mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
438 lines
No EOL
13 KiB
C#
438 lines
No EOL
13 KiB
C#
using SanAndreasUnity.Importing.Archive;
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using SanAndreasUnity.Importing.RenderWareStream;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace SanAndreasUnity.Importing.Conversion
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{
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public static class TextureDictionaryExtensions
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{
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public static LoadedTexture GetDiffuse(this TextureDictionary[] txds, string name)
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{
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foreach (var txd in txds)
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{
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var tex = txd.GetDiffuse(name, TextureLoadParams.Default);
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if (tex != null) return tex;
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}
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return null;
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}
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public static LoadedTexture GetAlpha(this TextureDictionary[] txds, string name)
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{
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foreach (var txd in txds)
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{
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var tex = txd.GetAlpha(name, TextureLoadParams.Default);
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if (tex != null) return tex;
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}
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return null;
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}
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}
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public class LoadedTexture
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{
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public readonly Texture2D Texture;
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public readonly bool HasAlpha;
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public LoadedTexture(Texture2D tex, bool hasAlpha)
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{
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Texture = tex;
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HasAlpha = hasAlpha;
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}
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}
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public class TextureLoadParams
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{
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public bool makeNoLongerReadable = true;
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private static TextureLoadParams _sDefault;
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public static TextureLoadParams Default
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{
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get
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{
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if (null == _sDefault)
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_sDefault = new TextureLoadParams();
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return _sDefault;
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}
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}
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}
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public class TextureDictionary
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{
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private static byte[] ConvertDXT3ToDXT5(byte[] data)
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{
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for (var i = 0; i < data.Length; i += 16)
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{
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ulong packed = 0;
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for (var j = 0; j < 16; ++j)
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{
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var s = 1 | ((j & 1) << 2);
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var c = (data[i + (j >> 1)] >> s) & 0x7;
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switch (c)
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{
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case 0:
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c = 1;
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break;
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case 7:
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c = 0;
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break;
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default:
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c = 8 - c;
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break;
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}
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packed |= ((ulong)c << (3 * j));
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}
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data[i + 0] = 0xff;
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data[i + 1] = 0x00;
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for (var j = 0; j < 6; ++j)
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{
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data[i + 2 + j] = (byte)((packed >> (j << 3)) & 0xff);
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}
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}
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return data;
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}
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private static byte[] ConvertBGRToRGB(byte[] data)
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{
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for (var i = 0; i < data.Length; i += 4)
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{
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var t = data[i];
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data[i] = data[i + 2];
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data[i + 2] = t;
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}
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return data;
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}
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private static readonly byte[] _sR5G5B5Lookup = Enumerable.Range(0, 0x20)
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.Select(x => (byte)Math.Round(((double)x / 0x1f) * 0xff))
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.ToArray();
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private static byte[] ConvertA1R5G5B5ToARGB32(byte[] data)
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{
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var dest = new byte[data.Length << 1];
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for (var i = 0; i < data.Length - 1; i += 2)
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{
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var val = data[i] | (data[i + 1] << 8);
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var d = i << 1;
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dest[d + 0] = (byte)((val & 1) == 1 ? 0xff : 0);
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dest[d + 1] = _sR5G5B5Lookup[(val >> 1) & 0x1f];
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dest[d + 2] = _sR5G5B5Lookup[(val >> 6) & 0x1f];
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dest[d + 3] = _sR5G5B5Lookup[(val >> 11) & 0x1f];
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}
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return dest;
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}
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private static LoadedTexture Convert(TextureNative src, TextureLoadParams textureLoadParams)
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{
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TextureFormat format;
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var loadMips = (src.Format & RasterFormat.ExtMipMap) == RasterFormat.ExtMipMap;
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var autoMips = (src.Format & RasterFormat.ExtAutoMipMap) == RasterFormat.ExtAutoMipMap;
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switch (src.Format & RasterFormat.NoExt)
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{
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case RasterFormat.BGRA8:
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case RasterFormat.BGR8:
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format = TextureFormat.RGBA32;
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break;
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case RasterFormat.LUM8:
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format = TextureFormat.Alpha8;
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break;
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case RasterFormat.R4G4B4A4:
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format = TextureFormat.RGBA4444;
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break;
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case RasterFormat.A1R5G5B5:
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format = TextureFormat.ARGB32;
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break;
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case RasterFormat.R5G6B5:
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format = TextureFormat.RGB565;
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break;
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default:
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throw new NotImplementedException(string.Format("RasterFormat.{0}", src.Format & RasterFormat.NoExt));
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}
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switch (src.Compression)
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{
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case CompressionMode.None:
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break;
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case CompressionMode.DXT1:
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format = TextureFormat.DXT1;
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break;
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case CompressionMode.DXT3:
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format = TextureFormat.DXT5;
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break;
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default:
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throw new NotImplementedException(string.Format("CompressionMode.{0}", src.Compression));
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}
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var tex = new Texture2D(src.Width, src.Height, format, false /*loadMips*/);
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switch (src.FilterFlags)
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{
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case Filter.None:
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case Filter.Nearest:
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case Filter.MipNearest:
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tex.filterMode = FilterMode.Point;
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break;
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case Filter.Linear:
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case Filter.MipLinear:
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case Filter.LinearMipNearest:
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tex.filterMode = FilterMode.Bilinear;
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break;
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case Filter.LinearMipLinear:
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case Filter.Unknown:
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tex.filterMode = FilterMode.Trilinear;
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break;
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}
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var data = src.ImageData;
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switch (src.Format & RasterFormat.NoExt)
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{
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case RasterFormat.BGR8:
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case RasterFormat.BGRA8:
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data = ConvertBGRToRGB(data);
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break;
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}
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switch (src.Compression)
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{
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case CompressionMode.DXT3:
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data = ConvertDXT3ToDXT5(data);
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break;
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}
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tex.LoadRawTextureData(data);
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tex.Apply(loadMips || autoMips, textureLoadParams.makeNoLongerReadable);
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return new LoadedTexture(tex, src.Alpha);
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}
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private static readonly Dictionary<string, string> _sParents = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase);
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private static readonly Utilities.AsyncLoader<string, TextureDictionary> s_asyncLoader =
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new Utilities.AsyncLoader<string, TextureDictionary> (StringComparer.InvariantCultureIgnoreCase);
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public static bool DontLoadTextures { get; set; } = false;
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private static Texture2D s_dummyTexture;
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private static Texture2D DummyTexture {
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get {
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if (null == s_dummyTexture)
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s_dummyTexture = Utilities.F.CreateTexture(32, 32, Color.gray);
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return s_dummyTexture;
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}
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}
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public static TextureDictionary Load(string name)
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{
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name = name.ToLower();
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if (s_asyncLoader.TryGetLoadedObject(name, out var alreadyLoadedTxd))
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return alreadyLoadedTxd;
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UnityEngine.Profiling.Profiler.BeginSample ("TextureDictionary.Load");
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var txd = new TextureDictionary(DontLoadTextures ? null : ArchiveManager.ReadFile<RenderWareStream.TextureDictionary>(name + ".txd"));
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s_asyncLoader.OnObjectFinishedLoading(name, txd, true);
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UnityEngine.Profiling.Profiler.EndSample ();
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return txd;
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}
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public static void LoadAsync(string name, float loadPriority, System.Action<TextureDictionary> onFinish)
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{
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name = name.ToLower();
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if (!s_asyncLoader.TryLoadObject (name, onFinish))
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return;
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// read archive file asyncly
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TextureDictionary loadedTxd = null;
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bool bDontLoad = DontLoadTextures;
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Behaviours.LoadingThread.RegisterJob (new Behaviours.LoadingThread.Job<RenderWareStream.TextureDictionary> () {
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priority = loadPriority,
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action = () => {
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return bDontLoad ? null : ArchiveManager.ReadFile<RenderWareStream.TextureDictionary>(name + ".txd");
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},
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callbackSuccess = (RenderWareStream.TextureDictionary td) => {
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UnityEngine.Profiling.Profiler.BeginSample ("TextureDictionary()");
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loadedTxd = new TextureDictionary (td);
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UnityEngine.Profiling.Profiler.EndSample ();
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},
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callbackFinish = (result) => {
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s_asyncLoader.OnObjectFinishedLoading( name, loadedTxd, loadedTxd != null );
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}
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});
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}
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public static void AddParent(string dictName, string parentName)
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{
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dictName = dictName.ToLower();
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parentName = parentName.ToLower();
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if (_sParents.ContainsKey(dictName)) return;
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_sParents.Add(dictName, parentName);
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if (s_asyncLoader.IsObjectLoaded(dictName))
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{
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s_asyncLoader.GetLoadedObject(dictName).ParentName = parentName;
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}
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}
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private class Texture
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{
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private LoadedTexture _converted;
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private bool _attemptedConversion;
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public string DiffuseName { get { return Native.DiffuseName; } }
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public string AlphaName { get { return Native.AlphaName; } }
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public bool IsDiffuse { get { return !string.IsNullOrEmpty(DiffuseName); } }
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public bool IsAlpha { get { return !string.IsNullOrEmpty(AlphaName); } }
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public LoadedTexture GetConverted(TextureLoadParams textureLoadParams)
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{
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if (_attemptedConversion) return _converted;
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_attemptedConversion = true;
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_converted = Convert(Native, textureLoadParams);
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return _converted;
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}
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public readonly TextureNative Native;
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public Texture(TextureNative native)
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{
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Native = native;
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}
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}
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private readonly Dictionary<string, Texture> _diffuse;
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private readonly Dictionary<string, Texture> _alpha;
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private TextureDictionary _parent;
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public string ParentName { get; set; }
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public TextureDictionary Parent
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{
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get { return _parent ?? (_parent = Load(ParentName)); }
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}
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public IEnumerable<string> DiffuseNames
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{
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get { return _diffuse.Keys; }
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}
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public IEnumerable<string> AlphaNames
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{
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get { return _alpha.Keys; }
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}
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private TextureDictionary(RenderWareStream.TextureDictionary txd)
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{
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_diffuse = new Dictionary<string, Texture>(StringComparer.InvariantCultureIgnoreCase);
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_alpha = new Dictionary<string, Texture>(StringComparer.InvariantCultureIgnoreCase);
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if (null == txd)
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return;
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foreach (var native in txd.Textures)
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{
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var tex = new Texture(native);
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if (tex.IsDiffuse)
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{
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_diffuse.Add(tex.DiffuseName, tex);
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}
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if (tex.IsAlpha)
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{
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if (_alpha.ContainsKey(tex.AlphaName))
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{
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Debug.LogWarningFormat("Tried to re-add {0} (diffuse {1} vs {2})",
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tex.AlphaName, tex.DiffuseName, _alpha[tex.AlphaName].DiffuseName);
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continue;
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}
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_alpha.Add(tex.AlphaName, tex);
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}
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}
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}
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public TextureNative GetDiffuseNative(string name)
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{
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if (!_diffuse.ContainsKey(name))
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{
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return ParentName != null ? Parent.GetDiffuseNative(name) : null;
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}
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return _diffuse[name].Native;
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}
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public LoadedTexture GetDiffuse(string name)
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{
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return GetDiffuse(name, TextureLoadParams.Default);
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}
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public LoadedTexture GetDiffuse(string name, TextureLoadParams textureLoadParams)
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{
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if (DontLoadTextures)
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return new LoadedTexture(DummyTexture, false);
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if (!_diffuse.ContainsKey(name))
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{
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return ParentName != null ? Parent.GetDiffuse(name, textureLoadParams) : null;
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}
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return _diffuse[name].GetConverted(textureLoadParams);
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}
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public LoadedTexture GetAlpha(string name, TextureLoadParams textureLoadParams)
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{
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if (DontLoadTextures)
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return new LoadedTexture(DummyTexture, false);
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if (!_alpha.ContainsKey(name))
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{
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return ParentName != null ? Parent.GetAlpha(name, textureLoadParams) : null;
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}
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return _alpha[name].GetConverted(textureLoadParams);
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}
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}
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} |