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No commits in common. "d1d6b310ab320b9b9a54dcd54e9010fea74e461c" and "2ec121e056701a7a2055b5a8d875e8f5eb0e2693" have entirely different histories.
d1d6b310ab
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2ec121e056
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@ -5,18 +5,23 @@ using GArray = Godot.Collections.Array;
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namespace KeepersCompound.TMV;
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namespace KeepersCompound.TMV;
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// TODO: Add UV transform method. Should take a transform function and a range of UVs to apply it to
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public class MeshSurfaceData
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public class MeshSurfaceData
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{
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{
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const string MATERIAL_PATH = "res://project/materials/base.tres";
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public bool Empty { get; private set; }
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public bool Empty { get; private set; }
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private readonly Texture _texture;
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private readonly List<Vector3> _vertices = new();
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private readonly List<Vector3> _vertices = new();
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private readonly List<Vector3> _normals = new();
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private readonly List<Vector3> _normals = new();
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private readonly List<int> _indices = new();
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private readonly List<int> _indices = new();
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private readonly List<Vector2> _textureUvs = new();
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private readonly List<Vector2> _textureUvs = new();
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private readonly List<Vector2> _lightmapUvs = new();
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private readonly List<Vector2> _lightmapUvs = new();
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public MeshSurfaceData()
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public MeshSurfaceData(Texture texture)
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{
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{
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_texture = texture;
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Empty = true;
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Empty = true;
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}
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}
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@ -74,4 +79,12 @@ public class MeshSurfaceData
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return array;
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return array;
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}
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}
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public Material BuildMaterial(Texture lightmapTexture)
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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", _texture);
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material.SetShaderParameter("lightmap_albedo", lightmapTexture);
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return material;
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}
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}
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}
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@ -41,10 +41,12 @@ public partial class Mission : Node3D
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public bool Dump = false;
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public bool Dump = false;
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DbFile _file;
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DbFile _file;
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TextureLoader _textureLoader;
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List<ImageTexture> _textures;
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public override void _Ready()
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public override void _Ready()
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{
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{
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_textures = new List<ImageTexture>();
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var missionSelector = GetNode<Control>("%MissionSelector") as MissionSelector;
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var missionSelector = GetNode<Control>("%MissionSelector") as MissionSelector;
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missionSelector.LoadMission += (string path) =>
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missionSelector.LoadMission += (string path) =>
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{
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{
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@ -80,6 +82,8 @@ public partial class Mission : Node3D
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public void ClearMap()
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public void ClearMap()
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{
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{
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_textures.Clear();
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foreach (var node in GetChildren())
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foreach (var node in GetChildren())
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{
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{
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node.QueueFree();
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node.QueueFree();
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@ -90,8 +94,6 @@ public partial class Mission : Node3D
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{
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{
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ClearMap();
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ClearMap();
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_textureLoader = new TextureLoader("", FileName.GetBaseDir());
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_file = new(FileName);
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_file = new(FileName);
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var textureList = (TxList)_file.Chunks["TXLIST"];
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var textureList = (TxList)_file.Chunks["TXLIST"];
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LoadTextures(textureList);
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LoadTextures(textureList);
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@ -100,6 +102,11 @@ public partial class Mission : Node3D
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var wr = (WorldRep)_file.Chunks["WREXT"];
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var wr = (WorldRep)_file.Chunks["WREXT"];
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BuildMeshes(wr.Cells);
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BuildMeshes(wr.Cells);
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// foreach (var cell in wr.Cells)
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// {
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// BuildCellMesh(cell);
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// }
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}
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}
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private void BuildMeshes(WorldRep.Cell[] cells)
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private void BuildMeshes(WorldRep.Cell[] cells)
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@ -139,19 +146,19 @@ public partial class Mission : Node3D
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}
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}
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var lightmapTexture = BuildLightmapTexture(cells, packingRects.ToArray(), rectDataMap, surfaceDataMap);
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var lightmapTexture = BuildLightmapTexture(cells, packingRects.ToArray(), rectDataMap, surfaceDataMap);
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foreach (var (textureId, surface) in surfaceDataMap)
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foreach (var surface in surfaceDataMap.Values)
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{
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{
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if (surface.Empty)
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if (surface.Empty)
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{
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{
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continue;
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continue;
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}
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}
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var albedoTexture = _textureLoader.Get(textureId);
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var array = surface.BuildSurfaceArray();
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var material = surface.BuildMaterial(lightmapTexture);
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var mesh = new ArrayMesh();
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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, BuildMaterial(albedoTexture, lightmapTexture));
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mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, array);
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mesh.SurfaceSetMaterial(0, material);
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var meshInstance = new MeshInstance3D { Mesh = mesh };
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var meshInstance = new MeshInstance3D { Mesh = mesh };
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AddChild(meshInstance);
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AddChild(meshInstance);
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}
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}
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@ -178,7 +185,7 @@ public partial class Mission : Node3D
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if (!surfaceDataMap.ContainsKey(textureId))
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if (!surfaceDataMap.ContainsKey(textureId))
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{
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{
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surfaceDataMap.Add(textureId, new MeshSurfaceData());
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surfaceDataMap.Add(textureId, new MeshSurfaceData(_textures[textureId]));
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}
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}
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var surfaceData = surfaceDataMap[textureId];
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var surfaceData = surfaceDataMap[textureId];
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var (start, end) = surfaceData.AddPolygon(vertices, normal, textureUvs, lightmapUvs);
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var (start, end) = surfaceData.AddPolygon(vertices, normal, textureUvs, lightmapUvs);
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@ -252,8 +259,13 @@ public partial class Mission : Node3D
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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 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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// TODO: This is a mess lol
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var textureId = renderPoly.TextureId;
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var textureId = renderPoly.TextureId;
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// !HACK: Sky textures :)
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if (textureId >= _textures.Count)
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{
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textureId = 0;
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}
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var texture = _textureLoader.Get(textureId);
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var texture = _textures[textureId];
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var texU = renderPoly.TextureVectors.Item1.ToGodotVec3();
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var texU = renderPoly.TextureVectors.Item1.ToGodotVec3();
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var texV = renderPoly.TextureVectors.Item2.ToGodotVec3();
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var texV = renderPoly.TextureVectors.Item2.ToGodotVec3();
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var baseU = renderPoly.TextureBases.Item1;
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var baseU = renderPoly.TextureBases.Item1;
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@ -320,6 +332,36 @@ public partial class Mission : Node3D
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private void LoadTextures(TxList textureList)
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private void LoadTextures(TxList textureList)
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{
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{
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static string PathToKey(string baseDir, string path)
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{
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return path.TrimPrefix(baseDir).GetBaseName().ToLower();
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}
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// TODO: This has hardcoded .png extension and relies on you placing extracted and converted images in godot user directory
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// Collect all the fm textures here to help with case sensitivity :)
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// TODO: Only do this on case sensitive systems?
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var baseDir = FileName.GetBaseDir();
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var options = new EnumerationOptions { MatchCasing = MatchCasing.CaseInsensitive };
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var dirPaths = Directory.GetDirectories(baseDir, "fam", options);
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options.RecurseSubdirectories = true;
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var texturePaths = new Dictionary<string, string>();
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// Godot doesn't support runtime DDS :)
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// TODO: Load DDS BMP PCX GIF CEL
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string[] validExtensions = { "png", "tga" };
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foreach (var dirPath in dirPaths)
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{
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foreach (var path in Directory.EnumerateFiles(dirPath, "*", options))
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{
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if (validExtensions.Contains(path.GetExtension().ToLower()))
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{
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// TODO: This only adds the first one found rather than the highest priority
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texturePaths.TryAdd(PathToKey(baseDir, path), path);
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}
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}
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}
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// TODO: Use PathJoin
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// TODO: Use PathJoin
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var count = textureList.ItemCount;
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var count = textureList.ItemCount;
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for (var i = 0; i < count; i++)
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for (var i = 0; i < count; i++)
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@ -338,10 +380,22 @@ public partial class Mission : Node3D
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}
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}
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path += item.Name;
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path += item.Name;
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if (!_textureLoader.Load(i, path))
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if (texturePaths.TryGetValue(path.ToLower(), out var newPath))
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{
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{
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GD.Print($"Failed to load texture: {path}");
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path = newPath;
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}
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}
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else if (File.Exists(ProjectSettings.GlobalizePath($"user://textures{path}.png")))
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{
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path = ProjectSettings.GlobalizePath($"user://textures{path}.png");
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}
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else
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{
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GD.Print($"Failed to find texture: {path}");
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path = "user://textures/jorge.png";
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}
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if (Dump) GD.Print($"Loading texture: {path}");
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_textures.Add(ImageTexture.CreateFromImage(Image.LoadFromFile(path)));
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}
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}
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}
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}
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@ -359,13 +413,4 @@ public partial class Mission : Node3D
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GD.Print($" {i}:\n Tokens: [{item.Tokens[0]}, {item.Tokens[1]}, {item.Tokens[2]}, {item.Tokens[3]}]\n Name: {item.Name}");
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GD.Print($" {i}:\n Tokens: [{item.Tokens[0]}, {item.Tokens[1]}, {item.Tokens[2]}, {item.Tokens[3]}]\n Name: {item.Name}");
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}
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}
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}
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}
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const string MATERIAL_PATH = "res://project/materials/base.tres";
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private static Material BuildMaterial(Texture albedoTexture, Texture lightmapTexture)
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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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return material;
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}
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}
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}
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@ -1,100 +0,0 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Godot;
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namespace KeepersCompound.TMV;
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public class TextureLoader
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{
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private readonly string _rootPath; // TODO: Load from installation resources
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private readonly string _fmPath;
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private readonly Dictionary<string, string> _fmTexturePaths = new();
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private readonly List<ImageTexture> _textureCache = new();
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private readonly Dictionary<int, int> _idMap = new();
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private readonly Dictionary<string, int> _pathMap = new();
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public TextureLoader(string rootPath, string fmPath)
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{
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_rootPath = rootPath;
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_fmPath = fmPath;
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LoadDefaultTexture();
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RegisterFmTexturePaths();
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}
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private void LoadDefaultTexture()
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{
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// TODO: This should be a resource loaded from RES
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const string path = "user://textures/jorge.png";
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var texture = ImageTexture.CreateFromImage(Image.LoadFromFile(path));
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_textureCache.Add(texture);
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}
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private void RegisterFmTexturePaths()
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{
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// TODO: Load DDS BMP PCX GIF CEL
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string[] validExtensions = { "png", "tga" };
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var famOptions = new EnumerationOptions { MatchCasing = MatchCasing.CaseInsensitive };
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var textureOptions = new EnumerationOptions
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{
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MatchCasing = MatchCasing.CaseInsensitive,
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RecurseSubdirectories = true,
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};
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foreach (var dirPath in Directory.EnumerateDirectories(_fmPath, "fam", famOptions))
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{
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foreach (var path in Directory.EnumerateFiles(dirPath, "*", textureOptions))
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{
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if (validExtensions.Contains(path.GetExtension().ToLower()))
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{
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// TODO: This only adds the first one found rather than the highest priority
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var key = path.TrimPrefix(_fmPath).GetBaseName().ToLower();
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_fmTexturePaths.TryAdd(key, path);
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}
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}
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}
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}
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public bool Load(int id, string path)
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{
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var userTexturesPath = ProjectSettings.GlobalizePath($"user://textures{path}.png");
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var loaded = false;
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if (_fmTexturePaths.TryGetValue(path.ToLower(), out var filePath))
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{
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_textureCache.Add(ImageTexture.CreateFromImage(Image.LoadFromFile(filePath)));
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loaded = true;
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}
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else if (File.Exists(userTexturesPath))
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{
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_textureCache.Add(ImageTexture.CreateFromImage(Image.LoadFromFile(userTexturesPath)));
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loaded = true;
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}
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var index = loaded ? _textureCache.Count - 1 : 0;
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_idMap.TryAdd(id, index);
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_pathMap.TryAdd(path, index);
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return loaded;
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}
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public ImageTexture Get(int id)
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{
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if (!_idMap.ContainsKey(id))
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{
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return _textureCache[0];
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}
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return _textureCache[_idMap[id]];
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}
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public ImageTexture Get(string path)
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{
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if (!_pathMap.ContainsKey(path))
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{
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return _textureCache[0];
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}
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return _textureCache[_pathMap[path]];
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}
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}
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