победа над водопадами, шейдеры m2
This commit is contained in:
@@ -5,6 +5,8 @@
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## add_child(node)
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class_name M2Builder
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const WOW_M2_MATERIAL := preload("res://addons/mpq_extractor/loaders/wow_m2_material.gd")
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static var _texture_cache: Dictionary = {}
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static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
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@@ -14,6 +16,7 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
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var verts: PackedVector3Array = data.get("vertices", PackedVector3Array())
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var normals: PackedVector3Array = data.get("normals", PackedVector3Array())
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var uvs: PackedVector2Array = data.get("uvs", PackedVector2Array())
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var uvs2: PackedVector2Array = data.get("uvs2", PackedVector2Array())
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var indices: PackedInt32Array = data.get("indices", PackedInt32Array())
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var batches: Array = data.get("batches", [])
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@@ -25,6 +28,14 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
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var texture_flags: PackedInt32Array = data.get("texture_flags", PackedInt32Array())
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var materials: Array = data.get("materials", [])
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var tex_combos: PackedInt32Array = data.get("texture_combos", PackedInt32Array())
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var tex_coord_combos: PackedInt32Array = data.get("texture_coord_combos", PackedInt32Array())
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var tex_weight_combos: PackedInt32Array = data.get("texture_weight_combos", PackedInt32Array())
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var tex_transform_combos: PackedInt32Array = data.get("texture_transform_combos", PackedInt32Array())
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var tex_combiner_combos: PackedInt32Array = data.get("texture_combiner_combos", PackedInt32Array())
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var m2_colors: Array = data.get("m2_colors", [])
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var tex_weights: PackedFloat32Array = data.get("texture_weights", PackedFloat32Array())
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var tex_transforms: Array = data.get("texture_transforms", [])
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var m2_flags: int = int(data.get("m2_flags", 0))
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var model_path: String = str(data.get("model_path", ""))
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var mesh := ArrayMesh.new()
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@@ -52,6 +63,8 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
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arrays[Mesh.ARRAY_NORMAL] = normals
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if uvs.size() == verts.size():
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arrays[Mesh.ARRAY_TEX_UV] = uvs
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if uvs2.size() == verts.size():
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arrays[Mesh.ARRAY_TEX_UV2] = uvs2
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arrays[Mesh.ARRAY_INDEX] = batch_indices
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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@@ -67,8 +80,17 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
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texture_types,
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texture_flags,
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tex_combos,
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tex_coord_combos,
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tex_weight_combos,
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tex_transform_combos,
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tex_combiner_combos,
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m2_colors,
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tex_weights,
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tex_transforms,
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m2_flags,
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extracted_dir,
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model_path))
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model_path,
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batch))
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if mesh.get_surface_count() == 0:
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return root
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@@ -87,52 +109,342 @@ static func _build_material(
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texture_types: PackedInt32Array,
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texture_flags: PackedInt32Array,
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tex_combos: PackedInt32Array,
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tex_coord_combos: PackedInt32Array,
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tex_weight_combos: PackedInt32Array,
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tex_transform_combos: PackedInt32Array,
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tex_combiner_combos: PackedInt32Array,
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m2_colors: Array,
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tex_weights: PackedFloat32Array,
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tex_transforms: Array,
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m2_flags: int,
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extracted_dir: String,
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model_path: String) -> StandardMaterial3D:
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model_path: String,
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batch: Dictionary = {}) -> Material:
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var mat := StandardMaterial3D.new()
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var flags: int = int(mat_def.get("flags", 0))
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED if (flags & 0x04) != 0 else BaseMaterial3D.CULL_BACK
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mat.roughness = 0.85
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mat.metallic = 0.0
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED if (flags & 0x01) != 0 else BaseMaterial3D.SHADING_MODE_PER_PIXEL
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mat.specular_mode = BaseMaterial3D.SPECULAR_DISABLED
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mat.vertex_color_use_as_albedo = false
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mat.set_flag(BaseMaterial3D.FLAG_USE_TEXTURE_REPEAT, false)
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var blend_mode: int = mat_def.get("blend_mode", 0)
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match blend_mode:
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0:
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mat.transparency = BaseMaterial3D.TRANSPARENCY_DISABLED
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1:
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
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mat.alpha_scissor_threshold = 0.5
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3, 4, 6:
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
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mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_OPAQUE_ONLY
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_:
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_OPAQUE_ONLY
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var tex_flags := 0
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var tex: Texture2D = null
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var tex2: Texture2D = null
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var tex3: Texture2D = null
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var tex4: Texture2D = null
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var tex2_flags := 0
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var tex3_flags := 0
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var tex4_flags := 0
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if texture_combo_index >= 0 and texture_combo_index < tex_combos.size():
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var tex_idx: int = tex_combos[texture_combo_index]
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if tex_idx >= 0 and tex_idx < textures.size():
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var tex_path: String = str(textures[tex_idx]).replace("\\", "/")
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var tex_type := int(texture_types[tex_idx]) if tex_idx < texture_types.size() else 0
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var tex_flags := int(texture_flags[tex_idx]) if tex_idx < texture_flags.size() else 0
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if tex_path.is_empty():
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tex_path = _default_texture_path(model_path, tex_type)
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if not tex_path.is_empty():
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var tex := _load_texture(tex_path, extracted_dir)
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if tex:
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mat.albedo_texture = tex
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mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
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mat.set_flag(BaseMaterial3D.FLAG_USE_TEXTURE_REPEAT, (tex_flags & 0x03) != 0)
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var resolved0 := _resolve_combo_texture(texture_combo_index, textures, texture_types, texture_flags, tex_combos, extracted_dir, model_path)
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tex = resolved0.get("texture", null)
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tex_flags = int(resolved0.get("flags", 0))
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var texture_count := maxi(1, int(batch.get("texture_count", 1)))
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if texture_count > 1:
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var resolved1 := _resolve_combo_texture(texture_combo_index + 1, textures, texture_types, texture_flags, tex_combos, extracted_dir, model_path)
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tex2 = resolved1.get("texture", null)
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tex2_flags = int(resolved1.get("flags", 0))
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if texture_count > 2:
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var resolved2 := _resolve_combo_texture(texture_combo_index + 2, textures, texture_types, texture_flags, tex_combos, extracted_dir, model_path)
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tex3 = resolved2.get("texture", null)
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tex3_flags = int(resolved2.get("flags", 0))
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if texture_count > 3:
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var resolved3 := _resolve_combo_texture(texture_combo_index + 3, textures, texture_types, texture_flags, tex_combos, extracted_dir, model_path)
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tex4 = resolved3.get("texture", null)
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tex4_flags = int(resolved3.get("flags", 0))
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var combiner := _resolve_combiner_state(blend_mode, texture_count, batch, tex_coord_combos, tex_combiner_combos, m2_flags)
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combiner["mesh_color"] = _resolve_mesh_color(batch, m2_colors, tex_weights, tex_weight_combos)
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combiner["tex_sample_alpha"] = _resolve_texture_sample_alpha(batch, tex_weights, tex_weight_combos)
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combiner["stage0_uv_transform"] = _resolve_texture_transform(batch, 0, tex_transform_combos, tex_transforms)
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combiner["stage1_uv_transform"] = _resolve_texture_transform(batch, 1, tex_transform_combos, tex_transforms)
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combiner["stage2_uv_transform"] = _resolve_texture_transform(batch, 2, tex_transform_combos, tex_transforms)
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combiner["stage3_uv_transform"] = _resolve_texture_transform(batch, 3, tex_transform_combos, tex_transforms)
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combiner["stage0_uv_scroll"] = _resolve_texture_scroll(batch, 0, tex_transform_combos, tex_transforms)
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combiner["stage1_uv_scroll"] = _resolve_texture_scroll(batch, 1, tex_transform_combos, tex_transforms)
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combiner["stage2_uv_scroll"] = _resolve_texture_scroll(batch, 2, tex_transform_combos, tex_transforms)
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combiner["stage3_uv_scroll"] = _resolve_texture_scroll(batch, 3, tex_transform_combos, tex_transforms)
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combiner["vertex_shader_id"] = _m2_vertex_shader_id(texture_count, int(batch.get("shader_id", 0)))
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combiner["pixel_shader_id"] = _m2_pixel_shader_id(texture_count, int(batch.get("shader_id", 0)))
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combiner["priority_plane"] = int(batch.get("priority_plane", 0))
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if _is_soft_waterfall_material(model_path, blend_mode, combiner):
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combiner["effect_alpha_scale"] = 1.12
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combiner["effect_alpha_power"] = 0.92
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combiner["uv_edge_fade_strength"] = 0.22
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var mat := WOW_M2_MATERIAL.build(
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tex,
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tex2,
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tex3,
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tex4,
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flags,
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blend_mode,
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tex_flags,
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tex2_flags,
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tex3_flags,
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tex4_flags,
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model_path.get_file().get_basename(),
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combiner)
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mat.set_meta("wow_flags", flags)
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mat.set_meta("wow_blend_mode", blend_mode)
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mat.set_meta("wow_m2_shader_id", int(batch.get("shader_id", 0)))
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mat.set_meta("wow_m2_vertex_shader_id", int(combiner.get("vertex_shader_id", 0)))
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mat.set_meta("wow_m2_pixel_shader_id", int(combiner.get("pixel_shader_id", 0)))
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mat.set_meta("wow_priority_plane", int(batch.get("priority_plane", 0)))
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return mat
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static func _is_soft_waterfall_material(model_path: String, blend_mode: int, combiner: Dictionary) -> bool:
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if blend_mode != 2:
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return false
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var lower_path := model_path.to_lower()
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if not lower_path.contains("waterfall"):
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return false
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var scroll0: Vector2 = combiner.get("stage0_uv_scroll", Vector2.ZERO)
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var scroll1: Vector2 = combiner.get("stage1_uv_scroll", Vector2.ZERO)
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return scroll0.length_squared() > 0.000001 or scroll1.length_squared() > 0.000001
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static func _m2_vertex_shader_id(texture_count: int, shader_id: int) -> int:
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if (shader_id & 0x8000) != 0:
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return _m2_shader_array_vertex_id(shader_id & 0x7fff)
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if texture_count == 1:
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if (shader_id & 0x80) != 0:
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return 1 # Diffuse_Env
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if (shader_id & 0x4000) != 0:
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return 10 # Diffuse_T2
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return 0 # Diffuse_T1
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if (shader_id & 0x80) != 0:
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if (shader_id & 0x8) != 0:
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return 5 # Diffuse_Env_Env
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return 4 # Diffuse_Env_T1
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if (shader_id & 0x8) != 0:
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return 3 # Diffuse_T1_Env
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if (shader_id & 0x4000) != 0:
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return 2 # Diffuse_T1_T2
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return 7 # Diffuse_T1_T1
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static func _m2_pixel_shader_id(texture_count: int, shader_id: int) -> int:
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if (shader_id & 0x8000) != 0:
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return _m2_shader_array_pixel_id(shader_id & 0x7fff)
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if texture_count == 1:
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return 1 if (shader_id & 0x70) != 0 else 0
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if (shader_id & 0x70) != 0:
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match shader_id & 7:
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3:
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return 8 # Combiners_Mod_Add
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4:
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return 7 # Combiners_Mod_Mod2x
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6:
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return 9 # Combiners_Mod_Mod2xNA
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7:
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return 10 # Combiners_Mod_AddNA
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_:
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return 6 # Combiners_Mod_Mod
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match shader_id & 7:
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0:
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return 5 # Combiners_Opaque_Opaque
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3, 7:
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return 13 # Combiners_Opaque_AddAlpha
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4:
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return 3 # Combiners_Opaque_Mod2x
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6:
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return 4 # Combiners_Opaque_Mod2xNA
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_:
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return 2 # Combiners_Opaque_Mod
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static func _m2_shader_array_vertex_id(shader_array_index: int) -> int:
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match shader_array_index:
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0:
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return 8
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1:
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return 0
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2:
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return 1
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3:
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return 1
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4:
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return 1
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5:
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return 1
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6:
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return 0
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7:
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return 12
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8:
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return 9
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9:
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return 12
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_:
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return 0
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static func _m2_shader_array_pixel_id(shader_array_index: int) -> int:
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match shader_array_index:
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0:
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return 35
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1:
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return 0
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2:
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return 7
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3:
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return 1
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4:
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return 6
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5:
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return 4
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6:
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return 0
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7:
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return 7
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8:
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return 1
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9:
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return 6
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_:
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return 0
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static func _resolve_combo_texture(
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combo_index: int,
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textures: PackedStringArray,
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texture_types: PackedInt32Array,
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texture_flags: PackedInt32Array,
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tex_combos: PackedInt32Array,
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extracted_dir: String,
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model_path: String) -> Dictionary:
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if combo_index < 0 or combo_index >= tex_combos.size():
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return {}
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var tex_idx: int = tex_combos[combo_index]
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if tex_idx < 0 or tex_idx >= textures.size():
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return {}
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var tex_path: String = str(textures[tex_idx]).replace("\\", "/")
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var tex_type := int(texture_types[tex_idx]) if tex_idx < texture_types.size() else 0
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var tex_flags := int(texture_flags[tex_idx]) if tex_idx < texture_flags.size() else 0
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if tex_path.is_empty():
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tex_path = _default_texture_path(model_path, tex_type)
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var tex: Texture2D = null
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if not tex_path.is_empty():
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tex = _load_texture(tex_path, extracted_dir)
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return {
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"texture": tex,
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"flags": tex_flags,
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"path": tex_path,
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}
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static func _resolve_combiner_state(
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blend_mode: int,
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texture_count: int,
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batch: Dictionary,
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tex_coord_combos: PackedInt32Array,
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tex_combiner_combos: PackedInt32Array,
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m2_flags: int) -> Dictionary:
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var state := {
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"op0": 0 if blend_mode == 0 else 1,
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"op1": 1,
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"env0": false,
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"env1": false,
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"use_uv2_0": false,
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"use_uv2_1": false,
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}
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var shader_id := int(batch.get("shader_id", 0))
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var coord_index := int(batch.get("texture_coord_combo_index", 0))
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if (m2_flags & 0x8) != 0:
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for texture_index in mini(texture_count, 2):
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var op := 0 if texture_index == 0 and blend_mode == 0 else 1
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var combiner_index := shader_id + texture_index
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if combiner_index >= 0 and combiner_index < tex_combiner_combos.size():
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op = int(tex_combiner_combos[combiner_index])
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state["op%d" % texture_index] = op
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_apply_texture_coord_state(state, texture_index, coord_index + texture_index, tex_coord_combos)
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else:
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_apply_texture_coord_state(state, 0, coord_index, tex_coord_combos)
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return state
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static func _apply_texture_coord_state(state: Dictionary, texture_index: int, combo_index: int, tex_coord_combos: PackedInt32Array) -> void:
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if combo_index < 0 or combo_index >= tex_coord_combos.size():
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return
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var coord := int(tex_coord_combos[combo_index])
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state["use_uv2_%d" % texture_index] = coord == 1
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state["env%d" % texture_index] = coord > 2
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static func _resolve_mesh_color(
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batch: Dictionary,
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m2_colors: Array,
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tex_weights: PackedFloat32Array,
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tex_weight_combos: PackedInt32Array) -> Color:
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var color := Color.WHITE
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var color_index := int(batch.get("color_index", -1))
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if color_index >= 0 and color_index < m2_colors.size():
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var color_entry: Dictionary = m2_colors[color_index] if m2_colors[color_index] is Dictionary else {}
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color = color_entry.get("color", Color.WHITE)
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var weight_combo_index := int(batch.get("texture_weight_combo_index", -1))
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if weight_combo_index >= 0 and weight_combo_index < tex_weight_combos.size():
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var weight_index := int(tex_weight_combos[weight_combo_index])
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if weight_index >= 0 and weight_index < tex_weights.size():
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color.a *= clampf(tex_weights[weight_index], 0.0, 1.0)
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return color
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static func _resolve_texture_sample_alpha(
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batch: Dictionary,
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tex_weights: PackedFloat32Array,
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tex_weight_combos: PackedInt32Array) -> Vector3:
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var result := Vector3.ONE
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var weight_combo_index := int(batch.get("texture_weight_combo_index", -1))
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for stage in 3:
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var combo_index := weight_combo_index + stage
|
||||
if combo_index < 0 or combo_index >= tex_weight_combos.size():
|
||||
continue
|
||||
var weight_index := int(tex_weight_combos[combo_index])
|
||||
if weight_index >= 0 and weight_index < tex_weights.size():
|
||||
result[stage] = clampf(tex_weights[weight_index], 0.0, 1.0)
|
||||
return result
|
||||
|
||||
|
||||
static func _resolve_texture_transform(
|
||||
batch: Dictionary,
|
||||
stage: int,
|
||||
tex_transform_combos: PackedInt32Array,
|
||||
tex_transforms: Array) -> Vector4:
|
||||
|
||||
var combo_index := int(batch.get("texture_transform_combo_index", -1)) + stage
|
||||
if combo_index < 0 or combo_index >= tex_transform_combos.size():
|
||||
return Vector4(1.0, 1.0, 0.0, 0.0)
|
||||
var transform_index := int(tex_transform_combos[combo_index])
|
||||
if transform_index < 0 or transform_index >= tex_transforms.size():
|
||||
return Vector4(1.0, 1.0, 0.0, 0.0)
|
||||
var transform: Dictionary = tex_transforms[transform_index] if tex_transforms[transform_index] is Dictionary else {}
|
||||
var scale: Vector2 = transform.get("scale", Vector2.ONE)
|
||||
var translation: Vector2 = transform.get("translation", Vector2.ZERO)
|
||||
return Vector4(scale.x, scale.y, translation.x, translation.y)
|
||||
|
||||
|
||||
static func _resolve_texture_scroll(
|
||||
batch: Dictionary,
|
||||
stage: int,
|
||||
tex_transform_combos: PackedInt32Array,
|
||||
tex_transforms: Array) -> Vector2:
|
||||
|
||||
var combo_index := int(batch.get("texture_transform_combo_index", -1)) + stage
|
||||
if combo_index < 0 or combo_index >= tex_transform_combos.size():
|
||||
return Vector2.ZERO
|
||||
var transform_index := int(tex_transform_combos[combo_index])
|
||||
if transform_index < 0 or transform_index >= tex_transforms.size():
|
||||
return Vector2.ZERO
|
||||
var transform: Dictionary = tex_transforms[transform_index] if tex_transforms[transform_index] is Dictionary else {}
|
||||
return transform.get("translation_speed", Vector2.ZERO)
|
||||
|
||||
|
||||
static func _default_texture_path(model_path: String, texture_type: int) -> String:
|
||||
var normalized := model_path.replace("\\", "/")
|
||||
var rel_model := _relative_extracted_model_path(normalized)
|
||||
|
||||
Reference in New Issue
Block a user