public static LightingSkyboxColors Lerp(LightingSkyboxColors a, LightingSkyboxColors b, float t)
        {
            LightingSkyboxColors interpSkybox = new LightingSkyboxColors();

            interpSkybox.Unknown1 = WLinearColor.Lerp(a.Unknown1, b.Unknown1, t);
            interpSkybox.Unknown2 = WLinearColor.Lerp(a.Unknown2, b.Unknown2, t);
            interpSkybox.Unknown3 = WLinearColor.Lerp(a.Unknown3, b.Unknown3, t);
            interpSkybox.Unknown4 = WLinearColor.Lerp(a.Unknown4, b.Unknown4, t);

            interpSkybox.HorizonCloud = WLinearColor.Lerp(a.HorizonCloud, b.HorizonCloud, t);
            interpSkybox.CenterCloud  = WLinearColor.Lerp(a.CenterCloud, b.CenterCloud, t);
            interpSkybox.Sky          = WLinearColor.Lerp(a.Sky, b.Sky, t);
            interpSkybox.FalseSea     = WLinearColor.Lerp(a.FalseSea, b.FalseSea, t);
            interpSkybox.Horizon      = WLinearColor.Lerp(a.Horizon, b.Horizon, t);

            return(interpSkybox);
        }
        public LightingPalette Lerp(float t, bool presetA = true)
        {
            LightingPalette[] palette = presetA ? TimePresetA : TimePresetB;

            // Generate a new LightingPalette which is the interpolated values of things.
            t = WMath.Clamp(t, 0, 1);
            float scaledT    = t * (palette.Length - 1);
            int   lowerIndex = (int)scaledT;
            int   upperIndex = (int)(scaledT + 1f);
            float newT       = scaledT - (int)scaledT;

            //Console.WriteLine("t: {0} scaledT: {1} lIndex: {2} uIndex: {3} newT: {4}", t, scaledT, lowerIndex, upperIndex, newT);

            if (upperIndex == palette.Length)
            {
                upperIndex = lowerIndex;
            }

            LightingPalette interpPalette = new LightingPalette();

            interpPalette.Shadow        = WLinearColor.Lerp(palette[lowerIndex].Shadow, palette[upperIndex].Shadow, newT);
            interpPalette.ActorAmbient  = WLinearColor.Lerp(palette[lowerIndex].ActorAmbient, palette[upperIndex].ActorAmbient, newT);
            interpPalette.RoomLight     = WLinearColor.Lerp(palette[lowerIndex].RoomLight, palette[upperIndex].RoomLight, newT);
            interpPalette.RoomAmbient   = WLinearColor.Lerp(palette[lowerIndex].RoomAmbient, palette[upperIndex].RoomAmbient, newT);
            interpPalette.WaveColor     = WLinearColor.Lerp(palette[lowerIndex].WaveColor, palette[upperIndex].WaveColor, newT);
            interpPalette.OceanColor    = WLinearColor.Lerp(palette[lowerIndex].OceanColor, palette[upperIndex].OceanColor, newT);
            interpPalette.UnknownWhite1 = WLinearColor.Lerp(palette[lowerIndex].UnknownWhite1, palette[upperIndex].UnknownWhite1, newT);
            interpPalette.UnknownWhite2 = WLinearColor.Lerp(palette[lowerIndex].UnknownWhite2, palette[upperIndex].UnknownWhite2, newT);
            interpPalette.Doorway       = WLinearColor.Lerp(palette[lowerIndex].Doorway, palette[upperIndex].Doorway, newT);
            interpPalette.UnknownColor3 = WLinearColor.Lerp(palette[lowerIndex].UnknownColor3, palette[upperIndex].UnknownColor3, newT);
            interpPalette.Skybox        = LightingSkyboxColors.Lerp(palette[lowerIndex].Skybox, palette[upperIndex].Skybox, newT);
            interpPalette.Fog           = WLinearColor.Lerp(palette[lowerIndex].Fog, palette[upperIndex].Fog, newT);
            interpPalette.FogNearPlane  = WMath.Lerp(palette[lowerIndex].FogNearPlane, palette[upperIndex].FogNearPlane, newT);
            interpPalette.FogFarPlane   = WMath.Lerp(palette[lowerIndex].FogFarPlane, palette[upperIndex].FogFarPlane, newT);

            return(interpPalette);
        }
Exemple #3
0
        public List <EnvironmentLighting> GetLightingData()
        {
            // Bah...
            var loadedActors = new List <WActorNode>();

            foreach (var chunk in m_chunkList)
            {
                m_reader.BaseStream.Position = chunk.ChunkOffset;
                MapActorDescriptor template = m_sActorDescriptors.Find(x => x.FourCC == chunk.FourCC);
                if (template == null)
                {
                    Console.WriteLine("Unsupported FourCC: {0}", chunk.FourCC);
                    continue;
                }

                switch (chunk.FourCC)
                {
                // We're only going to re-load the lighting-based actors...
                case "EnvR":
                case "Colo":
                case "Pale":
                case "Virt":
                    for (int i = 0; i < chunk.ElementCount; i++)
                    {
                        var newActor = LoadActorFromChunk(chunk.FourCC, template);
                        newActor.Layer = chunk.Layer;

                        loadedActors.Add(newActor);
                    }
                    break;
                }
            }

            var dict = new Dictionary <string, List <WActorNode> >();

            foreach (var actor in loadedActors)
            {
                if (!dict.ContainsKey(actor.FourCC))
                {
                    dict[actor.FourCC] = new List <WActorNode>();
                }
                dict[actor.FourCC].Add(actor);
            }

            // Load Skybox Lighting Data
            var virtList = new List <LightingSkyboxColors>();
            var paleList = new List <LightingPalette>();
            var coloList = new List <LightingTimePreset>();

            if (dict.ContainsKey("virt") && dict.ContainsKey("pale") && dict.ContainsKey("Colo"))
            {
                foreach (var virt in dict["Virt"])
                {
                    WLinearColor unknown1, unknown2, unknown3, unknown4, horizonCloud, centerCloud, sky, falseSea, horizon;

                    virt.TryGetValue("Unknown 1", out unknown1);
                    virt.TryGetValue("Unknown 2", out unknown2);
                    virt.TryGetValue("Unknown 3", out unknown3);
                    virt.TryGetValue("Unknown 4", out unknown4);
                    virt.TryGetValue("Horizon Cloud Color", out horizonCloud);
                    virt.TryGetValue("Center Cloud Color", out centerCloud);
                    virt.TryGetValue("Sky Color", out sky);
                    virt.TryGetValue("False Sea Color", out falseSea);
                    virt.TryGetValue("Horizon Color", out horizon);

                    LightingSkyboxColors virtEntry = new LightingSkyboxColors
                    {
                        Unknown1     = unknown1,
                        Unknown2     = unknown2,
                        Unknown3     = unknown3,
                        Unknown4     = unknown4,
                        HorizonCloud = horizonCloud,
                        CenterCloud  = centerCloud,
                        Sky          = sky,
                        FalseSea     = falseSea,
                        Horizon      = horizon
                    };

                    virtList.Add(virtEntry);
                }

                foreach (var pale in dict["Pale"])
                {
                    WLinearColor shadow, actorAmbient, roomLight, roomAmbient, wave, ocean, unknown1, unknown2, doorway, unknown3, fog;
                    byte         virtIndex; float fogFarPlane, fogNearPlane;
                    pale.TryGetValue("Shadow Color", out shadow);
                    pale.TryGetValue("Actor Ambient Color", out actorAmbient);
                    pale.TryGetValue("Room Light Color", out roomLight);
                    pale.TryGetValue("Room Ambient Color", out roomAmbient);
                    pale.TryGetValue("Wave Color", out wave);
                    pale.TryGetValue("Ocean Color", out ocean);
                    pale.TryGetValue("Unknown White 1", out unknown1);
                    pale.TryGetValue("Unknown White 2", out unknown2);
                    pale.TryGetValue("Door Backfill", out doorway);
                    pale.TryGetValue("Unknown 3", out unknown3);
                    pale.TryGetValue("Fog Color", out fog);
                    pale.TryGetValue("Skybox Color Index", out virtIndex);
                    pale.TryGetValue("Fog Far Plane", out fogFarPlane);
                    pale.TryGetValue("Fog Near Plane", out fogNearPlane);

                    LightingPalette lightPalette = new LightingPalette
                    {
                        Shadow        = shadow,
                        ActorAmbient  = actorAmbient,
                        RoomLight     = roomLight,
                        RoomAmbient   = roomAmbient,
                        WaveColor     = wave,
                        OceanColor    = ocean,
                        UnknownWhite1 = unknown1,
                        UnknownWhite2 = unknown2,
                        Doorway       = doorway,
                        UnknownColor3 = unknown3,
                        Skybox        = virtList[virtIndex],
                        Fog           = fog,
                        FogNearPlane  = fogNearPlane,
                        FogFarPlane   = fogFarPlane,
                    };

                    paleList.Add(lightPalette);
                }

                foreach (var colo in dict["Colo"])
                {
                    byte[] setA = new byte[6];
                    byte[] setB = new byte[6];

                    colo.TryGetValue("Dawn A", out setA[0]);
                    colo.TryGetValue("Morning A", out setA[1]);
                    colo.TryGetValue("Noon A", out setA[2]);
                    colo.TryGetValue("Afternoon A", out setA[3]);
                    colo.TryGetValue("Dusk A", out setA[4]);
                    colo.TryGetValue("Night A", out setA[5]);

                    colo.TryGetValue("Dawn B", out setB[0]);
                    colo.TryGetValue("Morning B", out setB[1]);
                    colo.TryGetValue("Noon B", out setB[2]);
                    colo.TryGetValue("Afternoon B", out setB[3]);
                    colo.TryGetValue("Dusk B", out setB[4]);
                    colo.TryGetValue("Night B", out setB[5]);

                    LightingTimePreset timePreset = new LightingTimePreset();
                    for (int i = 0; i < 6; i++)
                    {
                        timePreset.TimePresetA[i] = paleList[setA[i]];
                    }

                    //for (int i = 0; i < 6; i++)
                    //timePreset.TimePresetB[i] = paleList[setB[i]];
                    coloList.Add(timePreset);
                }
            }


            var envrList = new List <EnvironmentLighting>();

            if (paleList.Count > 0 && coloList.Count > 0)
            {
                foreach (var envr in dict["EnvR"])
                {
                    byte[] setA = new byte[4];
                    byte[] setB = new byte[4];

                    envr.TryGetValue("Clear Color A", out setA[0]);
                    envr.TryGetValue("Raining Color A", out setA[1]);
                    envr.TryGetValue("Snowing A", out setA[2]);
                    envr.TryGetValue("Unknown A", out setA[3]);

                    envr.TryGetValue("Clear Color B", out setB[0]);
                    envr.TryGetValue("Raining Color B", out setB[1]);
                    envr.TryGetValue("Snowing B", out setB[2]);
                    envr.TryGetValue("Unknown B", out setB[3]);

                    EnvironmentLighting envrPreset = new EnvironmentLighting();
                    for (int i = 0; i < 4; i++)
                    {
                        envrPreset.WeatherA[i] = coloList[setA[i]];
                    }

                    for (int i = 0; i < 4; i++)
                    {
                        envrPreset.WeatherB[i] = coloList[setB[i]];
                    }
                    envrList.Add(envrPreset);
                }
            }

            return(envrList);
        }
Exemple #4
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 public void SetColors(LightingSkyboxColors col)
 {
     m_colors = col;
 }
Exemple #5
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 public WSkyboxNode(WWorld world) : base(world)
 {
     IsVisible = false;
     m_colors  = new LightingSkyboxColors();
 }
Exemple #6
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        private List <EnvironmentLighting> GetLightingData()
        {
            List <EnvironmentLighting>  lights   = new List <EnvironmentLighting>();
            List <LightingTimePreset>   times    = new List <LightingTimePreset>();
            List <LightingPalette>      palettes = new List <LightingPalette>();
            List <LightingSkyboxColors> skyboxes = new List <LightingSkyboxColors>();

            if (!m_fourCCGroups.ContainsKey(FourCC.EnvR) ||
                !m_fourCCGroups.ContainsKey(FourCC.Colo) ||
                !m_fourCCGroups.ContainsKey(FourCC.Virt) ||
                !m_fourCCGroups.ContainsKey(FourCC.Pale))
            {
                return(lights);
            }

            foreach (var virt in m_fourCCGroups[FourCC.Virt].Children)
            {
                EnvironmentLightingSkyboxColors skybox    = (EnvironmentLightingSkyboxColors)virt;
                LightingSkyboxColors            skycolors = new LightingSkyboxColors(skybox);

                skyboxes.Add(skycolors);
            }

            foreach (var pale in m_fourCCGroups[FourCC.Pale].Children)
            {
                EnvironmentLightingColors colors  = (EnvironmentLightingColors)pale;
                LightingPalette           palette = new LightingPalette(colors);

                if (colors.SkyboxColorIndex < skyboxes.Count)
                {
                    palette.Skybox = skyboxes[colors.SkyboxColorIndex];
                }
                else
                {
                    palette.Skybox = new LightingSkyboxColors();
                }

                palettes.Add(palette);
            }

            foreach (var colo in m_fourCCGroups[FourCC.Colo].Children)
            {
                EnvironmentLightingTimesOfDay daytimes = (EnvironmentLightingTimesOfDay)colo;
                LightingTimePreset            preset   = new LightingTimePreset();

                preset.TimePresetA[0] = palettes[daytimes.DawnA];
                preset.TimePresetA[1] = palettes[daytimes.MorningA];
                preset.TimePresetA[2] = palettes[daytimes.NoonA];
                preset.TimePresetA[3] = palettes[daytimes.AfternoonA];
                preset.TimePresetA[4] = palettes[daytimes.DuskA];
                preset.TimePresetA[5] = palettes[daytimes.NightA];

                preset.TimePresetB[0] = palettes[0]; //daytimes.DawnB];
                preset.TimePresetB[1] = palettes[0]; //palettes[daytimes.MorningB];
                preset.TimePresetB[2] = palettes[0]; //palettes[daytimes.NoonB];
                preset.TimePresetB[3] = palettes[0]; //palettes[daytimes.AfternoonB];
                preset.TimePresetB[4] = palettes[0]; //palettes[daytimes.DuskB];
                preset.TimePresetB[5] = palettes[0]; //palettes[daytimes.NightB];

                times.Add(preset);
            }

            foreach (var envr in m_fourCCGroups[FourCC.EnvR].Children)
            {
                EnvironmentLightingConditions condition = (EnvironmentLightingConditions)envr;
                EnvironmentLighting           env       = new EnvironmentLighting();

                env.WeatherA[0] = times[condition.ClearA];
                env.WeatherA[1] = times[condition.RainingA < times.Count ? condition.RainingA : 0];
                env.WeatherA[2] = times[condition.SnowingA];
                env.WeatherA[3] = times[condition.UnknownA];

                env.WeatherB[0] = times[condition.ClearB];
                env.WeatherB[1] = times[condition.RainingB];
                env.WeatherB[2] = times[condition.SnowingB];
                env.WeatherB[3] = times[condition.UnknownB];

                lights.Add(env);
            }

            return(lights);
        }