mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 18:27:24 +01:00
Consider VertexElement's UsageIndex
Allows VertexDeclarations to have multiple VertexElements of the same Type but different UsageIndex
This commit is contained in:
parent
f9b163e7c5
commit
b5e3e02b06
2 changed files with 187 additions and 39 deletions
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@ -82,13 +82,16 @@ public class MeshExporter
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if (skeleton != null)
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if (skeleton != null)
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_boneIndexMap = BuildBoneIndexMap(skeleton.Value);
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_boneIndexMap = BuildBoneIndexMap(skeleton.Value);
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var usages = new Dictionary<MdlFile.VertexUsage, IDictionary<byte, MdlFile.VertexType>>();
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var usages = _mdl.VertexDeclarations[_meshIndex].VertexElements
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foreach (var element in _mdl.VertexDeclarations[_meshIndex].VertexElements)
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.ToImmutableDictionary(
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{
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element => (MdlFile.VertexUsage)element.Usage,
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if (!usages.ContainsKey((MdlFile.VertexUsage)element.Usage))
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element => (MdlFile.VertexType)element.Type
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{
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);
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usages.Add((MdlFile.VertexUsage)element.Usage, new Dictionary<byte, MdlFile.VertexType>());
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}
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usages[(MdlFile.VertexUsage)element.Usage][element.UsageIndex] = (MdlFile.VertexType)element.Type;
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}
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_geometryType = GetGeometryType(usages);
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_geometryType = GetGeometryType(usages);
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_materialType = GetMaterialType(usages);
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_materialType = GetMaterialType(usages);
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_skinningType = GetSkinningType(usages);
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_skinningType = GetSkinningType(usages);
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@ -104,14 +107,20 @@ public class MeshExporter
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/// <summary> Build a mapping between indices in this mesh's bone table (if any), and the glTF joint indices provided. </summary>
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/// <summary> Build a mapping between indices in this mesh's bone table (if any), and the glTF joint indices provided. </summary>
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private Dictionary<ushort, int>? BuildBoneIndexMap(GltfSkeleton skeleton)
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private Dictionary<ushort, int>? BuildBoneIndexMap(GltfSkeleton skeleton)
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{
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{
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Penumbra.Log.Debug("Building Bone Index Map");
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// A BoneTableIndex of 255 means that this mesh is not skinned.
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// A BoneTableIndex of 255 means that this mesh is not skinned.
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if (XivMesh.BoneTableIndex == 255)
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if (XivMesh.BoneTableIndex == 255)
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{
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Penumbra.Log.Debug("BoneTableIndex was 255");
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return null;
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return null;
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}
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var xivBoneTable = _mdl.BoneTables[XivMesh.BoneTableIndex];
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var xivBoneTable = _mdl.BoneTables[XivMesh.BoneTableIndex];
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var indexMap = new Dictionary<ushort, int>();
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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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// #TODO @ackwell maybe fix for V6 Models, I think this works fine.
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Penumbra.Log.Debug($"Version is 5 {_mdl.Version == MdlFile.V5}");
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foreach (var (xivBoneIndex, tableIndex) in xivBoneTable.BoneIndex.Take((int)xivBoneTable.BoneCount).WithIndex())
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foreach (var (xivBoneIndex, tableIndex) in xivBoneTable.BoneIndex.Take((int)xivBoneTable.BoneCount).WithIndex())
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{
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{
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var boneName = _mdl.Bones[xivBoneIndex];
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var boneName = _mdl.Bones[xivBoneIndex];
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@ -283,13 +292,20 @@ public class MeshExporter
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var vertices = new List<IVertexBuilder>();
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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, Dictionary<byte, object>>();
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for (var vertexIndex = 0; vertexIndex < XivMesh.VertexCount; vertexIndex++)
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for (var vertexIndex = 0; vertexIndex < XivMesh.VertexCount; vertexIndex++)
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{
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{
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attributes.Clear();
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attributes.Clear();
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foreach (var (usage, element) in sortedElements)
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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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{
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if (!attributes.TryGetValue(usage, out var value))
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{
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value = new Dictionary<byte, object>();
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attributes[usage] = value;
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}
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value[element.UsageIndex] = ReadVertexAttribute((MdlFile.VertexType)element.Type, streams[element.Stream]);
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}
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var vertexGeometry = BuildVertexGeometry(attributes);
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var vertexGeometry = BuildVertexGeometry(attributes);
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var vertexMaterial = BuildVertexMaterial(attributes);
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var vertexMaterial = BuildVertexMaterial(attributes);
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@ -320,7 +336,7 @@ public class MeshExporter
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}
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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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/// <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, IDictionary<byte, MdlFile.VertexType>> usages)
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{
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{
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if (!usages.ContainsKey(MdlFile.VertexUsage.Position))
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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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throw _notifier.Exception("Mesh does not contain position vertex elements.");
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@ -335,28 +351,28 @@ public class MeshExporter
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}
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}
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/// <summary> Build a geometry vertex from a vertex's attributes. </summary>
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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, Dictionary<byte, object>> attributes)
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{
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{
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if (_geometryType == typeof(VertexPosition))
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if (_geometryType == typeof(VertexPosition))
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return new VertexPosition(
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return new VertexPosition(
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ToVector3(attributes[MdlFile.VertexUsage.Position])
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ToVector3(attributes[MdlFile.VertexUsage.Position][0])
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);
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);
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if (_geometryType == typeof(VertexPositionNormal))
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if (_geometryType == typeof(VertexPositionNormal))
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return new 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.Position][0]),
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ToVector3(attributes[MdlFile.VertexUsage.Normal])
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ToVector3(attributes[MdlFile.VertexUsage.Normal][0])
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);
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);
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if (_geometryType == typeof(VertexPositionNormalTangent))
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if (_geometryType == typeof(VertexPositionNormalTangent))
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{
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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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// (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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// 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(attributes[MdlFile.VertexUsage.Tangent1][0]) * 2 - Vector4.One;
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return new VertexPositionNormalTangent(
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return new VertexPositionNormalTangent(
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ToVector3(attributes[MdlFile.VertexUsage.Position]),
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ToVector3(attributes[MdlFile.VertexUsage.Position][0]),
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ToVector3(attributes[MdlFile.VertexUsage.Normal]),
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ToVector3(attributes[MdlFile.VertexUsage.Normal][0]),
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bitangent
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bitangent
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);
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);
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}
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}
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@ -365,11 +381,14 @@ public class MeshExporter
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}
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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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/// <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, IDictionary<byte, MdlFile.VertexType>> usages)
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{
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{
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var uvCount = 0;
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var uvCount = 0;
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if (usages.TryGetValue(MdlFile.VertexUsage.UV, out var type))
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if (usages.TryGetValue(MdlFile.VertexUsage.UV, out var dict))
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uvCount = type switch
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{
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foreach (var type in dict.Values)
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{
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uvCount += type switch
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{
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{
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MdlFile.VertexType.Half2 => 1,
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MdlFile.VertexType.Half2 => 1,
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MdlFile.VertexType.Half4 => 2,
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MdlFile.VertexType.Half4 => 2,
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@ -377,6 +396,8 @@ public class MeshExporter
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MdlFile.VertexType.Single4 => 2,
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MdlFile.VertexType.Single4 => 2,
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_ => throw _notifier.Exception($"Unexpected UV vertex type {type}."),
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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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}
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var materialUsages = (
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var materialUsages = (
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uvCount,
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uvCount,
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@ -385,6 +406,8 @@ public class MeshExporter
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return materialUsages switch
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return materialUsages switch
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{
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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, true) => typeof(VertexTexture2ColorFfxiv),
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(2, false) => typeof(VertexTexture2),
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(2, false) => typeof(VertexTexture2),
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(1, true) => typeof(VertexTexture1ColorFfxiv),
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(1, true) => typeof(VertexTexture1ColorFfxiv),
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@ -397,28 +420,28 @@ public class MeshExporter
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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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/// <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, Dictionary<byte, object>> attributes)
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{
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{
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if (_materialType == typeof(VertexEmpty))
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if (_materialType == typeof(VertexEmpty))
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return new VertexEmpty();
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return new VertexEmpty();
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if (_materialType == typeof(VertexColorFfxiv))
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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(attributes[MdlFile.VertexUsage.Color][0]));
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if (_materialType == typeof(VertexTexture1))
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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(attributes[MdlFile.VertexUsage.UV][0]));
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if (_materialType == typeof(VertexTexture1ColorFfxiv))
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if (_materialType == typeof(VertexTexture1ColorFfxiv))
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return new VertexTexture1ColorFfxiv(
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return new VertexTexture1ColorFfxiv(
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ToVector2(attributes[MdlFile.VertexUsage.UV]),
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ToVector2(attributes[MdlFile.VertexUsage.UV][0]),
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ToVector4(attributes[MdlFile.VertexUsage.Color])
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ToVector4(attributes[MdlFile.VertexUsage.Color][0])
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);
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);
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// XIV packs two UVs into a single vec4 attribute.
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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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if (_materialType == typeof(VertexTexture2))
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{
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{
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV]);
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV][0]);
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return new VertexTexture2(
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return new VertexTexture2(
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new Vector2(uv.X, uv.Y),
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new Vector2(uv.X, uv.Y),
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new Vector2(uv.Z, uv.W)
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new Vector2(uv.Z, uv.W)
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@ -427,11 +450,27 @@ public class MeshExporter
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if (_materialType == typeof(VertexTexture2ColorFfxiv))
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if (_materialType == typeof(VertexTexture2ColorFfxiv))
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{
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{
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV]);
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV][0]);
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return new VertexTexture2ColorFfxiv(
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return new VertexTexture2ColorFfxiv(
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new Vector2(uv.X, uv.Y),
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new Vector2(uv.X, uv.Y),
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new Vector2(uv.Z, uv.W),
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new Vector2(uv.Z, uv.W),
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ToVector4(attributes[MdlFile.VertexUsage.Color])
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ToVector4(attributes[MdlFile.VertexUsage.Color][0])
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);
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}
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if (_materialType == typeof(VertexTexture3))
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{
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throw _notifier.Exception("Unimplemented: Material Type is VertexTexture3");
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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(attributes[MdlFile.VertexUsage.Color][0])
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);
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);
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}
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}
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@ -439,11 +478,11 @@ public class MeshExporter
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}
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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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/// <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 static Type GetSkinningType(IReadOnlyDictionary<MdlFile.VertexUsage, IDictionary<byte, MdlFile.VertexType>> usages)
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{
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{
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if (usages.ContainsKey(MdlFile.VertexUsage.BlendWeights) && usages.ContainsKey(MdlFile.VertexUsage.BlendIndices))
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if (usages.ContainsKey(MdlFile.VertexUsage.BlendWeights) && usages.ContainsKey(MdlFile.VertexUsage.BlendIndices))
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{
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{
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if (usages[MdlFile.VertexUsage.BlendWeights] == MdlFile.VertexType.UShort4)
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if (usages[MdlFile.VertexUsage.BlendWeights][0] == MdlFile.VertexType.UShort4)
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{
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{
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return typeof(VertexJoints8);
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return typeof(VertexJoints8);
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}
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}
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@ -457,7 +496,7 @@ public class MeshExporter
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}
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}
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/// <summary> Build a skinning vertex from a vertex's attributes. </summary>
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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, Dictionary<byte, object>> attributes)
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{
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{
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if (_skinningType == typeof(VertexEmpty))
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if (_skinningType == typeof(VertexEmpty))
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return new VertexEmpty();
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return new VertexEmpty();
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@ -467,8 +506,8 @@ public class MeshExporter
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if (_boneIndexMap == null)
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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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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 indiciesData = attributes[MdlFile.VertexUsage.BlendIndices][0];
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var weightsData = attributes[MdlFile.VertexUsage.BlendWeights];
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var weightsData = attributes[MdlFile.VertexUsage.BlendWeights][0];
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var indices = ToByteArray(indiciesData);
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var indices = ToByteArray(indiciesData);
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var weights = ToFloatArray(weightsData);
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var weights = ToFloatArray(weightsData);
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@ -282,3 +282,112 @@ public struct VertexTexture2ColorFfxiv : IVertexCustom
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throw new ArgumentOutOfRangeException(nameof(FfxivColor));
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throw new ArgumentOutOfRangeException(nameof(FfxivColor));
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}
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}
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}
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}
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public struct VertexTexture3ColorFfxiv : IVertexCustom
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{
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public IEnumerable<KeyValuePair<string, AttributeFormat>> GetEncodingAttributes()
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{
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yield return new KeyValuePair<string, AttributeFormat>("TEXCOORD_0",
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new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false));
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yield return new KeyValuePair<string, AttributeFormat>("TEXCOORD_1",
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new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false));
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yield return new KeyValuePair<string, AttributeFormat>("TEXCOORD_2",
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new AttributeFormat(DimensionType.VEC2, EncodingType.FLOAT, false));
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yield return new KeyValuePair<string, AttributeFormat>("_FFXIV_COLOR",
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new AttributeFormat(DimensionType.VEC4, EncodingType.UNSIGNED_SHORT, true));
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}
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public Vector2 TexCoord0;
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public Vector2 TexCoord1;
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public Vector2 TexCoord2;
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public Vector4 FfxivColor;
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public int MaxColors
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=> 0;
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public int MaxTextCoords
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=> 3;
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private static readonly string[] CustomNames = ["_FFXIV_COLOR"];
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public IEnumerable<string> CustomAttributes
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=> CustomNames;
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public VertexTexture3ColorFfxiv(Vector2 texCoord0, Vector2 texCoord1, Vector2 texCoord2, Vector4 ffxivColor)
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{
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TexCoord0 = texCoord0;
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TexCoord1 = texCoord1;
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TexCoord2 = texCoord2;
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FfxivColor = ffxivColor;
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}
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public void Add(in VertexMaterialDelta delta)
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{
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TexCoord0 += delta.TexCoord0Delta;
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TexCoord1 += delta.TexCoord1Delta;
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TexCoord2 += delta.TexCoord2Delta;
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}
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public VertexMaterialDelta Subtract(IVertexMaterial baseValue)
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=> new(Vector4.Zero, Vector4.Zero, TexCoord0 - baseValue.GetTexCoord(0), TexCoord1 - baseValue.GetTexCoord(1));
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||||||
|
|
||||||
|
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));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue