More refactors of operation, extract specular color

This commit is contained in:
ackwell 2024-01-13 21:36:42 +11:00
parent 4572cb83f0
commit db2081f14d

View file

@ -46,65 +46,63 @@ public class MaterialExporter
.First()
.Texture;
var operation = new CharacterOperation()
{
Table = table,
Normal = normal,
BaseColor = new Image<Rgba32>(normal.Width, normal.Height),
Emissive = new Image<Rgb24>(normal.Width, normal.Height),
};
var operation = new ProcessCharacterNormalOperation(normal, table);
ParallelRowIterator.IterateRows(ImageSharpConfiguration.Default, normal.Bounds(), in operation);
// TODO: clean up this name generation a bunch. probably a method.
var imageName = name.Replace("/", "");
var imageName = name.Replace("/", "").Replace(".mtrl", "");
return BuildSharedBase(material, name)
// .WithSpecularGlossinessShader()
// .WithDiffuse()
// NOTE: this isn't particularly precise to game behavior, but good enough for now.
.WithAlpha(AlphaMode.MASK, 0.5f)
.WithBaseColor(BuildImage(operation.BaseColor, $"{imageName}_basecolor"))
.WithNormal(BuildImage(operation.Normal, $"{imageName}_normal"))
.WithSpecularColor(BuildImage(operation.Specular, $"{imageName}_specular"))
.WithEmissive(BuildImage(operation.Emissive, $"{imageName}_emissive"), Vector3.One, 1);
}
private readonly struct CharacterOperation : IRowOperation
// TODO: It feels a little silly to request the entire normal here when extrating the normal only needs some of the components.
// As a future refactor, it would be neat to accept a single-channel field here, and then do composition of other stuff later.
private readonly struct ProcessCharacterNormalOperation(Image<Rgba32> normal, MtrlFile.ColorTable table) : IRowOperation
{
public required MtrlFile.ColorTable Table { get; init; }
public required Image<Rgba32> Normal { get; init; }
public required Image<Rgba32> BaseColor { get; init; }
public required Image<Rgb24> Emissive { get; init; }
public Image<Rgba32> Normal { get; private init; } = normal.Clone();
public Image<Rgba32> BaseColor { get; private init; } = new Image<Rgba32>(normal.Width, normal.Height);
public Image<Rgb24> Specular { get; private init; } = new Image<Rgb24>(normal.Width, normal.Height);
public Image<Rgb24> Emissive { get; private init; } = new Image<Rgb24>(normal.Width, normal.Height);
private Buffer2D<Rgba32> NormalBuffer => Normal.Frames.RootFrame.PixelBuffer;
private Buffer2D<Rgba32> BaseColorBuffer => BaseColor.Frames.RootFrame.PixelBuffer;
private Buffer2D<Rgb24> SpecularBuffer => Specular.Frames.RootFrame.PixelBuffer;
private Buffer2D<Rgb24> EmissiveBuffer => Emissive.Frames.RootFrame.PixelBuffer;
public void Invoke(int y)
{
var normalSpan = NormalBuffer.DangerousGetRowSpan(y);
var baseColorSpan = BaseColorBuffer.DangerousGetRowSpan(y);
var specularSpan = SpecularBuffer.DangerousGetRowSpan(y);
var emissiveSpan = EmissiveBuffer.DangerousGetRowSpan(y);
for (int x = 0; x < normalSpan.Length; x++)
{
ref var normalPixel = ref normalSpan[x];
ref var baseColorPixel = ref baseColorSpan[x];
ref var emissivePixel = ref emissiveSpan[x];
// Table row data (.a)
var tableRow = GetTableRowIndices(normalPixel.A / 255f);
var prevRow = Table[tableRow.Previous];
var nextRow = Table[tableRow.Next];
var prevRow = table[tableRow.Previous];
var nextRow = table[tableRow.Next];
// Base colour (table, .b)
var lerpedDiffuse = Vector3.Lerp(prevRow.Diffuse, nextRow.Diffuse, tableRow.Weight);
baseColorPixel.FromVector4(new Vector4(lerpedDiffuse, 1));
baseColorPixel.A = normalPixel.B;
baseColorSpan[x].FromVector4(new Vector4(lerpedDiffuse, 1));
baseColorSpan[x].A = normalPixel.B;
// Specular (table)
var lerpedSpecularColor = Vector3.Lerp(prevRow.Specular, nextRow.Specular, tableRow.Weight);
specularSpan[x].FromVector4(new Vector4(lerpedSpecularColor, 1));
// Emissive (table)
var lerpedEmissive = Vector3.Lerp(prevRow.Emissive, nextRow.Emissive, tableRow.Weight);
emissivePixel.FromVector4(new Vector4(lerpedEmissive, 1));
emissiveSpan[x].FromVector4(new Vector4(lerpedEmissive, 1));
// Normal (.rg)
// TODO: we don't actually need alpha at all for normal, but _not_ using the existing rgba texture means I'll need a new one, with a new accessor. Think about it.