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			No commits in common. "4a80ef547b2990a8d37d112c66b6646ae669a4f1" and "cbf309aaa410a9c55891522acf7c4f37ccfde31b" have entirely different histories.
		
	
	
		
			4a80ef547b
			...
			cbf309aaa4
		
	
		| 
						 | 
				
			
			@ -149,44 +149,56 @@ public class WorldRep : IChunk
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                }
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            }
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            public readonly byte[] AsBytesRgba(int layer)
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            public readonly byte[] AsBytesRgba()
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            {
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                if (layer >= Layers)
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                var length = Width * Height * 4;
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                var bytes = new byte[length];
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                for (var i = 0; i < length; i++)
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                {
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                    throw new ArgumentOutOfRangeException(nameof(layer));
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                    bytes[i] = 0;
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                }
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                var length = Width * Height * 4;
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                var layerOffset = layer * Bpp * Width * Height;
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                var bytes = new byte[length];
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                for (var y = 0; y < Height; y++)
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                // TODO: might be faster to do these fors in the switch?
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                for (var z = 0; z < Layers; z++)
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                {
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                    for (var x = 0; x < Width; x++)
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                    for (var y = 0; y < Height; y++)
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                    {
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                        var bIdx = x * 4 + y * 4 * Width;
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                        var pIdx = x * Bpp + y * Bpp * Width + layerOffset;
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                        switch (Bpp)
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                        for (var x = 0; x < Width; x++)
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                        {
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                            case 1:
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                                var raw1 = Pixels[pIdx];
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                                bytes[bIdx] = raw1;
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                                bytes[bIdx + 1] = raw1;
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                                bytes[bIdx + 2] = raw1;
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                                bytes[bIdx + 3] = 255;
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                                break;
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                            case 2:
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                                var raw2 = Pixels[pIdx] + (Pixels[pIdx + 1] << 8);
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                                bytes[bIdx] = (byte)(255 * (raw2 & 31) / 31.0f);
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                                bytes[bIdx + 1] = (byte)(255 * ((raw2 >> 5) & 31) / 31.0f);
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                                bytes[bIdx + 2] = (byte)(255 * ((raw2 >> 10) & 31) / 31.0f);
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                                bytes[bIdx + 3] = 255;
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                                break;
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                            case 4:
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                                bytes[bIdx] = Pixels[pIdx + 2];
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                                bytes[bIdx + 1] = Pixels[pIdx + 1];
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                                bytes[bIdx + 2] = Pixels[pIdx];
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                                bytes[bIdx + 3] = Pixels[pIdx + 3];
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                                break;
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                            var pIdx = 0 + x * Bpp + y * Bpp * Width + z * Bpp * Width * Height;
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                            var r = 0;
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                            var g = 0;
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                            var b = 0;
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                            var a = 0;
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                            switch (Bpp)
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                            {
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                                case 1:
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                                    var raw1 = Pixels[pIdx];
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                                    r = raw1;
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                                    g = raw1;
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                                    b = raw1;
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                                    a = 255;
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                                    break;
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                                case 2:
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                                    var raw2 = Pixels[pIdx] + (Pixels[pIdx + 1] << 8);
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                                    r = (int)(255 * (raw2 & 31) / 31.0f);
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                                    g = (int)(255 * ((raw2 >> 5) & 31) / 31.0f);
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                                    b = (int)(255 * ((raw2 >> 10) & 31) / 31.0f);
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                                    a = 255;
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                                    break;
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                                case 4:
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                                    r = Pixels[pIdx + 2];
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                                    g = Pixels[pIdx + 1];
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                                    b = Pixels[pIdx];
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                                    a = Pixels[pIdx + 3];
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                                    break;
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                            }
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                            var bIdx = x * 4 + y * 4 * Width;
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                            bytes[bIdx] = (byte)Math.Min(255, bytes[bIdx] + r);
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                            bytes[bIdx + 1] = (byte)Math.Min(255, bytes[bIdx + 1] + g);
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                            bytes[bIdx + 2] = (byte)Math.Min(255, bytes[bIdx + 2] + b);
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                            bytes[bIdx + 3] = (byte)Math.Min(255, bytes[bIdx + 3] + a);
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                        }
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                    }
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                }
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			@ -45,16 +45,12 @@ public partial class Mission : Node3D
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	DbFile _file;
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	TextureLoader _textureLoader;
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	ModelLoader _modelLoader;
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	List<ShaderMaterial> _materials;
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	Vector2I _lmLayerMask;
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	public override void _Ready()
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	{
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		var extractPath = ProjectSettings.GlobalizePath($"user://extracted/tmp");
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		_installPaths = new ResourcePathManager(extractPath);
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		_modelLoader = new ModelLoader(_installPaths);
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		_materials = new List<ShaderMaterial>();
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		_lmLayerMask = new Vector2I(~0, ~0);
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		var missionSelector = GetNode<Control>("%MissionSelector") as MissionSelector;
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		missionSelector.pathManager = _installPaths;
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		missionSelector.MissionSelected += (string campaign, string mission) =>
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			@ -88,10 +84,6 @@ public partial class Mission : Node3D
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			{
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				Build = true;
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			}
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			if (keyEvent.Keycode == Key.O)
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			{
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				ToggleLightmap();
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			}
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		}
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	}
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			@ -101,8 +93,6 @@ public partial class Mission : Node3D
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		{
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			node.QueueFree();
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		}
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		_materials.Clear();
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	}
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	public void RebuildMap()
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			@ -121,60 +111,6 @@ public partial class Mission : Node3D
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		}
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	}
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	public void ToggleLightmap()
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	{
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		if (_lmLayerMask == Vector2I.Zero)
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		{
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			_lmLayerMask = new Vector2I(~0, ~0);
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		}
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		else
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		{
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			_lmLayerMask = Vector2I.Zero;
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		}
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		foreach (var mat in _materials)
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		{
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			mat.SetShaderParameter("lightmap_bitmask", _lmLayerMask);
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		}
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	}
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	public void ToggleLmLayer(uint layer)
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	{
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		if (layer >= 64)
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		{
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			throw new ArgumentOutOfRangeException(nameof(layer));
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		}
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		static int ToggleBit(int bitIdx, int val)
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		{
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			var mask = 1 << bitIdx;
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			var isEnabled = (val & mask) != 0;
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			if (isEnabled)
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			{
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				val &= ~mask;
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			}
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			else
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			{
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				val |= mask;
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			}
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			return val;
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		}
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		if (layer < 32)
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		{
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			_lmLayerMask.X = ToggleBit((int)layer, _lmLayerMask.X);
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		}
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		else
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		{
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			_lmLayerMask.Y = ToggleBit((int)layer - 32, _lmLayerMask.Y);
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		}
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		foreach (var mat in _materials)
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		{
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			mat.SetShaderParameter("lightmap_bitmask", _lmLayerMask);
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		}
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	}
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	// TODO: Make this less of a mess
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	private ObjectHierarchy BuildHierarchy()
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	{
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			@ -303,12 +239,10 @@ public partial class Mission : Node3D
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			}
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			var albedoTexture = _textureLoader.Get(textureId);
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			var mat = BuildMaterial(albedoTexture, lightmapTexture, lmHdr, _lmLayerMask);
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			_materials.Add(mat);
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			var mesh = new ArrayMesh();
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			mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surface.BuildSurfaceArray());
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			mesh.SurfaceSetMaterial(0, mat);
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			mesh.SurfaceSetMaterial(0, BuildMaterial(albedoTexture, lightmapTexture, lmHdr));
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			var meshInstance = new MeshInstance3D { Mesh = mesh };
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			AddChild(meshInstance);
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			@ -348,11 +282,7 @@ public partial class Mission : Node3D
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		return new LightmapRectData(cellIdx, polyIdx, textureId, start, end);
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	}
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	private static Texture2DArray BuildLightmapTexture(
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		WorldRep.Cell[] cells,
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		PackingRectangle[] packingRects,
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		Dictionary<int, LightmapRectData> rectDataMap,
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		Dictionary<int, MeshSurfaceData> surfaceDataMap)
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	private static Texture BuildLightmapTexture(WorldRep.Cell[] cells, PackingRectangle[] packingRects, Dictionary<int, LightmapRectData> rectDataMap, Dictionary<int, MeshSurfaceData> surfaceDataMap)
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	{
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		var bounds = Timing.TimeStage("RectPack", () =>
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		{
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			@ -360,16 +290,7 @@ public partial class Mission : Node3D
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			return bounds;
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		});
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		GD.Print($"Creating lightmap with bounds: ({bounds.Width}, {bounds.Height})");
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		var lightmapFormat = Image.Format.Rgba8;
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		var lmLayerCount = 33;
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		var lmImages = new Godot.Collections.Array<Image>();
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		lmImages.Resize(lmLayerCount);
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		for (var i = 0; i < lmLayerCount; i++)
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		{
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			lmImages[i] = Image.CreateEmpty((int)bounds.Width, (int)bounds.Height, false, lightmapFormat);
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		}
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		var image = Image.CreateEmpty((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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			if (!rectDataMap.ContainsKey(rect.Id)) GD.Print("Invalid rectDataMap key");
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			@ -377,18 +298,9 @@ public partial class Mission : Node3D
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			if (info.cellIndex >= cells.Length) GD.Print($"CellIndex too big: {info.cellIndex}/{cells.Length}");
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			if (info.lightmapIndex >= cells[info.cellIndex].Lightmaps.Length) GD.Print($"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 width = lightmap.Width;
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			var height = lightmap.Height;
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			var layerCount = lightmap.Layers;
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			var srcRect = new Rect2I(0, 0, width, height);
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			var dst = new Vector2I((int)rect.X, (int)rect.Y);
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			for (var i = 0; i < layerCount; i++)
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			{
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				var cellLm = Image.CreateFromData(width, height, false, lightmapFormat, lightmap.AsBytesRgba(i));
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				lmImages[i].BlitRect(cellLm, srcRect, dst);
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			}
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			var cellLm = Image.CreateFromData(lightmap.Width, lightmap.Height, false, Image.Format.Rgba8, lightmap.AsBytesRgba());
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			image.BlitRect(cellLm, new Rect2I(0, 0, lightmap.Width, lightmap.Height), new Vector2I((int)rect.X, (int)rect.Y));
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			if (!surfaceDataMap.ContainsKey(info.textureId)) GD.Print("Invalid SurfaceDataMap key");
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			surfaceDataMap[info.textureId].TransformUv2s(info.uvStart, info.uvEnd, (uv) =>
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						 | 
				
			
			@ -409,9 +321,7 @@ public partial class Mission : Node3D
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			});
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		}
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		var lightmapTexture = new Texture2DArray();
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		lightmapTexture.CreateFromImages(lmImages);
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		return lightmapTexture;
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		return ImageTexture.CreateFromImage(image);
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	}
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	private int CalcBaseUV(
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			@ -538,17 +448,12 @@ public partial class Mission : Node3D
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	}
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	const string MATERIAL_PATH = "res://project/materials/base.tres";
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	private static ShaderMaterial BuildMaterial(
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		Texture2D albedoTexture,
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		Texture2DArray lightmapTexture,
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		bool lmHdr,
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		Vector2I layerMask)
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	private static Material BuildMaterial(Texture albedoTexture, Texture lightmapTexture, bool lmHdr)
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	{
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		var material = ResourceLoader.Load<ShaderMaterial>(MATERIAL_PATH).Duplicate() as ShaderMaterial;
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		material.SetShaderParameter("texture_albedo", albedoTexture);
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		material.SetShaderParameter("lightmap_albedo", lightmapTexture);
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		material.SetShaderParameter("lightmap_2x", lmHdr);
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		material.SetShaderParameter("lightmap_bitmask", layerMask);
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		return material;
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	}
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}
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						 | 
				
			
			@ -4,9 +4,8 @@
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code = "shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,unshaded;
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uniform sampler2D texture_albedo : filter_linear_mipmap_anisotropic,repeat_enable;
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uniform sampler2DArray lightmap_albedo : filter_linear_mipmap_anisotropic,repeat_enable;
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uniform sampler2D lightmap_albedo : filter_linear_mipmap_anisotropic,repeat_enable;
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uniform bool lightmap_2x;
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uniform ivec2 lightmap_bitmask;
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float srgb_to_linear_e(float input) {
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	float output;
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| 
						 | 
				
			
			@ -29,27 +28,11 @@ vec3 srgb_to_linear(vec3 input) {
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void fragment() {
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	vec4 albedo_tex = texture(texture_albedo,UV);
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	if (lightmap_bitmask.x == 0 && lightmap_bitmask.y == 0) {
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		ALBEDO = srgb_to_linear(albedo_tex.rgb);
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	} else {
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		vec4 lightmap_tex = vec4(0.0);
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		int mask = lightmap_bitmask.x;
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		for (int i = 0; i < 33; i++) {
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			if (i == 32) {
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				mask = lightmap_bitmask.y;
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			}
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			bool layer_enabled = (mask & (1 << (i % 32))) != 0;
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			if (layer_enabled) {
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				lightmap_tex += texture(lightmap_albedo, vec3(UV2, float(i)));
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			}
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		}
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		lightmap_tex = min(vec4(1.0), lightmap_tex);
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		if (lightmap_2x) {
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			lightmap_tex *= 2.0f;
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		}
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		ALBEDO = srgb_to_linear((albedo_tex * lightmap_tex).rgb);
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	vec4 lightmap_tex = texture(lightmap_albedo,UV2);
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	if (lightmap_2x) {
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		lightmap_tex *= 2.0f;
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	}
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	ALBEDO = srgb_to_linear((albedo_tex * lightmap_tex).rgb);
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}
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"
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| 
						 | 
				
			
			@ -57,4 +40,3 @@ void fragment() {
 | 
			
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render_priority = 0
 | 
			
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shader = SubResource("Shader_eumy4")
 | 
			
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shader_parameter/lightmap_2x = null
 | 
			
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shader_parameter/lightmap_bitmask = null
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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