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No commits in common. "2e1c90b88a8f24f302c16fec2b0c5ea807f0d40e" and "42daa8a048d2ef0b6dcc2262f8fb11f977faf8e2" have entirely different histories.
2e1c90b88a
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42daa8a048
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@ -352,9 +352,6 @@ public class WorldRep : IChunk
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public int LightIndexCount { get; set; }
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public List<ushort> LightIndices { get; set; }
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// Bonus data to make parallel iteration of cells easier
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public CellZone ZoneInfo { get; set; } = new();
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public Cell(BinaryReader reader, int bpp)
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{
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VertexCount = reader.ReadByte();
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@ -474,37 +471,6 @@ public class WorldRep : IChunk
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}
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}
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// Readonly for now
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public record CellZone
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{
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private readonly byte _data;
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public CellZone()
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{
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_data = 0;
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}
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public CellZone(BinaryReader reader)
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{
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_data = reader.ReadByte();
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}
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public int GetAmbientLightZoneIndex()
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{
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return _data >> 4;
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}
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public int GetFogZoneIndex()
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{
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return _data & 0x0F;
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}
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public void Write(BinaryWriter writer)
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{
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writer.Write(_data);
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}
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}
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public struct BspTree
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{
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public struct Node
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@ -704,8 +670,8 @@ public class WorldRep : IChunk
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public WrHeader DataHeader { get; set; }
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public Cell[] Cells { get; set; }
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public BspTree Bsp { get; set; }
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public CellZone[] CellZones { get; set; }
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public LightTable LightingTable { get; set; }
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private byte[] _unknown;
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private byte[] _unreadData;
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public void ReadData(BinaryReader reader, DbFile.TableOfContents.Entry entry)
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@ -720,14 +686,9 @@ public class WorldRep : IChunk
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}
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Bsp = new BspTree(reader);
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CellZones = new CellZone[Cells.Length];
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for (var i = 0; i < Cells.Length; i++)
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{
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var zone = new CellZone(reader);
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CellZones[i] = zone;
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Cells[i].ZoneInfo = zone;
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}
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// TODO: Work out what this is
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_unknown = reader.ReadBytes(Cells.Length);
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LightingTable = new LightTable(reader);
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// TODO: All the other info lol
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@ -743,10 +704,7 @@ public class WorldRep : IChunk
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cell.Write(writer);
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}
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Bsp.Write(writer);
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foreach (var cellZone in CellZones)
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{
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cellZone.Write(writer);
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}
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writer.Write(_unknown);
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LightingTable.Write(writer);
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writer.Write(_unreadData);
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}
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@ -19,7 +19,7 @@ public class LightMapper
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private struct Settings
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{
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public Vector3[] AmbientLight;
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public Vector3 AmbientLight;
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public bool Hdr;
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public SoftnessMode MultiSampling;
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public float MultiSamplingCenterWeight;
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@ -77,18 +77,11 @@ public class LightMapper
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Color = Utils.HsbToRgb(rendParams.sunlightHue, rendParams.sunlightSaturation, rendParams.sunlightBrightness),
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};
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var ambientLight = rendParams.ambientLightZones.ToList();
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ambientLight.Insert(0, rendParams.ambientLight);
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for (var i = 0; i < ambientLight.Count; i++)
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{
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ambientLight[i] *= 255;
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}
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// TODO: lmParams LightmappedWater doesn't mean the game will actually *use* the lightmapped water hmm
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var settings = new Settings
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{
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Hdr = worldRep.DataHeader.LightmapFormat == 2,
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AmbientLight = [..ambientLight],
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AmbientLight = rendParams.ambientLight * 255,
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MultiSampling = lmParams.ShadowSoftness,
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MultiSamplingCenterWeight = lmParams.CenterWeight,
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LightmappedWater = lmParams.LightmappedWater,
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@ -482,9 +475,7 @@ public class LightMapper
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lightmap.Reset(Vector3.One * 255f, settings.Hdr);
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continue;
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}
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var ambientLight = settings.AmbientLight[cell.ZoneInfo.GetAmbientLightZoneIndex()];
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lightmap.Reset(ambientLight, settings.Hdr);
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lightmap.Reset(settings.AmbientLight, settings.Hdr);
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// Get world position of lightmap (0, 0) (+0.5 so we cast from the center of a pixel)
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var topLeft = cell.Vertices[cell.Indices[cellIdxOffset]];
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