SpecularMap support for fortnite

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MountainFlash 2021-11-17 20:15:34 +05:30
parent 577b82e86f
commit c1d7d4ee35
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GPG Key ID: 6BDA200334E04E1A
3 changed files with 90 additions and 5 deletions

@ -1 +1 @@
Subproject commit 7e02835b78da05956ad8b82f4326ecea77065255
Subproject commit 878d12feb115153416d5a15028d4d5ee50479726

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@ -1,5 +1,9 @@
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Net;
using CUE4Parse.UE4.Assets.Exports;
using CUE4Parse.UE4.Assets.Exports.Material;
using CUE4Parse.UE4.Assets.Exports.SkeletalMesh;
@ -10,9 +14,13 @@ using CUE4Parse_Conversion.Meshes;
using CUE4Parse_Conversion.Meshes.PSK;
using CUE4Parse_Conversion.Textures;
using FModel.Framework;
using FModel.Services;
using FModel.Settings;
using HelixToolkit.SharpDX.Core;
using HelixToolkit.Wpf.SharpDX;
using RestSharp;
using SharpDX;
using SkiaSharp;
using Camera = HelixToolkit.Wpf.SharpDX.Camera;
using Geometry3D = HelixToolkit.SharpDX.Core.Geometry3D;
using PerspectiveCamera = HelixToolkit.Wpf.SharpDX.PerspectiveCamera;
@ -70,6 +78,10 @@ namespace FModel.ViewModels
set => SetProperty(ref _group3d, value);
}
public TextureModel HDRi { get; private set; }
private ApplicationViewModel _applicationView => ApplicationService.ApplicationView;
private readonly int[] _facesIndex = { 1, 0, 2 };
public ModelViewerViewModel()
@ -77,6 +89,34 @@ namespace FModel.ViewModels
EffectManager = new DefaultEffectsManager();
Group3d = new ObservableElement3DCollection();
Cam = new PerspectiveCamera { NearPlaneDistance = 0.1, FarPlaneDistance = double.PositiveInfinity, FieldOfView = 80 };
LoadHDRi();
}
private void LoadHDRi()
{
var hdri = new FileInfo(
Path.Combine(UserSettings.Default.OutputDirectory, ".data", "approaching_storm.jpg"));
if (!hdri.Exists)
{
var request = new RestRequest($"https://dl.polyhaven.org/file/ph-assets/HDRIs/extra/Tonemapped%20JPG/approaching_storm.jpg", Method.GET);
var response = new RestClient().ExecuteAsync(request).Result;
if (response.StatusCode != HttpStatusCode.OK)
{
var b = new Bitmap(1, 1);
b.SetPixel(0, 0, System.Drawing.Color.DarkGray);
var stream = new MemoryStream();
b.Save(stream, ImageFormat.Jpeg);
HDRi = TextureModel.Create(stream);
return;
}
// Blur makes reflections soft but these black borders...
// var temp = SKImage.FromBitmap(SKBitmap.Decode(response.RawBytes));
// var blur = SKImageFilter.CreateBlur(20, 20, SKShaderTileMode.Clamp); // this adds black borders. WHY?
// var blurred = temp.ApplyImageFilter(blur, temp.Info.Rect, temp.Info.Rect, out SKRectI _, out SKPoint _);
using (var writer = hdri.OpenWrite())
writer.Write(response.RawBytes);
}
HDRi = new TextureModel(hdri.ToString());
}
public void LoadExport(UObject export)
@ -126,9 +166,9 @@ namespace FModel.ViewModels
if (geometryModel.Material is PBRMaterial mat)
{
mat.RenderAmbientOcclusionMap = !mat.RenderAmbientOcclusionMap;
//mat.RenderAmbientOcclusionMap = !mat.RenderAmbientOcclusionMap;
mat.RenderDisplacementMap = !mat.RenderDisplacementMap;
// mat.RenderEmissiveMap = !mat.RenderEmissiveMap;
//mat.RenderEmissiveMap = !mat.RenderEmissiveMap;
mat.RenderEnvironmentMap = !mat.RenderEnvironmentMap;
mat.RenderIrradianceMap = !mat.RenderIrradianceMap;
mat.RenderRoughnessMetallicMap = !mat.RenderRoughnessMetallicMap;
@ -196,7 +236,7 @@ namespace FModel.ViewModels
if (section.Material == null || !section.Material.TryLoad<UMaterialInterface>(out var unrealMaterial))
continue;
var m = new PBRMaterial { RenderShadowMap = true, EnableAutoTangent = true };
var m = new PBRMaterial() { RenderShadowMap = true, EnableAutoTangent = true, RenderEnvironmentMap = true };
var parameters = new CMaterialParams();
unrealMaterial.GetParams(parameters);
@ -207,6 +247,49 @@ namespace FModel.ViewModels
m.AlbedoMap = new TextureModel(diffuse.Decode()?.Encode().AsStream());
if (parameters.Normal is UTexture2D normal)
m.NormalMap = new TextureModel(normal.Decode()?.Encode().AsStream());
if (_applicationView.CUE4Parse.Game == FGame.FortniteGame)
{
// Fortnite's Specular Texture Channels
// R Specular
// G Metallic
// B Roughness
if (parameters.Specular is UTexture2D specular)
{
var mip = specular.GetFirstMip();
TextureDecoder.DecodeTexture(mip, specular.Format, specular.isNormalMap,
out var data, out var colorType);
unsafe
{
var offset = 0;
fixed (byte* d = data)
for (var i = 0; i < mip.SizeX * mip.SizeY; i++)
{
d[offset] = 0;
(d[offset+1], d[offset+2]) = (d[offset+2], d[offset+1]); // swap G and B
offset += 4;
}
}
var width = mip.SizeX;
var height = mip.SizeY;
using var bitmap = new SKBitmap(new SKImageInfo(width, height, colorType, SKAlphaType.Unpremul));
unsafe
{
fixed (byte* p = data)
{
bitmap.SetPixels(new IntPtr(p));
}
}
// R -> AO G -> Roughness B -> Metallic
m.RoughnessMetallicMap = new TextureModel(bitmap.Encode(SKEncodedImageFormat.Png, 100).AsStream());
m.RenderAmbientOcclusionMap = false; // red channel is not ao
m.MetallicFactor = 1;
m.RoughnessFactor = 1;
}
}
// if (parameters.Specular is UTexture2D specular)
// m.AmbientOcculsionMap = new TextureModel(specular.Decode()?.Encode().AsStream());
// if (parameters.Specular is UTexture2D specularPower)

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@ -44,13 +44,15 @@
<helix:Viewport3DX Grid.Column="2" EffectsManager="{Binding ModelViewer.EffectManager}" Camera="{Binding ModelViewer.Cam}"
IsChangeFieldOfViewEnabled="False" IsMoveEnabled="False" UseDefaultGestures="False" ShowViewCube="False"
ShowCameraTarget="False" ModelUpDirection="0,0,1" BackgroundColor="#2A2B34">
ShowCameraTarget="False" ModelUpDirection="0,0,1" BackgroundColor="#2A2B34"
EnableSSAO="True" SSAOIntensity="1" MSAA="Maximum" EnableSwapChainRendering="True">
<helix:Viewport3DX.InputBindings>
<MouseBinding Command="helix:ViewportCommands.Rotate" Gesture="LeftClick" />
<MouseBinding Command="helix:ViewportCommands.Zoom" Gesture="RightClick" />
<MouseBinding Command="helix:ViewportCommands.Pan" Gesture="MiddleClick" />
</helix:Viewport3DX.InputBindings>
<helix:EnvironmentMap3D Texture="{Binding ModelViewer.HDRi}"/>
<helix:DirectionalLight3D Direction="{Binding ModelViewer.Cam.LookDirection}" Color="White" />
<helix:LineGeometryModel3D Geometry="{Binding ModelViewer.XAxis}" Color="#FC3854" />