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2 changed files with 29 additions and 29 deletions

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@ -97,45 +97,42 @@ public class WorldRep : IChunk
public struct Lightmap
{
public byte[,,,] Pixels { get; set; }
public byte[] Pixels { get; set; }
public int Layers;
public int Width;
public int Height;
public int Bpp;
public Lightmap(BinaryReader reader, byte width, byte height, uint bitmask, int bytesPerPixel)
{
var count = 1 + BitOperations.PopCount(bitmask);
Pixels = new byte[count, height, width, bytesPerPixel];
for (var c = 0; c < count; c++)
{
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
for (var b = 0; b < bytesPerPixel; b++)
{
Pixels[c, y, x, b] = reader.ReadByte();
}
}
}
}
var length = bytesPerPixel * width * height * count;
Pixels = reader.ReadBytes(length);
Layers = count;
Width = width;
Height = height;
Bpp = bytesPerPixel;
}
public readonly Vector4 GetPixel(uint layer, uint x, uint y)
{
if (layer >= Pixels.GetLength(0) || x >= Pixels.GetLength(2) || y >= Pixels.GetLength(1))
if (layer >= Layers || x >= Width || y >= Height)
{
return Vector4.Zero;
}
switch (Pixels.GetLength(3))
var idx = 0 + x * Bpp + y * Bpp * Width + layer * Bpp * Width * Height;
switch (Bpp)
{
case 1:
var raw1 = Pixels[layer, y, x, 0];
var raw1 = Pixels[idx];
return new Vector4(raw1, raw1, raw1, 255) / 255.0f;
case 2:
var raw2 = Pixels[layer, y, x, 0] + (Pixels[layer, y, x, 1] << 8);
var raw2 = Pixels[idx] + (Pixels[idx + 1] << 8);
return new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 31) / 31.0f;
case 4:
// 4bpp stored as BGRA
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;
return new Vector4(Pixels[idx + 2], Pixels[idx + 1], Pixels[idx], Pixels[idx + 3]) / 255.0f;
default:
return Vector4.Zero;
}

View File

@ -215,7 +215,7 @@ public partial class Mission : Node3D
var cellIdxOffset = 0;
for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
{
var lightmapRectData = ProcessCellSurfaceData(surfaceDataMap, cell, cellIdx, polyIdx, cellIdxOffset);
var lightmapRectData = ProcessCellSurfaceData(surfaceDataMap, worldRep, cellIdx, polyIdx, cellIdxOffset);
rectDataMap.Add(packingRects.Count, lightmapRectData);
var light = cell.LightList[polyIdx];
@ -249,8 +249,9 @@ public partial class Mission : Node3D
}
}
private LightmapRectData ProcessCellSurfaceData(Dictionary<int, MeshSurfaceData> surfaceDataMap, WorldRep.Cell cell, int cellIdx, int polyIdx, int indicesOffset)
private LightmapRectData ProcessCellSurfaceData(Dictionary<int, MeshSurfaceData> surfaceDataMap, WorldRep worldRep, int cellIdx, int polyIdx, int indicesOffset)
{
var cell = worldRep.Cells[cellIdx];
var poly = cell.Polys[polyIdx];
var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3();
var vertices = new List<Vector3>();
@ -266,7 +267,8 @@ public partial class Mission : Node3D
var renderPoly = cell.RenderPolys[polyIdx];
var light = cell.LightList[polyIdx];
var textureId = CalcBaseUV(cell, poly, renderPoly, light, textureUvs, lightmapUvs, indicesOffset);
var lightmapScale = worldRep.DataHeader.LightmapScale;
var textureId = CalcBaseUV(cell, poly, renderPoly, light, textureUvs, lightmapUvs, lightmapScale, indicesOffset);
if (!surfaceDataMap.ContainsKey(textureId))
{
@ -297,9 +299,9 @@ public partial class Mission : Node3D
if (info.cellIndex >= cells.Length) GD.Print($"CellIndex too big: {info.cellIndex}/{cells.Length}");
if (info.lightmapIndex >= cells[info.cellIndex].Lightmaps.Length) GD.Print($"LightmapIndex too big: {info.lightmapIndex}/{cells[info.cellIndex].Lightmaps.Length}");
var lightmap = cells[info.cellIndex].Lightmaps[info.lightmapIndex];
var layers = (uint)lightmap.Pixels.GetLength(0);
var height = (uint)lightmap.Pixels.GetLength(1);
var width = (uint)lightmap.Pixels.GetLength(2);
var layers = (uint)lightmap.Layers;
var height = (uint)lightmap.Height;
var width = (uint)lightmap.Width;
for (uint y = 0; y < height; y++)
{
for (uint x = 0; x < width; x++)
@ -344,6 +346,7 @@ public partial class Mission : Node3D
WorldRep.Cell.LightmapInfo light,
List<Vector2> textureUvs,
List<Vector2> lightmapUvs,
float lightmapScale,
int cellIdxOffset)
{
// TODO: This is slightly hardcoded for ND. Check other stuff at some point. Should be handled in LG side imo
@ -356,8 +359,8 @@ public partial class Mission : Node3D
var baseU = renderPoly.TextureBases.Item1;
var baseV = renderPoly.TextureBases.Item2;
var txUScale = 64.0f / texture.GetWidth();
var txVScale = 64.0f / texture.GetHeight();
var txUScale = 64.0f / lightmapScale / texture.GetWidth();
var txVScale = 64.0f / lightmapScale / texture.GetHeight();
var lmUScale = 4.0f / light.Width;
var lmVScale = 4.0f / light.Height;