Example #1
0
        ///// <summary>
        ///// TEMP: Creates super-atlas populated with all archives in array.
        ///// Currently does not support animated textures, normal map, or emission map.
        ///// TODO: Integrate this feature fully with material system.
        ///// </summary>
        ///// <param name="archives">Archive array.</param>
        ///// <param name="borderSize">Number of pixels border to add around image.</param>
        ///// <param name="dilate">Blend texture into surrounding empty pixels. Requires border.</param>
        ///// <param name="maxAtlasSize">Maximum atlas size.</param>
        ///// <param name="alphaTextureFormat">Alpha TextureFormat.</param>
        ///// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param>
        ///// <returns>TextureAtlasBuilder.</returns>
        //public TextureAtlasBuilder CreateTextureAtlasBuilder(
        //    int[] archives,
        //    int borderSize = 0,
        //    bool dilate = false,
        //    int maxAtlasSize = 2048,
        //    SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.ARGB32,
        //    SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24)
        //{
        //    // Iterate archives
        //    TextureFile textureFile = new TextureFile();
        //    TextureAtlasBuilder builder = new TextureAtlasBuilder();
        //    GetTextureSettings settings = TextureReader.CreateTextureSettings(0, 0, 0, 0, borderSize, dilate, maxAtlasSize);
        //    settings.stayReadable = true;
        //    for (int i = 0; i < archives.Length; i++)
        //    {
        //        // Load texture file
        //        settings.archive = archives[i];
        //        textureFile.Load(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true);

        //        // Add all records for this archive - single frame only
        //        for (int record = 0; record < textureFile.RecordCount; record++)
        //        {
        //            settings.record = record;
        //            GetTextureResults results = GetTexture2D(settings, alphaTextureFormat, nonAlphaFormat);
        //            DFSize size = textureFile.GetSize(record);
        //            DFSize scale = textureFile.GetScale(record);
        //            builder.AddTextureItem(
        //                results.albedoMap,
        //                settings.archive,
        //                settings.record,
        //                0, 1,
        //                new Vector2(size.Width, size.Height),
        //                new Vector2(scale.Width, scale.Height));
        //        }
        //    }

        //    // Apply the builder
        //    builder.Rebuild(borderSize);

        //    return builder;
        //}

        /// <summary>
        /// Gets specially packed tileset atlas for terrains.
        /// This needs to be improved to create each mip level manually to further reduce artifacts.
        /// </summary>
        /// <param name="archive">Archive index.</param>
        /// <param name="stayReadable">Texture should stay readable.</param>
        /// <returns></returns>
        public GetTextureResults GetTerrainTilesetTexture(
            int archive,
            bool stayReadable = false)
        {
            const int atlasDim   = 2048;
            const int gutterSize = 32;

            GetTextureResults results = new GetTextureResults();

            // Load texture file and check count matches terrain tiles
            TextureFile textureFile = new TextureFile(Path.Combine(Arena2Path, TextureFile.IndexToFileName(archive)), FileUsage.UseMemory, true);

            if (textureFile.RecordCount != 56)
            {
                return(results);
            }

            // Rollout tiles into atlas.
            // This is somewhat inefficient, but fortunately atlases only
            // need to be generated once and can be prepared offline where
            // startup time is critical.
            int x = 0, y = 0;

            Color32[] atlasColors = new Color32[atlasDim * atlasDim];
            for (int record = 0; record < textureFile.RecordCount; record++)
            {
                // Create base image with gutter
                DFSize    sz;
                Color32[] albedo = textureFile.GetColor32(record, 0, -1, gutterSize, out sz);

                // Wrap and clamp textures based on tile
                switch (record)
                {
                // Textures that do not tile in any direction
                case 5:
                case 7:
                case 10:
                case 12:
                case 15:
                case 17:
                case 20:
                case 22:
                case 25:
                case 27:
                case 30:
                case 32:
                case 34:
                case 35:
                case 36:
                case 37:
                case 38:
                case 39:
                case 40:
                case 41:
                case 42:
                case 43:
                case 44:
                case 45:
                case 47:
                case 48:
                case 49:
                case 50:
                case 51:
                case 52:
                case 53:
                case 55:
                    ImageProcessing.ClampBorder(ref albedo, sz, gutterSize);
                    break;

                // Textures that clamp horizontally and tile vertically
                case 6:
                case 11:
                case 16:
                case 21:
                case 26:
                case 31:
                    ImageProcessing.WrapBorder(ref albedo, sz, gutterSize, false);
                    ImageProcessing.ClampBorder(ref albedo, sz, gutterSize, true, false);
                    break;

                // Textures that tile in all directions
                default:
                    ImageProcessing.WrapBorder(ref albedo, sz, gutterSize);
                    break;
                }

                // Create variants
                Color32[] rotate     = ImageProcessing.RotateColors(ref albedo, sz.Width, sz.Height);
                Color32[] flip       = ImageProcessing.FlipColors(ref albedo, sz.Width, sz.Height);
                Color32[] rotateFlip = ImageProcessing.RotateColors(ref flip, sz.Width, sz.Height);

                // Insert into atlas
                ImageProcessing.InsertColors(ref albedo, ref atlasColors, x, y, sz.Width, sz.Height, atlasDim, atlasDim);
                ImageProcessing.InsertColors(ref rotate, ref atlasColors, x + sz.Width, y, sz.Width, sz.Height, atlasDim, atlasDim);
                ImageProcessing.InsertColors(ref flip, ref atlasColors, x + sz.Width * 2, y, sz.Width, sz.Height, atlasDim, atlasDim);
                ImageProcessing.InsertColors(ref rotateFlip, ref atlasColors, x + sz.Width * 3, y, sz.Width, sz.Height, atlasDim, atlasDim);

                // Increment position
                x += sz.Width * 4;
                if (x >= atlasDim)
                {
                    y += sz.Height;
                    x  = 0;
                }
            }

            // Create Texture2D
            Texture2D albedoAtlas = new Texture2D(atlasDim, atlasDim, TextureFormat.ARGB32, MipMaps);

            albedoAtlas.SetPixels32(atlasColors);
            albedoAtlas.Apply(true, !stayReadable);

            // Change settings for these textures
            albedoAtlas.wrapMode   = TextureWrapMode.Clamp;
            albedoAtlas.anisoLevel = 8;

            // Store results
            results.albedoMap = albedoAtlas;

            return(results);
        }
Example #2
0
        /// <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="textureImport">Options for import of custom textures.</param>
        /// <returns>GetTextureResults.</returns>
        public GetTextureResults GetTexture2D(
            GetTextureSettings settings,
            SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.ARGB32,
            TextureImport textureImport = TextureImport.None)
        {
            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;

            if (!TextureReplacement.TryImportTexture(settings.archive, settings.record, settings.frame, TextureMap.Albedo, textureImport, !settings.stayReadable, out albedoMap))
            {
                // Create albedo texture
                albedoMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps);
                albedoMap.SetPixels32(albedoColors);
                albedoMap.Apply(true, !settings.stayReadable);
            }

            // Adjust mipmap bias of albedo map when retro mode rendering is enabled
            if (albedoMap && DaggerfallUnity.Settings.RetroRenderingMode > 0)
            {
                albedoMap.mipMapBias = -0.5f;
            }

            // Set normal texture (always import normal if present on disk)
            Texture2D normalMap         = null;
            bool      normalMapImported = TextureReplacement.TryImportTexture(settings.archive, settings.record, settings.frame, TextureMap.Normal, textureImport, !settings.stayReadable, out normalMap);

            if (!normalMapImported && 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 (TextureReplacement.TryImportTexture(settings.archive, settings.record, settings.frame, TextureMap.Emission, textureImport, !settings.stayReadable, out emissionMap))
            {
                // Always import emission if present on disk
                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);
        }