mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-16 05:34:25 +01:00
More refactors of operation, extract specular color
This commit is contained in:
parent
4572cb83f0
commit
db2081f14d
1 changed files with 21 additions and 23 deletions
|
|
@ -46,65 +46,63 @@ public class MaterialExporter
|
||||||
.First()
|
.First()
|
||||||
.Texture;
|
.Texture;
|
||||||
|
|
||||||
var operation = new CharacterOperation()
|
var operation = new ProcessCharacterNormalOperation(normal, table);
|
||||||
{
|
|
||||||
Table = table,
|
|
||||||
Normal = normal,
|
|
||||||
BaseColor = new Image<Rgba32>(normal.Width, normal.Height),
|
|
||||||
Emissive = new Image<Rgb24>(normal.Width, normal.Height),
|
|
||||||
};
|
|
||||||
ParallelRowIterator.IterateRows(ImageSharpConfiguration.Default, normal.Bounds(), in operation);
|
ParallelRowIterator.IterateRows(ImageSharpConfiguration.Default, normal.Bounds(), in operation);
|
||||||
|
|
||||||
// TODO: clean up this name generation a bunch. probably a method.
|
// 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)
|
return BuildSharedBase(material, name)
|
||||||
// .WithSpecularGlossinessShader()
|
|
||||||
// .WithDiffuse()
|
|
||||||
// NOTE: this isn't particularly precise to game behavior, but good enough for now.
|
// NOTE: this isn't particularly precise to game behavior, but good enough for now.
|
||||||
.WithAlpha(AlphaMode.MASK, 0.5f)
|
.WithAlpha(AlphaMode.MASK, 0.5f)
|
||||||
.WithBaseColor(BuildImage(operation.BaseColor, $"{imageName}_basecolor"))
|
.WithBaseColor(BuildImage(operation.BaseColor, $"{imageName}_basecolor"))
|
||||||
.WithNormal(BuildImage(operation.Normal, $"{imageName}_normal"))
|
.WithNormal(BuildImage(operation.Normal, $"{imageName}_normal"))
|
||||||
|
.WithSpecularColor(BuildImage(operation.Specular, $"{imageName}_specular"))
|
||||||
.WithEmissive(BuildImage(operation.Emissive, $"{imageName}_emissive"), Vector3.One, 1);
|
.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 Image<Rgba32> Normal { get; private init; } = normal.Clone();
|
||||||
|
public Image<Rgba32> BaseColor { get; private init; } = new Image<Rgba32>(normal.Width, normal.Height);
|
||||||
public required Image<Rgba32> Normal { get; init; }
|
public Image<Rgb24> Specular { get; private init; } = new Image<Rgb24>(normal.Width, normal.Height);
|
||||||
public required Image<Rgba32> BaseColor { get; init; }
|
public Image<Rgb24> Emissive { get; private init; } = new Image<Rgb24>(normal.Width, normal.Height);
|
||||||
public required Image<Rgb24> Emissive { get; init; }
|
|
||||||
|
|
||||||
private Buffer2D<Rgba32> NormalBuffer => Normal.Frames.RootFrame.PixelBuffer;
|
private Buffer2D<Rgba32> NormalBuffer => Normal.Frames.RootFrame.PixelBuffer;
|
||||||
private Buffer2D<Rgba32> BaseColorBuffer => BaseColor.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;
|
private Buffer2D<Rgb24> EmissiveBuffer => Emissive.Frames.RootFrame.PixelBuffer;
|
||||||
|
|
||||||
public void Invoke(int y)
|
public void Invoke(int y)
|
||||||
{
|
{
|
||||||
var normalSpan = NormalBuffer.DangerousGetRowSpan(y);
|
var normalSpan = NormalBuffer.DangerousGetRowSpan(y);
|
||||||
var baseColorSpan = BaseColorBuffer.DangerousGetRowSpan(y);
|
var baseColorSpan = BaseColorBuffer.DangerousGetRowSpan(y);
|
||||||
|
var specularSpan = SpecularBuffer.DangerousGetRowSpan(y);
|
||||||
var emissiveSpan = EmissiveBuffer.DangerousGetRowSpan(y);
|
var emissiveSpan = EmissiveBuffer.DangerousGetRowSpan(y);
|
||||||
|
|
||||||
for (int x = 0; x < normalSpan.Length; x++)
|
for (int x = 0; x < normalSpan.Length; x++)
|
||||||
{
|
{
|
||||||
ref var normalPixel = ref normalSpan[x];
|
ref var normalPixel = ref normalSpan[x];
|
||||||
ref var baseColorPixel = ref baseColorSpan[x];
|
|
||||||
ref var emissivePixel = ref emissiveSpan[x];
|
|
||||||
|
|
||||||
// Table row data (.a)
|
// Table row data (.a)
|
||||||
var tableRow = GetTableRowIndices(normalPixel.A / 255f);
|
var tableRow = GetTableRowIndices(normalPixel.A / 255f);
|
||||||
var prevRow = Table[tableRow.Previous];
|
var prevRow = table[tableRow.Previous];
|
||||||
var nextRow = Table[tableRow.Next];
|
var nextRow = table[tableRow.Next];
|
||||||
|
|
||||||
// Base colour (table, .b)
|
// Base colour (table, .b)
|
||||||
var lerpedDiffuse = Vector3.Lerp(prevRow.Diffuse, nextRow.Diffuse, tableRow.Weight);
|
var lerpedDiffuse = Vector3.Lerp(prevRow.Diffuse, nextRow.Diffuse, tableRow.Weight);
|
||||||
baseColorPixel.FromVector4(new Vector4(lerpedDiffuse, 1));
|
baseColorSpan[x].FromVector4(new Vector4(lerpedDiffuse, 1));
|
||||||
baseColorPixel.A = normalPixel.B;
|
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)
|
// Emissive (table)
|
||||||
var lerpedEmissive = Vector3.Lerp(prevRow.Emissive, nextRow.Emissive, tableRow.Weight);
|
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)
|
// 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.
|
// 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.
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue