Parse lightmaps as flat array rather than multidimensional array
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@ -97,45 +97,42 @@ public class WorldRep : IChunk
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public struct Lightmap
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public struct Lightmap
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{
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{
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public byte[,,,] Pixels { get; set; }
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public byte[] Pixels { get; set; }
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public int Layers;
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public int Width;
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public int Height;
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public int Bpp;
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public Lightmap(BinaryReader reader, byte width, byte height, uint bitmask, int bytesPerPixel)
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public Lightmap(BinaryReader reader, byte width, byte height, uint bitmask, int bytesPerPixel)
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{
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{
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var count = 1 + BitOperations.PopCount(bitmask);
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var count = 1 + BitOperations.PopCount(bitmask);
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Pixels = new byte[count, height, width, bytesPerPixel];
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var length = bytesPerPixel * width * height * count;
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for (var c = 0; c < count; c++)
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Pixels = reader.ReadBytes(length);
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{
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Layers = count;
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for (var y = 0; y < height; y++)
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Width = width;
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{
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Height = height;
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for (var x = 0; x < width; x++)
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Bpp = bytesPerPixel;
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{
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for (var b = 0; b < bytesPerPixel; b++)
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{
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Pixels[c, y, x, b] = reader.ReadByte();
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}
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}
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}
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}
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}
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}
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public readonly Vector4 GetPixel(uint layer, uint x, uint y)
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public readonly Vector4 GetPixel(uint layer, uint x, uint y)
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{
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{
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if (layer >= Pixels.GetLength(0) || x >= Pixels.GetLength(2) || y >= Pixels.GetLength(1))
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if (layer >= Layers || x >= Width || y >= Height)
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{
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{
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return Vector4.Zero;
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return Vector4.Zero;
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}
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}
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switch (Pixels.GetLength(3))
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var idx = 0 + x * Bpp + y * Bpp * Width + layer * Bpp * Width * Height;
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switch (Bpp)
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{
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{
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case 1:
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case 1:
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var raw1 = Pixels[layer, y, x, 0];
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var raw1 = Pixels[idx];
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return new Vector4(raw1, raw1, raw1, 255) / 255.0f;
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return new Vector4(raw1, raw1, raw1, 255) / 255.0f;
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case 2:
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case 2:
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var raw2 = Pixels[layer, y, x, 0] + (Pixels[layer, y, x, 1] << 8);
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var raw2 = Pixels[idx] + (Pixels[idx + 1] << 8);
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return new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 31) / 31.0f;
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return new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 31) / 31.0f;
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case 4:
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case 4:
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// 4bpp stored as BGRA
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return new Vector4(Pixels[idx + 2], Pixels[idx + 1], Pixels[idx], Pixels[idx + 3]) / 255.0f;
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return new Vector4(Pixels[layer, y, x, 2], Pixels[layer, y, x, 1], Pixels[layer, y, x, 0], Pixels[layer, y, x, 3]) / 255.0f;
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default:
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default:
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return Vector4.Zero;
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return Vector4.Zero;
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}
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}
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@ -299,9 +299,9 @@ public partial class Mission : Node3D
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if (info.cellIndex >= cells.Length) GD.Print($"CellIndex too big: {info.cellIndex}/{cells.Length}");
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if (info.cellIndex >= cells.Length) GD.Print($"CellIndex too big: {info.cellIndex}/{cells.Length}");
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if (info.lightmapIndex >= cells[info.cellIndex].Lightmaps.Length) GD.Print($"LightmapIndex too big: {info.lightmapIndex}/{cells[info.cellIndex].Lightmaps.Length}");
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if (info.lightmapIndex >= cells[info.cellIndex].Lightmaps.Length) GD.Print($"LightmapIndex too big: {info.lightmapIndex}/{cells[info.cellIndex].Lightmaps.Length}");
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var lightmap = cells[info.cellIndex].Lightmaps[info.lightmapIndex];
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var lightmap = cells[info.cellIndex].Lightmaps[info.lightmapIndex];
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var layers = (uint)lightmap.Pixels.GetLength(0);
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var layers = (uint)lightmap.Layers;
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var height = (uint)lightmap.Pixels.GetLength(1);
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var height = (uint)lightmap.Height;
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var width = (uint)lightmap.Pixels.GetLength(2);
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var width = (uint)lightmap.Width;
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for (uint y = 0; y < height; y++)
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for (uint y = 0; y < height; y++)
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{
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{
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for (uint x = 0; x < width; x++)
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for (uint x = 0; x < width; x++)
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