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	| Author | SHA1 | Date | 
|---|---|---|
|  | 50c4d06f19 | |
|  | d7b8ee35f4 | |
|  | 3307cdc8a9 | 
|  | @ -118,42 +118,26 @@ public class WorldRep : IChunk | |||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             public readonly Vector4[] AsRgba(uint layer) | ||||
|             public readonly Vector4 GetPixel(uint layer, uint x, uint y) | ||||
|             { | ||||
|                 if (layer >= Pixels.GetLength(0)) | ||||
|                 if (layer >= Pixels.GetLength(0) || x >= Pixels.GetLength(2) || y >= Pixels.GetLength(1)) | ||||
|                 { | ||||
| 
 | ||||
|                     return System.Array.Empty<Vector4>(); | ||||
|                     return Vector4.Zero; | ||||
|                 } | ||||
| 
 | ||||
|                 var height = Pixels.GetLength(1); | ||||
|                 var width = Pixels.GetLength(2); | ||||
|                 var bpp = Pixels.GetLength(3); | ||||
|                 var colours = new Vector4[height * width]; | ||||
|                 for (var y = 0; y < height; y++) | ||||
|                 switch (Pixels.GetLength(3)) | ||||
|                 { | ||||
|                     for (var x = 0; x < width; x++) | ||||
|                     { | ||||
|                         var idx = x + y * width; | ||||
| 
 | ||||
|                         switch (bpp) | ||||
|                         { | ||||
|                             case 1: | ||||
|                                 var raw1 = Pixels[layer, y, x, 0]; | ||||
|                                 colours[idx] = new Vector4(raw1, raw1, raw1, 255) / 255.0f; | ||||
|                                 break; | ||||
|                             case 2: | ||||
|                                 var raw2 = Pixels[layer, y, x, 0] + (Pixels[layer, y, x, 1] << 8); | ||||
|                                 colours[idx] = new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 32) / 32.0f; | ||||
|                                 break; | ||||
|                             case 4: | ||||
|                                 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; | ||||
|                                 break; | ||||
|                         } | ||||
|                     } | ||||
|                     case 1: | ||||
|                         var raw1 = Pixels[layer, y, x, 0]; | ||||
|                         return new Vector4(raw1, raw1, raw1, 255) / 255.0f; | ||||
|                     case 2: | ||||
|                         var raw2 = Pixels[layer, y, x, 0] + (Pixels[layer, y, x, 1] << 8); | ||||
|                         return new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 32) / 32.0f; | ||||
|                     case 4: | ||||
|                         return new Vector4(Pixels[layer, y, x, 0], Pixels[layer, y, x, 1], Pixels[layer, y, x, 2], Pixels[layer, y, x, 3]) / 255.0f; | ||||
|                     default: | ||||
|                         return Vector4.Zero; | ||||
|                 } | ||||
| 
 | ||||
|                 return colours; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  |  | |||
|  | @ -5,8 +5,9 @@ namespace KeepersCompound.LGS; | |||
| 
 | ||||
| public static class Utils | ||||
| { | ||||
|     public static Godot.Vector3 ToGodotVec3(this Vector3 vec, float inverseScale) | ||||
|     const float InverseScale = 4.0f; | ||||
|     public static Godot.Vector3 ToGodotVec3(this Vector3 vec) | ||||
|     { | ||||
|         return new Godot.Vector3(vec.Y, vec.Z, vec.X) / inverseScale; | ||||
|         return new Godot.Vector3(vec.Y, vec.Z, vec.X) / InverseScale; | ||||
|     } | ||||
| } | ||||
|  | @ -103,12 +103,12 @@ public partial class Mission : Node3D | |||
| 			var poly = cell.Polys[i]; | ||||
| 			var meshIdxOffset = vertices.Count; | ||||
| 
 | ||||
| 			var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3(4.0f); | ||||
| 			var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3(); | ||||
| 			var numPolyVertices = poly.VertexCount; | ||||
| 			for (var j = 0; j < numPolyVertices; j++) | ||||
| 			{ | ||||
| 				var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]]; | ||||
| 				vertices.Add(vertex.ToGodotVec3(4.0f)); | ||||
| 				vertices.Add(vertex.ToGodotVec3()); | ||||
| 				normals.Add(normal); | ||||
| 			} | ||||
| 
 | ||||
|  | @ -137,15 +137,20 @@ public partial class Mission : Node3D | |||
| 			// Build lightmap | ||||
| 			var lightmap = cell.Lightmaps[rect.Id]; | ||||
| 			// TODO: Handle animlight layers | ||||
| 			var colours = lightmap.AsRgba(0); | ||||
| 			var height = lightmap.Pixels.GetLength(1); | ||||
| 			var width = lightmap.Pixels.GetLength(2); | ||||
| 			for (var y = 0; y < height; y++) | ||||
| 			var layers = (uint)lightmap.Pixels.GetLength(0); | ||||
| 			var height = (uint)lightmap.Pixels.GetLength(1); | ||||
| 			var width = (uint)lightmap.Pixels.GetLength(2); | ||||
| 			for (uint y = 0; y < height; y++) | ||||
| 			{ | ||||
| 				for (var x = 0; x < width; x++) | ||||
| 				for (uint x = 0; x < width; x++) | ||||
| 				{ | ||||
| 					var rawColour = colours[x + y * width]; | ||||
| 					image.SetPixel((int)rect.X + x, (int)rect.Y + y, new Color(rawColour.X, rawColour.Y, rawColour.Z, rawColour.W)); | ||||
| 					var rawColour = System.Numerics.Vector4.Zero; | ||||
| 					for (uint l = 0; l < layers; l++) | ||||
| 					{ | ||||
| 						rawColour += lightmap.GetPixel(l, x, y); | ||||
| 					} | ||||
| 					var colour = new Color(MathF.Min(rawColour.X, 1.0f), MathF.Min(rawColour.Y, 1.0f), MathF.Min(rawColour.Z, 1.0f), MathF.Min(rawColour.W, 1.0f)); | ||||
| 					image.SetPixel((int)(rect.X + x), (int)(rect.Y + y), colour); | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
|  | @ -211,7 +216,7 @@ public partial class Mission : Node3D | |||
| 		{ | ||||
| 			var light = new OmniLight3D | ||||
| 			{ | ||||
| 				Position = cell.SphereCenter.ToGodotVec3(4.0f), | ||||
| 				Position = cell.SphereCenter.ToGodotVec3(), | ||||
| 				OmniRange = cell.SphereRadius * (r.NextSingle() + 1.0f) * 0.5f, | ||||
| 			}; | ||||
| 			// cellNode.AddChild(light); | ||||
|  | @ -230,8 +235,8 @@ public partial class Mission : Node3D | |||
| 	{ | ||||
| 		// TODO: This is slightly hardcoded for ND. Check other stuff at some point. Should be handled in LG side imo | ||||
| 		// TODO: This is a mess lol | ||||
| 		var texU = renderPoly.TextureVectors.Item1.ToGodotVec3(4.0f); | ||||
| 		var texV = renderPoly.TextureVectors.Item2.ToGodotVec3(4.0f); | ||||
| 		var texU = renderPoly.TextureVectors.Item1.ToGodotVec3(); | ||||
| 		var texV = renderPoly.TextureVectors.Item2.ToGodotVec3(); | ||||
| 
 | ||||
| 		var uu = texU.Dot(texU); | ||||
| 		var vv = texV.Dot(texV); | ||||
|  | @ -243,7 +248,7 @@ public partial class Mission : Node3D | |||
| 		var baseV = renderPoly.TextureBases.Item2; | ||||
| 		var lmUBase = lmUScale * (baseU + (0.5f - light.Bases.Item1) / 4.0f); | ||||
| 		var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f); | ||||
| 		var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(4.0f); // TODO: This probably shouldn't be hardcoded idx 0 | ||||
| 		var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(); // TODO: This probably shouldn't be hardcoded idx 0 | ||||
| 
 | ||||
| 		var uvIdxs = new int[poly.VertexCount]; | ||||
| 		if (uv == 0.0) | ||||
|  | @ -254,7 +259,7 @@ public partial class Mission : Node3D | |||
| 			{ | ||||
| 				uvIdxs[i] = lightmapUvs.Count; | ||||
| 
 | ||||
| 				var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f); | ||||
| 				var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(); | ||||
| 				var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z); | ||||
| 				var lmUV = new Vector2(delta.Dot(lmUVec) + lmUBase, delta.Dot(lmVVec) + lmVBase); | ||||
| 				lightmapUvs.Add(lmUV); | ||||
|  | @ -271,7 +276,7 @@ public partial class Mission : Node3D | |||
| 			{ | ||||
| 				uvIdxs[i] = lightmapUvs.Count; | ||||
| 
 | ||||
| 				var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f); | ||||
| 				var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(); | ||||
| 				var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z); | ||||
| 				var du = delta.Dot(texU); | ||||
| 				var dv = delta.Dot(texV); | ||||
|  |  | |||
|  | @ -4,6 +4,9 @@ | |||
| [ext_resource type="Script" path="res://project/code/camera.gd" id="2_w5otl"] | ||||
| 
 | ||||
| [sub_resource type="Environment" id="Environment_oxkvl"] | ||||
| ambient_light_source = 2 | ||||
| ambient_light_color = Color(1, 1, 1, 1) | ||||
| ssao_enabled = true | ||||
| 
 | ||||
| [node name="Main" type="Node3D"] | ||||
| 
 | ||||
|  |  | |||
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