Add working lightmaps
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185af065bc
commit
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@ -6,4 +6,7 @@
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>ThiefMissionViewer</RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="rectpacksharp" Version="1.2.0" />
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</ItemGroup>
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</Project>
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@ -117,6 +117,44 @@ public class WorldRep : IChunk
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}
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}
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}
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public readonly Vector4[] AsRgba(uint layer)
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{
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if (layer >= Pixels.GetLength(0))
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{
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return System.Array.Empty<Vector4>();
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}
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var height = Pixels.GetLength(1);
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var width = Pixels.GetLength(2);
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var bpp = Pixels.GetLength(3);
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var colours = new Vector4[height * width];
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for (var y = 0; y < height; y++)
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{
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for (var x = 0; x < width; x++)
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{
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var idx = x + y * width;
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switch (bpp)
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{
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case 1:
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var raw1 = Pixels[layer, y, x, 0];
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colours[idx] = new Vector4(raw1, raw1, raw1, 255) / 255.0f;
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break;
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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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colours[idx] = new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 32) / 32.0f;
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break;
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case 4:
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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;
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break;
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}
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}
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}
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return colours;
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}
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}
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public byte VertexCount { get; set; }
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@ -2,7 +2,7 @@ using Godot;
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using KeepersCompound.LGS;
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using KeepersCompound.LGS.Database;
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using KeepersCompound.LGS.Database.Chunks;
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using Microsoft.VisualBasic;
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using RectpackSharp;
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using System;
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using System.Collections.Generic;
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@ -81,6 +81,7 @@ public partial class Mission : Node3D
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var numRenderPolys = cell.RenderPolyCount;
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var numPortalPolys = cell.PortalPolyCount;
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// There's nothing to render
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if (numRenderPolys == 0 || numPortalPolys >= numPolys)
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{
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return;
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@ -89,26 +90,29 @@ public partial class Mission : Node3D
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var vertices = new List<Vector3>();
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var normals = new List<Vector3>();
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var indices = new List<int>();
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var lightmapUvs = new List<Vector2>();
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var cellIdxOffset = 0;
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// You'd think these would be the same number, but apparently not
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// 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);
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var packingRects = new PackingRectangle[maxPolyIdx];
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var rectIdToUvIdxMap = new List<int[]>();
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for (int i = 0; i < maxPolyIdx; i++)
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{
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var poly = cell.Polys[i];
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var plane = cell.Planes[poly.PlaneId];
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var normal = plane.Normal;
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var gNormal = normal.ToGodotVec3(4.0f);
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var numPolyVertices = poly.VertexCount;
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var meshIdxOffset = vertices.Count;
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var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3(4.0f);
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var numPolyVertices = poly.VertexCount;
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for (var j = 0; j < numPolyVertices; j++)
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{
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var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
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vertices.Add(vertex.ToGodotVec3(4.0f));
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normals.Add(gNormal);
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normals.Add(normal);
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}
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// Simple triangulation
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// Simple triangulation. Polys are always convex so we can just do a fan
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for (int j = 1; j < numPolyVertices - 1; j++)
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{
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indices.Add(meshIdxOffset);
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@ -116,18 +120,75 @@ public partial class Mission : Node3D
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indices.Add(meshIdxOffset + j + 1);
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}
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// UVs
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var renderPoly = cell.RenderPolys[i];
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var light = cell.LightList[i];
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packingRects[i] = new PackingRectangle(0, 0, light.Width, light.Height, i);
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var uvIdxs = CalcBaseUV(cell, poly, renderPoly, light, lightmapUvs, cellIdxOffset);
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rectIdToUvIdxMap.Add(uvIdxs);
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cellIdxOffset += poly.VertexCount;
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}
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RectanglePacker.Pack(packingRects, out var bounds);
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var image = Image.Create((int)bounds.Width, (int)bounds.Height, false, Image.Format.Rgba8);
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foreach (var rect in packingRects)
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{
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// Build lightmap
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var lightmap = cell.Lightmaps[rect.Id];
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// TODO: Handle animlight layers
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var colours = lightmap.AsRgba(0);
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var height = lightmap.Pixels.GetLength(1);
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var width = lightmap.Pixels.GetLength(2);
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for (var y = 0; y < height; y++)
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{
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for (var x = 0; x < width; x++)
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{
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var rawColour = colours[x + y * width];
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image.SetPixel((int)rect.X + x, (int)rect.Y + y, new Color(rawColour.X, rawColour.Y, rawColour.Z, rawColour.W));
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}
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}
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// Transform UVs
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var lmUvIdxs = rectIdToUvIdxMap[rect.Id];
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foreach (var idx in lmUvIdxs)
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{
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var uv = lightmapUvs[idx];
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var u = uv.X;
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var v = uv.Y;
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// Clamp uv range to [0..1]
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u %= 1;
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v %= 1;
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if (u < 0) u = Math.Abs(u);
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if (v < 0) v = Math.Abs(v);
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// Transform!
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u = (rect.X + rect.Width * u) / (int)bounds.Width;
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v = (rect.Y + rect.Height * v) / (int)bounds.Height;
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lightmapUvs[idx] = new Vector2(u, v);
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}
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}
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var cellNode = new Node3D();
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var material = new StandardMaterial3D
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{
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AlbedoTexture = ImageTexture.CreateFromImage(image),
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TextureFilter = BaseMaterial3D.TextureFilterEnum.Nearest,
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};
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var arrMesh = new ArrayMesh();
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var arrays = new Godot.Collections.Array();
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arrays.Resize((int)Mesh.ArrayType.Max);
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arrays[(int)Mesh.ArrayType.Vertex] = vertices.ToArray();
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arrays[(int)Mesh.ArrayType.Normal] = normals.ToArray();
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arrays[(int)Mesh.ArrayType.Index] = indices.ToArray();
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arrays[(int)Mesh.ArrayType.TexUV] = lightmapUvs.ToArray();
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arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
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arrMesh.SurfaceSetMaterial(0, material);
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var meshInstance = new MeshInstance3D
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{
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@ -153,9 +214,72 @@ public partial class Mission : Node3D
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Position = cell.SphereCenter.ToGodotVec3(4.0f),
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OmniRange = cell.SphereRadius * (r.NextSingle() + 1.0f) * 0.5f,
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};
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cellNode.AddChild(light);
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// cellNode.AddChild(light);
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}
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AddChild(cellNode);
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}
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private static int[] CalcBaseUV(
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WorldRep.Cell cell,
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WorldRep.Cell.Poly poly,
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WorldRep.Cell.RenderPoly renderPoly,
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WorldRep.Cell.LightmapInfo light,
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List<Vector2> lightmapUvs,
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int cellIdxOffset)
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{
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// TODO: This is slightly hardcoded for ND. Check other stuff at some point. Should be handled in LG side imo
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// TODO: This is a mess lol
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var texU = renderPoly.TextureVectors.Item1.ToGodotVec3(4.0f);
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var texV = renderPoly.TextureVectors.Item2.ToGodotVec3(4.0f);
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var uu = texU.Dot(texU);
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var vv = texV.Dot(texV);
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var uv = texU.Dot(texV);
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var lmUScale = 4.0f / light.Width;
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var lmVScale = 4.0f / light.Height;
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var baseU = renderPoly.TextureBases.Item1;
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var baseV = renderPoly.TextureBases.Item2;
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var lmUBase = lmUScale * (baseU + (0.5f - light.Bases.Item1) / 4.0f);
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var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f);
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var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(4.0f); // TODO: This probably shouldn't be hardcoded idx 0
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var uvIdxs = new int[poly.VertexCount];
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if (uv == 0.0)
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{
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var lmUVec = texU * lmUScale / uu;
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var lmVVec = texV * lmVScale / vv;
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for (var i = 0; i < poly.VertexCount; i++)
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{
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uvIdxs[i] = lightmapUvs.Count;
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var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
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var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
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var lmUV = new Vector2(delta.Dot(lmUVec) + lmUBase, delta.Dot(lmVVec) + lmVBase);
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lightmapUvs.Add(lmUV);
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}
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}
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else
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{
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var denom = 1.0f / (uu * vv - uv * uv);
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var lmUu = uu * lmVScale * denom;
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var lmVv = vv * lmUScale * denom;
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var lmUvu = lmUScale * denom * uv;
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var lmUvv = lmVScale * denom * uv;
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for (var i = 0; i < poly.VertexCount; i++)
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{
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uvIdxs[i] = lightmapUvs.Count;
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var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
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var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
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var du = delta.Dot(texU);
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var dv = delta.Dot(texV);
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var lmUV = new Vector2(lmUBase + lmVv * du - lmUvu * dv, lmVBase + lmUu * dv - lmUvv * du);
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lightmapUvs.Add(lmUV);
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}
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}
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return uvIdxs;
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}
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}
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@ -8,8 +8,9 @@
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[node name="Main" type="Node3D"]
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[node name="Mission" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.110309, 0.187101, -0.461656)
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script = ExtResource("1_xhqt7")
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FileName = "/home/jarrod/Dev/thief/de-specs/test_data/rose-garden.mis"
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FileName = "/home/jarrod/Dev/thief/de-specs/test_data/lm-test.cow"
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[node name="Camera3D" type="Camera3D" parent="."]
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script = ExtResource("2_w5otl")
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@ -36,6 +37,7 @@ layout_mode = 2
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[node name="FileNameLineEdit" type="LineEdit" parent="UI/PanelContainer/MarginContainer/VBoxContainer"]
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unique_name_in_owner = true
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layout_mode = 2
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text = "/home/jarrod/Dev/thief/de-specs/test_data/rose-garden.mis"
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[node name="HBoxContainer" type="HBoxContainer" parent="UI/PanelContainer/MarginContainer/VBoxContainer"]
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layout_mode = 2
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