diff --git a/Thief Mission Viewer.csproj b/Thief Mission Viewer.csproj
index 18b2d7c..4bd40ee 100644
--- a/Thief Mission Viewer.csproj
+++ b/Thief Mission Viewer.csproj
@@ -6,4 +6,7 @@
true
ThiefMissionViewer
+
+
+
\ No newline at end of file
diff --git a/project/code/LGS/Database/Chunks/WorldRep.cs b/project/code/LGS/Database/Chunks/WorldRep.cs
index 899b368..18b0d51 100644
--- a/project/code/LGS/Database/Chunks/WorldRep.cs
+++ b/project/code/LGS/Database/Chunks/WorldRep.cs
@@ -117,6 +117,44 @@ public class WorldRep : IChunk
}
}
}
+
+ public readonly Vector4[] AsRgba(uint layer)
+ {
+ if (layer >= Pixels.GetLength(0))
+ {
+
+ return System.Array.Empty();
+ }
+
+ var height = Pixels.GetLength(1);
+ var width = Pixels.GetLength(2);
+ var bpp = Pixels.GetLength(3);
+ var colours = new Vector4[height * width];
+ for (var y = 0; y < height; y++)
+ {
+ for (var x = 0; x < width; x++)
+ {
+ var idx = x + y * width;
+
+ switch (bpp)
+ {
+ case 1:
+ var raw1 = Pixels[layer, y, x, 0];
+ colours[idx] = new Vector4(raw1, raw1, raw1, 255) / 255.0f;
+ break;
+ case 2:
+ var raw2 = Pixels[layer, y, x, 0] + (Pixels[layer, y, x, 1] << 8);
+ colours[idx] = new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 32) / 32.0f;
+ break;
+ case 4:
+ colours[idx] = new Vector4(Pixels[layer, y, x, 0], Pixels[layer, y, x, 1], Pixels[layer, y, x, 2], Pixels[layer, y, x, 3]) / 255.0f;
+ break;
+ }
+ }
+ }
+
+ return colours;
+ }
}
public byte VertexCount { get; set; }
diff --git a/project/code/Mission.cs b/project/code/Mission.cs
index 806869e..a94e117 100644
--- a/project/code/Mission.cs
+++ b/project/code/Mission.cs
@@ -2,7 +2,7 @@ using Godot;
using KeepersCompound.LGS;
using KeepersCompound.LGS.Database;
using KeepersCompound.LGS.Database.Chunks;
-using Microsoft.VisualBasic;
+using RectpackSharp;
using System;
using System.Collections.Generic;
@@ -81,6 +81,7 @@ public partial class Mission : Node3D
var numRenderPolys = cell.RenderPolyCount;
var numPortalPolys = cell.PortalPolyCount;
+ // There's nothing to render
if (numRenderPolys == 0 || numPortalPolys >= numPolys)
{
return;
@@ -89,26 +90,29 @@ public partial class Mission : Node3D
var vertices = new List();
var normals = new List();
var indices = new List();
+ var lightmapUvs = new List();
var cellIdxOffset = 0;
+ // 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
var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
+ var packingRects = new PackingRectangle[maxPolyIdx];
+ var rectIdToUvIdxMap = new List();
for (int i = 0; i < maxPolyIdx; i++)
{
var poly = cell.Polys[i];
- var plane = cell.Planes[poly.PlaneId];
- var normal = plane.Normal;
- var gNormal = normal.ToGodotVec3(4.0f);
-
- var numPolyVertices = poly.VertexCount;
var meshIdxOffset = vertices.Count;
+
+ var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3(4.0f);
+ var numPolyVertices = poly.VertexCount;
for (var j = 0; j < numPolyVertices; j++)
{
var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
vertices.Add(vertex.ToGodotVec3(4.0f));
- normals.Add(gNormal);
+ normals.Add(normal);
}
- // Simple triangulation
+ // Simple triangulation. Polys are always convex so we can just do a fan
for (int j = 1; j < numPolyVertices - 1; j++)
{
indices.Add(meshIdxOffset);
@@ -116,18 +120,75 @@ public partial class Mission : Node3D
indices.Add(meshIdxOffset + j + 1);
}
+ // UVs
+ var renderPoly = cell.RenderPolys[i];
+ var light = cell.LightList[i];
+ packingRects[i] = new PackingRectangle(0, 0, light.Width, light.Height, i);
+ var uvIdxs = CalcBaseUV(cell, poly, renderPoly, light, lightmapUvs, cellIdxOffset);
+ rectIdToUvIdxMap.Add(uvIdxs);
+
cellIdxOffset += poly.VertexCount;
}
+ 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
+ var colours = lightmap.AsRgba(0);
+ var height = lightmap.Pixels.GetLength(1);
+ var width = lightmap.Pixels.GetLength(2);
+ for (var y = 0; y < height; y++)
+ {
+ for (var x = 0; x < width; x++)
+ {
+ var rawColour = colours[x + y * width];
+ image.SetPixel((int)rect.X + x, (int)rect.Y + y, new Color(rawColour.X, rawColour.Y, rawColour.Z, rawColour.W));
+ }
+ }
+
+ // Transform UVs
+ var lmUvIdxs = rectIdToUvIdxMap[rect.Id];
+ foreach (var idx in lmUvIdxs)
+ {
+ var uv = lightmapUvs[idx];
+ 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[idx] = new Vector2(u, v);
+ }
+ }
+
+
var cellNode = new Node3D();
+ var material = new StandardMaterial3D
+ {
+ AlbedoTexture = ImageTexture.CreateFromImage(image),
+ TextureFilter = BaseMaterial3D.TextureFilterEnum.Nearest,
+ };
+
var arrMesh = new ArrayMesh();
var arrays = new Godot.Collections.Array();
arrays.Resize((int)Mesh.ArrayType.Max);
arrays[(int)Mesh.ArrayType.Vertex] = vertices.ToArray();
arrays[(int)Mesh.ArrayType.Normal] = normals.ToArray();
arrays[(int)Mesh.ArrayType.Index] = indices.ToArray();
+ arrays[(int)Mesh.ArrayType.TexUV] = lightmapUvs.ToArray();
+
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
+ arrMesh.SurfaceSetMaterial(0, material);
var meshInstance = new MeshInstance3D
{
@@ -153,9 +214,72 @@ public partial class Mission : Node3D
Position = cell.SphereCenter.ToGodotVec3(4.0f),
OmniRange = cell.SphereRadius * (r.NextSingle() + 1.0f) * 0.5f,
};
- cellNode.AddChild(light);
+ // cellNode.AddChild(light);
}
AddChild(cellNode);
}
+
+ private static int[] CalcBaseUV(
+ WorldRep.Cell cell,
+ WorldRep.Cell.Poly poly,
+ WorldRep.Cell.RenderPoly renderPoly,
+ WorldRep.Cell.LightmapInfo light,
+ List 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 texU = renderPoly.TextureVectors.Item1.ToGodotVec3(4.0f);
+ var texV = renderPoly.TextureVectors.Item2.ToGodotVec3(4.0f);
+
+ var uu = texU.Dot(texU);
+ var vv = texV.Dot(texV);
+ var uv = texU.Dot(texV);
+ var lmUScale = 4.0f / light.Width;
+ var lmVScale = 4.0f / light.Height;
+
+ var baseU = renderPoly.TextureBases.Item1;
+ var baseV = renderPoly.TextureBases.Item2;
+ var lmUBase = lmUScale * (baseU + (0.5f - light.Bases.Item1) / 4.0f);
+ var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f);
+ var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(4.0f); // TODO: This probably shouldn't be hardcoded idx 0
+
+ var uvIdxs = new int[poly.VertexCount];
+ if (uv == 0.0)
+ {
+ var lmUVec = texU * lmUScale / uu;
+ var lmVVec = texV * lmVScale / vv;
+ for (var i = 0; i < poly.VertexCount; i++)
+ {
+ uvIdxs[i] = lightmapUvs.Count;
+
+ var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
+ var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
+ var lmUV = new Vector2(delta.Dot(lmUVec) + lmUBase, delta.Dot(lmVVec) + lmVBase);
+ lightmapUvs.Add(lmUV);
+ }
+ }
+ else
+ {
+ var denom = 1.0f / (uu * vv - uv * uv);
+ 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++)
+ {
+ uvIdxs[i] = lightmapUvs.Count;
+
+ var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
+ 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 lmUV = new Vector2(lmUBase + lmVv * du - lmUvu * dv, lmVBase + lmUu * dv - lmUvv * du);
+ lightmapUvs.Add(lmUV);
+ }
+ }
+
+ return uvIdxs;
+ }
}
\ No newline at end of file
diff --git a/project/scenes/main.tscn b/project/scenes/main.tscn
index fc453d2..e6fafee 100644
--- a/project/scenes/main.tscn
+++ b/project/scenes/main.tscn
@@ -8,8 +8,9 @@
[node name="Main" type="Node3D"]
[node name="Mission" type="Node3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.110309, 0.187101, -0.461656)
script = ExtResource("1_xhqt7")
-FileName = "/home/jarrod/Dev/thief/de-specs/test_data/rose-garden.mis"
+FileName = "/home/jarrod/Dev/thief/de-specs/test_data/lm-test.cow"
[node name="Camera3D" type="Camera3D" parent="."]
script = ExtResource("2_w5otl")
@@ -36,6 +37,7 @@ layout_mode = 2
[node name="FileNameLineEdit" type="LineEdit" parent="UI/PanelContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
+text = "/home/jarrod/Dev/thief/de-specs/test_data/rose-garden.mis"
[node name="HBoxContainer" type="HBoxContainer" parent="UI/PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2