FModel/FModel/ViewModels/ModelViewerViewModel.cs
2021-11-17 20:15:34 +05:30

350 lines
14 KiB
C#

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;
using CUE4Parse.UE4.Assets.Exports.StaticMesh;
using CUE4Parse.UE4.Assets.Exports.Texture;
using CUE4Parse.UE4.Objects.Core.Math;
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;
namespace FModel.ViewModels
{
public class ModelViewerViewModel : ViewModel
{
private EffectsManager _effectManager;
public EffectsManager EffectManager
{
get => _effectManager;
set => SetProperty(ref _effectManager, value);
}
private Camera _cam;
public Camera Cam
{
get => _cam;
set => SetProperty(ref _cam, value);
}
private Geometry3D _xAxis;
public Geometry3D XAxis
{
get => _xAxis;
set => SetProperty(ref _xAxis, value);
}
private Geometry3D _yAxis;
public Geometry3D YAxis
{
get => _yAxis;
set => SetProperty(ref _yAxis, value);
}
private Geometry3D _zAxis;
public Geometry3D ZAxis
{
get => _zAxis;
set => SetProperty(ref _zAxis, value);
}
private bool _appendModeEnabled;
public bool AppendModeEnabled
{
get => _appendModeEnabled;
set => SetProperty(ref _appendModeEnabled, value);
}
private ObservableElement3DCollection _group3d;
public ObservableElement3DCollection Group3d
{
get => _group3d;
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()
{
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)
{
if (!AppendModeEnabled) Clear();
switch (export)
{
case UStaticMesh st:
LoadStaticMesh(st);
break;
case USkeletalMesh sk:
LoadSkeletalMesh(sk);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void RenderingToggle()
{
foreach (var g in Group3d)
{
if (g is not MeshGeometryModel3D geometryModel)
continue;
geometryModel.IsRendering = !geometryModel.IsRendering;
}
}
public void WirefreameToggle()
{
foreach (var g in Group3d)
{
if (g is not MeshGeometryModel3D geometryModel)
continue;
geometryModel.RenderWireframe = !geometryModel.RenderWireframe;
}
}
public void DiffuseOnlyToggle()
{
foreach (var g in Group3d)
{
if (g is not MeshGeometryModel3D geometryModel)
continue;
if (geometryModel.Material is PBRMaterial mat)
{
//mat.RenderAmbientOcclusionMap = !mat.RenderAmbientOcclusionMap;
mat.RenderDisplacementMap = !mat.RenderDisplacementMap;
//mat.RenderEmissiveMap = !mat.RenderEmissiveMap;
mat.RenderEnvironmentMap = !mat.RenderEnvironmentMap;
mat.RenderIrradianceMap = !mat.RenderIrradianceMap;
mat.RenderRoughnessMetallicMap = !mat.RenderRoughnessMetallicMap;
mat.RenderShadowMap = !mat.RenderShadowMap;
mat.RenderNormalMap = !mat.RenderNormalMap;
}
}
}
private void LoadStaticMesh(UStaticMesh mesh)
{
if (!mesh.TryConvert(out var convertedMesh) || convertedMesh.LODs.Count <= 0)
{
return;
}
SetupCameraAndAxis(convertedMesh.BoundingBox.Min, convertedMesh.BoundingBox.Max);
foreach (var lod in convertedMesh.LODs)
{
if (lod.SkipLod) continue;
PushLod(lod.Sections.Value, lod.Verts, lod.Indices.Value);
break;
}
}
private void LoadSkeletalMesh(USkeletalMesh mesh)
{
if (!mesh.TryConvert(out var convertedMesh) || convertedMesh.LODs.Count <= 0)
{
return;
}
SetupCameraAndAxis(convertedMesh.BoundingBox.Min, convertedMesh.BoundingBox.Max);
foreach (var lod in convertedMesh.LODs)
{
if (lod.SkipLod) continue;
PushLod(lod.Sections.Value, lod.Verts, lod.Indices.Value);
break;
}
}
private void PushLod(CMeshSection[] sections, CMeshVertex[] verts, FRawStaticIndexBuffer indices)
{
foreach (var section in sections) // each section is a mesh part with its own material
{
var builder = new MeshBuilder();
// NumFaces * 3 (triangle) = next section FirstIndex
for (var j = 0; j < section.NumFaces; j++) // draw a triangle for each face
{
foreach (var t in _facesIndex) // triangle face 1 then 0 then 2
{
var id = section.FirstIndex + j * 3 + t;
var vert = verts[indices[id]];
var p = new Vector3(vert.Position.X, -vert.Position.Y, vert.Position.Z);
var n = new Vector3(vert.Normal.X, -vert.Normal.Y, vert.Normal.Z);
n.Normalize();
var uv = new Vector2(vert.UV.U, vert.UV.V);
builder.AddNode(p, n, uv);
builder.TriangleIndices.Add(j * 3 + t); // one mesh part is "j * 3 + t" use "id" if you're building the full mesh
}
}
if (section.Material == null || !section.Material.TryLoad<UMaterialInterface>(out var unrealMaterial))
continue;
var m = new PBRMaterial() { RenderShadowMap = true, EnableAutoTangent = true, RenderEnvironmentMap = true };
var parameters = new CMaterialParams();
unrealMaterial.GetParams(parameters);
var isRendering = !parameters.IsNull;
if (isRendering)
{
if (parameters.Diffuse is UTexture2D diffuse)
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)
// {
// m.RoughnessFactor = parameters.MobileSpecularPower;
// m.RoughnessMetallicMap = new TextureModel(specularPower.Decode()?.Encode().AsStream());
// }
// if (parameters.Emissive is UTexture2D emissive)
// {
// m.EmissiveColor = Color4.White; // FortniteGame/Content/Characters/Player/Female/Medium/Bodies/F_MED_Obsidian/Meshes/F_MED_Obsidian.uasset
// m.EmissiveMap = new TextureModel(emissive.Decode()?.Encode().AsStream());
// }
}
else
{
m = new PBRMaterial { AlbedoColor = new Color4(1, 0, 0, 1) }; //PhongMaterials.Red;
}
Group3d.Add(new MeshGeometryModel3D
{
Name = unrealMaterial.Name,
Geometry = builder.ToMeshGeometry3D(),
Material = m,
IsRendering = isRendering
});
}
}
private void SetupCameraAndAxis(FVector min, FVector max)
{
var minOfMin = min.Min();
var maxOfMax = max.Max();
Cam.UpDirection = new System.Windows.Media.Media3D.Vector3D(0, 0, 1);
Cam.Position = new System.Windows.Media.Media3D.Point3D(maxOfMax, maxOfMax, (minOfMin + maxOfMax) / 1.25);
Cam.LookDirection = new System.Windows.Media.Media3D.Vector3D(-Cam.Position.X, -Cam.Position.Y, 0);
var lineBuilder = new LineBuilder();
lineBuilder.AddLine(new Vector3(0, 0, 0), new Vector3(100, 0, 0));
XAxis = lineBuilder.ToLineGeometry3D();
lineBuilder = new LineBuilder();
lineBuilder.AddLine(new Vector3(0, 0, 0), new Vector3(0, 100, 0));
YAxis = lineBuilder.ToLineGeometry3D();
lineBuilder = new LineBuilder();
lineBuilder.AddLine(new Vector3(0, 0, 0), new Vector3(0, 0, 100));
ZAxis = lineBuilder.ToLineGeometry3D();
}
private void Clear()
{
foreach (var g in Group3d.ToList())
{
g.Dispose();
Group3d.Remove(g);
}
}
}
}