Add texture manager/loader

This commit is contained in:
Jarrod Doyle 2024-08-11 15:23:56 +01:00
parent 51136b9526
commit 59edc0744c
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 107 additions and 56 deletions

View File

@ -41,12 +41,10 @@ public partial class Mission : Node3D
public bool Dump = false;
DbFile _file;
List<ImageTexture> _textures;
TextureLoader _textureLoader;
public override void _Ready()
{
_textures = new List<ImageTexture>();
var missionSelector = GetNode<Control>("%MissionSelector") as MissionSelector;
missionSelector.LoadMission += (string path) =>
{
@ -82,8 +80,6 @@ public partial class Mission : Node3D
public void ClearMap()
{
_textures.Clear();
foreach (var node in GetChildren())
{
node.QueueFree();
@ -94,6 +90,8 @@ public partial class Mission : Node3D
{
ClearMap();
_textureLoader = new TextureLoader("", FileName.GetBaseDir());
_file = new(FileName);
var textureList = (TxList)_file.Chunks["TXLIST"];
LoadTextures(textureList);
@ -180,7 +178,7 @@ public partial class Mission : Node3D
if (!surfaceDataMap.ContainsKey(textureId))
{
surfaceDataMap.Add(textureId, new MeshSurfaceData(_textures[textureId]));
surfaceDataMap.Add(textureId, new MeshSurfaceData(_textureLoader.Get(textureId)));
}
var surfaceData = surfaceDataMap[textureId];
var (start, end) = surfaceData.AddPolygon(vertices, normal, textureUvs, lightmapUvs);
@ -254,13 +252,8 @@ public partial class Mission : Node3D
// 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 texture = _textureLoader.Get(textureId);
var texU = renderPoly.TextureVectors.Item1.ToGodotVec3();
var texV = renderPoly.TextureVectors.Item2.ToGodotVec3();
var baseU = renderPoly.TextureBases.Item1;
@ -327,36 +320,6 @@ public partial class Mission : Node3D
private void LoadTextures(TxList textureList)
{
static string PathToKey(string baseDir, string path)
{
return path.TrimPrefix(baseDir).GetBaseName().ToLower();
}
// 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 };
var dirPaths = Directory.GetDirectories(baseDir, "fam", options);
options.RecurseSubdirectories = true;
var texturePaths = new Dictionary<string, string>();
// Godot doesn't support runtime DDS :)
// TODO: Load DDS BMP PCX GIF CEL
string[] validExtensions = { "png", "tga" };
foreach (var dirPath in dirPaths)
{
foreach (var path in Directory.EnumerateFiles(dirPath, "*", options))
{
if (validExtensions.Contains(path.GetExtension().ToLower()))
{
// TODO: This only adds the first one found rather than the highest priority
texturePaths.TryAdd(PathToKey(baseDir, path), path);
}
}
}
// TODO: Use PathJoin
var count = textureList.ItemCount;
for (var i = 0; i < count; i++)
@ -375,22 +338,10 @@ public partial class Mission : Node3D
}
path += item.Name;
if (texturePaths.TryGetValue(path.ToLower(), out var newPath))
if (!_textureLoader.Load(i, path))
{
path = newPath;
GD.Print($"Failed to load texture: {path}");
}
else if (File.Exists(ProjectSettings.GlobalizePath($"user://textures{path}.png")))
{
path = ProjectSettings.GlobalizePath($"user://textures{path}.png");
}
else
{
GD.Print($"Failed to find texture: {path}");
path = "user://textures/jorge.png";
}
if (Dump) GD.Print($"Loading texture: {path}");
_textures.Add(ImageTexture.CreateFromImage(Image.LoadFromFile(path)));
}
}

View File

@ -0,0 +1,100 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Godot;
namespace KeepersCompound.TMV;
public class TextureLoader
{
private readonly string _rootPath; // TODO: Load from installation resources
private readonly string _fmPath;
private readonly Dictionary<string, string> _fmTexturePaths = new();
private readonly List<ImageTexture> _textureCache = new();
private readonly Dictionary<int, int> _idMap = new();
private readonly Dictionary<string, int> _pathMap = new();
public TextureLoader(string rootPath, string fmPath)
{
_rootPath = rootPath;
_fmPath = fmPath;
LoadDefaultTexture();
RegisterFmTexturePaths();
}
private void LoadDefaultTexture()
{
// TODO: This should be a resource loaded from RES
const string path = "user://textures/jorge.png";
var texture = ImageTexture.CreateFromImage(Image.LoadFromFile(path));
_textureCache.Add(texture);
}
private void RegisterFmTexturePaths()
{
// TODO: Load DDS BMP PCX GIF CEL
string[] validExtensions = { "png", "tga" };
var famOptions = new EnumerationOptions { MatchCasing = MatchCasing.CaseInsensitive };
var textureOptions = new EnumerationOptions
{
MatchCasing = MatchCasing.CaseInsensitive,
RecurseSubdirectories = true,
};
foreach (var dirPath in Directory.EnumerateDirectories(_fmPath, "fam", famOptions))
{
foreach (var path in Directory.EnumerateFiles(dirPath, "*", textureOptions))
{
if (validExtensions.Contains(path.GetExtension().ToLower()))
{
// TODO: This only adds the first one found rather than the highest priority
var key = path.TrimPrefix(_fmPath).GetBaseName().ToLower();
_fmTexturePaths.TryAdd(key, path);
}
}
}
}
public bool Load(int id, string path)
{
var userTexturesPath = ProjectSettings.GlobalizePath($"user://textures{path}.png");
var loaded = false;
if (_fmTexturePaths.TryGetValue(path.ToLower(), out var filePath))
{
_textureCache.Add(ImageTexture.CreateFromImage(Image.LoadFromFile(filePath)));
loaded = true;
}
else if (File.Exists(userTexturesPath))
{
_textureCache.Add(ImageTexture.CreateFromImage(Image.LoadFromFile(userTexturesPath)));
loaded = true;
}
var index = loaded ? _textureCache.Count - 1 : 0;
_idMap.TryAdd(id, index);
_pathMap.TryAdd(path, index);
return loaded;
}
public ImageTexture Get(int id)
{
if (!_idMap.ContainsKey(id))
{
return _textureCache[0];
}
return _textureCache[_idMap[id]];
}
public ImageTexture Get(string path)
{
if (!_pathMap.ContainsKey(path))
{
return _textureCache[0];
}
return _textureCache[_pathMap[path]];
}
}