thief-mission-viewer/project/code/Mission.cs

290 lines
7.9 KiB
C#

using Godot;
using KeepersCompound.LGS;
using KeepersCompound.LGS.Database;
using KeepersCompound.LGS.Database.Chunks;
using RectpackSharp;
using System;
using System.Collections.Generic;
namespace KeepersCompound;
[Tool]
public partial class Mission : Node3D
{
[Export(PropertyHint.GlobalFile, "*.mis")]
public string FileName { get; set; }
[Export]
public bool Build = false;
[Export]
public bool Clear = false;
DbFile _file;
public override void _Ready()
{
var fileNameLineEdit = GetNode<LineEdit>("%FileNameLineEdit");
fileNameLineEdit.Text = FileName;
fileNameLineEdit.TextSubmitted += (string text) => FileName = text;
GetNode<Button>("%BuildButton").Pressed += () => RebuildMap();
GetNode<Button>("%ClearButton").Pressed += () => ClearMap();
}
public override void _Process(double delta)
{
if (Build)
{
RebuildMap();
Build = false;
}
if (Clear)
{
ClearMap();
Clear = false;
}
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
if (keyEvent.Keycode == Key.R)
{
Build = true;
}
}
}
public void ClearMap()
{
foreach (var node in GetChildren())
{
node.QueueFree();
}
}
public void RebuildMap()
{
ClearMap();
_file = new(FileName);
var wr = (WorldRep)_file.Chunks["WREXT"];
foreach (var cell in wr.Cells)
{
BuildCellMesh(cell);
}
}
private void BuildCellMesh(WorldRep.Cell cell)
{
var numPolys = cell.PolyCount;
var numRenderPolys = cell.RenderPolyCount;
var numPortalPolys = cell.PortalPolyCount;
// There's nothing to render
if (numRenderPolys == 0 || numPortalPolys >= numPolys)
{
return;
}
var vertices = new List<Vector3>();
var normals = new List<Vector3>();
var indices = new List<int>();
var lightmapUvs = new List<Vector2>();
var cellIdxOffset = 0;
// You'd think these would be the same number, but apparently not
// I think it's because water counts as a render poly and a portal poly
var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
var packingRects = new PackingRectangle[maxPolyIdx];
var rectIdToUvIdxMap = new List<int[]>();
for (int i = 0; i < maxPolyIdx; i++)
{
var poly = cell.Polys[i];
var meshIdxOffset = vertices.Count;
var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3(4.0f);
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));
normals.Add(normal);
}
// Simple triangulation. Polys are always convex so we can just do a fan
for (int j = 1; j < numPolyVertices - 1; j++)
{
indices.Add(meshIdxOffset);
indices.Add(meshIdxOffset + j);
indices.Add(meshIdxOffset + j + 1);
}
// UVs
var renderPoly = cell.RenderPolys[i];
var light = cell.LightList[i];
packingRects[i] = new PackingRectangle(0, 0, light.Width, light.Height, i);
var uvIdxs = CalcBaseUV(cell, poly, renderPoly, light, lightmapUvs, cellIdxOffset);
rectIdToUvIdxMap.Add(uvIdxs);
cellIdxOffset += poly.VertexCount;
}
RectanglePacker.Pack(packingRects, out var bounds);
var image = Image.Create((int)bounds.Width, (int)bounds.Height, false, Image.Format.Rgba8);
foreach (var rect in packingRects)
{
// Build lightmap
var lightmap = cell.Lightmaps[rect.Id];
// TODO: Handle animlight layers
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 (uint x = 0; x < width; x++)
{
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);
}
}
// Transform UVs
var lmUvIdxs = rectIdToUvIdxMap[rect.Id];
foreach (var idx in lmUvIdxs)
{
var uv = lightmapUvs[idx];
var u = uv.X;
var v = uv.Y;
// Clamp uv range to [0..1]
u %= 1;
v %= 1;
if (u < 0) u = Math.Abs(u);
if (v < 0) v = Math.Abs(v);
// Transform!
u = (rect.X + rect.Width * u) / (int)bounds.Width;
v = (rect.Y + rect.Height * v) / (int)bounds.Height;
lightmapUvs[idx] = new Vector2(u, v);
}
}
var cellNode = new Node3D();
var material = new StandardMaterial3D
{
AlbedoTexture = ImageTexture.CreateFromImage(image),
TextureFilter = BaseMaterial3D.TextureFilterEnum.Nearest,
};
var arrMesh = new ArrayMesh();
var arrays = new Godot.Collections.Array();
arrays.Resize((int)Mesh.ArrayType.Max);
arrays[(int)Mesh.ArrayType.Vertex] = vertices.ToArray();
arrays[(int)Mesh.ArrayType.Normal] = normals.ToArray();
arrays[(int)Mesh.ArrayType.Index] = indices.ToArray();
arrays[(int)Mesh.ArrayType.TexUV] = lightmapUvs.ToArray();
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
arrMesh.SurfaceSetMaterial(0, material);
var meshInstance = new MeshInstance3D
{
Mesh = arrMesh,
CastShadow = GeometryInstance3D.ShadowCastingSetting.On
};
cellNode.AddChild(meshInstance);
var occluder = new ArrayOccluder3D();
occluder.SetArrays(vertices.ToArray(), indices.ToArray());
var occluderInstance = new OccluderInstance3D
{
Occluder = occluder,
BakeSimplificationDistance = 0.0f
};
cellNode.AddChild(occluderInstance);
var r = new Random();
if (r.NextSingle() > 0.9 && cell.SphereRadius > 5.0)
{
var light = new OmniLight3D
{
Position = cell.SphereCenter.ToGodotVec3(4.0f),
OmniRange = cell.SphereRadius * (r.NextSingle() + 1.0f) * 0.5f,
};
// cellNode.AddChild(light);
}
AddChild(cellNode);
}
private static int[] CalcBaseUV(
WorldRep.Cell cell,
WorldRep.Cell.Poly poly,
WorldRep.Cell.RenderPoly renderPoly,
WorldRep.Cell.LightmapInfo light,
List<Vector2> lightmapUvs,
int cellIdxOffset)
{
// 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 uu = texU.Dot(texU);
var vv = texV.Dot(texV);
var uv = texU.Dot(texV);
var lmUScale = 4.0f / light.Width;
var lmVScale = 4.0f / light.Height;
var baseU = renderPoly.TextureBases.Item1;
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 uvIdxs = new int[poly.VertexCount];
if (uv == 0.0)
{
var lmUVec = texU * lmUScale / uu;
var lmVVec = texV * lmVScale / vv;
for (var i = 0; i < poly.VertexCount; i++)
{
uvIdxs[i] = lightmapUvs.Count;
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
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);
}
}
else
{
var denom = 1.0f / (uu * vv - uv * uv);
var lmUu = uu * lmVScale * denom;
var lmVv = vv * lmUScale * denom;
var lmUvu = lmUScale * denom * uv;
var lmUvv = lmVScale * denom * uv;
for (var i = 0; i < poly.VertexCount; i++)
{
uvIdxs[i] = lightmapUvs.Count;
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
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);
var lmUV = new Vector2(lmUBase + lmVv * du - lmUvu * dv, lmVBase + lmUu * dv - lmUvv * du);
lightmapUvs.Add(lmUV);
}
}
return uvIdxs;
}
}