mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-14 20:54:16 +01:00
Cleanup, fix tangent/normal mixup.
This commit is contained in:
parent
47e6e70272
commit
da1b9e9e90
3 changed files with 29 additions and 31 deletions
|
|
@ -23,7 +23,7 @@ public class MeshExporter
|
|||
? scene.AddSkinnedMesh(data.Mesh, Matrix4x4.Identity, joints)
|
||||
: scene.AddRigidMesh(data.Mesh, Matrix4x4.Identity);
|
||||
|
||||
var extras = new Dictionary<string, object>();
|
||||
var extras = new Dictionary<string, object>(data.Attributes.Length);
|
||||
foreach (var attribute in data.Attributes)
|
||||
extras.Add(attribute, true);
|
||||
|
||||
|
|
|
|||
|
|
@ -140,7 +140,7 @@ public class SubMeshImporter
|
|||
|
||||
private void BuildIndices()
|
||||
{
|
||||
// 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.
|
||||
// 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.
|
||||
_indices = _primitive.GetIndices().Select(idx => (ushort)idx).ToArray();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -261,7 +261,7 @@ public class VertexAttribute
|
|||
return null;
|
||||
}
|
||||
|
||||
var element = new MdlStructs.VertexElement()
|
||||
var element = new MdlStructs.VertexElement
|
||||
{
|
||||
Stream = 1,
|
||||
Type = (byte)MdlFile.VertexType.ByteFloat4,
|
||||
|
|
@ -269,13 +269,10 @@ public class VertexAttribute
|
|||
};
|
||||
|
||||
// Per glTF specification, TANGENT morph values are stored as vec3, with the W component always considered to be 0.
|
||||
var tangentMorphValues = morphAccessors
|
||||
.Select(a => a.GetValueOrDefault("TANGENT")?.AsVector3Array())
|
||||
.ToArray();
|
||||
|
||||
var normalMorphValues = morphAccessors
|
||||
.Select(a => a.GetValueOrDefault("TANGENT")?.AsVector3Array())
|
||||
.ToArray();
|
||||
var morphValues = morphAccessors
|
||||
.Select(a => (Tangent: a.GetValueOrDefault("TANGENT")?.AsVector3Array(),
|
||||
Normal: a.GetValueOrDefault("NORMAL")?.AsVector3Array()))
|
||||
.ToList();
|
||||
|
||||
return new VertexAttribute(
|
||||
element,
|
||||
|
|
@ -283,12 +280,12 @@ public class VertexAttribute
|
|||
buildMorph: (morphIndex, vertexIndex) =>
|
||||
{
|
||||
var tangent = tangents[vertexIndex];
|
||||
var tangentDelta = tangentMorphValues[morphIndex]?[vertexIndex];
|
||||
var tangentDelta = morphValues[morphIndex].Tangent?[vertexIndex];
|
||||
if (tangentDelta != null)
|
||||
tangent += new Vector4(tangentDelta.Value, 0);
|
||||
|
||||
var normal = normals[vertexIndex];
|
||||
var normalDelta = normalMorphValues[morphIndex]?[vertexIndex];
|
||||
var normalDelta = morphValues[morphIndex].Normal?[vertexIndex];
|
||||
if (normalDelta != null)
|
||||
normal += normalDelta.Value;
|
||||
|
||||
|
|
@ -297,7 +294,7 @@ public class VertexAttribute
|
|||
);
|
||||
}
|
||||
|
||||
/// <summary> Build a byte array representing bitagent data computed from the provided tangent and normal. </summary>
|
||||
/// <summary> Build a byte array representing bitangent data computed from the provided tangent and normal. </summary>
|
||||
/// <remarks> XIV primarily stores bitangents, rather than tangents as with most other software, so we calculate on import. </remarks>
|
||||
private static byte[] BuildBitangent(Vector4 tangent, Vector3 normal)
|
||||
{
|
||||
|
|
@ -322,7 +319,8 @@ public class VertexAttribute
|
|||
var uvs = uvAccessor.AsVector2Array();
|
||||
|
||||
// TODO: Surface this in the UI.
|
||||
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.");
|
||||
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.");
|
||||
|
||||
var vertexCount = positions.Count;
|
||||
|
||||
|
|
@ -344,16 +342,16 @@ public class VertexAttribute
|
|||
var position2 = positions[vertexIndex2];
|
||||
var position3 = positions[vertexIndex3];
|
||||
|
||||
var texcoord1 = uvs[vertexIndex1];
|
||||
var texcoord2 = uvs[vertexIndex2];
|
||||
var texcoord3 = uvs[vertexIndex3];
|
||||
var texCoord1 = uvs[vertexIndex1];
|
||||
var texCoord2 = uvs[vertexIndex2];
|
||||
var texCoord3 = uvs[vertexIndex3];
|
||||
|
||||
// Calculate deltas for the position XYZ, and texcoord UV.
|
||||
var edge1 = position2 - position1;
|
||||
var edge2 = position3 - position1;
|
||||
|
||||
var uv1 = texcoord2 - texcoord1;
|
||||
var uv2 = texcoord3 - texcoord1;
|
||||
var uv1 = texCoord2 - texCoord1;
|
||||
var uv2 = texCoord3 - texCoord1;
|
||||
|
||||
// Solve.
|
||||
var r = 1.0f / (uv1.X * uv2.Y - uv1.Y * uv2.X);
|
||||
|
|
@ -378,7 +376,7 @@ public class VertexAttribute
|
|||
bitangents[vertexIndex3] += bitangent;
|
||||
}
|
||||
|
||||
// All the triangles have been calcualted, normalise the results for each vertex.
|
||||
// All the triangles have been calculated, normalise the results for each vertex.
|
||||
var result = new Vector4[vertexCount];
|
||||
for (var vertexIndex = 0; vertexIndex < vertexCount; vertexIndex++)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue