Support toggling lightmap layers

This commit is contained in:
Jarrod Doyle 2024-08-28 07:44:07 +01:00
parent 092896aa52
commit 4a80ef547b
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 95 additions and 11 deletions

View File

@ -45,12 +45,16 @@ public partial class Mission : Node3D
DbFile _file;
TextureLoader _textureLoader;
ModelLoader _modelLoader;
List<ShaderMaterial> _materials;
Vector2I _lmLayerMask;
public override void _Ready()
{
var extractPath = ProjectSettings.GlobalizePath($"user://extracted/tmp");
_installPaths = new ResourcePathManager(extractPath);
_modelLoader = new ModelLoader(_installPaths);
_materials = new List<ShaderMaterial>();
_lmLayerMask = new Vector2I(~0, ~0);
var missionSelector = GetNode<Control>("%MissionSelector") as MissionSelector;
missionSelector.pathManager = _installPaths;
missionSelector.MissionSelected += (string campaign, string mission) =>
@ -84,6 +88,10 @@ public partial class Mission : Node3D
{
Build = true;
}
if (keyEvent.Keycode == Key.O)
{
ToggleLightmap();
}
}
}
@ -93,6 +101,8 @@ public partial class Mission : Node3D
{
node.QueueFree();
}
_materials.Clear();
}
public void RebuildMap()
@ -111,6 +121,60 @@ public partial class Mission : Node3D
}
}
public void ToggleLightmap()
{
if (_lmLayerMask == Vector2I.Zero)
{
_lmLayerMask = new Vector2I(~0, ~0);
}
else
{
_lmLayerMask = Vector2I.Zero;
}
foreach (var mat in _materials)
{
mat.SetShaderParameter("lightmap_bitmask", _lmLayerMask);
}
}
public void ToggleLmLayer(uint layer)
{
if (layer >= 64)
{
throw new ArgumentOutOfRangeException(nameof(layer));
}
static int ToggleBit(int bitIdx, int val)
{
var mask = 1 << bitIdx;
var isEnabled = (val & mask) != 0;
if (isEnabled)
{
val &= ~mask;
}
else
{
val |= mask;
}
return val;
}
if (layer < 32)
{
_lmLayerMask.X = ToggleBit((int)layer, _lmLayerMask.X);
}
else
{
_lmLayerMask.Y = ToggleBit((int)layer - 32, _lmLayerMask.Y);
}
foreach (var mat in _materials)
{
mat.SetShaderParameter("lightmap_bitmask", _lmLayerMask);
}
}
// TODO: Make this less of a mess
private ObjectHierarchy BuildHierarchy()
{
@ -239,10 +303,12 @@ public partial class Mission : Node3D
}
var albedoTexture = _textureLoader.Get(textureId);
var mat = BuildMaterial(albedoTexture, lightmapTexture, lmHdr, _lmLayerMask);
_materials.Add(mat);
var mesh = new ArrayMesh();
mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surface.BuildSurfaceArray());
mesh.SurfaceSetMaterial(0, BuildMaterial(albedoTexture, lightmapTexture, lmHdr));
mesh.SurfaceSetMaterial(0, mat);
var meshInstance = new MeshInstance3D { Mesh = mesh };
AddChild(meshInstance);
@ -472,12 +538,17 @@ public partial class Mission : Node3D
}
const string MATERIAL_PATH = "res://project/materials/base.tres";
private static Material BuildMaterial(Texture2D albedoTexture, Texture2DArray lightmapTexture, bool lmHdr)
private static ShaderMaterial BuildMaterial(
Texture2D albedoTexture,
Texture2DArray lightmapTexture,
bool lmHdr,
Vector2I layerMask)
{
var material = ResourceLoader.Load<ShaderMaterial>(MATERIAL_PATH).Duplicate() as ShaderMaterial;
material.SetShaderParameter("texture_albedo", albedoTexture);
material.SetShaderParameter("lightmap_albedo", lightmapTexture);
material.SetShaderParameter("lightmap_2x", lmHdr);
material.SetShaderParameter("lightmap_bitmask", layerMask);
return material;
}
}

View File

@ -6,6 +6,7 @@ render_mode blend_mix,depth_draw_opaque,cull_back,unshaded;
uniform sampler2D texture_albedo : filter_linear_mipmap_anisotropic,repeat_enable;
uniform sampler2DArray lightmap_albedo : filter_linear_mipmap_anisotropic,repeat_enable;
uniform bool lightmap_2x;
uniform ivec2 lightmap_bitmask;
float srgb_to_linear_e(float input) {
float output;
@ -28,16 +29,27 @@ vec3 srgb_to_linear(vec3 input) {
void fragment() {
vec4 albedo_tex = texture(texture_albedo,UV);
vec4 lightmap_tex = vec4(0.0);
for (int i = 0; i < 33; i++) {
lightmap_tex += texture(lightmap_albedo, vec3(UV2, float(i)));
if (lightmap_bitmask.x == 0 && lightmap_bitmask.y == 0) {
ALBEDO = srgb_to_linear(albedo_tex.rgb);
} else {
vec4 lightmap_tex = vec4(0.0);
int mask = lightmap_bitmask.x;
for (int i = 0; i < 33; i++) {
if (i == 32) {
mask = lightmap_bitmask.y;
}
bool layer_enabled = (mask & (1 << (i % 32))) != 0;
if (layer_enabled) {
lightmap_tex += texture(lightmap_albedo, vec3(UV2, float(i)));
}
}
lightmap_tex = min(vec4(1.0), lightmap_tex);
if (lightmap_2x) {
lightmap_tex *= 2.0f;
}
ALBEDO = srgb_to_linear((albedo_tex * lightmap_tex).rgb);
}
lightmap_tex = min(vec4(1.0), lightmap_tex);
if (lightmap_2x) {
lightmap_tex *= 2.0f;
}
ALBEDO = srgb_to_linear((albedo_tex * lightmap_tex).rgb);
}
"
@ -45,3 +57,4 @@ void fragment() {
render_priority = 0
shader = SubResource("Shader_eumy4")
shader_parameter/lightmap_2x = null
shader_parameter/lightmap_bitmask = null