ThiefLightmapper/KeepersCompound.LGS/Database/Chunks/WorldRep.cs

766 lines
25 KiB
C#

using System.Numerics;
namespace KeepersCompound.LGS.Database.Chunks;
public class WorldRep : IChunk
{
public struct WrHeader
{
// Extended header content
public int Size { get; set; }
public int Version { get; set; }
public int Flags { get; set; }
public uint LightmapFormat { get; set; }
public int LightmapScale { get; set; }
// Standard header
public uint DataSize { get; set; }
public uint CellCount { get; set; }
public WrHeader(BinaryReader reader)
{
Size = reader.ReadInt32();
Version = reader.ReadInt32();
Flags = reader.ReadInt32();
LightmapFormat = reader.ReadUInt32();
LightmapScale = reader.ReadInt32();
DataSize = reader.ReadUInt32();
CellCount = reader.ReadUInt32();
}
public readonly float LightmapScaleMultiplier()
{
return Math.Sign(LightmapScale) switch
{
1 => LightmapScale,
-1 => 1.0f / LightmapScale,
_ => 1.0f,
};
}
public readonly void Write(BinaryWriter writer)
{
writer.Write(Size);
writer.Write(Version);
writer.Write(Flags);
writer.Write(LightmapFormat);
writer.Write(LightmapScale);
writer.Write(DataSize);
writer.Write(CellCount);
}
}
public class Cell
{
public struct Poly
{
public byte Flags { get; set; }
public byte VertexCount { get; set; }
public byte PlaneId { get; set; }
public byte ClutId { get; set; }
public ushort Destination { get; set; }
public byte MotionIndex { get; set; }
public Poly(BinaryReader reader)
{
Flags = reader.ReadByte();
VertexCount = reader.ReadByte();
PlaneId = reader.ReadByte();
ClutId = reader.ReadByte();
Destination = reader.ReadUInt16();
MotionIndex = reader.ReadByte();
reader.ReadByte();
}
public readonly void Write(BinaryWriter writer)
{
writer.Write(Flags);
writer.Write(VertexCount);
writer.Write(PlaneId);
writer.Write(ClutId);
writer.Write(Destination);
writer.Write(MotionIndex);
writer.Write((byte)0);
}
}
public struct RenderPoly
{
public (Vector3, Vector3) TextureVectors { get; set; }
public (float, float) TextureBases { get; set; }
public ushort TextureId { get; set; }
public ushort CachedSurface { get; set; }
public float TextureMagnitude { get; set; }
public Vector3 Center { get; set; }
public RenderPoly(BinaryReader reader)
{
TextureVectors = (reader.ReadVec3(), reader.ReadVec3());
TextureBases = (reader.ReadSingle(), reader.ReadSingle());
TextureId = reader.ReadUInt16();
CachedSurface = reader.ReadUInt16();
TextureMagnitude = reader.ReadSingle();
Center = reader.ReadVec3();
}
public readonly void Write(BinaryWriter writer)
{
writer.WriteVec3(TextureVectors.Item1);
writer.WriteVec3(TextureVectors.Item2);
writer.Write(TextureBases.Item1);
writer.Write(TextureBases.Item2);
writer.Write(TextureId);
writer.Write(CachedSurface);
writer.Write(TextureMagnitude);
writer.WriteVec3(Center);
}
}
public class LightmapInfo
{
public (short, short) Bases { get; set; }
public short PaddedWidth { get; set; }
public byte Height { get; set; }
public byte Width { get; set; }
public uint DataPtr { get; set; }
public uint DynamicLightPtr { get; set; }
public uint AnimLightBitmask { get; set; }
public LightmapInfo(BinaryReader reader)
{
Bases = (reader.ReadInt16(), reader.ReadInt16());
PaddedWidth = reader.ReadInt16();
Height = reader.ReadByte();
Width = reader.ReadByte();
DataPtr = reader.ReadUInt32();
DynamicLightPtr = reader.ReadUInt32();
AnimLightBitmask = reader.ReadUInt32();
}
public void Write(BinaryWriter writer)
{
writer.Write(Bases.Item1);
writer.Write(Bases.Item2);
writer.Write(PaddedWidth);
writer.Write(Height);
writer.Write(Width);
writer.Write(DataPtr);
writer.Write(DynamicLightPtr);
writer.Write(AnimLightBitmask);
}
}
public class Lightmap
{
private readonly bool[] _litLayers;
public List<byte[]> Pixels { get; set; }
public int Layers;
public int Width;
public int Height;
public int Bpp;
public Lightmap(BinaryReader reader, byte width, byte height, uint bitmask, int bytesPerPixel)
{
var layers = 1 + BitOperations.PopCount(bitmask);
var length = bytesPerPixel * width * height;
_litLayers = new bool[33];
Pixels = new List<byte[]>();
for (var i = 0; i < layers; i++)
{
Pixels.Add(reader.ReadBytes(length));
_litLayers[i] = true;
}
Layers = layers;
Width = width;
Height = height;
Bpp = bytesPerPixel;
}
public Vector4 GetPixel(uint layer, uint x, uint y)
{
if (layer >= Layers || x >= Width || y >= Height)
{
return Vector4.Zero;
}
var pLayer = Pixels[(int)layer];
var idx = x * Bpp + y * Bpp * Width;
switch (Bpp)
{
case 1:
var raw1 = pLayer[idx];
return new Vector4(raw1, raw1, raw1, 255) / 255.0f;
case 2:
var raw2 = pLayer[idx] + (pLayer[idx + 1] << 8);
return new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 31) / 31.0f;
case 4:
return new Vector4(pLayer[idx + 2], pLayer[idx + 1], pLayer[idx], pLayer[idx + 3]) / 255.0f;
default:
return Vector4.Zero;
}
}
public byte[] AsBytesRgba(int layer)
{
ArgumentOutOfRangeException.ThrowIfLessThan(layer, 0, nameof(layer));
ArgumentOutOfRangeException.ThrowIfGreaterThan(layer, Layers, nameof(layer));
var pLayer = Pixels[layer];
var pIdx = 0;
var length = 4 * Width * Height;
var bytes = new byte[length];
for (var i = 0; i < length; i += 4, pIdx += Bpp)
{
switch (Bpp)
{
case 1:
var raw1 = pLayer[pIdx];
bytes[i] = raw1;
bytes[i + 1] = raw1;
bytes[i + 2] = raw1;
bytes[i + 3] = 255;
break;
case 2:
var raw2 = pLayer[pIdx] + (pLayer[pIdx + 1] << 8);
bytes[i] = (byte)(255 * (raw2 & 31) / 31.0f);
bytes[i + 1] = (byte)(255 * ((raw2 >> 5) & 31) / 31.0f);
bytes[i + 2] = (byte)(255 * ((raw2 >> 10) & 31) / 31.0f);
bytes[i + 3] = 255;
break;
case 4:
bytes[i] = pLayer[pIdx + 2];
bytes[i + 1] = pLayer[pIdx + 1];
bytes[i + 2] = pLayer[pIdx];
bytes[i + 3] = pLayer[pIdx + 3];
break;
}
}
return bytes;
}
public void AddLight(int layer, int x, int y, float r, float g, float b)
{
ArgumentOutOfRangeException.ThrowIfLessThan(layer, 0, nameof(layer));
ArgumentOutOfRangeException.ThrowIfGreaterThan(layer, 32, nameof(layer));
while (layer >= Layers)
{
AddLayer();
}
var idx = (x + y * Width) * Bpp;
var pLayer = Pixels[layer];
switch (Bpp)
{
// 1bpp isn't really supported (does nd dromed even produce it?)
case 2:
var raw2 = pLayer[idx] + (pLayer[idx + 1] << 8);
var newR = (int)Math.Clamp((raw2 & 31) + r * 32f / 255f, 0, 31);
var newG = (int)Math.Clamp(((raw2 >> 5) & 31) + g * 32f / 255f, 0, 31);
var newB = (int)Math.Clamp(((raw2 >> 10) & 31) + b * 32f / 255f, 0, 31);
raw2 = newR + (newG << 5) + (newB << 10);
pLayer[idx] = (byte)(raw2 & 0xff);
pLayer[idx + 1] = (byte)((raw2 >> 8) & 0xff);
break;
case 4:
pLayer[idx] = (byte)Math.Clamp(pLayer[idx] + b, 0, 255);
pLayer[idx + 1] = (byte)Math.Clamp(pLayer[idx + 1] + g, 0, 255);
pLayer[idx + 2] = (byte)Math.Clamp(pLayer[idx + 2] + r, 0, 255);
pLayer[idx + 3] = 255;
break;
}
_litLayers[layer] = true;
}
public void AddLight(int layer, int x, int y, Vector3 color, float strength, bool hdr)
{
if (hdr)
{
strength /= 2.0f;
}
// We need to make sure we don't go over (255, 255, 255).
// If we just do Max(color, (255, 255, 255)) then we change
// the hue/saturation of coloured lights. Got to make sure we
// maintain the colour ratios.
var c = color * strength;
var ratio = Math.Max(Math.Max(Math.Max(0.0f, c.X), c.Y), c.Z) / 255.0f;
if (ratio > 1.0f)
{
c /= ratio;
}
AddLight(layer, x, y, c.X, c.Y, c.Z);
}
public void Reset(Vector3 ambientLight, bool hdr)
{
Layers = 0;
Pixels.Clear();
AddLayer();
for (var i = 0; i < _litLayers.Length; i++)
{
_litLayers[i] = false;
}
for (var y = 0; y < Height; y++)
{
for (var x = 0; x < Width; x++)
{
AddLight(0, x, y, ambientLight, 1.0f, hdr);
}
}
}
public void Write(BinaryWriter writer)
{
for (var i = 0; i < Layers; i++)
{
if (_litLayers[i])
{
writer.Write(Pixels[i]);
}
}
}
private void AddLayer()
{
var bytesPerLayer = Width * Height * Bpp;
var bytes = new byte[bytesPerLayer];
for (var i = 0; i < bytesPerLayer; i++)
{
bytes[i] = 0;
}
Pixels.Add(bytes);
Layers++;
}
}
public byte VertexCount { get; set; }
public byte PolyCount { get; set; }
public byte RenderPolyCount { get; set; }
public byte PortalPolyCount { get; set; }
public byte PlaneCount { get; set; }
public byte Medium { get; set; }
public byte Flags { get; set; } // TODO: Make these a [Flags] enum
public int PortalVertices { get; set; }
public ushort NumVList { get; set; }
public byte AnimLightCount { get; set; }
public byte MotionIndex { get; set; }
public Vector3 SphereCenter { get; set; }
public float SphereRadius { get; set; }
public Vector3[] Vertices { get; set; }
public Poly[] Polys { get; set; }
public RenderPoly[] RenderPolys { get; set; }
public uint IndexCount { get; set; }
public byte[] Indices { get; set; }
public Plane[] Planes { get; set; }
public List<ushort> AnimLights { get; set; }
public LightmapInfo[] LightList { get; set; }
public Lightmap[] Lightmaps { get; set; }
public int LightIndexCount { get; set; }
public List<ushort> LightIndices { get; set; }
// Bonus data to make parallel iteration of cells easier
public CellZone ZoneInfo { get; set; } = new();
public Cell(BinaryReader reader, int bpp)
{
VertexCount = reader.ReadByte();
PolyCount = reader.ReadByte();
RenderPolyCount = reader.ReadByte();
PortalPolyCount = reader.ReadByte();
PlaneCount = reader.ReadByte();
Medium = reader.ReadByte();
Flags = reader.ReadByte();
PortalVertices = reader.ReadInt32();
NumVList = reader.ReadUInt16();
AnimLightCount = reader.ReadByte();
MotionIndex = reader.ReadByte();
SphereCenter = reader.ReadVec3();
SphereRadius = reader.ReadSingle();
Vertices = new Vector3[VertexCount];
for (var i = 0; i < VertexCount; i++)
{
Vertices[i] = reader.ReadVec3();
}
Polys = new Poly[PolyCount];
for (var i = 0; i < PolyCount; i++)
{
Polys[i] = new Poly(reader);
}
RenderPolys = new RenderPoly[RenderPolyCount];
for (var i = 0; i < RenderPolyCount; i++)
{
RenderPolys[i] = new RenderPoly(reader);
}
IndexCount = reader.ReadUInt32();
Indices = new byte[IndexCount];
for (var i = 0; i < IndexCount; i++)
{
Indices[i] = reader.ReadByte();
}
Planes = new Plane[PlaneCount];
for (var i = 0; i < PlaneCount; i++)
{
Planes[i] = new Plane(reader.ReadVec3(), reader.ReadSingle());
}
AnimLights = new List<ushort>(AnimLightCount);
for (var i = 0; i < AnimLightCount; i++)
{
AnimLights.Add(reader.ReadUInt16());
}
LightList = new LightmapInfo[RenderPolyCount];
for (var i = 0; i < RenderPolyCount; i++)
{
LightList[i] = new LightmapInfo(reader);
}
Lightmaps = new Lightmap[RenderPolyCount];
for (var i = 0; i < RenderPolyCount; i++)
{
var info = LightList[i];
Lightmaps[i] = new Lightmap(reader, info.Width, info.Height, info.AnimLightBitmask, bpp);
}
LightIndexCount = reader.ReadInt32();
LightIndices = new List<ushort>(LightIndexCount);
for (var i = 0; i < LightIndexCount; i++)
{
LightIndices.Add(reader.ReadUInt16());
}
}
public void Write(BinaryWriter writer)
{
writer.Write(VertexCount);
writer.Write(PolyCount);
writer.Write(RenderPolyCount);
writer.Write(PortalPolyCount);
writer.Write(PlaneCount);
writer.Write(Medium);
writer.Write(Flags);
writer.Write(PortalVertices);
writer.Write(NumVList);
writer.Write(AnimLightCount);
writer.Write(MotionIndex);
writer.WriteVec3(SphereCenter);
writer.Write(SphereRadius);
foreach (var vertex in Vertices)
{
writer.WriteVec3(vertex);
}
foreach (var poly in Polys)
{
poly.Write(writer);
}
foreach (var renderPoly in RenderPolys)
{
renderPoly.Write(writer);
}
writer.Write(IndexCount);
writer.Write(Indices);
foreach (var plane in Planes)
{
writer.WriteVec3(plane.Normal);
writer.Write(plane.D);
}
foreach (var animLight in AnimLights)
{
writer.Write(animLight);
}
foreach (var lightmapInfo in LightList)
{
lightmapInfo.Write(writer);
}
foreach (var lightmap in Lightmaps)
{
lightmap.Write(writer);
}
writer.Write(LightIndexCount);
foreach (var lightIndex in LightIndices)
{
writer.Write(lightIndex);
}
}
}
// Readonly for now
public record CellZone
{
private readonly byte _data;
public CellZone()
{
_data = 0;
}
public CellZone(BinaryReader reader)
{
_data = reader.ReadByte();
}
public int GetAmbientLightZoneIndex()
{
return _data >> 4;
}
public int GetFogZoneIndex()
{
return _data & 0x0F;
}
public void Write(BinaryWriter writer)
{
writer.Write(_data);
}
}
public struct BspTree
{
public struct Node
{
int parentIndex; // TODO: Split the flags out of this
int cellId;
int planeId;
uint insideIndex;
uint outsideIndex;
public Node(BinaryReader reader)
{
parentIndex = reader.ReadInt32();
cellId = reader.ReadInt32();
planeId = reader.ReadInt32();
insideIndex = reader.ReadUInt32();
outsideIndex = reader.ReadUInt32();
}
public readonly void Write(BinaryWriter writer)
{
writer.Write(parentIndex);
writer.Write(cellId);
writer.Write(planeId);
writer.Write(insideIndex);
writer.Write(outsideIndex);
}
}
public uint PlaneCount;
public uint NodeCount;
public Plane[] Planes;
public Node[] Nodes;
public BspTree(BinaryReader reader)
{
PlaneCount = reader.ReadUInt32();
Planes = new Plane[PlaneCount];
for (var i = 0; i < PlaneCount; i++)
{
Planes[i] = new Plane(reader.ReadVec3(), reader.ReadSingle());
}
NodeCount = reader.ReadUInt32();
Nodes = new Node[NodeCount];
for (var i = 0; i < NodeCount; i++)
{
Nodes[i] = new Node(reader);
}
}
public readonly void Write(BinaryWriter writer)
{
writer.Write(PlaneCount);
foreach (var plane in Planes)
{
writer.WriteVec3(plane.Normal);
writer.Write(plane.D);
}
writer.Write(NodeCount);
foreach (var node in Nodes)
{
node.Write(writer);
}
}
}
public class LightTable
{
public struct LightData
{
public Vector3 Location;
public Vector3 Direction;
public Vector3 Color;
public float InnerAngle; // I'm pretty sure these are the spotlight angles
public float OuterAngle;
public float Radius;
public LightData(BinaryReader reader)
{
Location = reader.ReadVec3();
Direction = reader.ReadVec3();
Color = reader.ReadVec3();
InnerAngle = reader.ReadSingle();
OuterAngle = reader.ReadSingle();
Radius = reader.ReadSingle();
}
public readonly void Write(BinaryWriter writer)
{
writer.WriteVec3(Location);
writer.WriteVec3(Direction);
writer.WriteVec3(Color);
writer.Write(InnerAngle);
writer.Write(OuterAngle);
writer.Write(Radius);
}
}
public struct AnimCellMap
{
public ushort CellIndex;
public ushort LightIndex;
public AnimCellMap(BinaryReader reader)
{
CellIndex = reader.ReadUInt16();
LightIndex = reader.ReadUInt16();
}
public readonly void Write(BinaryWriter writer)
{
writer.Write(CellIndex);
writer.Write(LightIndex);
}
}
public int LightCount;
public int DynamicLightCount;
public int AnimMapCount;
public List<LightData> Lights;
public LightData[] ScratchpadLights;
public List<AnimCellMap> AnimCellMaps;
// TODO: Support olddark
public LightTable(BinaryReader reader)
{
LightCount = reader.ReadInt32();
DynamicLightCount = reader.ReadInt32();
var totalLightCount = LightCount + DynamicLightCount;
Lights = new List<LightData>(totalLightCount);
for (var i = 0; i < totalLightCount; i++)
{
Lights.Add(new LightData(reader));
}
ScratchpadLights = new LightData[32];
for (var i = 0; i < 32; i++)
{
ScratchpadLights[i] = new LightData(reader);
}
AnimMapCount = reader.ReadInt32();
AnimCellMaps = new List<AnimCellMap>(AnimMapCount);
for (var i = 0; i < AnimMapCount; i++)
{
AnimCellMaps.Add(new AnimCellMap(reader));
}
}
public void Write(BinaryWriter writer)
{
writer.Write(LightCount);
writer.Write(DynamicLightCount);
foreach (var light in Lights)
{
light.Write(writer);
}
foreach (var light in ScratchpadLights)
{
light.Write(writer);
}
writer.Write(AnimMapCount);
foreach (var map in AnimCellMaps)
{
map.Write(writer);
}
}
public void Reset()
{
// Seems light we store something for sunlight at index 0 even if sunlight isn't being used
// TODO: Work out what to actually *put* here
LightCount = 1;
Lights.Clear();
Lights.Add(new LightData());
DynamicLightCount = 0;
AnimMapCount = 0;
AnimCellMaps.Clear();
}
public void AddLight(LightData data, bool dynamicLight = false)
{
if (dynamicLight)
{
DynamicLightCount++;
Lights.Add(data);
}
else
{
Lights.Insert(LightCount, data);
LightCount++;
}
}
}
public ChunkHeader Header { get; set; }
public WrHeader DataHeader { get; set; }
public Cell[] Cells { get; set; }
public BspTree Bsp { get; set; }
public CellZone[] CellZones { get; set; }
public LightTable LightingTable { get; set; }
private byte[] _unreadData;
public void ReadData(BinaryReader reader, DbFile.TableOfContents.Entry entry)
{
DataHeader = new(reader);
var bpp = (DataHeader.LightmapFormat == 0) ? 2 : 4;
Cells = new Cell[DataHeader.CellCount];
for (var i = 0; i < DataHeader.CellCount; i++)
{
Cells[i] = new Cell(reader, bpp);
}
Bsp = new BspTree(reader);
CellZones = new CellZone[Cells.Length];
for (var i = 0; i < Cells.Length; i++)
{
var zone = new CellZone(reader);
CellZones[i] = zone;
Cells[i].ZoneInfo = zone;
}
LightingTable = new LightTable(reader);
// TODO: All the other info lol
var length = entry.Offset + entry.Size + 24 - reader.BaseStream.Position;
_unreadData = reader.ReadBytes((int)length);
}
public void WriteData(BinaryWriter writer)
{
DataHeader.Write(writer);
foreach (var cell in Cells)
{
cell.Write(writer);
}
Bsp.Write(writer);
foreach (var cellZone in CellZones)
{
cellZone.Write(writer);
}
LightingTable.Write(writer);
writer.Write(_unreadData);
}
}