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Spike material export workflow
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3 changed files with 149 additions and 15 deletions
81
Penumbra/Import/Models/Export/MaterialExporter.cs
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81
Penumbra/Import/Models/Export/MaterialExporter.cs
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@ -0,0 +1,81 @@
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using Lumina.Data.Parsing;
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using Penumbra.GameData.Files;
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using SharpGLTF.Materials;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Formats.Png;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Penumbra.Import.Models.Export;
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public class MaterialExporter
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{
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// input stuff
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public struct Material
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{
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public MtrlFile Mtrl;
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public Sampler[] Samplers;
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// variant?
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}
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public struct Sampler
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{
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public TextureUsage Usage;
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public Image<Rgba32> Texture;
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}
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public static MaterialBuilder Export(Material material, string name)
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{
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return material.Mtrl.ShaderPackage.Name switch
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{
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"character.shpk" => BuildCharacter(material, name),
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_ => BuildFallback(material, name),
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};
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}
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private static MaterialBuilder BuildCharacter(Material material, string name)
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{
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// TODO: pixelbashing time
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var sampler = material.Samplers
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.Where(s => s.Usage == TextureUsage.SamplerNormal)
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.First();
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// TODO: clean up this name generation a bunch. probably a method.
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var imageName = name.Replace("/", "");
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var baseColor = BuildImage(sampler.Texture, $"{imageName}_basecolor");
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return BuildSharedBase(material, name)
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.WithBaseColor(baseColor);
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}
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private static MaterialBuilder BuildFallback(Material material, string name)
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{
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Penumbra.Log.Warning($"Unhandled shader package: {material.Mtrl.ShaderPackage.Name}");
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return BuildSharedBase(material, name)
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.WithMetallicRoughnessShader()
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.WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, Vector4.One);
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}
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private static MaterialBuilder BuildSharedBase(Material material, string name)
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{
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// TODO: Move this and potentially the other known stuff into MtrlFile?
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const uint backfaceMask = 0x1;
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var showBackfaces = (material.Mtrl.ShaderPackage.Flags & backfaceMask) == 0;
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return new MaterialBuilder(name)
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.WithDoubleSide(showBackfaces);
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}
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private static ImageBuilder BuildImage(Image<Rgba32> image, string name)
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{
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byte[] textureBytes;
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using (var memoryStream = new MemoryStream())
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{
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image.Save(memoryStream, PngFormat.Instance);
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textureBytes = memoryStream.ToArray();
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}
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var imageBuilder = ImageBuilder.From(textureBytes, name);
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imageBuilder.AlternateWriteFileName = $"{name}.*";
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return imageBuilder;
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}
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}
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@ -23,10 +23,10 @@ public class ModelExporter
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}
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/// <summary> Export a model in preparation for usage in a glTF file. If provided, skeleton will be used to skin the resulting meshes where appropriate. </summary>
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public static Model Export(MdlFile mdl, IEnumerable<XivSkeleton>? xivSkeleton)
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public static Model Export(MdlFile mdl, IEnumerable<XivSkeleton>? xivSkeleton, Dictionary<string, MaterialExporter.Material> rawMaterials)
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{
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var gltfSkeleton = xivSkeleton != null ? ConvertSkeleton(xivSkeleton) : null;
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var materials = ConvertMaterials(mdl);
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var materials = ConvertMaterials(mdl, rawMaterials);
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var meshes = ConvertMeshes(mdl, materials, gltfSkeleton);
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return new Model(meshes, gltfSkeleton);
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}
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@ -51,16 +51,12 @@ public class ModelExporter
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return meshes;
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}
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// TODO: Compose textures for use with these materials
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/// <summary> Build placeholder materials for each of the material slots in the .mdl. </summary>
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private static MaterialBuilder[] ConvertMaterials(MdlFile mdl)
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/// <summary> Build materials for each of the material slots in the .mdl. </summary>
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private static MaterialBuilder[] ConvertMaterials(MdlFile mdl, Dictionary<string, MaterialExporter.Material> rawMaterials)
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=> mdl.Materials
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.Select(name =>
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new MaterialBuilder(name)
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.WithMetallicRoughnessShader()
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.WithDoubleSide(true)
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.WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, Vector4.One)
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)
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// TODO: material generation should be fallible, which means this lookup should be a tryget, with a fallback.
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// fallback can likely be a static on the material exporter.
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.Select(name => MaterialExporter.Export(rawMaterials[name], name))
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.ToArray();
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/// <summary> Convert XIV skeleton data into a glTF-compatible node tree, with mappings. </summary>
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@ -1,4 +1,5 @@
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using Dalamud.Plugin.Services;
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using Lumina.Data.Parsing;
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using OtterGui;
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using OtterGui.Tasks;
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using Penumbra.Collections.Manager;
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@ -9,15 +10,22 @@ using Penumbra.GameData.Files;
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using Penumbra.GameData.Structs;
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using Penumbra.Import.Models.Export;
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using Penumbra.Import.Models.Import;
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using Penumbra.Import.Textures;
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using Penumbra.Meta.Manipulations;
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using SharpGLTF.Scenes;
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using SharpGLTF.Schema2;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Penumbra.Import.Models;
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public sealed class ModelManager(IFramework framework, ActiveCollections collections, GamePathParser parser) : SingleTaskQueue, IDisposable
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using Schema2 = SharpGLTF.Schema2;
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using LuminaMaterial = Lumina.Models.Materials.Material;
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public sealed class ModelManager(IFramework framework, ActiveCollections collections, IDataManager gameData, GamePathParser parser, TextureManager textureManager) : SingleTaskQueue, IDisposable
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{
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private readonly IFramework _framework = framework;
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private readonly IDataManager _gameData = gameData;
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private readonly TextureManager _textureManager = textureManager;
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private readonly ConcurrentDictionary<IAction, (Task, CancellationTokenSource)> _tasks = new();
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@ -132,11 +140,18 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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public void Execute(CancellationToken cancel)
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{
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Penumbra.Log.Debug($"[GLTF Export] Exporting model to {outputPath}...");
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Penumbra.Log.Debug("[GLTF Export] Reading skeletons...");
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var xivSkeletons = BuildSkeletons(cancel);
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Penumbra.Log.Debug("[GLTF Export] Reading materials...");
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var materials = mdl.Materials.ToDictionary(
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path => path,
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path => BuildMaterial(path, cancel)
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);
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Penumbra.Log.Debug("[GLTF Export] Converting model...");
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var model = ModelExporter.Export(mdl, xivSkeletons);
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var model = ModelExporter.Export(mdl, xivSkeletons, materials);
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Penumbra.Log.Debug("[GLTF Export] Building scene...");
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var scene = new SceneBuilder();
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@ -169,6 +184,48 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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delayTicks: pair.Index, cancellationToken: cancel);
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}
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private MaterialExporter.Material BuildMaterial(string relativePath, CancellationToken cancel)
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{
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// TODO: this should probably be chosen in the export settings
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var variantId = 1;
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var absolutePath = relativePath.StartsWith("/")
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? LuminaMaterial.ResolveRelativeMaterialPath(relativePath, variantId)
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: relativePath;
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// TODO: this should be a recoverable warning - as should the one below it i think
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if (absolutePath == null)
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throw new Exception("Failed to resolve material path.");
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// TODO: collection lookup and such. this is currently in mdltab (readsklb), and should be wholesale moved in here.
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var data = manager._gameData.GetFile(absolutePath);
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if (data == null)
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throw new Exception("Failed to fetch material game data.");
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var mtrl = new MtrlFile(data.Data);
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return new MaterialExporter.Material
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{
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Mtrl = mtrl,
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Samplers = mtrl.ShaderPackage.Samplers
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.Select(sampler => new MaterialExporter.Sampler
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{
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Usage = (TextureUsage)sampler.SamplerId,
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Texture = ConvertImage(mtrl.Textures[sampler.TextureIndex], cancel),
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})
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.ToArray(),
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};
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}
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private Image<Rgba32> ConvertImage(MtrlFile.Texture texture, CancellationToken cancel)
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{
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var (image, _) = manager._textureManager.Load(texture.Path);
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var pngImage = TextureManager.ConvertToPng(image, cancel).AsPng;
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if (pngImage == null)
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throw new Exception("Failed to convert texture to png.");
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return pngImage;
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}
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public bool Equals(IAction? other)
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{
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if (other is not ExportToGltfAction rhs)
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@ -185,7 +242,7 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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public void Execute(CancellationToken cancel)
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{
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var model = ModelRoot.Load(inputPath);
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var model = Schema2.ModelRoot.Load(inputPath);
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Out = ModelImporter.Import(model);
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}
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