33 @@ public class MeshExporter (0, true) => typeof(VertexColorFfxiv), (0, false) => typeof(VertexEmpty), - _ => throw new Exception("Unreachable."), + _ => throw _notifier.Exception($"Unhandled UV count of {uvCount} encountered."), }; } /// Build a material vertex from a vertex's attributes. - private IVertexMaterial BuildVertexMaterial(IReadOnlyDictionary attributes) + private IVertexMaterial BuildVertexMaterial(IReadOnlyDictionary> attributes) { if (_materialType == typeof(VertexEmpty)) return new VertexEmpty(); if (_materialType == typeof(VertexColorFfxiv)) - return new VertexColorFfxiv(ToVector4(attributes[MdlFile.VertexUsage.Color])); + return new VertexColorFfxiv(ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Color))); if (_materialType == typeof(VertexTexture1)) - return new VertexTexture1(ToVector2(attributes[MdlFile.VertexUsage.UV])); + return new VertexTexture1(ToVector2(GetFirstSafe(attributes, MdlFile.VertexUsage.UV))); if (_materialType == typeof(VertexTexture1ColorFfxiv)) return new VertexTexture1ColorFfxiv( - ToVector2(attributes[MdlFile.VertexUsage.UV]), - ToVector4(attributes[MdlFile.VertexUsage.Color]) + ToVector2(GetFirstSafe(attributes, MdlFile.VertexUsage.UV)), + ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Color)) ); // XIV packs two UVs into a single vec4 attribute. if (_materialType == typeof(VertexTexture2)) { - var uv = ToVector4(attributes[MdlFile.VertexUsage.UV]); + var uv = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.UV)); return new VertexTexture2( new Vector2(uv.X, uv.Y), new Vector2(uv.Z, uv.W) @@ -427,11 +441,34 @@ public class MeshExporter if (_materialType == typeof(VertexTexture2ColorFfxiv)) { - var uv = ToVector4(attributes[MdlFile.VertexUsage.UV]); + var uv = ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.UV)); return new VertexTexture2ColorFfxiv( new Vector2(uv.X, uv.Y), new Vector2(uv.Z, uv.W), - ToVector4(attributes[MdlFile.VertexUsage.Color]) + ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Color)) + ); + } + if (_materialType == typeof(VertexTexture3)) + { + // Not 100% sure about this + var uv0 = ToVector4(attributes[MdlFile.VertexUsage.UV][0]); + var uv1 = ToVector4(attributes[MdlFile.VertexUsage.UV][1]); + return new VertexTexture3( + new Vector2(uv0.X, uv0.Y), + new Vector2(uv0.Z, uv0.W), + new Vector2(uv1.X, uv1.Y) + ); + } + + if (_materialType == typeof(VertexTexture3ColorFfxiv)) + { + var uv0 = ToVector4(attributes[MdlFile.VertexUsage.UV][0]); + var uv1 = ToVector4(attributes[MdlFile.VertexUsage.UV][1]); + return new VertexTexture3ColorFfxiv( + new Vector2(uv0.X, uv0.Y), + new Vector2(uv0.Z, uv0.W), + new Vector2(uv1.X, uv1.Y), + ToVector4(GetFirstSafe(attributes, MdlFile.VertexUsage.Color)) ); } @@ -439,25 +476,20 @@ public class MeshExporter } /// Get the vertex skinning type for this mesh's vertex usages. - private static Type GetSkinningType(IReadOnlyDictionary usages) + private Type GetSkinningType(IReadOnlyDictionary> usages) { if (usages.ContainsKey(MdlFile.VertexUsage.BlendWeights) && usages.ContainsKey(MdlFile.VertexUsage.BlendIndices)) { - if (usages[MdlFile.VertexUsage.BlendWeights] == MdlFile.VertexType.UShort4) - { - return typeof(VertexJoints8); - } - else - { - return typeof(VertexJoints4); - } + return GetFirstSafe(usages, MdlFile.VertexUsage.BlendWeights) == MdlFile.VertexType.UShort4 + ? typeof(VertexJoints8) + : typeof(VertexJoints4); } return typeof(VertexEmpty); } /// Build a skinning vertex from a vertex's attributes. - private IVertexSkinning BuildVertexSkinning(IReadOnlyDictionary attributes) + private IVertexSkinning BuildVertexSkinning(IReadOnlyDictionary> attributes) { if (_skinningType == typeof(VertexEmpty)) return new VertexEmpty(); @@ -467,8 +499,8 @@ public class MeshExporter if (_boneIndexMap == null) throw _notifier.Exception("Tried to build skinned vertex but no bone mappings are available."); - var indiciesData = attributes[MdlFile.VertexUsage.BlendIndices]; - var weightsData = attributes[MdlFile.VertexUsage.BlendWeights]; + var indiciesData = GetFirstSafe(attributes, MdlFile.VertexUsage.BlendIndices); + var weightsData = GetFirstSafe(attributes, MdlFile.VertexUsage.BlendWeights); var indices = ToByteArray(indiciesData); var weights = ToFloatArray(weightsData); @@ -495,6 +527,17 @@ public class MeshExporter throw _notifier.Exception($"Unknown skinning type {_skinningType}"); } + /// Check that the list has length 1 for any case where this is expected and return the one entry. + [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] + private T GetFirstSafe(IReadOnlyDictionary> attributes, MdlFile.VertexUsage usage) + { + var list = attributes[usage]; + if (list.Count != 1) + throw _notifier.Exception($"Multiple usage indices encountered for {usage}."); + + return list[0]; + } + /// Convert a vertex attribute value to a Vector2. Supported inputs are Vector2, Vector3, and Vector4. private static Vector2 ToVector2(object data) => data switch diff --git a/Penumbra/Import/Models/Export/VertexFragment.cs b/Penumbra/Import/Models/Export/VertexFragment.cs index eff34d54..56495f2f 100644 --- a/Penumbra/Import/Models/Export/VertexFragment.cs +++ b/Penumbra/Import/Models/Export/VertexFragment.cs @@ -1,4 +1,3 @@ -using System; using SharpGLTF.Geometry.VertexTypes; using SharpGLTF.Memory; using SharpGLTF.Schema2; @@ -11,7 +10,7 @@ Realistically, it will need to stick around until transforms/mutations are built and there's reason to overhaul the export pipeline. */ -public struct VertexColorFfxiv : IVertexCustom +public struct VertexColorFfxiv(Vector4 ffxivColor) : IVertexCustom { public IEnumerable> GetEncodingAttributes() { @@ -20,7 +19,7 @@ public struct VertexColorFfxiv : IVertexCustom new AttributeFormat(DimensionType.VEC4, EncodingType.UNSIGNED_SHORT, true)); } - public Vector4 FfxivColor; + public Vector4 FfxivColor = ffxivColor; public int MaxColors => 0; @@ -33,9 +32,6 @@ public struct VertexColorFfxiv : IVertexCustom public IEnumerable CustomAttributes => CustomNames; - public VertexColorFfxiv(Vector4 ffxivColor) - => FfxivColor = ffxivColor; - public void Add(in VertexMaterialDelta delta) { } @@ -88,7 +84,7 @@ public struct VertexColorFfxiv : IVertexCustom } } -public struct VertexTexture1ColorFfxiv : IVertexCustom +public struct VertexTexture1ColorFfxiv(Vector2 texCoord0, Vector4 ffxivColor) : IVertexCustom { public IEnumerable> 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 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> 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 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> GetEncodingAttributes() + { + yield return new KeyValuePair("TEXCOORD_0", + new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false)); + yield return new KeyValuePair("TEXCOORD_1", + new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false)); + yield return new KeyValuePair("TEXCOORD_2", + new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false)); + yield return new KeyValuePair("_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 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)); + } +}