89 lines
2.6 KiB
C#
89 lines
2.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Godot;
|
|
using GArray = Godot.Collections.Array;
|
|
|
|
namespace KeepersCompound.TMV;
|
|
|
|
public class MeshSurfaceData
|
|
{
|
|
const string MATERIAL_PATH = "res://project/materials/base.tres";
|
|
|
|
public bool Empty { get; private set; }
|
|
|
|
private readonly Texture _texture;
|
|
private readonly List<Vector3> _vertices = new();
|
|
private readonly List<Vector3> _normals = new();
|
|
private readonly List<int> _indices = new();
|
|
private readonly List<Vector2> _textureUvs = new();
|
|
private readonly List<Vector2> _lightmapUvs = new();
|
|
|
|
public MeshSurfaceData(Texture texture)
|
|
{
|
|
_texture = texture;
|
|
Empty = true;
|
|
}
|
|
|
|
public void TransformLightmapUvs(int start, int end, Func<Vector2, Vector2> f)
|
|
{
|
|
for (var i = start; i < end; i++)
|
|
{
|
|
_lightmapUvs[i] = f(_lightmapUvs[i]);
|
|
}
|
|
}
|
|
|
|
// TODO: Guard against empty polygons being added
|
|
public (int, int) AddPolygon(
|
|
List<Vector3> vertices,
|
|
Vector3 normal,
|
|
List<Vector2> textureUvs,
|
|
List<Vector2> lightmapUvs)
|
|
{
|
|
Empty = false;
|
|
|
|
var vertexCount = vertices.Count;
|
|
var indexOffset = _vertices.Count;
|
|
_vertices.AddRange(vertices);
|
|
|
|
for (var i = 0; i < vertexCount; i++)
|
|
{
|
|
_normals.Add(normal);
|
|
}
|
|
|
|
// Simple triangulation. Polys are always convex so we can just do a fan
|
|
for (int j = 1; j < vertexCount - 1; j++)
|
|
{
|
|
_indices.Add(indexOffset);
|
|
_indices.Add(indexOffset + j);
|
|
_indices.Add(indexOffset + j + 1);
|
|
}
|
|
|
|
_textureUvs.AddRange(textureUvs);
|
|
_lightmapUvs.AddRange(lightmapUvs);
|
|
|
|
var end = _lightmapUvs.Count;
|
|
var start = end - lightmapUvs.Count;
|
|
return (start, end);
|
|
}
|
|
|
|
public GArray BuildSurfaceArray()
|
|
{
|
|
var array = new GArray();
|
|
array.Resize((int)Mesh.ArrayType.Max);
|
|
array[(int)Mesh.ArrayType.Vertex] = _vertices.ToArray();
|
|
array[(int)Mesh.ArrayType.Normal] = _normals.ToArray();
|
|
array[(int)Mesh.ArrayType.Index] = _indices.ToArray();
|
|
array[(int)Mesh.ArrayType.TexUV] = _textureUvs.ToArray();
|
|
array[(int)Mesh.ArrayType.TexUV2] = _lightmapUvs.ToArray();
|
|
|
|
return array;
|
|
}
|
|
|
|
public Material BuildMaterial(Texture lightmapTexture)
|
|
{
|
|
var material = ResourceLoader.Load<ShaderMaterial>(MATERIAL_PATH).Duplicate() as ShaderMaterial;
|
|
material.SetShaderParameter("texture_albedo", _texture);
|
|
material.SetShaderParameter("lightmap_albedo", lightmapTexture);
|
|
return material;
|
|
}
|
|
} |