Spike material export workflow

This commit is contained in:
ackwell 2024-01-13 11:32:26 +11:00
parent be588e2fa3
commit c6642c4fa3
3 changed files with 149 additions and 15 deletions

View file

@ -0,0 +1,81 @@
using Lumina.Data.Parsing;
using Penumbra.GameData.Files;
using SharpGLTF.Materials;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Formats.Png;
using SixLabors.ImageSharp.PixelFormats;
namespace Penumbra.Import.Models.Export;
public class MaterialExporter
{
// input stuff
public struct Material
{
public MtrlFile Mtrl;
public Sampler[] Samplers;
// variant?
}
public struct Sampler
{
public TextureUsage Usage;
public Image<Rgba32> Texture;
}
public static MaterialBuilder Export(Material material, string name)
{
return material.Mtrl.ShaderPackage.Name switch
{
"character.shpk" => BuildCharacter(material, name),
_ => BuildFallback(material, name),
};
}
private static MaterialBuilder BuildCharacter(Material material, string name)
{
// TODO: pixelbashing time
var sampler = material.Samplers
.Where(s => s.Usage == TextureUsage.SamplerNormal)
.First();
// TODO: clean up this name generation a bunch. probably a method.
var imageName = name.Replace("/", "");
var baseColor = BuildImage(sampler.Texture, $"{imageName}_basecolor");
return BuildSharedBase(material, name)
.WithBaseColor(baseColor);
}
private static MaterialBuilder BuildFallback(Material material, string name)
{
Penumbra.Log.Warning($"Unhandled shader package: {material.Mtrl.ShaderPackage.Name}");
return BuildSharedBase(material, name)
.WithMetallicRoughnessShader()
.WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, Vector4.One);
}
private static MaterialBuilder BuildSharedBase(Material material, string name)
{
// TODO: Move this and potentially the other known stuff into MtrlFile?
const uint backfaceMask = 0x1;
var showBackfaces = (material.Mtrl.ShaderPackage.Flags & backfaceMask) == 0;
return new MaterialBuilder(name)
.WithDoubleSide(showBackfaces);
}
private static ImageBuilder BuildImage(Image<Rgba32> image, string name)
{
byte[] textureBytes;
using (var memoryStream = new MemoryStream())
{
image.Save(memoryStream, PngFormat.Instance);
textureBytes = memoryStream.ToArray();
}
var imageBuilder = ImageBuilder.From(textureBytes, name);
imageBuilder.AlternateWriteFileName = $"{name}.*";
return imageBuilder;
}
}

View file

@ -23,10 +23,10 @@ public class ModelExporter
}
/// <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>
public static Model Export(MdlFile mdl, IEnumerable<XivSkeleton>? xivSkeleton)
public static Model Export(MdlFile mdl, IEnumerable<XivSkeleton>? xivSkeleton, Dictionary<string, MaterialExporter.Material> rawMaterials)
{
var gltfSkeleton = xivSkeleton != null ? ConvertSkeleton(xivSkeleton) : null;
var materials = ConvertMaterials(mdl);
var materials = ConvertMaterials(mdl, rawMaterials);
var meshes = ConvertMeshes(mdl, materials, gltfSkeleton);
return new Model(meshes, gltfSkeleton);
}
@ -51,16 +51,12 @@ public class ModelExporter
return meshes;
}
// TODO: Compose textures for use with these materials
/// <summary> Build placeholder materials for each of the material slots in the .mdl. </summary>
private static MaterialBuilder[] ConvertMaterials(MdlFile mdl)
/// <summary> Build materials for each of the material slots in the .mdl. </summary>
private static MaterialBuilder[] ConvertMaterials(MdlFile mdl, Dictionary<string, MaterialExporter.Material> rawMaterials)
=> mdl.Materials
.Select(name =>
new MaterialBuilder(name)
.WithMetallicRoughnessShader()
.WithDoubleSide(true)
.WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, Vector4.One)
)
// TODO: material generation should be fallible, which means this lookup should be a tryget, with a fallback.
// fallback can likely be a static on the material exporter.
.Select(name => MaterialExporter.Export(rawMaterials[name], name))
.ToArray();
/// <summary> Convert XIV skeleton data into a glTF-compatible node tree, with mappings. </summary>

View file

@ -1,4 +1,5 @@
using Dalamud.Plugin.Services;
using Lumina.Data.Parsing;
using OtterGui;
using OtterGui.Tasks;
using Penumbra.Collections.Manager;
@ -9,15 +10,22 @@ using Penumbra.GameData.Files;
using Penumbra.GameData.Structs;
using Penumbra.Import.Models.Export;
using Penumbra.Import.Models.Import;
using Penumbra.Import.Textures;
using Penumbra.Meta.Manipulations;
using SharpGLTF.Scenes;
using SharpGLTF.Schema2;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
namespace Penumbra.Import.Models;
public sealed class ModelManager(IFramework framework, ActiveCollections collections, GamePathParser parser) : SingleTaskQueue, IDisposable
using Schema2 = SharpGLTF.Schema2;
using LuminaMaterial = Lumina.Models.Materials.Material;
public sealed class ModelManager(IFramework framework, ActiveCollections collections, IDataManager gameData, GamePathParser parser, TextureManager textureManager) : SingleTaskQueue, IDisposable
{
private readonly IFramework _framework = framework;
private readonly IDataManager _gameData = gameData;
private readonly TextureManager _textureManager = textureManager;
private readonly ConcurrentDictionary<IAction, (Task, CancellationTokenSource)> _tasks = new();
@ -132,11 +140,18 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
public void Execute(CancellationToken cancel)
{
Penumbra.Log.Debug($"[GLTF Export] Exporting model to {outputPath}...");
Penumbra.Log.Debug("[GLTF Export] Reading skeletons...");
var xivSkeletons = BuildSkeletons(cancel);
Penumbra.Log.Debug("[GLTF Export] Reading materials...");
var materials = mdl.Materials.ToDictionary(
path => path,
path => BuildMaterial(path, cancel)
);
Penumbra.Log.Debug("[GLTF Export] Converting model...");
var model = ModelExporter.Export(mdl, xivSkeletons);
var model = ModelExporter.Export(mdl, xivSkeletons, materials);
Penumbra.Log.Debug("[GLTF Export] Building scene...");
var scene = new SceneBuilder();
@ -169,6 +184,48 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
delayTicks: pair.Index, cancellationToken: cancel);
}
private MaterialExporter.Material BuildMaterial(string relativePath, CancellationToken cancel)
{
// TODO: this should probably be chosen in the export settings
var variantId = 1;
var absolutePath = relativePath.StartsWith("/")
? LuminaMaterial.ResolveRelativeMaterialPath(relativePath, variantId)
: relativePath;
// TODO: this should be a recoverable warning - as should the one below it i think
if (absolutePath == null)
throw new Exception("Failed to resolve material path.");
// TODO: collection lookup and such. this is currently in mdltab (readsklb), and should be wholesale moved in here.
var data = manager._gameData.GetFile(absolutePath);
if (data == null)
throw new Exception("Failed to fetch material game data.");
var mtrl = new MtrlFile(data.Data);
return new MaterialExporter.Material
{
Mtrl = mtrl,
Samplers = mtrl.ShaderPackage.Samplers
.Select(sampler => new MaterialExporter.Sampler
{
Usage = (TextureUsage)sampler.SamplerId,
Texture = ConvertImage(mtrl.Textures[sampler.TextureIndex], cancel),
})
.ToArray(),
};
}
private Image<Rgba32> ConvertImage(MtrlFile.Texture texture, CancellationToken cancel)
{
var (image, _) = manager._textureManager.Load(texture.Path);
var pngImage = TextureManager.ConvertToPng(image, cancel).AsPng;
if (pngImage == null)
throw new Exception("Failed to convert texture to png.");
return pngImage;
}
public bool Equals(IAction? other)
{
if (other is not ExportToGltfAction rhs)
@ -185,7 +242,7 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
public void Execute(CancellationToken cancel)
{
var model = ModelRoot.Load(inputPath);
var model = Schema2.ModelRoot.Load(inputPath);
Out = ModelImporter.Import(model);
}