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No commits in common. "a6e4e8547080fc2a654cf9eae2cb21a646b68723" and "29b1c78782a0613db3c19980edda2bb26ccc637a" have entirely different histories.
a6e4e85470
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29b1c78782
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@ -245,25 +245,10 @@ public class WorldRep : IChunk
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{
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var idx = (x + y * Width) * Bpp;
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var pLayer = Pixels[layer];
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switch (Bpp)
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{
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// 1bpp isn't really supported (does nd dromed even produce it?)
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case 2:
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var raw2 = pLayer[idx] + (pLayer[idx + 1] << 8);
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var newR = (int)Math.Clamp((raw2 & 31) + r * 32f / 255f, 0, 31);
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var newG = (int)Math.Clamp(((raw2 >> 5) & 31) + g * 32f / 255f, 0, 31);
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var newB = (int)Math.Clamp(((raw2 >> 10) & 31) + b * 32f / 255f, 0, 31);
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raw2 = newR + (newG << 5) + (newB << 10);
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pLayer[idx] = (byte)(raw2 & 0xff);
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pLayer[idx + 1] = (byte)((raw2 >> 8) & 0xff);
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break;
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case 4:
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pLayer[idx] = (byte)Math.Clamp(pLayer[idx] + b, 0, 255);
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pLayer[idx] = (byte)Math.Clamp(pLayer[idx] + r, 0, 255);
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pLayer[idx + 1] = (byte)Math.Clamp(pLayer[idx + 1] + g, 0, 255);
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pLayer[idx + 2] = (byte)Math.Clamp(pLayer[idx + 2] + r, 0, 255);
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pLayer[idx + 2] = (byte)Math.Clamp(pLayer[idx + 2] + b, 0, 255);
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pLayer[idx + 3] = 255;
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break;
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}
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_litLayers[layer] = true;
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}
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@ -286,7 +271,7 @@ public class WorldRep : IChunk
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c /= ratio;
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}
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AddLight(layer, x, y, c.X, c.Y, c.Z);
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AddLight(layer, x, y, c.Z, c.Y, c.X);
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}
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public void Reset(Vector3 ambientLight, bool hdr)
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@ -219,19 +219,19 @@ public class LightMapper
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propLightColor ??= new PropLightColor { Hue = 0, Saturation = 0 };
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var baseLight = new Light
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{
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Position = brush.position,
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SpotlightDir = -Vector3.UnitZ,
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SpotlightInnerAngle = -1.0f,
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};
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// TODO: Also apply scale?
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var rot = Matrix4x4.Identity;
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rot *= Matrix4x4.CreateRotationX(float.DegreesToRadians(brush.angle.X));
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rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
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rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
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var baseLight = new Light
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{
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Position = brush.position,
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SpotlightDir = Vector3.Transform(-Vector3.UnitZ, rot),
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SpotlightInnerAngle = -1.0f,
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};
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if (propModelName != null)
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{
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var resName = $"{propModelName.value.ToLower()}.bin";
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@ -127,16 +127,8 @@ public class MeshBuilder
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var model = new ModelFile(modelPath);
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pos -= model.Header.Center;
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var scalePart = Matrix4x4.CreateScale(scale);
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var rotPart = Matrix4x4.Identity;
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rotPart *= Matrix4x4.CreateRotationX(float.DegreesToRadians(rot.X));
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rotPart *= Matrix4x4.CreateRotationY(float.DegreesToRadians(rot.Y));
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rotPart *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(rot.Z));
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var transPart = Matrix4x4.CreateTranslation(pos);
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var modelTrans = scalePart * rotPart * transPart;
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// for each object modify the vertices
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// TODO: Almost perfect transform!
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// TODO: Handle nested sub objects
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foreach (var subObj in model.Objects)
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{
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@ -148,8 +140,11 @@ public class MeshBuilder
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var objTrans = subObj.Transform;
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jointTrans = jointRot * objTrans;
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}
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var transform = jointTrans * modelTrans;
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var scalePart = Matrix4x4.CreateScale(scale);
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var rotPart = Matrix4x4.CreateFromYawPitchRoll(float.DegreesToRadians(rot.Y), float.DegreesToRadians(rot.X),
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float.DegreesToRadians(rot.Z));
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var transPart = Matrix4x4.CreateTranslation(pos);
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var transform = jointTrans * scalePart * rotPart * transPart;
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var start = subObj.PointIdx;
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var end = start + subObj.PointCount;
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