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More refactors of operation, extract specular color
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1 changed files with 21 additions and 23 deletions
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@ -46,65 +46,63 @@ public class MaterialExporter
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.First()
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.Texture;
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var operation = new CharacterOperation()
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{
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Table = table,
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Normal = normal,
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BaseColor = new Image<Rgba32>(normal.Width, normal.Height),
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Emissive = new Image<Rgb24>(normal.Width, normal.Height),
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};
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var operation = new ProcessCharacterNormalOperation(normal, table);
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ParallelRowIterator.IterateRows(ImageSharpConfiguration.Default, normal.Bounds(), in operation);
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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 imageName = name.Replace("/", "").Replace(".mtrl", "");
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return BuildSharedBase(material, name)
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// .WithSpecularGlossinessShader()
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// .WithDiffuse()
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// NOTE: this isn't particularly precise to game behavior, but good enough for now.
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.WithAlpha(AlphaMode.MASK, 0.5f)
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.WithBaseColor(BuildImage(operation.BaseColor, $"{imageName}_basecolor"))
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.WithNormal(BuildImage(operation.Normal, $"{imageName}_normal"))
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.WithSpecularColor(BuildImage(operation.Specular, $"{imageName}_specular"))
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.WithEmissive(BuildImage(operation.Emissive, $"{imageName}_emissive"), Vector3.One, 1);
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}
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private readonly struct CharacterOperation : IRowOperation
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// TODO: It feels a little silly to request the entire normal here when extrating the normal only needs some of the components.
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// As a future refactor, it would be neat to accept a single-channel field here, and then do composition of other stuff later.
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private readonly struct ProcessCharacterNormalOperation(Image<Rgba32> normal, MtrlFile.ColorTable table) : IRowOperation
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{
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public required MtrlFile.ColorTable Table { get; init; }
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public required Image<Rgba32> Normal { get; init; }
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public required Image<Rgba32> BaseColor { get; init; }
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public required Image<Rgb24> Emissive { get; init; }
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public Image<Rgba32> Normal { get; private init; } = normal.Clone();
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public Image<Rgba32> BaseColor { get; private init; } = new Image<Rgba32>(normal.Width, normal.Height);
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public Image<Rgb24> Specular { get; private init; } = new Image<Rgb24>(normal.Width, normal.Height);
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public Image<Rgb24> Emissive { get; private init; } = new Image<Rgb24>(normal.Width, normal.Height);
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private Buffer2D<Rgba32> NormalBuffer => Normal.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgba32> BaseColorBuffer => BaseColor.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgb24> SpecularBuffer => Specular.Frames.RootFrame.PixelBuffer;
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private Buffer2D<Rgb24> EmissiveBuffer => Emissive.Frames.RootFrame.PixelBuffer;
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public void Invoke(int y)
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{
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var normalSpan = NormalBuffer.DangerousGetRowSpan(y);
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var baseColorSpan = BaseColorBuffer.DangerousGetRowSpan(y);
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var specularSpan = SpecularBuffer.DangerousGetRowSpan(y);
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var emissiveSpan = EmissiveBuffer.DangerousGetRowSpan(y);
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for (int x = 0; x < normalSpan.Length; x++)
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{
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ref var normalPixel = ref normalSpan[x];
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ref var baseColorPixel = ref baseColorSpan[x];
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ref var emissivePixel = ref emissiveSpan[x];
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// Table row data (.a)
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var tableRow = GetTableRowIndices(normalPixel.A / 255f);
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var prevRow = Table[tableRow.Previous];
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var nextRow = Table[tableRow.Next];
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var prevRow = table[tableRow.Previous];
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var nextRow = table[tableRow.Next];
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// Base colour (table, .b)
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var lerpedDiffuse = Vector3.Lerp(prevRow.Diffuse, nextRow.Diffuse, tableRow.Weight);
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baseColorPixel.FromVector4(new Vector4(lerpedDiffuse, 1));
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baseColorPixel.A = normalPixel.B;
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baseColorSpan[x].FromVector4(new Vector4(lerpedDiffuse, 1));
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baseColorSpan[x].A = normalPixel.B;
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// Specular (table)
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var lerpedSpecularColor = Vector3.Lerp(prevRow.Specular, nextRow.Specular, tableRow.Weight);
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specularSpan[x].FromVector4(new Vector4(lerpedSpecularColor, 1));
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// Emissive (table)
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var lerpedEmissive = Vector3.Lerp(prevRow.Emissive, nextRow.Emissive, tableRow.Weight);
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emissivePixel.FromVector4(new Vector4(lerpedEmissive, 1));
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emissiveSpan[x].FromVector4(new Vector4(lerpedEmissive, 1));
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// Normal (.rg)
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// 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.
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