thief-mission-viewer/project/code/Mission.cs

440 lines
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C#
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using Godot;
using KeepersCompound.LGS;
using KeepersCompound.LGS.Database;
using KeepersCompound.LGS.Database.Chunks;
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using KeepersCompound.TMV.UI;
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using RectpackSharp;
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using System;
using System.Collections.Generic;
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using System.IO;
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namespace KeepersCompound;
public partial class Mission : Node3D
{
[Export(PropertyHint.GlobalFile, "*.mis")]
public string FileName { get; set; }
[Export]
public bool Build = false;
[Export]
public bool Clear = false;
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[Export]
public bool Dump = false;
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DbFile _file;
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List<ImageTexture> _textures;
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public override void _Ready()
{
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_textures = new List<ImageTexture>();
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var missionSelector = GetNode<Control>("%MissionSelector") as MissionSelector;
missionSelector.LoadMission += (string path) =>
{
FileName = path;
Build = true;
};
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}
public override void _Process(double delta)
{
if (Build)
{
RebuildMap();
Build = false;
}
if (Clear)
{
ClearMap();
Clear = false;
}
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}
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
if (keyEvent.Keycode == Key.R)
{
Build = true;
}
}
}
public void ClearMap()
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{
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_textures.Clear();
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foreach (var node in GetChildren())
{
node.QueueFree();
}
}
public void RebuildMap()
{
ClearMap();
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_file = new(FileName);
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var textureList = (TxList)_file.Chunks["TXLIST"];
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LoadTextures(textureList);
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if (Dump) DumpTextureList(textureList);
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var wr = (WorldRep)_file.Chunks["WREXT"];
foreach (var cell in wr.Cells)
{
BuildCellMesh(cell);
}
}
private void BuildCellMesh(WorldRep.Cell cell)
{
var numPolys = cell.PolyCount;
var numRenderPolys = cell.RenderPolyCount;
var numPortalPolys = cell.PortalPolyCount;
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// There's nothing to render
if (numRenderPolys == 0 || numPortalPolys >= numPolys)
{
return;
}
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// You'd think these would be the same number, but apparently not
// I think it's because water counts as a render poly and a portal poly
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
var surfaceArrays = BuildSurfaceArrays(cell, maxPolyIdx, out var packingRects);
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Image lightmap = BuildLightmap(cell, packingRects, surfaceArrays);
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// !Hack: This should be somewhere else?
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var materials = new List<Material>();
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for (var i = 0; i < maxPolyIdx; i++)
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{
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var textureId = cell.RenderPolys[i].TextureId;
// !HACK: Sky textures :)
if (textureId >= _textures.Count)
{
textureId = 0;
}
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var material = ResourceLoader.Load<ShaderMaterial>("res://project/materials/base.tres").Duplicate() as ShaderMaterial;
material.SetShaderParameter("texture_albedo", _textures[textureId]);
material.SetShaderParameter("lightmap_albedo", ImageTexture.CreateFromImage(lightmap));
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materials.Add(material);
}
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MeshInstance3D mesh = GenerateMesh(surfaceArrays, materials);
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OccluderInstance3D occluderInstance = GenerateOccluder(surfaceArrays);
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var cellNode = new Node3D();
cellNode.AddChild(mesh);
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cellNode.AddChild(occluderInstance);
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AddChild(cellNode);
}
private static Image BuildLightmap(WorldRep.Cell cell, PackingRectangle[] packingRects, List<Godot.Collections.Array> surfaceArrays)
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{
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RectanglePacker.Pack(packingRects, out var bounds);
var image = Image.Create((int)bounds.Width, (int)bounds.Height, false, Image.Format.Rgba8);
foreach (var rect in packingRects)
{
// Build lightmap
var lightmap = cell.Lightmaps[rect.Id];
// TODO: Handle animlight layers
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var layers = (uint)lightmap.Pixels.GetLength(0);
var height = (uint)lightmap.Pixels.GetLength(1);
var width = (uint)lightmap.Pixels.GetLength(2);
for (uint y = 0; y < height; y++)
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{
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for (uint x = 0; x < width; x++)
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{
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var rawColour = System.Numerics.Vector4.Zero;
for (uint l = 0; l < layers; l++)
{
rawColour += lightmap.GetPixel(l, x, y);
}
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var colour = new Color(MathF.Min(rawColour.X, 1.0f), MathF.Min(rawColour.Y, 1.0f), MathF.Min(rawColour.Z, 1.0f), MathF.Min(rawColour.W, 1.0f));
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image.SetPixel((int)(rect.X + x), (int)(rect.Y + y), colour);
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}
}
// Transform UVs
var lightmapUvs = surfaceArrays[rect.Id][(int)Mesh.ArrayType.TexUV2].As<Vector2[]>();
for (var i = 0; i < lightmapUvs.Length; i++)
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{
var uv = lightmapUvs[i];
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var u = uv.X;
var v = uv.Y;
// Clamp uv range to [0..1]
u %= 1;
v %= 1;
if (u < 0) u = Math.Abs(u);
if (v < 0) v = Math.Abs(v);
// Transform!
u = (rect.X + rect.Width * u) / (int)bounds.Width;
v = (rect.Y + rect.Height * v) / (int)bounds.Height;
lightmapUvs[i] = new Vector2(u, v);
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}
surfaceArrays[rect.Id][(int)Mesh.ArrayType.TexUV2] = lightmapUvs;
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}
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return image;
}
private List<Godot.Collections.Array> BuildSurfaceArrays(
WorldRep.Cell cell,
int maxPolyIdx,
out PackingRectangle[] packingRects)
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{
packingRects = new PackingRectangle[maxPolyIdx];
var surfacesArrays = new List<Godot.Collections.Array>();
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var cellIdxOffset = 0;
for (int i = 0; i < maxPolyIdx; i++)
{
var vertices = new List<Vector3>();
var normals = new List<Vector3>();
var indices = new List<int>();
var textureUvs = new List<Vector2>();
var lightmapUvs = new List<Vector2>();
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var poly = cell.Polys[i];
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var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3();
var numPolyVertices = poly.VertexCount;
for (var j = 0; j < numPolyVertices; j++)
{
var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
vertices.Add(vertex.ToGodotVec3());
normals.Add(normal);
}
// Simple triangulation. Polys are always convex so we can just do a fan
for (int j = 1; j < numPolyVertices - 1; j++)
{
indices.Add(0);
indices.Add(j);
indices.Add(j + 1);
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}
// UVs
var renderPoly = cell.RenderPolys[i];
var light = cell.LightList[i];
packingRects[i] = new PackingRectangle(0, 0, light.Width, light.Height, i);
CalcBaseUV(cell, poly, renderPoly, light, textureUvs, lightmapUvs, cellIdxOffset);
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cellIdxOffset += poly.VertexCount;
var array = new Godot.Collections.Array();
array.Resize((int)Mesh.ArrayType.Max);
array[(int)Mesh.ArrayType.Vertex] = vertices.ToArray();
array[(int)Mesh.ArrayType.Normal] = normals.ToArray();
array[(int)Mesh.ArrayType.Index] = indices.ToArray();
array[(int)Mesh.ArrayType.TexUV] = textureUvs.ToArray();
array[(int)Mesh.ArrayType.TexUV2] = lightmapUvs.ToArray();
surfacesArrays.Add(array);
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}
return surfacesArrays;
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}
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// TODO: This is broke?
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private static OccluderInstance3D GenerateOccluder(List<Godot.Collections.Array> surfaceArrays)
{
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var vertices = new List<Vector3>();
var indices = new List<int>();
foreach (var array in surfaceArrays)
{
var count = vertices.Count;
vertices.AddRange(array[(int)Mesh.ArrayType.Vertex].As<Vector3[]>());
var surfaceIndices = array[(int)Mesh.ArrayType.Index].As<int[]>();
foreach (var idx in surfaceIndices)
{
indices.Add(count + idx);
}
}
var occluder = new ArrayOccluder3D();
occluder.SetArrays(vertices.ToArray(), indices.ToArray());
var occluderInstance = new OccluderInstance3D
{
Occluder = occluder,
BakeSimplificationDistance = 0.0f
};
return occluderInstance;
}
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private static MeshInstance3D GenerateMesh(List<Godot.Collections.Array> surfaceArrays, List<Material> materials)
{
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var arrMesh = new ArrayMesh();
for (var i = 0; i < surfaceArrays.Count; i++)
{
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surfaceArrays[i]);
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arrMesh.SurfaceSetMaterial(i, materials[i]);
}
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var meshInstance = new MeshInstance3D
{
Mesh = arrMesh,
};
return meshInstance;
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}
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private void CalcBaseUV(
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WorldRep.Cell cell,
WorldRep.Cell.Poly poly,
WorldRep.Cell.RenderPoly renderPoly,
WorldRep.Cell.LightmapInfo light,
List<Vector2> textureUvs,
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List<Vector2> lightmapUvs,
int cellIdxOffset)
{
// TODO: This is slightly hardcoded for ND. Check other stuff at some point. Should be handled in LG side imo
// TODO: This is a mess lol
var textureId = renderPoly.TextureId;
// !HACK: Sky textures :)
if (textureId >= _textures.Count)
{
textureId = 0;
}
var texture = _textures[textureId];
var texU = renderPoly.TextureVectors.Item1.ToGodotVec3();
var texV = renderPoly.TextureVectors.Item2.ToGodotVec3();
var baseU = renderPoly.TextureBases.Item1;
var baseV = renderPoly.TextureBases.Item2;
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var txUScale = 64.0f / texture.GetWidth();
var txVScale = 64.0f / texture.GetHeight();
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var lmUScale = 4.0f / light.Width;
var lmVScale = 4.0f / light.Height;
var txUBase = baseU * txUScale;
var txVBase = baseV * txVScale;
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var lmUBase = lmUScale * (baseU + (0.5f - light.Bases.Item1) / 4.0f);
var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f);
var uu = texU.Dot(texU);
var vv = texV.Dot(texV);
var uv = texU.Dot(texV);
var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(); // TODO: This probably shouldn't be hardcoded idx 0
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if (uv == 0.0)
{
var txUVec = texU * txUScale / uu;
var txVVec = texV * txVScale / vv;
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var lmUVec = texU * lmUScale / uu;
var lmVVec = texV * lmVScale / vv;
for (var i = 0; i < poly.VertexCount; i++)
{
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
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var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
var txUV = new Vector2(delta.Dot(txUVec) + txUBase, delta.Dot(txVVec) + txVBase);
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var lmUV = new Vector2(delta.Dot(lmUVec) + lmUBase, delta.Dot(lmVVec) + lmVBase);
textureUvs.Add(txUV);
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lightmapUvs.Add(lmUV);
}
}
else
{
var denom = 1.0f / (uu * vv - uv * uv);
var txUu = uu * txVScale * denom;
var txVv = vv * txUScale * denom;
var txUvu = txUScale * denom * uv;
var txUvv = txVScale * denom * uv;
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var lmUu = uu * lmVScale * denom;
var lmVv = vv * lmUScale * denom;
var lmUvu = lmUScale * denom * uv;
var lmUvv = lmVScale * denom * uv;
for (var i = 0; i < poly.VertexCount; i++)
{
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
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var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
var du = delta.Dot(texU);
var dv = delta.Dot(texV);
var txUV = new Vector2(txUBase + txVv * du - txUvu * dv, txVBase + txUu * dv - txUvv * du);
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var lmUV = new Vector2(lmUBase + lmVv * du - lmUvu * dv, lmVBase + lmUu * dv - lmUvv * du);
textureUvs.Add(txUV);
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lightmapUvs.Add(lmUV);
}
}
}
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private void LoadTextures(TxList textureList)
{
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// TODO: This has hardcoded .png extension and relies on you placing extracted and converted images in godot user directory
// Collect all the fm textures here to help with case sensitivity :)
// TODO: Only do this on case sensitive systems?
var baseDir = FileName.GetBaseDir();
var options = new EnumerationOptions { MatchCasing = MatchCasing.CaseInsensitive };
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var dirPaths = Directory.GetDirectories(baseDir, "fam", options);
options.RecurseSubdirectories = true;
var texturePaths = new Dictionary<string, string>();
foreach (var dirPath in dirPaths)
{
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var paths = Directory.GetFiles(dirPath, "*.png", options);
foreach (var path in paths)
{
var key = path.TrimPrefix(baseDir).GetBaseName().ToLower();
texturePaths.Add(key, path);
}
}
// TODO: Use PathJoin
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var count = textureList.ItemCount;
for (var i = 0; i < count; i++)
{
var item = textureList.Items[i];
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var path = "/";
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for (var j = 0; j < item.Tokens.Length; j++)
{
var token = item.Tokens[j];
if (token == 0)
{
break;
}
path += $"{textureList.Tokens[token - 1]}/";
}
path += item.Name;
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if (texturePaths.TryGetValue(path.ToLower(), out var newPath))
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{
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path = newPath;
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}
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else if (File.Exists(ProjectSettings.GlobalizePath($"user://textures{path}.png")))
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{
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path = ProjectSettings.GlobalizePath($"user://textures{path}.png");
}
else
{
GD.Print($"Failed to find texture: {path}");
path = "user://textures/jorge.png";
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}
if (Dump) GD.Print($"Loading texture: {path}");
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_textures.Add(ImageTexture.CreateFromImage(Image.LoadFromFile(path)));
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}
}
private static void DumpTextureList(TxList textureList)
{
GD.Print($"TXLIST:\n BlockSize: {textureList.BlockSize}\n ItemCount: {textureList.ItemCount}\n TokenCount: {textureList.TokenCount}\n Tokens:");
for (var i = 0; i < textureList.TokenCount; i++)
{
GD.Print($" {i}: {textureList.Tokens[i]}");
}
GD.Print($" Items:");
for (var i = 0; i < textureList.ItemCount; i++)
{
var item = textureList.Items[i];
GD.Print($" {i}:\n Tokens: [{item.Tokens[0]}, {item.Tokens[1]}, {item.Tokens[2]}, {item.Tokens[3]}]\n Name: {item.Name}");
}
}
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}