public static void AddNatureFlats( DaggerfallUnity dfUnity, ref DFBlock blockData, Transform parent = null, ClimateNatureSets climateNature = ClimateNatureSets.SubTropical, ClimateSeason climateSeason = ClimateSeason.Summer) { int archive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason); // Add block scenery for (int y = 0; y < 16; y++) { for (int x = 0; x < 16; x++) { // Get scenery item DFBlock.RmbGroundScenery scenery = blockData.RmbBlock.FldHeader.GroundData.GroundScenery[x, 15 - y]; // Ignore 0 as this appears to be a marker/waypoint of some kind if (scenery.TextureRecord > 0) { // Spawn billboard gameobject GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(archive, scenery.TextureRecord, parent); Vector3 billboardPosition = new Vector3( x * BlocksFile.TileDimension, NatureFlatsOffsetY, y * BlocksFile.TileDimension + BlocksFile.TileDimension) * MeshReader.GlobalScale; // Set transform go.transform.position = billboardPosition; } } } }
/// <summary> /// Add nature billboards. /// </summary> public static void AddNatureFlats( ref DFBlock blockData, Transform flatsParent, DaggerfallBillboardBatch billboardBatch = null, ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland, ClimateSeason climateSeason = ClimateSeason.Summer) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return; } for (int y = 0; y < 16; y++) { for (int x = 0; x < 16; x++) { // Get scenery item - ignore indices -1 (empty) and 0 (marker/waypoint of some kind) DFBlock.RmbGroundScenery scenery = blockData.RmbBlock.FldHeader.GroundData.GroundScenery[x, 15 - y]; if (scenery.TextureRecord < 1) { continue; } // Calculate position Vector3 billboardPosition = new Vector3( x * BlocksFile.TileDimension, natureFlatsOffsetY, y * BlocksFile.TileDimension + BlocksFile.TileDimension) * MeshReader.GlobalScale; // Get Archive int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason); // Import custom 3d gameobject instead of flat if (MeshReplacement.ImportCustomFlatGameobject(natureArchive, scenery.TextureRecord, billboardPosition, flatsParent) != null) { continue; } // Add billboard to batch or standalone if (billboardBatch != null) { billboardBatch.AddItem(scenery.TextureRecord, billboardPosition); } else { GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(natureArchive, scenery.TextureRecord, flatsParent); go.transform.position = billboardPosition; AlignBillboardToBase(go); } } } }
/// <summary> /// Converts an archive index to new climate and season. /// Will return same index if climate or season not supported. /// </summary> /// <param name="archive">Archive index of starting texture.</param> /// <param name="climate">Climate base to apply.</param> /// <param name="season">Climate season to apply</param> /// <returns>Archive index of new texture.</returns> public static int ApplyClimate(int archive, int record, ClimateBases climate, ClimateSeason season) { // Get climate texture info ClimateTextureInfo ci = ClimateSwaps.GetClimateTextureInfo(archive); // Ignore non-climate textures if (ci.textureSet == DFLocation.ClimateTextureSet.None) { return(archive); } // Handle missing Swamp textures if (climate == ClimateBases.Swamp) { switch (ci.textureSet) { case DFLocation.ClimateTextureSet.Interior_TempleInt: case DFLocation.ClimateTextureSet.Interior_MarbleFloors: return(archive); } } // Bypass winter swaps in desert climates entirely // There are too many bad swaps, and you never see this variant in game if (climate == ClimateBases.Desert) { ci.supportsWinter = false; } // Handle swamp climate sets with missing winter textures if (climate == ClimateBases.Swamp) { switch (ci.textureSet) { case DFLocation.ClimateTextureSet.Exterior_Castle: case DFLocation.ClimateTextureSet.Exterior_MagesGuild: ci.supportsWinter = false; break; } } // Handle archives with missing winter textures if (archive == 82 && record > 1 || archive == 77) { ci.supportsWinter = false; } // Flag to suppress climate index // Certain textures have a winter variant but are climate-specific bool suppressClimateIndex = false; switch (archive) { case 75: case 76: case 77: case 79: case 80: case 82: case 83: suppressClimateIndex = true; break; } // Calculate new index int climateIndex = 0; if (archive < 500 && !suppressClimateIndex) { climateIndex = (int)FromUnityClimateBase(climate) + (int)ci.textureSet; if (season == ClimateSeason.Winter && ci.supportsWinter) { climateIndex += (int)DFLocation.ClimateWeather.Winter; } else if (season == ClimateSeason.Rain && ci.supportsRain) { climateIndex += (int)DFLocation.ClimateWeather.Rain; } } else { climateIndex = archive; if (season == ClimateSeason.Winter && ci.supportsWinter) { climateIndex += (int)DFLocation.ClimateWeather.Winter; } } return(climateIndex); }
/// <summary> /// Gets Unity textures from Daggerfall texture with all options. /// Returns all supported texture maps for Standard shader in one call. /// </summary> /// <param name="settings">Get texture settings.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <param name="allowImport">Import texture from disk if present.</param> /// <returns>GetTextureResults.</returns> public GetTextureResults GetTexture2D( GetTextureSettings settings, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24, bool allowImport = true) { GetTextureResults results = new GetTextureResults(); // Check if window or auto-emissive bool isWindow = ClimateSwaps.IsExteriorWindow(settings.archive, settings.record); bool isEmissive = (settings.autoEmission) ? IsEmissive(settings.archive, settings.record) : false; // Override readable flag when user has set preference in material reader if (DaggerfallUnity.Instance.MaterialReader.ReadableTextures) { settings.stayReadable = true; } // Assign texture file TextureFile textureFile; if (settings.textureFile == null) { textureFile = new TextureFile(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); } else { textureFile = settings.textureFile; } // Get starting DFBitmap and albedo Color32 array DFSize sz; DFBitmap srcBitmap = textureFile.GetDFBitmap(settings.record, settings.frame); Color32[] albedoColors = textureFile.GetColor32(srcBitmap, settings.alphaIndex, settings.borderSize, out sz); // Sharpen source image if (settings.sharpen) { albedoColors = ImageProcessing.Sharpen(ref albedoColors, sz.Width, sz.Height); } // Dilate edges if (settings.borderSize > 0 && settings.dilate && !settings.copyToOppositeBorder) { ImageProcessing.DilateColors(ref albedoColors, sz); } // Copy to opposite border if (settings.borderSize > 0 && settings.copyToOppositeBorder) { ImageProcessing.WrapBorder(ref albedoColors, sz, settings.borderSize); } // Set albedo texture Texture2D albedoMap = null; if (allowImport && TextureReplacement.CustomTextureExist(settings.archive, settings.record, settings.frame)) { // Import albedo texture albedoMap = TextureReplacement.LoadCustomTexture(settings.archive, settings.record, settings.frame); } else { // Create albedo texture if (settings.alphaIndex < 0) { albedoMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(nonAlphaFormat), MipMaps); } else { albedoMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); } albedoMap.SetPixels32(albedoColors); albedoMap.Apply(true, !settings.stayReadable); } // Set normal texture Texture2D normalMap = null; if (allowImport && TextureReplacement.CustomNormalExist(settings.archive, settings.record, settings.frame)) { // Always import normal if present on disk normalMap = TextureReplacement.LoadCustomNormal(settings.archive, settings.record, settings.frame); } else if (settings.createNormalMap && textureFile.SolidType == TextureFile.SolidTypes.None) { // Create normal texture - must be ARGB32 // Normal maps are bypassed for solid-colour textures Color32[] normalColors; normalColors = ImageProcessing.GetBumpMap(ref albedoColors, sz.Width, sz.Height); normalColors = ImageProcessing.ConvertBumpToNormals(ref normalColors, sz.Width, sz.Height, settings.normalStrength); normalMap = new Texture2D(sz.Width, sz.Height, TextureFormat.ARGB32, MipMaps); normalMap.SetPixels32(normalColors); normalMap.Apply(true, !settings.stayReadable); } // Import emission map or create basic emissive texture Texture2D emissionMap = null; bool resultEmissive = false; if (allowImport && TextureReplacement.CustomEmissionExist(settings.archive, settings.record, settings.frame)) { // Always import emission if present on disk emissionMap = TextureReplacement.LoadCustomEmission(settings.archive, settings.record, settings.frame); resultEmissive = true; } else { if (settings.createEmissionMap || (settings.autoEmission && isEmissive) && !isWindow) { // Just reuse albedo map for basic colour emission emissionMap = albedoMap; resultEmissive = true; } // Windows need special handling as only glass parts are emissive if ((settings.createEmissionMap || settings.autoEmissionForWindows) && isWindow) { // Create custom emission texture for glass area of windows Color32[] emissionColors = textureFile.GetWindowColors32(srcBitmap); emissionMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); emissionMap.SetPixels32(emissionColors); emissionMap.Apply(true, !settings.stayReadable); resultEmissive = true; } // Lights need special handling as this archive contains a mix of emissive and non-emissive flats // This can cause problems with atlas packing due to mismatch between albedo and emissive texture counts if ((settings.createEmissionMap || settings.autoEmission) && settings.archive == LightsTextureArchive) { // For the unlit flats we create a null-emissive black texture if (!isEmissive) { Color32[] emissionColors = new Color32[sz.Width * sz.Height]; emissionMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); emissionMap.SetPixels32(emissionColors); emissionMap.Apply(true, !settings.stayReadable); resultEmissive = true; } } } // Shrink UV rect to compensate for internal border float ru = 1f / sz.Width; float rv = 1f / sz.Height; results.singleRect = new Rect( settings.borderSize * ru, settings.borderSize * rv, (sz.Width - settings.borderSize * 2) * ru, (sz.Height - settings.borderSize * 2) * rv); // Store results results.albedoMap = albedoMap; results.normalMap = normalMap; results.emissionMap = emissionMap; results.isWindow = isWindow; results.isEmissive = resultEmissive; results.textureFile = textureFile; return(results); }
/// <summary> /// Layout a complete RMB block game object. /// Can be used standalone or as part of a city build. /// </summary> public static GameObject CreateRMBBlockGameObject( string blockName, bool addGroundPlane = true, DaggerfallRMBBlock cloneFrom = null, DaggerfallBillboardBatch natureBillboardBatch = null, DaggerfallBillboardBatch lightsBillboardBatch = null, DaggerfallBillboardBatch animalsBillboardBatch = null, TextureAtlasBuilder miscBillboardAtlas = null, DaggerfallBillboardBatch miscBillboardBatch = null, ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland, ClimateSeason climateSeason = ClimateSeason.Summer) { // Get DaggerfallUnity DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return(null); } // Create base object DFBlock blockData; GameObject go = RMBLayout.CreateBaseGameObject(blockName, out blockData, cloneFrom); // Create flats node GameObject flatsNode = new GameObject("Flats"); flatsNode.transform.parent = go.transform; // Create lights node GameObject lightsNode = new GameObject("Lights"); lightsNode.transform.parent = go.transform; // If billboard batching is enabled but user has not specified // a batch, then make our own auto batch for this block bool autoLightsBatch = false; bool autoNatureBatch = false; bool autoAnimalsBatch = false; if (dfUnity.Option_BatchBillboards) { if (natureBillboardBatch == null) { autoNatureBatch = true; int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason); natureBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(natureArchive, flatsNode.transform); } if (lightsBillboardBatch == null) { autoLightsBatch = true; lightsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.LightsTextureArchive, flatsNode.transform); } if (animalsBillboardBatch == null) { autoAnimalsBatch = true; animalsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.AnimalsTextureArchive, flatsNode.transform); } } // Layout light billboards and gameobjects RMBLayout.AddLights(ref blockData, flatsNode.transform, lightsNode.transform, lightsBillboardBatch); // Layout nature billboards RMBLayout.AddNatureFlats(ref blockData, flatsNode.transform, natureBillboardBatch, climateNature, climateSeason); // Layout all other flats RMBLayout.AddMiscBlockFlats(ref blockData, flatsNode.transform, animalsBillboardBatch, miscBillboardAtlas, miscBillboardBatch); // Add ground plane if (addGroundPlane) { RMBLayout.AddGroundPlane(ref blockData, go.transform); } // Apply auto batches if (autoNatureBatch) { natureBillboardBatch.Apply(); } if (autoLightsBatch) { lightsBillboardBatch.Apply(); } if (autoAnimalsBatch) { animalsBillboardBatch.Apply(); } return(go); }
/// <summary> /// Add subrecord (building) exterior block flats. /// </summary> public static void AddExteriorBlockFlats( ref DFBlock blockData, Transform flatsParent, Transform lightsParent, int mapId, int locationIndex, ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland, ClimateSeason climateSeason = ClimateSeason.Summer) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return; } // Get Nature Archive int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason); foreach (DFBlock.RmbSubRecord subRecord in blockData.RmbBlock.SubRecords) { Vector3 subRecordPosition = new Vector3(subRecord.XPos, 0, -subRecord.ZPos) * MeshReader.GlobalScale; foreach (DFBlock.RmbBlockFlatObjectRecord obj in subRecord.Exterior.BlockFlatObjectRecords) { // Don't add building exterior editor flats since they can't be used by any DFU systems int archive = obj.TextureArchive; if (archive == TextureReader.EditorFlatsTextureArchive) { continue; } // Calculate position Vector3 billboardPosition = new Vector3( obj.XPos, -obj.YPos + blockFlatsOffsetY, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; billboardPosition += subRecordPosition; // Add natures using correct climate set archive if (archive >= (int)DFLocation.ClimateTextureSet.Nature_RainForest && archive <= (int)DFLocation.ClimateTextureSet.Nature_Mountains_Snow) { archive = natureArchive; billboardPosition.z = natureFlatsOffsetY; } GameObject go = MeshReplacement.ImportCustomFlatGameobject(archive, obj.TextureRecord, billboardPosition, flatsParent); bool isImported = go != null; if (!isImported) { // Add standalone billboard gameobject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(archive, obj.TextureRecord, flatsParent); go.transform.position = billboardPosition; AlignBillboardToBase(go); } // Add animal sound if (archive == TextureReader.AnimalsTextureArchive) { AddAnimalAudioSource(go, obj.TextureRecord); } // If flat record has a non-zero faction id, then it's an exterior NPC if (obj.FactionID != 0) { // Add RMB data to billboard Billboard dfBillboard = go.GetComponent <Billboard>(); if (dfBillboard != null) { dfBillboard.SetRMBPeopleData(obj.FactionID, obj.Flags, obj.Position); } // Add StaticNPC behaviour StaticNPC npc = go.AddComponent <StaticNPC>(); npc.SetLayoutData(obj, mapId, locationIndex); } // If this is a light flat, import light prefab if (archive == TextureReader.LightsTextureArchive && !isImported) { if (dfUnity.Option_CityLightPrefab == null) { return; } Vector2 size = dfUnity.MeshReader.GetScaledBillboardSize(210, obj.TextureRecord); Vector3 position = new Vector3( obj.XPos, -obj.YPos + size.y, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; position += subRecordPosition; GameObjectHelper.InstantiatePrefab(dfUnity.Option_CityLightPrefab.gameObject, string.Empty, lightsParent, position); } } } }