From b5e3e02b06afb9af250f17a0c64dedce340bad88 Mon Sep 17 00:00:00 2001 From: Adam Moy Date: Wed, 5 Feb 2025 11:25:09 -0600 Subject: [PATCH] Consider VertexElement's UsageIndex Allows VertexDeclarations to have multiple VertexElements of the same Type but different UsageIndex --- Penumbra/Import/Models/Export/MeshExporter.cs | 117 ++++++++++++------ .../Import/Models/Export/VertexFragment.cs | 109 ++++++++++++++++ 2 files changed, 187 insertions(+), 39 deletions(-) diff --git a/Penumbra/Import/Models/Export/MeshExporter.cs b/Penumbra/Import/Models/Export/MeshExporter.cs index 73160615..0dc8a9ac 100644 --- a/Penumbra/Import/Models/Export/MeshExporter.cs +++ b/Penumbra/Import/Models/Export/MeshExporter.cs @@ -82,13 +82,16 @@ public class MeshExporter if (skeleton != null) _boneIndexMap = BuildBoneIndexMap(skeleton.Value); + var usages = new Dictionary>(); - var usages = _mdl.VertexDeclarations[_meshIndex].VertexElements - .ToImmutableDictionary( - element => (MdlFile.VertexUsage)element.Usage, - element => (MdlFile.VertexType)element.Type - ); - + foreach (var element in _mdl.VertexDeclarations[_meshIndex].VertexElements) + { + if (!usages.ContainsKey((MdlFile.VertexUsage)element.Usage)) + { + usages.Add((MdlFile.VertexUsage)element.Usage, new Dictionary()); + } + usages[(MdlFile.VertexUsage)element.Usage][element.UsageIndex] = (MdlFile.VertexType)element.Type; + } _geometryType = GetGeometryType(usages); _materialType = GetMaterialType(usages); _skinningType = GetSkinningType(usages); @@ -104,14 +107,20 @@ public class MeshExporter /// Build a mapping between indices in this mesh's bone table (if any), and the glTF joint indices provided. private Dictionary? BuildBoneIndexMap(GltfSkeleton skeleton) { + Penumbra.Log.Debug("Building Bone Index Map"); // A BoneTableIndex of 255 means that this mesh is not skinned. if (XivMesh.BoneTableIndex == 255) + { + Penumbra.Log.Debug("BoneTableIndex was 255"); return null; + } var xivBoneTable = _mdl.BoneTables[XivMesh.BoneTableIndex]; var indexMap = new Dictionary(); // #TODO @ackwell maybe fix for V6 Models, I think this works fine. + Penumbra.Log.Debug($"Version is 5 {_mdl.Version == MdlFile.V5}"); + foreach (var (xivBoneIndex, tableIndex) in xivBoneTable.BoneIndex.Take((int)xivBoneTable.BoneCount).WithIndex()) { var boneName = _mdl.Bones[xivBoneIndex]; @@ -283,13 +292,20 @@ public class MeshExporter 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]); + { + if (!attributes.TryGetValue(usage, out var value)) + { + value = new Dictionary(); + attributes[usage] = value; + } + + value[element.UsageIndex] = ReadVertexAttribute((MdlFile.VertexType)element.Type, streams[element.Stream]); + } var vertexGeometry = BuildVertexGeometry(attributes); var vertexMaterial = BuildVertexMaterial(attributes); @@ -320,7 +336,7 @@ 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 +351,28 @@ 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(attributes[MdlFile.VertexUsage.Position][0]) ); if (_geometryType == typeof(VertexPositionNormal)) return new VertexPositionNormal( - ToVector3(attributes[MdlFile.VertexUsage.Position]), - ToVector3(attributes[MdlFile.VertexUsage.Normal]) + ToVector3(attributes[MdlFile.VertexUsage.Position][0]), + ToVector3(attributes[MdlFile.VertexUsage.Normal][0]) ); 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(attributes[MdlFile.VertexUsage.Tangent1][0]) * 2 - Vector4.One; return new VertexPositionNormalTangent( - ToVector3(attributes[MdlFile.VertexUsage.Position]), - ToVector3(attributes[MdlFile.VertexUsage.Normal]), + ToVector3(attributes[MdlFile.VertexUsage.Position][0]), + ToVector3(attributes[MdlFile.VertexUsage.Normal][0]), bitangent ); } @@ -365,18 +381,23 @@ 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 dict)) + { + foreach (var type in dict.Values) { - 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 +406,8 @@ 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), @@ -397,28 +420,28 @@ public class MeshExporter } /// 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(attributes[MdlFile.VertexUsage.Color][0])); if (_materialType == typeof(VertexTexture1)) - return new VertexTexture1(ToVector2(attributes[MdlFile.VertexUsage.UV])); + return new VertexTexture1(ToVector2(attributes[MdlFile.VertexUsage.UV][0])); if (_materialType == typeof(VertexTexture1ColorFfxiv)) return new VertexTexture1ColorFfxiv( - ToVector2(attributes[MdlFile.VertexUsage.UV]), - ToVector4(attributes[MdlFile.VertexUsage.Color]) + ToVector2(attributes[MdlFile.VertexUsage.UV][0]), + ToVector4(attributes[MdlFile.VertexUsage.Color][0]) ); // XIV packs two UVs into a single vec4 attribute. if (_materialType == typeof(VertexTexture2)) { - var uv = ToVector4(attributes[MdlFile.VertexUsage.UV]); + var uv = ToVector4(attributes[MdlFile.VertexUsage.UV][0]); return new VertexTexture2( new Vector2(uv.X, uv.Y), new Vector2(uv.Z, uv.W) @@ -427,11 +450,27 @@ public class MeshExporter if (_materialType == typeof(VertexTexture2ColorFfxiv)) { - var uv = ToVector4(attributes[MdlFile.VertexUsage.UV]); + var uv = ToVector4(attributes[MdlFile.VertexUsage.UV][0]); return new VertexTexture2ColorFfxiv( new Vector2(uv.X, uv.Y), new Vector2(uv.Z, uv.W), - ToVector4(attributes[MdlFile.VertexUsage.Color]) + ToVector4(attributes[MdlFile.VertexUsage.Color][0]) + ); + } + if (_materialType == typeof(VertexTexture3)) + { + throw _notifier.Exception("Unimplemented: Material Type is VertexTexture3"); + } + + 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(attributes[MdlFile.VertexUsage.Color][0]) ); } @@ -439,11 +478,11 @@ public class MeshExporter } /// Get the vertex skinning type for this mesh's vertex usages. - private static Type GetSkinningType(IReadOnlyDictionary usages) + private static Type GetSkinningType(IReadOnlyDictionary> usages) { if (usages.ContainsKey(MdlFile.VertexUsage.BlendWeights) && usages.ContainsKey(MdlFile.VertexUsage.BlendIndices)) { - if (usages[MdlFile.VertexUsage.BlendWeights] == MdlFile.VertexType.UShort4) + if (usages[MdlFile.VertexUsage.BlendWeights][0] == MdlFile.VertexType.UShort4) { return typeof(VertexJoints8); } @@ -457,7 +496,7 @@ public class MeshExporter } /// 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 +506,8 @@ 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 = attributes[MdlFile.VertexUsage.BlendIndices][0]; + var weightsData = attributes[MdlFile.VertexUsage.BlendWeights][0]; var indices = ToByteArray(indiciesData); var weights = ToFloatArray(weightsData); diff --git a/Penumbra/Import/Models/Export/VertexFragment.cs b/Penumbra/Import/Models/Export/VertexFragment.cs index eff34d54..c9b97997 100644 --- a/Penumbra/Import/Models/Export/VertexFragment.cs +++ b/Penumbra/Import/Models/Export/VertexFragment.cs @@ -282,3 +282,112 @@ public struct VertexTexture2ColorFfxiv : IVertexCustom throw new ArgumentOutOfRangeException(nameof(FfxivColor)); } } + +public struct VertexTexture3ColorFfxiv : 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; + public Vector2 TexCoord1; + public Vector2 TexCoord2; + public Vector4 FfxivColor; + + public int MaxColors + => 0; + + public int MaxTextCoords + => 3; + + private static readonly string[] CustomNames = ["_FFXIV_COLOR"]; + + public IEnumerable CustomAttributes + => CustomNames; + + public VertexTexture3ColorFfxiv(Vector2 texCoord0, Vector2 texCoord1, Vector2 texCoord2, Vector4 ffxivColor) + { + TexCoord0 = texCoord0; + TexCoord1 = texCoord1; + TexCoord2 = texCoord2; + FfxivColor = ffxivColor; + } + + 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 < 0 || component > 1)) + throw new ArgumentOutOfRangeException(nameof(FfxivColor)); + } +}