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3 Commits
e8b77b42bb
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50c4d06f19
Author | SHA1 | Date |
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Jarrod Doyle | 50c4d06f19 | |
Jarrod Doyle | d7b8ee35f4 | |
Jarrod Doyle | 3307cdc8a9 |
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@ -118,42 +118,26 @@ public class WorldRep : IChunk
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}
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}
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public readonly Vector4[] AsRgba(uint layer)
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public readonly Vector4 GetPixel(uint layer, uint x, uint y)
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{
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if (layer >= Pixels.GetLength(0))
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if (layer >= Pixels.GetLength(0) || x >= Pixels.GetLength(2) || y >= Pixels.GetLength(1))
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{
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return System.Array.Empty<Vector4>();
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return Vector4.Zero;
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}
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var height = Pixels.GetLength(1);
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var width = Pixels.GetLength(2);
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var bpp = Pixels.GetLength(3);
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var colours = new Vector4[height * width];
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for (var y = 0; y < height; y++)
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switch (Pixels.GetLength(3))
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{
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for (var x = 0; x < width; x++)
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{
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var idx = x + y * width;
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switch (bpp)
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{
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case 1:
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var raw1 = Pixels[layer, y, x, 0];
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colours[idx] = new Vector4(raw1, raw1, raw1, 255) / 255.0f;
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break;
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case 2:
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var raw2 = Pixels[layer, y, x, 0] + (Pixels[layer, y, x, 1] << 8);
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colours[idx] = new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 32) / 32.0f;
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break;
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case 4:
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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;
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break;
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}
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}
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case 1:
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var raw1 = Pixels[layer, y, x, 0];
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return new Vector4(raw1, raw1, raw1, 255) / 255.0f;
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case 2:
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var raw2 = Pixels[layer, y, x, 0] + (Pixels[layer, y, x, 1] << 8);
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return new Vector4(raw2 & 31, (raw2 >> 5) & 31, (raw2 >> 10) & 31, 32) / 32.0f;
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case 4:
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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;
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default:
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return Vector4.Zero;
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}
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return colours;
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}
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}
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@ -5,8 +5,9 @@ namespace KeepersCompound.LGS;
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public static class Utils
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{
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public static Godot.Vector3 ToGodotVec3(this Vector3 vec, float inverseScale)
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const float InverseScale = 4.0f;
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public static Godot.Vector3 ToGodotVec3(this Vector3 vec)
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{
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return new Godot.Vector3(vec.Y, vec.Z, vec.X) / inverseScale;
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return new Godot.Vector3(vec.Y, vec.Z, vec.X) / InverseScale;
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}
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}
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@ -103,12 +103,12 @@ public partial class Mission : Node3D
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var poly = cell.Polys[i];
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var meshIdxOffset = vertices.Count;
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var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3(4.0f);
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var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3();
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var numPolyVertices = poly.VertexCount;
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for (var j = 0; j < numPolyVertices; j++)
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{
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var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
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vertices.Add(vertex.ToGodotVec3(4.0f));
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vertices.Add(vertex.ToGodotVec3());
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normals.Add(normal);
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}
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@ -137,15 +137,20 @@ public partial class Mission : Node3D
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// Build lightmap
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var lightmap = cell.Lightmaps[rect.Id];
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// TODO: Handle animlight layers
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var colours = lightmap.AsRgba(0);
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var height = lightmap.Pixels.GetLength(1);
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var width = lightmap.Pixels.GetLength(2);
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for (var y = 0; y < height; y++)
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var layers = (uint)lightmap.Pixels.GetLength(0);
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var height = (uint)lightmap.Pixels.GetLength(1);
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var width = (uint)lightmap.Pixels.GetLength(2);
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for (uint y = 0; y < height; y++)
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{
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for (var x = 0; x < width; x++)
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for (uint x = 0; x < width; x++)
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{
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var rawColour = colours[x + y * width];
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image.SetPixel((int)rect.X + x, (int)rect.Y + y, new Color(rawColour.X, rawColour.Y, rawColour.Z, rawColour.W));
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var rawColour = System.Numerics.Vector4.Zero;
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for (uint l = 0; l < layers; l++)
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{
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rawColour += lightmap.GetPixel(l, x, y);
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}
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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));
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image.SetPixel((int)(rect.X + x), (int)(rect.Y + y), colour);
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}
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}
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@ -211,7 +216,7 @@ public partial class Mission : Node3D
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{
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var light = new OmniLight3D
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{
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Position = cell.SphereCenter.ToGodotVec3(4.0f),
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Position = cell.SphereCenter.ToGodotVec3(),
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OmniRange = cell.SphereRadius * (r.NextSingle() + 1.0f) * 0.5f,
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};
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// cellNode.AddChild(light);
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@ -230,8 +235,8 @@ public partial class Mission : Node3D
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{
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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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var texU = renderPoly.TextureVectors.Item1.ToGodotVec3(4.0f);
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var texV = renderPoly.TextureVectors.Item2.ToGodotVec3(4.0f);
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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 uu = texU.Dot(texU);
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var vv = texV.Dot(texV);
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@ -243,7 +248,7 @@ public partial class Mission : Node3D
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var baseV = renderPoly.TextureBases.Item2;
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var lmUBase = lmUScale * (baseU + (0.5f - light.Bases.Item1) / 4.0f);
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var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f);
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var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(4.0f); // TODO: This probably shouldn't be hardcoded idx 0
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var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(); // TODO: This probably shouldn't be hardcoded idx 0
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var uvIdxs = new int[poly.VertexCount];
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if (uv == 0.0)
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@ -254,7 +259,7 @@ public partial class Mission : Node3D
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{
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uvIdxs[i] = lightmapUvs.Count;
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var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
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var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
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var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
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var lmUV = new Vector2(delta.Dot(lmUVec) + lmUBase, delta.Dot(lmVVec) + lmVBase);
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lightmapUvs.Add(lmUV);
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@ -271,7 +276,7 @@ public partial class Mission : Node3D
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{
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uvIdxs[i] = lightmapUvs.Count;
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var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
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var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
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var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
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var du = delta.Dot(texU);
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var dv = delta.Dot(texV);
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@ -4,6 +4,9 @@
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[ext_resource type="Script" path="res://project/code/camera.gd" id="2_w5otl"]
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[sub_resource type="Environment" id="Environment_oxkvl"]
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ambient_light_source = 2
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ambient_light_color = Color(1, 1, 1, 1)
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ssao_enabled = true
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[node name="Main" type="Node3D"]
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