Compare commits

...

2 Commits

Author SHA1 Message Date
Jarrod Doyle 4a80ef547b
Support toggling lightmap layers 2024-08-28 07:44:07 +01:00
Jarrod Doyle 092896aa52
Use Texture2dArray for lightmap texture 2024-08-27 21:18:31 +01:00
3 changed files with 156 additions and 55 deletions

View File

@ -149,57 +149,45 @@ public class WorldRep : IChunk
}
}
public readonly byte[] AsBytesRgba()
public readonly byte[] AsBytesRgba(int layer)
{
var length = Width * Height * 4;
var bytes = new byte[length];
for (var i = 0; i < length; i++)
if (layer >= Layers)
{
bytes[i] = 0;
throw new ArgumentOutOfRangeException(nameof(layer));
}
// TODO: might be faster to do these fors in the switch?
for (var z = 0; z < Layers; z++)
{
var length = Width * Height * 4;
var layerOffset = layer * Bpp * Width * Height;
var bytes = new byte[length];
for (var y = 0; y < Height; y++)
{
for (var x = 0; x < Width; x++)
{
var pIdx = 0 + x * Bpp + y * Bpp * Width + z * Bpp * Width * Height;
var r = 0;
var g = 0;
var b = 0;
var a = 0;
var bIdx = x * 4 + y * 4 * Width;
var pIdx = x * Bpp + y * Bpp * Width + layerOffset;
switch (Bpp)
{
case 1:
var raw1 = Pixels[pIdx];
r = raw1;
g = raw1;
b = raw1;
a = 255;
bytes[bIdx] = raw1;
bytes[bIdx + 1] = raw1;
bytes[bIdx + 2] = raw1;
bytes[bIdx + 3] = 255;
break;
case 2:
var raw2 = Pixels[pIdx] + (Pixels[pIdx + 1] << 8);
r = (int)(255 * (raw2 & 31) / 31.0f);
g = (int)(255 * ((raw2 >> 5) & 31) / 31.0f);
b = (int)(255 * ((raw2 >> 10) & 31) / 31.0f);
a = 255;
bytes[bIdx] = (byte)(255 * (raw2 & 31) / 31.0f);
bytes[bIdx + 1] = (byte)(255 * ((raw2 >> 5) & 31) / 31.0f);
bytes[bIdx + 2] = (byte)(255 * ((raw2 >> 10) & 31) / 31.0f);
bytes[bIdx + 3] = 255;
break;
case 4:
r = Pixels[pIdx + 2];
g = Pixels[pIdx + 1];
b = Pixels[pIdx];
a = Pixels[pIdx + 3];
bytes[bIdx] = Pixels[pIdx + 2];
bytes[bIdx + 1] = Pixels[pIdx + 1];
bytes[bIdx + 2] = Pixels[pIdx];
bytes[bIdx + 3] = Pixels[pIdx + 3];
break;
}
var bIdx = x * 4 + y * 4 * Width;
bytes[bIdx] = (byte)Math.Min(255, bytes[bIdx] + r);
bytes[bIdx + 1] = (byte)Math.Min(255, bytes[bIdx + 1] + g);
bytes[bIdx + 2] = (byte)Math.Min(255, bytes[bIdx + 2] + b);
bytes[bIdx + 3] = (byte)Math.Min(255, bytes[bIdx + 3] + a);
}
}
}

View File

@ -45,12 +45,16 @@ public partial class Mission : Node3D
DbFile _file;
TextureLoader _textureLoader;
ModelLoader _modelLoader;
List<ShaderMaterial> _materials;
Vector2I _lmLayerMask;
public override void _Ready()
{
var extractPath = ProjectSettings.GlobalizePath($"user://extracted/tmp");
_installPaths = new ResourcePathManager(extractPath);
_modelLoader = new ModelLoader(_installPaths);
_materials = new List<ShaderMaterial>();
_lmLayerMask = new Vector2I(~0, ~0);
var missionSelector = GetNode<Control>("%MissionSelector") as MissionSelector;
missionSelector.pathManager = _installPaths;
missionSelector.MissionSelected += (string campaign, string mission) =>
@ -84,6 +88,10 @@ public partial class Mission : Node3D
{
Build = true;
}
if (keyEvent.Keycode == Key.O)
{
ToggleLightmap();
}
}
}
@ -93,6 +101,8 @@ public partial class Mission : Node3D
{
node.QueueFree();
}
_materials.Clear();
}
public void RebuildMap()
@ -111,6 +121,60 @@ public partial class Mission : Node3D
}
}
public void ToggleLightmap()
{
if (_lmLayerMask == Vector2I.Zero)
{
_lmLayerMask = new Vector2I(~0, ~0);
}
else
{
_lmLayerMask = Vector2I.Zero;
}
foreach (var mat in _materials)
{
mat.SetShaderParameter("lightmap_bitmask", _lmLayerMask);
}
}
public void ToggleLmLayer(uint layer)
{
if (layer >= 64)
{
throw new ArgumentOutOfRangeException(nameof(layer));
}
static int ToggleBit(int bitIdx, int val)
{
var mask = 1 << bitIdx;
var isEnabled = (val & mask) != 0;
if (isEnabled)
{
val &= ~mask;
}
else
{
val |= mask;
}
return val;
}
if (layer < 32)
{
_lmLayerMask.X = ToggleBit((int)layer, _lmLayerMask.X);
}
else
{
_lmLayerMask.Y = ToggleBit((int)layer - 32, _lmLayerMask.Y);
}
foreach (var mat in _materials)
{
mat.SetShaderParameter("lightmap_bitmask", _lmLayerMask);
}
}
// TODO: Make this less of a mess
private ObjectHierarchy BuildHierarchy()
{
@ -239,10 +303,12 @@ public partial class Mission : Node3D
}
var albedoTexture = _textureLoader.Get(textureId);
var mat = BuildMaterial(albedoTexture, lightmapTexture, lmHdr, _lmLayerMask);
_materials.Add(mat);
var mesh = new ArrayMesh();
mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surface.BuildSurfaceArray());
mesh.SurfaceSetMaterial(0, BuildMaterial(albedoTexture, lightmapTexture, lmHdr));
mesh.SurfaceSetMaterial(0, mat);
var meshInstance = new MeshInstance3D { Mesh = mesh };
AddChild(meshInstance);
@ -282,7 +348,11 @@ public partial class Mission : Node3D
return new LightmapRectData(cellIdx, polyIdx, textureId, start, end);
}
private static Texture BuildLightmapTexture(WorldRep.Cell[] cells, PackingRectangle[] packingRects, Dictionary<int, LightmapRectData> rectDataMap, Dictionary<int, MeshSurfaceData> surfaceDataMap)
private static Texture2DArray BuildLightmapTexture(
WorldRep.Cell[] cells,
PackingRectangle[] packingRects,
Dictionary<int, LightmapRectData> rectDataMap,
Dictionary<int, MeshSurfaceData> surfaceDataMap)
{
var bounds = Timing.TimeStage("RectPack", () =>
{
@ -290,7 +360,16 @@ public partial class Mission : Node3D
return bounds;
});
GD.Print($"Creating lightmap with bounds: ({bounds.Width}, {bounds.Height})");
var image = Image.CreateEmpty((int)bounds.Width, (int)bounds.Height, false, Image.Format.Rgba8);
var lightmapFormat = Image.Format.Rgba8;
var lmLayerCount = 33;
var lmImages = new Godot.Collections.Array<Image>();
lmImages.Resize(lmLayerCount);
for (var i = 0; i < lmLayerCount; i++)
{
lmImages[i] = Image.CreateEmpty((int)bounds.Width, (int)bounds.Height, false, lightmapFormat);
}
foreach (var rect in packingRects)
{
if (!rectDataMap.ContainsKey(rect.Id)) GD.Print("Invalid rectDataMap key");
@ -298,9 +377,18 @@ 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 cellLm = Image.CreateFromData(lightmap.Width, lightmap.Height, false, Image.Format.Rgba8, lightmap.AsBytesRgba());
image.BlitRect(cellLm, new Rect2I(0, 0, lightmap.Width, lightmap.Height), new Vector2I((int)rect.X, (int)rect.Y));
var width = lightmap.Width;
var height = lightmap.Height;
var layerCount = lightmap.Layers;
var srcRect = new Rect2I(0, 0, width, height);
var dst = new Vector2I((int)rect.X, (int)rect.Y);
for (var i = 0; i < layerCount; i++)
{
var cellLm = Image.CreateFromData(width, height, false, lightmapFormat, lightmap.AsBytesRgba(i));
lmImages[i].BlitRect(cellLm, srcRect, dst);
}
if (!surfaceDataMap.ContainsKey(info.textureId)) GD.Print("Invalid SurfaceDataMap key");
surfaceDataMap[info.textureId].TransformUv2s(info.uvStart, info.uvEnd, (uv) =>
@ -321,7 +409,9 @@ public partial class Mission : Node3D
});
}
return ImageTexture.CreateFromImage(image);
var lightmapTexture = new Texture2DArray();
lightmapTexture.CreateFromImages(lmImages);
return lightmapTexture;
}
private int CalcBaseUV(
@ -448,12 +538,17 @@ public partial class Mission : Node3D
}
const string MATERIAL_PATH = "res://project/materials/base.tres";
private static Material BuildMaterial(Texture albedoTexture, Texture lightmapTexture, bool lmHdr)
private static ShaderMaterial BuildMaterial(
Texture2D albedoTexture,
Texture2DArray lightmapTexture,
bool lmHdr,
Vector2I layerMask)
{
var material = ResourceLoader.Load<ShaderMaterial>(MATERIAL_PATH).Duplicate() as ShaderMaterial;
material.SetShaderParameter("texture_albedo", albedoTexture);
material.SetShaderParameter("lightmap_albedo", lightmapTexture);
material.SetShaderParameter("lightmap_2x", lmHdr);
material.SetShaderParameter("lightmap_bitmask", layerMask);
return material;
}
}

View File

@ -4,8 +4,9 @@
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,unshaded;
uniform sampler2D texture_albedo : filter_linear_mipmap_anisotropic,repeat_enable;
uniform sampler2D lightmap_albedo : filter_linear_mipmap_anisotropic,repeat_enable;
uniform sampler2DArray lightmap_albedo : filter_linear_mipmap_anisotropic,repeat_enable;
uniform bool lightmap_2x;
uniform ivec2 lightmap_bitmask;
float srgb_to_linear_e(float input) {
float output;
@ -28,11 +29,27 @@ vec3 srgb_to_linear(vec3 input) {
void fragment() {
vec4 albedo_tex = texture(texture_albedo,UV);
vec4 lightmap_tex = texture(lightmap_albedo,UV2);
if (lightmap_bitmask.x == 0 && lightmap_bitmask.y == 0) {
ALBEDO = srgb_to_linear(albedo_tex.rgb);
} else {
vec4 lightmap_tex = vec4(0.0);
int mask = lightmap_bitmask.x;
for (int i = 0; i < 33; i++) {
if (i == 32) {
mask = lightmap_bitmask.y;
}
bool layer_enabled = (mask & (1 << (i % 32))) != 0;
if (layer_enabled) {
lightmap_tex += texture(lightmap_albedo, vec3(UV2, float(i)));
}
}
lightmap_tex = min(vec4(1.0), lightmap_tex);
if (lightmap_2x) {
lightmap_tex *= 2.0f;
}
ALBEDO = srgb_to_linear((albedo_tex * lightmap_tex).rgb);
}
}
"
@ -40,3 +57,4 @@ void fragment() {
render_priority = 0
shader = SubResource("Shader_eumy4")
shader_parameter/lightmap_2x = null
shader_parameter/lightmap_bitmask = null