コード例 #1
0
    static void SetFaceColors(Color[] colors, int vertOrUVIdx0, int vertOrUVIdx1, int vertOrUVIdx2, Parser.Tr2ObjectTexture texObj)
    {
        ushort texTileIdx = texObj.Tile;  //bind this textile in material?

        Parser.Tr2ObjectTextureVertex[] Vertices = texObj.Vertices;

        colors[vertOrUVIdx0] = new Color(0, 0, 0, 1);
        colors[vertOrUVIdx1] = new Color(0, 0, 0, 1);
        colors[vertOrUVIdx2] = new Color(0, 0, 0, 1);
    }
コード例 #2
0
    static void SetFaceUVs(Vector2[] nonSharedUVs, int vertOrUVIdx0, int vertOrUVIdx1, int vertOrUVIdx2, Parser.Tr2ObjectTexture texObj)
    {
        ushort texTileIdx = (ushort)(texObj.Tile & 0x7ff);  //bind this textile in material?

        Parser.Tr2ObjectTextureVertex[] Vertices = texObj.Vertices;

        nonSharedUVs[vertOrUVIdx0].x = (float)TextureUV.AdjustTextureCoordinateX((byte)Vertices[0].Xpixel, (sbyte)Vertices[0].Xcoordinate, texTileIdx);
        nonSharedUVs[vertOrUVIdx0].y = (float)TextureUV.AdjustTextureCoordinateY((byte)Vertices[0].Ypixel, (sbyte)Vertices[0].Ycoordinate, texTileIdx);

        nonSharedUVs[vertOrUVIdx1].x = (float)TextureUV.AdjustTextureCoordinateX((byte)Vertices[1].Xpixel, (sbyte)Vertices[1].Xcoordinate, texTileIdx);
        nonSharedUVs[vertOrUVIdx1].y = (float)TextureUV.AdjustTextureCoordinateY((byte)Vertices[1].Ypixel, (sbyte)Vertices[1].Ycoordinate, texTileIdx);

        nonSharedUVs[vertOrUVIdx2].x = (float)TextureUV.AdjustTextureCoordinateX((byte)Vertices[2].Xpixel, (sbyte)Vertices[2].Xcoordinate, texTileIdx);
        nonSharedUVs[vertOrUVIdx2].y = (float)TextureUV.AdjustTextureCoordinateY((byte)Vertices[2].Ypixel, (sbyte)Vertices[2].Ycoordinate, texTileIdx);
    }
コード例 #3
0
    public static Mesh CreateObjectMesh(Parser.Tr2Mesh tr2mesh, Parser.Tr2Level leveldata)
    {
        Vector3[] sharedVertices = null;
        if (tr2mesh.NumVertices > 0)
        {
            sharedVertices = new Vector3[tr2mesh.NumVertices];
            for (int vertAttribCount = 0; vertAttribCount < tr2mesh.NumVertices; vertAttribCount++)
            {
                float x = tr2mesh.Vertices[vertAttribCount].x;
                float y = tr2mesh.Vertices[vertAttribCount].y;
                float z = tr2mesh.Vertices[vertAttribCount].z;

                ////print("chk vtx x y z:" +x+ " " +y + " " +z);

                sharedVertices[vertAttribCount].x = x;
                sharedVertices[vertAttribCount].y = -y;
                sharedVertices[vertAttribCount].z = z;
            }

            //uv = new Vector2[leveldata.Rooms[chkRoom].RoomData.NumVertices];
        }
        //warning: a variable lengh array in a structure can cause access violence

        //selected_texObjectIdx = leveldata.Rooms[chkRoom].RoomData.Rectangles[0].Texture;
        //selected_texObj =  leveldata.ObjectTextures[selected_texObjectIdx];
        //selected_texTileIdx = selected_texObj.Tile;
        int NumTexturedTriangles  = tr2mesh.NumTexturedTriangles;
        int NumTexturedRectangles = tr2mesh.NumTexturedRectangles;
        int numNonsharedVertices  = (NumTexturedRectangles * 4) + (NumTexturedTriangles * 3);
        int numNonsharedTris      = (NumTexturedRectangles * 3 * 2) + (NumTexturedTriangles * 3);

        Vector3[] nonSharedVertices = new Vector3[numNonsharedVertices];
        Vector2[] nonSharedUVs      = new Vector2[numNonsharedVertices];
        int[]     nonSharedTris     = new int[numNonsharedTris];


        //triangles = new int[leveldata.Rooms[chkRoom].RoomData.NumRectangles * 3 * 2];
        Parser.Tr2Face4[] TexturedRectangles = tr2mesh.TexturedRectangles;
        for (int rectCount = 0; rectCount < NumTexturedRectangles; rectCount++)
        {
            int Idx0 = TexturedRectangles[rectCount].Vertices0;
            int Idx1 = TexturedRectangles[rectCount].Vertices1;
            int Idx2 = TexturedRectangles[rectCount].Vertices2;
            int Idx3 = TexturedRectangles[rectCount].Vertices3;


            int vertOrUVIdx0 = rectCount * 4 + 0;
            int vertOrUVIdx1 = rectCount * 4 + 1;
            int vertOrUVIdx2 = rectCount * 4 + 2;
            int vertOrUVIdx3 = rectCount * 4 + 3;


            nonSharedVertices[vertOrUVIdx0] = sharedVertices[Idx0];
            nonSharedVertices[vertOrUVIdx1] = sharedVertices[Idx1];
            nonSharedVertices[vertOrUVIdx2] = sharedVertices[Idx2];
            nonSharedVertices[vertOrUVIdx3] = sharedVertices[Idx3];

            ushort texObjectIdx = TexturedRectangles[rectCount].Texture;
            if (texObjectIdx >= leveldata.ObjectTextures.Length)
            {
                continue;                                                  //fixed:  outof bound exception for Parser.Tr2Level.ObjectTextures
            }
            Parser.Tr2ObjectTexture texObj = leveldata.ObjectTextures[texObjectIdx];
            ushort texTileIdx = texObj.Tile;  //bind this textile in material?

            //if(texTileIdx != prevTexture)
            //{
            //newMatCount +=1;
            //prevTexture = texTileIdx;
            ////print("newMatCount:"+ newMatCount);
            //}

            SetFaceUVs(nonSharedUVs, vertOrUVIdx0, vertOrUVIdx1, vertOrUVIdx2, vertOrUVIdx3, texObj);

            ////print("uv[Idx0]"+ uv[Idx0].x + " " + uv[Idx0].y);
            ////print("uv[Idx1]"+ uv[Idx1].x + " " + uv[Idx1].y);


            //ushort opacity = texObj.TransparencyFlags;  //isItOpacq

            nonSharedTris[rectCount * 6 + 0] = vertOrUVIdx0;
            nonSharedTris[rectCount * 6 + 1] = vertOrUVIdx1;
            nonSharedTris[rectCount * 6 + 2] = vertOrUVIdx2;

            nonSharedTris[rectCount * 6 + 3] = vertOrUVIdx2;
            nonSharedTris[rectCount * 6 + 4] = vertOrUVIdx3;
            nonSharedTris[rectCount * 6 + 5] = vertOrUVIdx0;
        }

        Parser.Tr2Face3[] TexturedTriangles = tr2mesh.TexturedTriangles;
        for (int triCount = 0; triCount < NumTexturedTriangles; triCount++)
        {
            int Idx0 = TexturedTriangles[triCount].Vertices0;
            int Idx1 = TexturedTriangles[triCount].Vertices1;
            int Idx2 = TexturedTriangles[triCount].Vertices2;

            int vertOrUVIdx0 = triCount * 3 + 0;
            int vertOrUVIdx1 = triCount * 3 + 1;
            int vertOrUVIdx2 = triCount * 3 + 2;

            int strideVertIdx = (NumTexturedRectangles * 4);
            int strideTriIdx  = (NumTexturedRectangles * 3 * 2);


            nonSharedVertices[strideVertIdx + vertOrUVIdx0] = sharedVertices[Idx0];
            nonSharedVertices[strideVertIdx + vertOrUVIdx1] = sharedVertices[Idx1];
            nonSharedVertices[strideVertIdx + vertOrUVIdx2] = sharedVertices[Idx2];


            ushort texObjectIdx = tr2mesh.TexturedTriangles[triCount].Texture;
            if (texObjectIdx >= leveldata.ObjectTextures.Length)
            {
                continue;                                                  //fixed:  outof bound exception for Parser.Tr2Level.ObjectTextures
            }
            Parser.Tr2ObjectTexture texObj = leveldata.ObjectTextures[texObjectIdx];


            //if(texTileIdx != prevTexture)
            //{
            //newMatCount +=1;
            //prevTexture = texTileIdx;
            ////print("newMatCount:"+ newMatCount);
            //}

            SetFaceUVs(nonSharedUVs, strideVertIdx + vertOrUVIdx0, strideVertIdx + vertOrUVIdx1, strideVertIdx + vertOrUVIdx2, texObj);


            ////print("uv[Idx0]"+ uv[Idx0].x + " " + uv[Idx0].y);
            ////print("uv[Idx1]"+ uv[Idx1].x + " " + uv[Idx1].y);

            //ushort opacity = texObj.TransparencyFlags;  //isItOpacq

            nonSharedTris[strideTriIdx + vertOrUVIdx0] = strideVertIdx + vertOrUVIdx0;
            nonSharedTris[strideTriIdx + vertOrUVIdx1] = strideVertIdx + vertOrUVIdx1;
            nonSharedTris[strideTriIdx + vertOrUVIdx2] = strideVertIdx + vertOrUVIdx2;
        }
        for (int i = 0; i < nonSharedVertices.Length; i++)
        {
            nonSharedVertices[i] = nonSharedVertices[i] * Settings.SceneScaling;
        }
        Mesh mesh = new Mesh();

        mesh.Clear();
        mesh.vertices = nonSharedVertices;

        mesh.uv        = nonSharedUVs;
        mesh.triangles = nonSharedTris;
        MeshModifier.VertexWeild(mesh);
#if UNITY_EDITOR
        Vector4[] tangents = new Vector4[mesh.vertices.Length];
        computeTangentsAndBinormals(mesh.vertices, mesh.normals, mesh.uv, mesh.triangles, tangents);
        mesh.tangents = tangents;
        tangents      = null;
#endif
        //free some memory
        nonSharedVertices = null;
        nonSharedUVs      = null;
        nonSharedTris     = null;


        return(mesh);
    }
コード例 #4
0
    public static Mesh CreateRoomMesh(Parser.Tr2Room tr2room, Parser.Tr2Level leveldata, ref bool has_water)
    {
        Vector3[] sharedVertices = null;
        has_water = false;
        byte[] is_water_vertex = null;
        bool   has_water_face  = false;

        if (tr2room.RoomData.NumVertices > 0)
        {
            int LightMode   = tr2room.LightMode;
            int NumVertices = tr2room.RoomData.NumVertices; // optimized for field access
            Parser.Tr2VertexRoom[] Vertices = tr2room.RoomData.Vertices;
            sharedVertices  = new Vector3[NumVertices];
            is_water_vertex = new byte[sharedVertices.Length];
            for (int vertAttribCount = 0; vertAttribCount < NumVertices; vertAttribCount++)
            {
                float x = Vertices[vertAttribCount].Vertex.x;
                float y = Vertices[vertAttribCount].Vertex.y;
                float z = Vertices[vertAttribCount].Vertex.z;

                ////print("chk vtx x y z:" +x+ " " +y + " " +z);

                sharedVertices[vertAttribCount].x = x;
                sharedVertices[vertAttribCount].y = -y;
                sharedVertices[vertAttribCount].z = z;
                is_water_vertex[vertAttribCount]  = 10;
                if ((Vertices[vertAttribCount].Attributes & 0x8000L) == 0x8000L)
                {
                    is_water_vertex[vertAttribCount] = 1;
                    has_water = true;
                }
            }


            //warning: avariable lengh array in a structure can cause access violence


            //if(tr2room.RoomData.NumRectangles > 0)
            //{

            //selected_texObjectIdx = tr2room.RoomData.Rectangles[0].Texture;
            //selected_texObj =  leveldata.ObjectTextures[selected_texObjectIdx];
            //selected_texTileIdx = selected_texObj.Tile;
            int NumRectangles = tr2room.RoomData.NumRectangles; // optimized for field access
            int strideVertIdx = (NumRectangles * 4);
            int strideTriIdx  = (NumRectangles * 3 * 2);

            int numNonsharedVertices = strideVertIdx + (tr2room.RoomData.NumTriangles * 3);
            int numNonsharedTris     = strideTriIdx + (tr2room.RoomData.NumTriangles * 3);

            Vector3[] nonSharedVertices = new Vector3[numNonsharedVertices];
            Vector2[] nonSharedUVs      = new Vector2[numNonsharedVertices];
            Vector2[] nonSharedUV2s     = new Vector2[numNonsharedVertices];
            Color[]   nonSharedColor    = new Color[numNonsharedVertices];

            int[] nonSharedTris = new int[numNonsharedTris];

            //triangles = new int[num_rectangles * 3 * 2];
            Parser.Tr2Face4[] Rectangles = tr2room.RoomData.Rectangles; // optimized for field access
            for (int rectCount = 0; rectCount < NumRectangles; rectCount++)
            {
                int Idx0 = Rectangles[rectCount].Vertices0;
                int Idx1 = Rectangles[rectCount].Vertices1;
                int Idx2 = Rectangles[rectCount].Vertices2;
                int Idx3 = Rectangles[rectCount].Vertices3;

                ////print ("idx0 - Idx1 - Idx2 - Idx3:" + Idx0 + " " + Idx1 + " " + Idx2 +" " + Idx3);


                int vertOrUVIdx0 = rectCount * 4 + 0;
                int vertOrUVIdx1 = rectCount * 4 + 1;
                int vertOrUVIdx2 = rectCount * 4 + 2;
                int vertOrUVIdx3 = rectCount * 4 + 3;

                if (has_water)
                {
                    if (IsFaceInWater(is_water_vertex, Idx0, Idx1, Idx2, Idx3)) //if all vertices are in water
                    {
                        continue;
                    }
                }
                else
                {
                    if (IsFaceInWater(leveldata, Rectangles[rectCount].Texture))
                    {
                        has_water_face = true;
                        continue;
                    }
                }

                nonSharedVertices[vertOrUVIdx0] = sharedVertices[Idx0];
                nonSharedVertices[vertOrUVIdx1] = sharedVertices[Idx1];
                nonSharedVertices[vertOrUVIdx2] = sharedVertices[Idx2];
                nonSharedVertices[vertOrUVIdx3] = sharedVertices[Idx3];

                if (has_water)
                {
                    //Added vertex color for lighting effect
                    //Debug.Log("Light Atrrib0" + (Vertices[Idx0].Attributes & 0x1f));
                    //Debug.Log("Light Atrrib1" + (Vertices[Idx1].Attributes & 0x1f));
                    //Debug.Log("Light Atrrib2" + (Vertices[Idx2].Attributes & 0x1f));
                }

                //Added vertex color for lighting effect
                nonSharedColor[vertOrUVIdx0] = Color.white * (1 - Vertices[Idx0].Lighting2 * 1.220852154804053e-4f); // ((0.5f - ((float)(Vertices[Idx0].Attributes & 0x1f) / 32f)) + 0.5f);
                nonSharedColor[vertOrUVIdx1] = Color.white * (1 - Vertices[Idx1].Lighting2 * 1.220852154804053e-4f); // ((0.5f - ((float)(Vertices[Idx1].Attributes & 0x1f) / 32f)) + 0.5f);
                nonSharedColor[vertOrUVIdx2] = Color.white * (1 - Vertices[Idx2].Lighting2 * 1.220852154804053e-4f); // ((0.5f - ((float)(Vertices[Idx2].Attributes & 0x1f) / 32f)) + 0.5f);
                nonSharedColor[vertOrUVIdx3] = Color.white * (1 - Vertices[Idx3].Lighting2 * 1.220852154804053e-4f); // ((0.5f - ((float)(Vertices[Idx3].Attributes & 0x1f) / 32f)) + 0.5f);

                ushort texObjectIdx = Rectangles[rectCount].Texture;
                if (texObjectIdx >= leveldata.ObjectTextures.Length)
                {
                    continue;                                                  //fixed:  outof bound exception for Parser.Tr2Level.ObjectTextures
                }
                Parser.Tr2ObjectTexture texObj = leveldata.ObjectTextures[texObjectIdx];
                ushort texTileIdx = texObj.Tile;  //bind this textile in material?

                //if(texTileIdx != prevTexture)
                //{
                //newMatCount +=1;
                //prevTexture = texTileIdx;
                ////print("newMatCount:"+ newMatCount);
                //}

                SetFaceUVs(nonSharedUVs, vertOrUVIdx0, vertOrUVIdx1, vertOrUVIdx2, vertOrUVIdx3, texObj);

                ////print("uv[Idx0]"+ uv[Idx0].x + " " + uv[Idx0].y);
                ////print("uv[Idx1]"+ uv[Idx1].x + " " + uv[Idx1].y);


                //ushort opacity = texObj.TransparencyFlags;  //isItOpacq

                nonSharedTris[rectCount * 6 + 0] = vertOrUVIdx0;
                nonSharedTris[rectCount * 6 + 1] = vertOrUVIdx1;
                nonSharedTris[rectCount * 6 + 2] = vertOrUVIdx2;

                nonSharedTris[rectCount * 6 + 3] = vertOrUVIdx2;
                nonSharedTris[rectCount * 6 + 4] = vertOrUVIdx3;
                nonSharedTris[rectCount * 6 + 5] = vertOrUVIdx0;
            }

            Parser.Tr2Face3[] Triangles = tr2room.RoomData.Triangles; // optimized for field access
            int NumTriangles            = tr2room.RoomData.NumTriangles;
            for (int triCount = 0; triCount < NumTriangles; triCount++)
            {
                ////print("tr2room.RoomData.NumTriangles"+ tr2room.RoomData.NumTriangles);

                int Idx0 = Triangles[triCount].Vertices0;
                int Idx1 = Triangles[triCount].Vertices1;
                int Idx2 = Triangles[triCount].Vertices2;

                ////print ("idx0 - Idx1 - Idx2:" + Idx0 + " " + Idx1 + " " + Idx2);
                //[][][][]+[][][]
                int vertOrUVIdx0 = triCount * 3 + 0;
                int vertOrUVIdx1 = triCount * 3 + 1;
                int vertOrUVIdx2 = triCount * 3 + 2;

                if (has_water)
                {
                    if (IsFaceInWater(is_water_vertex, Idx0, Idx1, Idx2)) //if all vertices are in water
                    {
                        continue;
                    }
                }
                else
                {
                    if (IsFaceInWater(leveldata, Triangles[triCount].Texture))
                    {
                        has_water_face = true;
                        continue;
                    }
                }

                nonSharedVertices[strideVertIdx + vertOrUVIdx0] = sharedVertices[Idx0];
                nonSharedVertices[strideVertIdx + vertOrUVIdx1] = sharedVertices[Idx1];
                nonSharedVertices[strideVertIdx + vertOrUVIdx2] = sharedVertices[Idx2];

                if (has_water)
                {
                    //Added vertex color for lighting effect
                    //Debug.Log("Light Atrrib0" + (Vertices[Idx0].Attributes & 0x1f));
                    //Debug.Log("Light Atrrib1" + (Vertices[Idx1].Attributes & 0x1f));
                    //Debug.Log("Light Atrrib2" + (Vertices[Idx2].Attributes & 0x1f));
                }

                nonSharedColor[strideVertIdx + vertOrUVIdx0] = Color.white * (1 - Vertices[Idx0].Lighting2 * 1.220852154804053e-4f); ////Color.white * ((0.5f - ((float)(Vertices[Idx0].Attributes & 0x1f) / 32f)) + 0.5f);
                nonSharedColor[strideVertIdx + vertOrUVIdx1] = Color.white * (1 - Vertices[Idx1].Lighting2 * 1.220852154804053e-4f); ////Color.white * ((0.5f - ((float)(Vertices[Idx1].Attributes & 0x1f) / 32f)) + 0.5f);
                nonSharedColor[strideVertIdx + vertOrUVIdx2] = Color.white * (1 - Vertices[Idx2].Lighting2 * 1.220852154804053e-4f); ////Color.white * ((0.5f - ((float)(Vertices[Idx2].Attributes & 0x1f) / 32f)) + 0.5f);


                ushort texObjectIdx = Triangles[triCount].Texture;
                if (texObjectIdx >= leveldata.ObjectTextures.Length)
                {
                    continue;                                                  //fixed:  outof bound exception for Parser.Tr2Level.ObjectTextures
                }
                Parser.Tr2ObjectTexture texObj = leveldata.ObjectTextures[texObjectIdx];

                //if(texTileIdx != prevTexture)
                //{
                //newMatCount +=1;
                //prevTexture = texTileIdx;
                ////print("newMatCount:"+ newMatCount);
                //}

                SetFaceUVs(nonSharedUVs, strideVertIdx + vertOrUVIdx0, strideVertIdx + vertOrUVIdx1, strideVertIdx + vertOrUVIdx2, texObj);


                ////print("uv[Idx0]"+ uv[Idx0].x + " " + uv[Idx0].y);
                ////print("uv[Idx1]"+ uv[Idx1].x + " " + uv[Idx1].y);

                //ushort opacity = texObj.TransparencyFlags;  //isItOpacq

                nonSharedTris[strideTriIdx + vertOrUVIdx0] = strideVertIdx + vertOrUVIdx0;
                nonSharedTris[strideTriIdx + vertOrUVIdx1] = strideVertIdx + vertOrUVIdx1;
                nonSharedTris[strideTriIdx + vertOrUVIdx2] = strideVertIdx + vertOrUVIdx2;

                ////print ("idx0 - Idx1 - Idx2:" + nonSharedTris[strideTriIdx + vertOrUVIdx0]  + " " +  nonSharedTris[strideTriIdx + vertOrUVIdx1]  + " " + nonSharedTris[strideTriIdx + vertOrUVIdx2] );
            }
            if (has_water_face)
            {
                has_water = true;
            }
            ////print("leveldata.Rooms[5].RoomData.NumRectangles:"+ tr2room.RoomData.NumRectangles);
            //SetTriangles (triangles : int[], submesh : int) : void
            //generate secondary uv set

            for (int i = 0; i < nonSharedVertices.Length; i++)
            {
                nonSharedVertices[i] = nonSharedVertices[i] * Settings.SceneScaling;
            }
            Mesh mesh = new Mesh();
            mesh.Clear();
            mesh.vertices  = nonSharedVertices;
            mesh.uv        = nonSharedUVs;
            mesh.uv2       = nonSharedUVs;
            mesh.colors    = nonSharedColor;
            mesh.triangles = nonSharedTris;
            //mesh.Optimize();
            mesh.RecalculateNormals();
#if UNITY_EDITOR
            Vector4[] tangents = new Vector4[mesh.vertices.Length];
            computeTangentsAndBinormals(nonSharedVertices, mesh.normals, nonSharedUVs, nonSharedTris, tangents);
            mesh.tangents = tangents;
            tangents      = null;
#endif
            //free some memory
            nonSharedVertices = null;
            nonSharedUVs      = null;
            nonSharedUV2s     = null;
            nonSharedTris     = null;
            nonSharedColor    = null;



            //}

            return(mesh);
        }

        return(new Mesh()); //empty mesh
    }
コード例 #5
0
    public static Mesh CreateRoomWaterMesh(Parser.Tr2Room tr2room, Parser.Tr2Level leveldata)
    {
        Vector3[] sharedVertices  = null;
        byte[]    is_water_vertex = null;
        bool      has_water       = false;

        if (tr2room.RoomData.NumVertices > 0)
        {
            int NumVertices = tr2room.RoomData.NumVertices;
            sharedVertices  = new Vector3[NumVertices];
            is_water_vertex = new byte[sharedVertices.Length];
            Parser.Tr2VertexRoom[] Vertices = tr2room.RoomData.Vertices;
            for (int vertAttribCount = 0; vertAttribCount < NumVertices; vertAttribCount++)
            {
                float x = Vertices[vertAttribCount].Vertex.x;
                float y = Vertices[vertAttribCount].Vertex.y;
                float z = Vertices[vertAttribCount].Vertex.z;

                ////print("chk vtx x y z:" +x+ " " +y + " " +z);

                sharedVertices[vertAttribCount].x = x;
                sharedVertices[vertAttribCount].y = -y;
                sharedVertices[vertAttribCount].z = z;

                is_water_vertex[vertAttribCount] = 10;
                if ((Vertices[vertAttribCount].Attributes & 0x8000L) == 0x8000L)
                {
                    is_water_vertex[vertAttribCount] = 1;
                    has_water = true;
                }
            }
        }

        //warning: avariable lengh array in a structure can cause access violence


        //if(tr2room.RoomData.NumRectangles > 0)
        //{

        //selected_texObjectIdx = tr2room.RoomData.Rectangles[0].Texture;
        //selected_texObj =  leveldata.ObjectTextures[selected_texObjectIdx];
        //selected_texTileIdx = selected_texObj.Tile;
        int NumRectangles = tr2room.RoomData.NumRectangles;
        int strideVertIdx = (NumRectangles * 4);
        int strideTriIdx  = (NumRectangles * 3 * 2);

        int numNonsharedVertices = strideVertIdx + (tr2room.RoomData.NumTriangles * 3);
        int numNonsharedTris     = strideTriIdx + (tr2room.RoomData.NumTriangles * 3);

        Vector3[] nonSharedVertices = new Vector3[numNonsharedVertices];
        Vector2[] nonSharedUVs      = new Vector2[numNonsharedVertices];
        Vector2[] nonSharedUV2s     = new Vector2[numNonsharedVertices];
        int[]     nonSharedTris     = new int[numNonsharedTris];

        Parser.Tr2Face4[] Rectangles = tr2room.RoomData.Rectangles;

        for (int rectCount = 0; rectCount < NumRectangles; rectCount++)
        {
            int Idx0 = Rectangles[rectCount].Vertices0;
            int Idx1 = Rectangles[rectCount].Vertices1;
            int Idx2 = Rectangles[rectCount].Vertices2;
            int Idx3 = Rectangles[rectCount].Vertices3;

            ////print ("idx0 - Idx1 - Idx2 - Idx3:" + Idx0 + " " + Idx1 + " " + Idx2 +" " + Idx3);


            int vertOrUVIdx0 = rectCount * 4 + 0;
            int vertOrUVIdx1 = rectCount * 4 + 1;
            int vertOrUVIdx2 = rectCount * 4 + 2;
            int vertOrUVIdx3 = rectCount * 4 + 3;

            if (has_water)
            {
                if (!IsFaceInWater(is_water_vertex, Idx0, Idx1, Idx2, Idx3)) //if not all vertices are in water
                {
                    continue;
                }
            }
            else
            {
                if (!IsFaceInWater(leveldata, Rectangles[rectCount].Texture))
                {
                    continue;
                }
            }

            nonSharedVertices[vertOrUVIdx0] = sharedVertices[Idx0];
            nonSharedVertices[vertOrUVIdx1] = sharedVertices[Idx1];
            nonSharedVertices[vertOrUVIdx2] = sharedVertices[Idx2];
            nonSharedVertices[vertOrUVIdx3] = sharedVertices[Idx3];

            ushort texObjectIdx = Rectangles[rectCount].Texture;
            if (texObjectIdx >= leveldata.ObjectTextures.Length)
            {
                continue;                                                  //fixed:  outof bound exception for Parser.Tr2Level.ObjectTextures
            }
            Parser.Tr2ObjectTexture texObj = leveldata.ObjectTextures[texObjectIdx];
            ushort texTileIdx = texObj.Tile;  //bind this textile in material?

            //if(texTileIdx != prevTexture)
            //{
            //newMatCount +=1;
            //prevTexture = texTileIdx;
            ////print("newMatCount:"+ newMatCount);
            //}

            SetFaceUVs(nonSharedUVs, vertOrUVIdx0, vertOrUVIdx1, vertOrUVIdx2, vertOrUVIdx3, texObj);

            ////print("uv[Idx0]"+ uv[Idx0].x + " " + uv[Idx0].y);
            ////print("uv[Idx1]"+ uv[Idx1].x + " " + uv[Idx1].y);


            //ushort opacity = texObj.TransparencyFlags;  //isItOpacq

            //generate secondary uv for animation by going through all animated texture group and checking existance of
            //texObjectIdx in that group
            //leveldata.AnimatedTextures[]  // this is varable length record of animated texture group

            int texture_idx = GetAnimatedTextureIndex(leveldata.AnimatedTextures, leveldata.NumAnimatedTextures, texObjectIdx);
            if (texture_idx > -1)
            {
                texObj = leveldata.ObjectTextures[texture_idx];
                SetFaceUVs(nonSharedUV2s, vertOrUVIdx0, vertOrUVIdx1, vertOrUVIdx2, vertOrUVIdx3, texObj);
            }


            nonSharedTris[rectCount * 6 + 0] = vertOrUVIdx0;
            nonSharedTris[rectCount * 6 + 1] = vertOrUVIdx1;
            nonSharedTris[rectCount * 6 + 2] = vertOrUVIdx2;

            nonSharedTris[rectCount * 6 + 3] = vertOrUVIdx2;
            nonSharedTris[rectCount * 6 + 4] = vertOrUVIdx3;
            nonSharedTris[rectCount * 6 + 5] = vertOrUVIdx0;
        }

        int NumTriangles = tr2room.RoomData.NumTriangles;

        Parser.Tr2Face3[] Triangles = tr2room.RoomData.Triangles;
        for (int triCount = 0; triCount < tr2room.RoomData.NumTriangles; triCount++)
        {
            ////print("tr2room.RoomData.NumTriangles"+ tr2room.RoomData.NumTriangles);

            int Idx0 = Triangles[triCount].Vertices0;
            int Idx1 = Triangles[triCount].Vertices1;
            int Idx2 = Triangles[triCount].Vertices2;

            ////print ("idx0 - Idx1 - Idx2:" + Idx0 + " " + Idx1 + " " + Idx2);
            //[][][][]+[][][]
            int vertOrUVIdx0 = triCount * 3 + 0;
            int vertOrUVIdx1 = triCount * 3 + 1;
            int vertOrUVIdx2 = triCount * 3 + 2;

            if (has_water)
            {
                if (!IsFaceInWater(is_water_vertex, Idx0, Idx1, Idx2)) //if not all vertices are in water
                {
                    continue;
                }
            }
            else
            {
                if (!IsFaceInWater(leveldata, Triangles[triCount].Texture))
                {
                    continue;
                }
            }


            nonSharedVertices[strideVertIdx + vertOrUVIdx0] = sharedVertices[Idx0];
            nonSharedVertices[strideVertIdx + vertOrUVIdx1] = sharedVertices[Idx1];
            nonSharedVertices[strideVertIdx + vertOrUVIdx2] = sharedVertices[Idx2];

            ushort texObjectIdx = Triangles[triCount].Texture;
            if (texObjectIdx >= leveldata.ObjectTextures.Length)
            {
                continue;                                                  //fixed:  outof bound exception for Parser.Tr2Level.ObjectTextures
            }
            Parser.Tr2ObjectTexture texObj = leveldata.ObjectTextures[texObjectIdx];

            //if(texTileIdx != prevTexture)
            //{
            //newMatCount +=1;
            //prevTexture = texTileIdx;
            ////print("newMatCount:"+ newMatCount);
            //}

            SetFaceUVs(nonSharedUVs, strideVertIdx + vertOrUVIdx0, strideVertIdx + vertOrUVIdx1, strideVertIdx + vertOrUVIdx2, texObj);
            int texture_idx = GetAnimatedTextureIndex(leveldata.AnimatedTextures, leveldata.NumAnimatedTextures, texObjectIdx);
            if (texture_idx > -1)
            {
                texObj = leveldata.ObjectTextures[texture_idx];
                SetFaceUVs(nonSharedUV2s, strideVertIdx + vertOrUVIdx0, strideVertIdx + vertOrUVIdx1, strideVertIdx + vertOrUVIdx2, texObj);
            }

            ////print("uv[Idx0]"+ uv[Idx0].x + " " + uv[Idx0].y);
            ////print("uv[Idx1]"+ uv[Idx1].x + " " + uv[Idx1].y);

            //ushort opacity = texObj.TransparencyFlags;  //isItOpacq

            nonSharedTris[strideTriIdx + vertOrUVIdx0] = strideVertIdx + vertOrUVIdx0;
            nonSharedTris[strideTriIdx + vertOrUVIdx1] = strideVertIdx + vertOrUVIdx1;
            nonSharedTris[strideTriIdx + vertOrUVIdx2] = strideVertIdx + vertOrUVIdx2;

            ////print ("idx0 - Idx1 - Idx2:" + nonSharedTris[strideTriIdx + vertOrUVIdx0]  + " " +  nonSharedTris[strideTriIdx + vertOrUVIdx1]  + " " + nonSharedTris[strideTriIdx + vertOrUVIdx2] );
        }

        ////print("leveldata.Rooms[5].RoomData.NumRectangles:"+ tr2room.RoomData.NumRectangles);
        //SetTriangles (triangles : int[], submesh : int) : void
        //generate secondary uv set

        for (int i = 0; i < nonSharedVertices.Length; i++)
        {
            nonSharedVertices[i] = nonSharedVertices[i] * Settings.SceneScaling;
        }
        Mesh mesh = new Mesh();

        mesh.Clear();
        mesh.vertices  = nonSharedVertices;
        mesh.uv        = nonSharedUVs;
        mesh.uv2       = nonSharedUV2s;
        mesh.triangles = nonSharedTris;
        //mesh.Optimize();
        mesh.RecalculateNormals();
#if UNITY_EDITOR
        Vector4[] tangents = new Vector4[mesh.vertices.Length];
        computeTangentsAndBinormals(nonSharedVertices, mesh.normals, nonSharedUVs, nonSharedTris, tangents);
        mesh.tangents = tangents;
        tangents      = null;
#endif
        //free some memory
        nonSharedVertices = null;
        nonSharedUVs      = null;
        nonSharedUV2s     = null;
        nonSharedTris     = null;


        //}

        return(mesh);
    }
コード例 #6
0
    public static Texture2D GenerateTextureTile(Parser.Tr2Level leveldata)
    {
        int c16_index       = 0;
        int c16_pixel_count = 256 * 256; // pixel count optimization

        Color[][] ColorTable = new Color[leveldata.m_MaxTiles][];
        for (int tileCount = 0; tileCount < leveldata.m_MaxTiles; tileCount++)
        {
            ColorTable[tileCount] = new Color[c16_pixel_count];
            for (int c = 0; c < c16_pixel_count; c++)
            {
                ColorTable[tileCount][c] = Color.white;
            }
            //if(tileCount == 2) break;

            ushort[] tmparr = leveldata.Textile16[tileCount].Tile;
            Color[]  cols   = ColorTable[tileCount];
            for (c16_index = 0; c16_index < c16_pixel_count; c16_index++)
            {
                //argb
                ushort ucolor = tmparr[c16_index];

                if ((ucolor & 0x8000) == 0x8000)                ////optimized bit shift and & operation ((ucolor >> 15) & 0x1) == 1 with direct & (ucolor & 0x8000) == 1 operation
                {
                    cols[c16_index].a = 1.0f;
                }
                else
                {
                    cols[c16_index].a = 0.0f;
                }
                //fix color conversion with range 0 - 31
                cols[c16_index].b = (ucolor & 0x1f) * cmult;
                cols[c16_index].g = ((ucolor >> 5) & 0x1f) * cmult;
                cols[c16_index].r = ((ucolor >> 10) & 0x1f) * cmult;
                //Vector3 alpha_vec = new Vector3(cols[c16_index].r, cols[c16_index].g, cols[c16_index].b);
                //if(alpha_vec.magnitude <= 0.097)
                //{
                //cols[c16_index].a = 0.0f;
                //}
            }
            //render transparancy information into tile
            int ntexObj = leveldata.ObjectTextures.Length;
            for (int i = 0; i < ntexObj; i++)
            {
                Parser.Tr2ObjectTexture texobj = leveldata.ObjectTextures[i];


                // texobj.TransparencyFlags means geometry level transparancy, not pixel level transparency
                // this is used for geometry material batching

                if (texobj.Tile == tileCount && texobj.TransparencyFlags == 0)
                {
                    //interpolate pixels
                    //generate pixel bound
                    Parser.Tr2ObjectTextureVertex[] vertices = texobj.Vertices;

                    int minxi = vertices[0].Xpixel;
                    int maxxi = vertices[0].Xpixel;
                    int minyi = vertices[0].Ypixel;
                    int maxyi = vertices[0].Ypixel;

                    for (int v = 0; v < vertices.Length - 1; v++)
                    {
                        if (vertices[v].Xcoordinate < minxi)
                        {
                            minxi = vertices[v].Xpixel;
                        }

                        if (vertices[v].Xcoordinate > maxxi)
                        {
                            maxxi = vertices[v].Xpixel;
                        }

                        if (vertices[v].Ycoordinate < minyi)
                        {
                            minyi = vertices[v].Ypixel;
                        }

                        if (vertices[v].Ycoordinate > maxyi)
                        {
                            maxyi = vertices[v].Ypixel;
                        }
                    }

                    //render transparancy in generated bound

                    if (vertices.Length < 4)
                    {
                        Vector3 p0 = new Vector3(vertices[0].Xpixel, 0, vertices[0].Ypixel);
                        Vector3 p1 = new Vector3(vertices[1].Xpixel, 0, vertices[1].Ypixel);
                        Vector3 p2 = new Vector3(vertices[2].Xpixel, 0, vertices[2].Ypixel);


                        for (int y = minyi; y < maxyi; y++)
                        {
                            for (int x = minxi; x < maxxi; x++)
                            {
                                if (IsUVInSide(p2, p1, p0, new Vector3(x, 0, y)))
                                {
                                    int idx = y * 256 + x;

                                    cols[idx].a = 1;
                                }
                            }
                        }
                    }
                    else
                    {
                        for (int y = minyi; y < maxyi; y++)
                        {
                            for (int x = minxi; x < maxxi; x++)
                            {
                                //if(IsUVInSide( p2, p1,p0, new Vector3(x,0, y) ))
                                //{
                                int idx = y * 256 + x;

                                cols[idx].a = 1;
                                //}
                            }
                        }
                    }
                }                 //end transparancy flag check
            }
        }

        //pack tiles
        float uvlength = 1.0f / (float)(leveldata.m_MaxTiles);        //bug fixed: used leveldata.m_MaxTiles instead of hardcoded value 16

        uvRects = new Rect[leveldata.m_MaxTiles];
        Texture2D tex = new Texture2D(256, 256 * leveldata.m_MaxTiles, TextureFormat.ARGB32, false, true);

        tex.filterMode = FilterMode.Bilinear;
        tex.wrapMode   = TextureWrapMode.Clamp;
        tex.anisoLevel = 9;


        for (int t = 0; t < leveldata.m_MaxTiles; t++)
        {
            Color[] cols = ColorTable[t];
            uvRects[t] = new Rect(0, uvlength * t, 1, uvlength); //distorted uv error : reason careless uv stting
            tex.SetPixels(0, 256 * t, 256, 256, cols, 0);
        }


        tex.Apply(true);
        tex.name      = "texAtlas";
        tex.hideFlags = 0;

        return(tex);
    }