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Cleanup, fix tangent/normal mixup.
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parent
47e6e70272
commit
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3 changed files with 29 additions and 31 deletions
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@ -23,7 +23,7 @@ public class MeshExporter
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? scene.AddSkinnedMesh(data.Mesh, Matrix4x4.Identity, joints)
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: scene.AddRigidMesh(data.Mesh, Matrix4x4.Identity);
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var extras = new Dictionary<string, object>();
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var extras = new Dictionary<string, object>(data.Attributes.Length);
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foreach (var attribute in data.Attributes)
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extras.Add(attribute, true);
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@ -140,7 +140,7 @@ public class SubMeshImporter
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private void BuildIndices()
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{
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// TODO: glTF supports a bunch of primitive types, ref. Schema2.PrimitiveType. All this code is currently assuming that it's using plain triangles (4). It should probably be generalised to other formats - I _suspect_ we should be able to get away with evaulating the indices to triangles with GetTriangleIndices, but will need investigation.
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// TODO: glTF supports a bunch of primitive types, ref. Schema2.PrimitiveType. All this code is currently assuming that it's using plain triangles (4). It should probably be generalised to other formats - I _suspect_ we should be able to get away with evaluating the indices to triangles with GetTriangleIndices, but will need investigation.
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_indices = _primitive.GetIndices().Select(idx => (ushort)idx).ToArray();
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}
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@ -244,7 +244,7 @@ public class VertexAttribute
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public static VertexAttribute? Tangent1(Accessors accessors, IEnumerable<Accessors> morphAccessors, ushort[] indices)
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{
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if (!accessors.TryGetValue("NORMAL", out var normalAccessor))
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if (!accessors.TryGetValue("NORMAL", out var normalAccessor))
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{
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Penumbra.Log.Warning("Normals are required to facilitate import or calculation of tangents.");
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return null;
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@ -261,7 +261,7 @@ public class VertexAttribute
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return null;
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}
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var element = new MdlStructs.VertexElement()
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var element = new MdlStructs.VertexElement
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{
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Stream = 1,
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Type = (byte)MdlFile.VertexType.ByteFloat4,
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@ -269,26 +269,23 @@ public class VertexAttribute
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};
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// Per glTF specification, TANGENT morph values are stored as vec3, with the W component always considered to be 0.
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var tangentMorphValues = morphAccessors
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.Select(a => a.GetValueOrDefault("TANGENT")?.AsVector3Array())
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.ToArray();
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var normalMorphValues = morphAccessors
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.Select(a => a.GetValueOrDefault("TANGENT")?.AsVector3Array())
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.ToArray();
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var morphValues = morphAccessors
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.Select(a => (Tangent: a.GetValueOrDefault("TANGENT")?.AsVector3Array(),
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Normal: a.GetValueOrDefault("NORMAL")?.AsVector3Array()))
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.ToList();
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return new VertexAttribute(
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element,
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index => BuildBitangent(tangents[index], normals[index]),
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buildMorph: (morphIndex, vertexIndex) =>
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{
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var tangent = tangents[vertexIndex];
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var tangentDelta = tangentMorphValues[morphIndex]?[vertexIndex];
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var tangent = tangents[vertexIndex];
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var tangentDelta = morphValues[morphIndex].Tangent?[vertexIndex];
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if (tangentDelta != null)
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tangent += new Vector4(tangentDelta.Value, 0);
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var normal = normals[vertexIndex];
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var normalDelta = normalMorphValues[morphIndex]?[vertexIndex];
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var normal = normals[vertexIndex];
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var normalDelta = morphValues[morphIndex].Normal?[vertexIndex];
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if (normalDelta != null)
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normal += normalDelta.Value;
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@ -297,13 +294,13 @@ public class VertexAttribute
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);
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}
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/// <summary> Build a byte array representing bitagent data computed from the provided tangent and normal. </summary>
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/// <summary> Build a byte array representing bitangent data computed from the provided tangent and normal. </summary>
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/// <remarks> XIV primarily stores bitangents, rather than tangents as with most other software, so we calculate on import. </remarks>
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private static byte[] BuildBitangent(Vector4 tangent, Vector3 normal)
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{
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var handedness = tangent.W;
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var tangent3 = new Vector3(tangent.X, tangent.Y, tangent.Z);
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var bitangent = Vector3.Normalize(Vector3.Cross(normal, tangent3));
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var tangent3 = new Vector3(tangent.X, tangent.Y, tangent.Z);
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var bitangent = Vector3.Normalize(Vector3.Cross(normal, tangent3));
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bitangent *= handedness;
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// Byte floats encode 0..1, and bitangents are stored as -1..1. Convert.
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@ -319,19 +316,20 @@ public class VertexAttribute
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return null;
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var positions = accessors["POSITION"].AsVector3Array();
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var uvs = uvAccessor.AsVector2Array();
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var uvs = uvAccessor.AsVector2Array();
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// TODO: Surface this in the UI.
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Penumbra.Log.Warning("Calculating tangents, this may result in degraded light interaction. For best results, ensure tangents are caculated or retained during export from 3D modelling tools.");
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Penumbra.Log.Warning(
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"Calculating tangents, this may result in degraded light interaction. For best results, ensure tangents are caculated or retained during export from 3D modelling tools.");
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var vertexCount = positions.Count;
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// https://github.com/TexTools/xivModdingFramework/blob/master/xivModdingFramework/Models/Helpers/ModelModifiers.cs#L1569
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// https://gamedev.stackexchange.com/a/68617
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// https://marti.works/posts/post-calculating-tangents-for-your-mesh/post/
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var tangents = new Vector3[vertexCount];
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var tangents = new Vector3[vertexCount];
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var bitangents = new Vector3[vertexCount];
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// Iterate over triangles, calculating tangents relative to the UVs.
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for (var index = 0; index < indices.Length; index += 3)
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{
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@ -344,16 +342,16 @@ public class VertexAttribute
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var position2 = positions[vertexIndex2];
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var position3 = positions[vertexIndex3];
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var texcoord1 = uvs[vertexIndex1];
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var texcoord2 = uvs[vertexIndex2];
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var texcoord3 = uvs[vertexIndex3];
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var texCoord1 = uvs[vertexIndex1];
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var texCoord2 = uvs[vertexIndex2];
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var texCoord3 = uvs[vertexIndex3];
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// Calculate deltas for the position XYZ, and texcoord UV.
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var edge1 = position2 - position1;
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var edge2 = position3 - position1;
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var uv1 = texcoord2 - texcoord1;
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var uv2 = texcoord3 - texcoord1;
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var uv1 = texCoord2 - texCoord1;
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var uv2 = texCoord3 - texCoord1;
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// Solve.
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var r = 1.0f / (uv1.X * uv2.Y - uv1.Y * uv2.X);
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@ -378,7 +376,7 @@ public class VertexAttribute
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bitangents[vertexIndex3] += bitangent;
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}
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// All the triangles have been calcualted, normalise the results for each vertex.
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// All the triangles have been calculated, normalise the results for each vertex.
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var result = new Vector4[vertexCount];
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for (var vertexIndex = 0; vertexIndex < vertexCount; vertexIndex++)
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{
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@ -387,7 +385,7 @@ public class VertexAttribute
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var b = bitangents[vertexIndex];
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// Gram-Schmidt orthogonalize and calculate handedness.
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var tangent = Vector3.Normalize(t - n * Vector3.Dot(n, t));
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var tangent = Vector3.Normalize(t - n * Vector3.Dot(n, t));
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var handedness = Vector3.Dot(Vector3.Cross(t, b), n) > 0 ? 1 : -1;
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result[vertexIndex] = new Vector4(tangent, handedness);
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