Files
PCK-Studio/PckStudio.Core/Atlas.cs
Miku-666 8dfe9cf5b0 3d skin renderer (#50)
* Add 'Validate Skin Dimension' setting

* AddNewSkin - Fix cape box not showing after skin selection

* Extended ResourceLocation for better atlas handling

* ModelImporter - Add block bench export for models inside models.bin

* ModelIporter - Rename 'GetPivot' to 'GetSkinBoxPivot'

* ModelImporter - Fix ANIM2BOX to properly support slim skin models

* ModelImporter - Update BedrockModel json class

* ModelImporter - Update 'FixTexture' to be more generic

* Update ModelContainer API inside OMI-Lib

* Update skin vertex shader to not swap yz

* Update CubeMesh class

* SkinRenderer - Move framebuffer and error checking function to SceneViewport

* SceneViewport - Change OnUpdate parameter

* SkinRenderer - Fix Highlight part having wrong transform

* SkinRenderer - Move call to 'SwapBuffers' into SceneViewport.OnUpdate

* AppSettingsForm - Update API to be more flexible

* SkinBOXExtensions - Update 'GetUVGraphicsPath'

* SkinRenderer - Update 'OnUpdate' function

* SkinRenderer - Add 'LockMousePosition' option

* CustomSkinEditor - Update HighlightlingColor when selecting a part

* CustomSkinEditor - Add render settings

* CustomSkinEditor - Small non-technical changes

* SkinRenderer - Small non-technical changes

* CustomSkinEditor - Load render settings when 'OnLoad' is called

* SkinRenderer - Fix centering leg0/1

* SkinRenderer - Update 'ReInitialzeSkinData' to upload new data to shader

* Rename 'ModelImporter' -> 'SkinModelImporter' and add api interface to add custom import/export providers

* CubeGroupMesh - Fix overlay parts not showing proerly

* SkinRenderer - Fix part highlighting respecting inflate

* Split up model and skin importer into seperate classes and improved api

* IModelImportProvider - Add 'SupportImport' and 'SupportExport' property fields

* ModelImporter - Rename 'SimpleSkinImportProvider' to 'InternalImportProvider'

* modelTextureLocations.json - Add todo

* SkinModelImporter - Move 'ModelTextureLocations' to GameModelImporter

* CustomSkinEditor - Add SettingsManager for RenderSettings

* ModelImporter::Import - Check if file exists

* Rename 'modelTextureLocations' to 'modelMetaData'

* GameModelImporter - Change blockbench name when exporting

* SettingsManager - Add functionality to create internal settings object and add settings to it

* GameModelImporter - Fully implemented game-model export to block bench

* AppSettingsForm - Fix re-adding settings description to default settings

* AppSettingsForm - Add settings description to 'ValidateImageDimension'

* GameModelImporter - Add copyright notice and remove unnecessary using statements

* ModelImporter - Add copyright notice and remove unnecessary using statements

* BlockBenchModel - Fix Texture class json deserialization

* SkinModelImporter - Add 'TryConvertToSkinBoxType' function

* modelMetaData - Remove comments

* SkinModelImporter - Fix 'GetSkinBoxPivot' function

* SkinModelImporter - Add null check in 'FixTexture' function

* SkinModelImporter - Add offset detection when importing skin model

* CustomSkinEditor - Add 'export template' button

* GameModelImporter - Rename 'ModelTextureLocations' -> 'ModelMetaData'

* ModelImporter - Add summary to 'SupportedModelFileFormatsFilter' property

* GameModelImporter - Change function signature of 'CreateElement'

* GameModelImporter - Add options to create root outline

* GameModelImporter - Update Debug message in 'TraverseChildren'

* MainForm - Small code refactor

* Rename class 'Meta' ->'BlockBenchFormatInfo' and update BlockBenchModel.Create function signature

* MainForm - Update 'GetModelTextures' local function

* GameModelImporter - Check model metadata before conversion

* GameModelInfo - Mark class as sealed

* SkinModelImporter - Check if blockbench model uses box uv

* BlockBenchModel - Add export property to class 'Element'

* CustomSkinEditor - Remove unused 'PreviewImage' property

* CustomSkinEditor - Change highlight color on texture

* SkinModelImporter - Fix Block Bench Model import

* modelMetaData - Add meta data for 1.14 models

* SkinModelImporter - Update 'TryConvertToSkinBoxType' function

* SkinModelExporter - Fix model export for bbmodel and bedrock model

* SkinRenderer - Fix order of applying anim animations to match the game

* SkinModelImporter - Fix exception thrown in 'FixTexture'

* CustomSkinEditor - Add Anim editor button and fix anim not being updated when exporting

* SkinModelImporter - Fix offset detection when importing

* SkinModelImporter - Swap box bottom texture when texture is available

* GameModelImporter - Sort using statements

* SkinModelImporter - Small code clean up inside 'ImportBedrockJson'

* SkinModelImporter - Update 'AddBone' function inside 'ExportBedrockJson'

* SkinModelImporter - Fix bottom texture swaping being done bofre parts where imported

* SkinMoelImporter - Rename 'GetSkinBoxPivot' to 'GetSkinPartPivot'

* SceneViewport - Rename 'Init' to 'Initialize'

* SkinModelImporter - Add texture import in 'ImportBedrockJson'

* SkinModelImporter - Fix becrock model import

* Skin-/GameModelImporter - Rename 'fileName' parameter to 'filepath'

* Add ModelEditor

* modelMetaData - Add cavespider texture location

* GameModelImporter - Update 'ExportBlockBenchModel' function

* GameModelImporter - Mark 'ModelExportSettings' as sealed

* ModelEditor -Add Save tool menu item & add TrySetTexture Delegate

* ModelEditor - Add model node icons

* Update CubeMesh & rename CubeGroupMesh to CubeMeshCollection

* ModelEditor - Rename 'GetModelNodes' & 'GetModelPartNodeChildren'

* Update GenericMesh & mesh rendering

* Move Cube conversion into SkinBOXExtensions

* GenericMesh - Made 'Transform' property abstract

* SceneViewport - Add shaderLibrary and api to it

* Rename 'skin...' shaders to 'texturedCube...'

* Update modelMetaData part hierarchy structure

* ShaderProgram - Add 'SetUniform2' overload for System.Drawing.Size

* ModelEditor - Create factory methods for custom model treenodes

* modelMetaData - Add 'slime.armor' texture location & pattern texture locations for 'tropicalfish_-a/-b'

* Move Debug & Camera control into SceneViewport

* Update BoundingBox

* Add ModelRenderer

* ShaderProgram - Update GetUniformLocation to retrive all active uniforms when linking program

* ModelEditor - Add option to show bounding box of the model

* SceneViewport - Add OnPaint override to clear color and depth buffer and enable depth testing

* Update OMI submodule

* Update  Texture base class to accept slot when calling Bind

* Plain color fragment shader - Update uniform names to be PascalCase

* SceneViewport - Add 'ResetCamera' virtual function

* CustomSkinEditor - Add missing render setting 'Show Armor'

* ModelRenderer - Fix centering model after selecting

* Move 'SceneViewport.GetBounds' to 'BoundingBox.GetEnclosingBoundingBox'

* CubeMeshCollection - Implemented 'GetBounds'

* SkinRenderer - Add option to show skins bounding box

* ModelEditor - Update 'GetModelImageIndex'

* SceneViewport - Disable blend when rendering debug graphics

* ModelEditor - Remove 'Model' property in favor to 'LoadModel' function

* JsonModelMetaData - Initialize 'RootParts' to empty array

* BoundingBox - Fix exception when empty enumerable was passed

* CubeMesh - Remove 'SetName' and add constructor with 'name' parameter

* SkinBOX - Change class to record & make member properties getter only

* BoundingBox - Move 'Abs' function into extension class

* SceneViewport - Change 'Transform' to 'GetTransform'

* BoundingBox - Make 'GetVertices' static & add GetTransform

* SkinRenderer - Fix bounds calculation when offset is set & fix part highlighting

* CubeMesh - Move translation & scaling into 'GetTransform'

* CubeMeshCollection - Update 'Contains' overload function & 'SetVisible'

* ModelRenderer - Fix pivot point rendering

* ModelRenderer - Add part highlighting

* modelMetaData - Add missing part to dolphin

* modelMetaData - Add missing parts to dragon

* CubeMesh - Fix 'GetTransform' function

* ModelRenderer - Fix model rotation, pivot & translation issues

* ModelRenderer - Add offset to render transform & camera

* ModelRenderer - Tried fixing alpha rendering issues

* modelMetaData - Add missing part to dragon & add comment

* Add 'ITryGetSet.cs' and useful wrappers for it

* ModelRenderer - Rename 'HighlightInfo.Pivot' to 'HighlightInfo.Translation'

* ITryGetSet - mark classes and interfaces public

* ModelEditor - Add material render support

* ModelRenderer - Add 'TryGetModelMetaData' method

* Fix rendering invisible vertecies

* ModelRenderer - Simplefied populating 'metaData.RootParts' property

* ModelRenderer - Add 'modelOffset' field

* ModelRenderer - Update 'SetModelMaterial'

* ModelRenderer - Add simple way of rendering a 2nd layer of a model(the bed model only for now)

* ModelRenderer - Fix pivot points not working on horse model properly

* ResourceLocation - Add 'Unknown' ResourceLocation instance & improved 'ResourceLocation.GetFromPath'

* ResourceCategory - Add 'MobEntityTextures' & 'ItemEntityTextures'

* Add default model handling (defaults unfinished)

* Add Default Bed model

* Add default chicken model

* Add default cow model

* AddSkinPrompt - Fix Custom skin editor not having anim flag properly set

* SceneViewport - Fix Designer crashing when trying to call 'OnPaint'

* Update OMI submodule

* SceneViewport - Call 'base.OnMouseUp' before our own code

* BlockBenchModel - Fix 'Texture.Name' being null

* ItemSelectionPopUp - Fix 'okBtn_Click' condition

* MainForm - Add export function for default models

* MainForm - Fix model selector ignoring cancel button

* MainForm - Remove unnecessary wrapper for 'entityMaterials.TryGetValue'

* ModelEditor - Add remove model to context menu

* ModelEditor - Add 'GetModelContainer' function

* GameModelImporter - Add import functionality

* MainForm - Add texture when exporting default models

* Add default model for: redcow, pig, snowgolem & dragon head

* Add SkinModel & SkinIdentifier class

* Refactor Skin.cs
- Move texture from 'SkinModel' to Skin.cs
- Move 'Id' from SkinMetaData into it's own class(SkinIdentifier.cs)
- Create SkinModelInfo class for keeping skin conversion simple

* Skin.cs - Rename 'ANIM' property to 'Anim'

* Move 'hasInvalidEntries' into 'MaterialExtensions.HasInvalidEntries'

* Add ISaveContext

* PckAssetExt - Rename parameter names for 'GetSkin'

* Add Editor.cs

* Update most editors to use new Editor class and save context

* CustomSkinEditor - Use Editor as base class

* SkinMetaData - Change to Immutable data type

* PckAssetExtension - [SetSkin] Change adding loc key to setting loc key

* ImageDeserializer - Add format check when deserializing

* MainForm - [HandleSkinFile] Rename some varibale names

* ModelEditor - Use Editor as base class

* Move static variables from 'ModelPartSpecifics' to 'GameConstants'

* Texture.cs - Add IDisposable interface

* PckAssetExtensions - [SetSkin] Add null check for loc file

* AnimationEditor - Fix auto save check

* TextureAtlasEditor - Refactor animation access control

* TextureAtlasEditor - Sort using directives

* MainForm - [HandleTextureFile] Add Debug message when animation has no frames to save

* AddSkinPrompt - Update save context for custom skin editor

* Editor - Move autosave check in 'OnFormClosing'

* ModelRenderer - Update designer specifics

* Merge 'multi-pck-files-feature' into '3dSkinRenderer'

* [WIP] Sub-pck in new tab with savecontext etc.

* SceneViewport - Change base refresh rate to 60 fps

* CustomSkinEditor - Move max offset value into a constant

* ModelEditor - Add highlighting of sinfgle model boxes

* MainForm - Add constant for max pck id value

* CustomSkinEditor - Remove fps slider and re-ordered ui

* EditorForm - Remove abstract from class declaration

* EditorControl - Made virtual funtion throw `NotImplementedException`

* CustomSkinEditor - Fix naming violations

* CustomSkinEditor - Move initialization of render settings into a seperate funtion & remove `show armor` setting

* Move Common functionality to Core project & rendering and Model support as well

* Change namespace of EditorForm & EditorControl

* Add Constant 'NDEBUG' to Core, Rendering & ModelSupport project

* PckStudio.csproj - Remove `defaultModels.json` & `modelMetaData.json`
- files were moved to PckStuido.ModelSupport

* PckStudio.csproj - Remove unused `ApplicationBuildInfo.cs`

* PckStudio.Core - Add NamedData.cs

* PckStudio - Move some Resources to Core

* Add Altas class & refactored Atlas editor

* Update OMI Submodule

* TextureAtlasEditor - Fix clear button not reseting color

* Fix PackInfo.cs - OMI.Endianess -> OMI.ByteOrder

* TextureAtlas - Impl extraction&import of large tiles

* PckStudio.Core - Remove duplicated resources

* LOCEditor - Added menu item for copying loc id

* Core - Move 'MAX_PACK_ID' into GameConstants

* TextureAtlasEditor - small refactor + TODOs

* Update OMI submodule ref
2025-11-11 21:53:32 +01:00

231 lines
9.8 KiB
C#

/* Copyright (c) 2025-present miku-666
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1.The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using PckStudio.Core.Extensions;
namespace PckStudio.Core
{
public sealed class Atlas
{
public string Name { get; set; }
public int Rows { get; }
public int Columns { get; }
public Size TileSize { get; }
public int TileCount => _tiles.Length;
private readonly AtlasTile[] _tiles;
private readonly ImageLayoutDirection _layoutDirection;
private readonly List<AtlasGroup> _groups;
public static implicit operator Image(Atlas atlas) => atlas.BuildFinalImage();
private Atlas(string name, int rows, int columns)
{
Name = name;
Rows = rows;
Columns = columns;
_tiles = new AtlasTile[rows * columns];
_groups = new List<AtlasGroup>();
}
private Atlas(string name, int rows, int columns, IEnumerable<AtlasTile> tiles, Size tileSize, ImageLayoutDirection layoutDirection)
: this(name, rows, columns)
{
_tiles = tiles.Take(rows * columns).ToArray();
TileSize = tileSize;
_layoutDirection = layoutDirection;
}
public static Atlas FromResourceLocation(Image source, ResourceLocation resourceLocation, ImageLayoutDirection imageLayout = default)
{
Json.JsonTileInfo[] tilesInfo = resourceLocation.TilesInfo.ToArray();
Size tileArea = resourceLocation.GetTileArea(source.Size);
int rows = source.Width / tileArea.Width;
int columns = source.Height / tileArea.Height;
IEnumerable<AtlasTile> tiles = source.Split(tileArea, imageLayout).enumerate().Select(((int index, Image img) data) => new AtlasTile(data.img, GetSelectedPoint(data.index, out int col, rows, columns, imageLayout), col, index: data.index, userData: tilesInfo.IndexInRange(data.index) ? tilesInfo[data.index] : default));
var atlas = new Atlas(resourceLocation.Path, rows, columns, tiles, tileArea, imageLayout);
atlas.AddGroups(resourceLocation.AtlasGroups);
return atlas;
}
private static int GetSelectedPoint(int index, out int col, int rows, int columns, ImageLayoutDirection layoutDirection)
{
int y = Math.DivRem(index, rows, out int x);
if (layoutDirection == ImageLayoutDirection.Vertical)
x = Math.DivRem(index, columns, out y);
col = y;
return x;
}
public void AddGroups(IEnumerable<AtlasGroup> groups)
{
foreach (AtlasGroup group in groups)
{
AddGroup(group);
}
}
public AtlasTile this[int row, int col]
{
get => this[(col * Rows) + row];
set => this[(col * Rows) + row] = value;
}
public AtlasTile this[int index]
{
get => _tiles.IndexInRange(index) ? _tiles[index] : throw new IndexOutOfRangeException(index.ToString());
set
{
if (_tiles.IndexInRange(index))
_tiles[index] = value;
}
}
public IEnumerable<AtlasTile> GetRange(int row, int col, int count, ImageLayoutDirection direction)
{
return GetRange(row, col, direction == ImageLayoutDirection.Horizontal ? count : 1, direction == ImageLayoutDirection.Vertical ? count : 1);
}
public IEnumerable<AtlasTile> GetRange(int row, int col, int rowCount, int columnCount)
{
for (int j = 0; j < columnCount; j++)
{
for (int i = 0; i < rowCount; i++)
{
if ((row + i) < Rows && (col + j) < Columns)
{
yield return this[row + i, col + j];
}
}
}
yield break;
}
private void SetRange(int row, int col, int count, ImageLayoutDirection direction, IEnumerable<Image> tiles)
=> SetRange(row, col, direction == ImageLayoutDirection.Horizontal ? count : 1, direction == ImageLayoutDirection.Vertical ? count : 1, tiles);
private void SetRange(int row, int col, int rowCount, int columnCount, IEnumerable<Image> tiles)
{
Image[] atlasTiles = tiles.ToArray();
for (int j = 0; j < columnCount; j++)
{
for (int i = 0; i < rowCount; i++)
{
if ((row + i) < Rows && (col + j) < Columns)
{
this[row + i, col + j].Texture = atlasTiles[(j * rowCount) + i];
}
}
}
}
private int AddGroup(AtlasGroup group)
{
IEnumerable<AtlasTile> tiles = InternalGetTilesFromGroup(group, out int _, out _);
foreach (AtlasTile tile in tiles)
{
tile.SetGroup(group);
}
int groupId = _groups.Count;
_groups.Add(group);
return groupId;
}
public Animation GetAnimationFromGroup(AtlasGroup group)
{
if (!group.IsAnimation())
return Animation.CreateEmpty();
if (group is AtlasGroupLargeTileAnimation largeTileAnimation)
return GetLargeAnimation(largeTileAnimation);
return GetAnimation(group as AtlasGroupAnimation);
}
private Animation GetLargeAnimation(AtlasGroupLargeTileAnimation group)
{
return new Animation(GetLargeAnimationTiles(group).Select(largeTileParts => largeTileParts.Select(t => t.Texture).Combine(group.RowSpan, group.ColumnSpan, _layoutDirection)), true, group.FrameTime);
}
private IEnumerable<IEnumerable<AtlasTile>> GetLargeAnimationTiles(AtlasGroupLargeTileAnimation group) => group.GetLargeTiles().Select(GetLargeTile);
private Animation GetAnimation(AtlasGroupAnimation groupAnimation) => new Animation(GetRange(groupAnimation.Row, groupAnimation.Column, groupAnimation.Direction == ImageLayoutDirection.Horizontal ? groupAnimation.Count : 1, groupAnimation.Direction == ImageLayoutDirection.Vertical ? groupAnimation.Count : 1).Select(t => t.Texture), true, groupAnimation.FrameTime);
private Image BuildFinalImage() => _tiles.Select(t => t.Texture).Combine(Rows, Columns, _layoutDirection);
public IReadOnlyCollection<AtlasTile> GetTiles() => _tiles;
public void SetGroupTilesFromAnimation(AtlasGroup group, Animation animation)
{
SetRange(group.Row, group.Column, group.Count, group.Direction, animation.GetFrames().Select(f => f.Texture));
}
private IEnumerable<AtlasTile> GetLargeTile(AtlasGroupLargeTile group) => GetRange(group.Row, group.Column, group.RowSpan, group.ColumnSpan);
public Image GetTileTexture(AtlasTile tile)
{
if (!tile.IsPartOfGroup)
return tile;
AtlasGroup atlasGroup = tile.GetGroup();
if (!atlasGroup.IsLargeTile())
return tile;
AtlasGroupLargeTile largeTile = atlasGroup is AtlasGroupLargeTileAnimation largeTileAnimation ? largeTileAnimation.GetTile(tile.Row, tile.Column) : atlasGroup as AtlasGroupLargeTile;
return GetLargeTile(largeTile).Select(t => t.Texture).Combine(largeTile.RowSpan, largeTile.ColumnSpan, _layoutDirection);
}
private IEnumerable<AtlasTile> InternalGetTilesFromGroup(AtlasGroup atlasGroup, out int rowSpan, out int columnSpan)
{
if (atlasGroup is AtlasGroupLargeTileAnimation largeTileAnimation)
{
rowSpan = largeTileAnimation.RowSpan;
columnSpan = largeTileAnimation.ColumnSpan;
return largeTileAnimation.GetLargeTiles().SelectMany(GetLargeTile);
}
if (atlasGroup is AtlasGroupLargeTile largeTile)
{
rowSpan = largeTile.RowSpan;
columnSpan = largeTile.ColumnSpan;
return GetLargeTile(largeTile);
}
rowSpan = 1;
columnSpan = 1;
return GetRange(atlasGroup.Row, atlasGroup.Column, atlasGroup.Count, atlasGroup.Direction);
}
public Rectangle GetTileArea(AtlasTile tile)
{
if (!tile.IsPartOfGroup)
return tile.GetArea(TileSize);
AtlasGroup group = tile.GetGroup();
return new Rectangle(new Point(group.Row * TileSize.Width, group.Column * TileSize.Height), group.GetSize(TileSize));
}
public void SetGroup(AtlasGroup group, Image texture)
{
IEnumerable<Image> images = texture.Split(TileSize, group.Direction);
if (!images.All(img => img.Size == TileSize))
return;
Size s = group.GetSize(new Size(1, 1));
SetRange(group.Row, group.Column, s.Width, s.Height, images);
}
}
}