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https://github.com/LazyDuchess/OpenTS2.git
synced 2025-01-23 08:41:47 -05:00
Remove more useless debug lines, fix 32 bit texture loading
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parent
2435117d96
commit
c32541ba12
4 changed files with 13 additions and 6 deletions
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@ -113,17 +113,17 @@ namespace OpenTS2.Content.DBPF.Scenegraph
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{
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// TODO: For now these just use the standard shader, see if we need something different.
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var shader = Shader.Find("OpenTS2/StandardMaterial/AlphaCutOut");
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var material = new Material(shader);
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Debug.Log("imposter material: " + MaterialDefinition);
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string textureName;
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if (MaterialDefinition.MaterialName.Contains("terrainmaterial"))
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{
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textureName = "terrain_txtr";
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shader = Shader.Find("OpenTS2/StandardMaterial/AlphaBlended");
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}
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else if (MaterialDefinition.MaterialName.Contains("roof"))
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{
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textureName = "roofs_txtr";
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// TODO: roofs need a special shader, they UV map based on just their x and y coordinates on the lot.
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}
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else if (MaterialDefinition.MaterialName.Contains("wall"))
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{
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@ -138,11 +138,14 @@ namespace OpenTS2.Content.DBPF.Scenegraph
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throw new NotImplementedException($"Unknown imposter material: {MaterialDefinition.MaterialName}");
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}
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var material = new Material(shader);
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var texture = ContentProvider.Get().GetAsset<ScenegraphTextureAsset>(
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new ResourceKey(textureName, GlobalTGI.GroupID, TypeIDs.SCENEGRAPH_TXTR)
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);
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_textures.Add(texture);
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material.mainTexture = texture.GetSelectedImageAsUnityTexture(ContentProvider.Get());
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material.SetFloat(AlphaCutOff, 0.5f);
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return material;
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}
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@ -109,7 +109,8 @@ namespace OpenTS2.Content.DBPF.Scenegraph
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{
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var unityFormat = format switch
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{
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ScenegraphTextureFormat.RGBA32 => TextureFormat.RGBA32,
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ScenegraphTextureFormat.RGBA32 => TextureFormat.BGRA32,
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// TODO: this might be wrong as the game uses BRGA for 32-bit textures.
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ScenegraphTextureFormat.RGB24 => TextureFormat.RGB24,
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ScenegraphTextureFormat.Alpha8 => TextureFormat.Alpha8,
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ScenegraphTextureFormat.DXT1 => TextureFormat.DXT1,
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@ -118,6 +119,7 @@ namespace OpenTS2.Content.DBPF.Scenegraph
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ScenegraphTextureFormat.Luminance8 => TextureFormat.R8,
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ScenegraphTextureFormat.Luminance16 => TextureFormat.R16,
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ScenegraphTextureFormat.DXT5 => TextureFormat.DXT5,
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// TODO: this might be wrong as the game uses BRGA for 32-bit textures.
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ScenegraphTextureFormat.RGB24_repeat => TextureFormat.RGB24,
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_ => throw new ArgumentOutOfRangeException(nameof(format), format, null)
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};
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@ -29,7 +29,6 @@ namespace OpenTS2.Files.Formats.DBPF.Scenegraph.Block
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{
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var graphNode = ObjectGraphNodeBlock.Deserialize(reader);
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var resource = ScenegraphResource.Deserialize(reader);
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Debug.Log($"resource: {resource}, version: {blockTypeInfo.Version}");
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if (blockTypeInfo.Version > 6)
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{
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@ -64,7 +63,6 @@ namespace OpenTS2.Files.Formats.DBPF.Scenegraph.Block
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// Read an object reference to the actual geometry data.
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var geometryDataRef = ObjectReference.Deserialize(reader);
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Debug.Log($"Object reference idx: {geometryDataRef.Index}");
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return new GeometryNodeBlock(blockTypeInfo, resource, geometryDataRef);
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}
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@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTS2.Common;
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using OpenTS2.Content;
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using OpenTS2.Content.DBPF;
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@ -31,10 +32,13 @@ namespace OpenTS2.Scenes
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// Render lot imposters.
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foreach (var lot in NeighborhoodManager.CurrentNeighborhood.Lots)
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{
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if (!lot.LotPackage.ToLower().Contains("lot3"))
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{
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continue;
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}
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var model = lot.GetLotImposterResource();
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Debug.Log($"lot imposter resource: {model.ResourceCollection}");
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model.CreateGameObjectForShape();
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break;
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}
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}
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