Add Normal in vertex. And add light in shader.

This commit is contained in:
Troispoils 2024-02-28 17:07:45 +01:00
parent 8908ef1332
commit 0e96615b32
16 changed files with 221 additions and 85 deletions

View file

@ -1,12 +1,6 @@
using AC2RE.Definitions;
using ImageMagick;
using LandblockExtraction.DatEngine;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
namespace LandblockExtraction.AtlasMaker;
public class AtlasBuilder : IDisposable {
@ -21,7 +15,7 @@ public class AtlasBuilder : IDisposable {
public bool AddTexture(int index, DataId matId) {
var img = texturesImage.GetImage(matId);
if(img == null) return false;
if (img == null) return false;
textures.Add(index, img);
return true;
}
@ -41,7 +35,7 @@ public class AtlasBuilder : IDisposable {
int x = (index % count) * (int)TEXTURESIZE;
int y = (index / count) * (int)TEXTURESIZE;
atlas.Composite(kvp.Value, x, y);
index++;
if (index >= count * count) break;
}

View file

@ -1,13 +1,7 @@
using AC2RE.Definitions;
using ImageMagick;
using LandblockExtraction.DatEngine;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
namespace LandblockExtraction.AtlasMaker;
public class TerrainAtlasManager {
@ -15,10 +9,14 @@ public class TerrainAtlasManager {
public Dictionary<int, Vector2> textureCoord;
public Dictionary<int, MagickImage> terrainTexture;
public Dictionary<int, Terrain> terrains;
public TerrainAtlasManager(PortalEngine portalEngine) {
this.portalEngine = portalEngine;
textureCoord = new Dictionary<int, Vector2>();
terrainTexture = new Dictionary<int, MagickImage>();
terrains = new Dictionary<int, Terrain>();
testGenerateList();
}
public void ExtractTexture() {
using (var atlasBuilder = new AtlasBuilder(portalEngine)) {
@ -26,22 +24,46 @@ public class TerrainAtlasManager {
foreach (var surface in portalEngine.cSurfaceDesc.surfaces) {
if (surface.surfIndex == terrain.surfaceInfo) {
atlasBuilder.AddTexture((int)terrain.terrainIndex, surface.terrainMaterials.First().baseMaterials.First().materialDid);
//terrains.Add((int)terrain.terrainIndex, GenerateSubTerrain((int)terrain.terrainIndex, surface.terrainMaterials));
}
}
textureCoord.Add((int)terrain.terrainIndex, Vector2.Zero);
}
atlasBuilder.GenerateAtlas();
foreach(var img in atlasBuilder.textures) {
foreach (var img in atlasBuilder.textures) {
terrainTexture.Add(img.Key, img.Value);
}
}
}
/*private Terrain GenerateSubTerrain(int index, List<CSurfaceDesc.MaterialGroup> materialGroups) {
Terrain tmpTerrain = new Terrain(index);
foreach(var material in materialGroups) {
int indexTer = GetIndexBySurface(material.s)
SubTerrain subTerrain = new(ma)
}
}*/
private void testGenerateList() {
foreach(var surface in portalEngine.cSurfaceDesc.surfaces) {
foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
if(surface.surfIndex == terrain.surfaceInfo) {
Console.WriteLine($"[{terrain.terrainIndex}:{terrain.terrainName}]\t- Surface: {surface.surfIndex:X8} | Base: {surface.terrainMaterials.First().baseMaterials.First().materialDid}");
}
}
}
}
private int? GetIndexBySurface(uint surfaceIndex) {
foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
if (terrain.surfaceInfo == surfaceIndex)
return (int)terrain.terrainIndex;
}
return null;
}
public void GenerateUV() {
int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count));
int atlasSize = (int)64 * count;
int index = 0;
foreach(var terrain in textureCoord) {
foreach (var terrain in textureCoord) {
int x = (index % count) * (int)64;
int y = (index / count) * (int)64;
textureCoord[index] = new Vector2(x, y);

View file

@ -0,0 +1,15 @@
namespace LandblockExtraction.AtlasMaker;
public class SubTerrain {
public int terrainIndex { get; set; }
public float minPitch { get; set; }
public float maxPitch { get; set; }
public SubTerrain(int terrainIndex, float minPitch, float maxPitch) {
this.terrainIndex = terrainIndex;
this.minPitch = minPitch;
this.maxPitch = maxPitch;
}
public bool MatchesPitch(float pitch) {
return pitch >= minPitch && pitch <= maxPitch;
}
}

View file

@ -0,0 +1,22 @@
namespace LandblockExtraction.AtlasMaker;
public class Terrain {
public int terrainIndex { get; set; }
public List<SubTerrain> subTerrains { get; set; }
public Terrain(int index) {
terrainIndex = index;
subTerrains = new List<SubTerrain>();
}
public void AddSubTerrain(SubTerrain sousTerrain) {
subTerrains.Add(sousTerrain);
}
public int DetermineSubTerrain(float pitch) {
foreach (var terrain in subTerrains) {
if (terrain.MatchesPitch(pitch)) {
return terrain.terrainIndex;
}
}
return terrainIndex;
}
}

View file

@ -2,11 +2,6 @@
using ImageMagick;
using LandblockExtraction.DatEngine;
using LandblockExtraction.Tools;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace LandblockExtraction.AtlasMaker;
public class TexturesImage {
@ -19,10 +14,10 @@ public class TexturesImage {
}
public MagickImage? GetImage(DataId matId) {
if(!portalEngine.datReader.contains(matId)) return null;
using(var data = portalEngine.datReader.getFileReader(matId)) {
if (!portalEngine.datReader.contains(matId)) return null;
using (var data = portalEngine.datReader.getFileReader(matId)) {
var materialLayer = new RenderMaterial(data);
if(materialLayer == null) return null;
if (materialLayer == null) return null;
return ImageInMaterial(materialLayer);
}
@ -30,10 +25,10 @@ public class TexturesImage {
private MagickImage? ImageInMaterial(RenderMaterial materialLayer) {
var vdescId = materialLayer.layers.First().stages.First().textureID;
if(!portalEngine.datReader.contains(new(vdescId))) return null;
using(var data = portalEngine.datReader.getFileReader(new(vdescId))) {
if (!portalEngine.datReader.contains(new(vdescId))) return null;
using (var data = portalEngine.datReader.getFileReader(new(vdescId))) {
var texture = new RenderTexture(data);
if(texture == null) return null;
if (texture == null) return null;
return TextureInRender(texture);
}
@ -41,13 +36,13 @@ public class TexturesImage {
private MagickImage? TextureInRender(RenderTexture texture) {
MagickImage magickImage;
foreach(var img in texture.levelSurfaceDids) {
if(!portalEngine.datReader.contains(img)) continue;
using(var data = portalEngine.datReader.getFileReader(img)) {
foreach (var img in texture.levelSurfaceDids) {
if (!portalEngine.datReader.contains(img)) continue;
using (var data = portalEngine.datReader.getFileReader(img)) {
var image = new RenderSurface(data);
if(image.width != 64) continue;
if (image.width != 64) continue;
var dataImg = DDSHeader.Generate(image);
using(MagickImage realImg = new MagickImage(dataImg)) {
using (MagickImage realImg = new MagickImage(dataImg)) {
magickImage = new(realImg);
}
return magickImage;

View file

@ -1,9 +1,4 @@
using AC2RE.Definitions;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace LandblockExtraction.DatEngine;
public class DatEngine {

View file

@ -1,9 +1,7 @@
using AC2RE.Definitions;
namespace LandblockExtraction.DatEngine {
namespace LandblockExtraction.DatEngine {
public class TextureEngine : DatEngine {
public TextureEngine() : base(@"X:\DatFiles\highres.dat") {
}
}
}

View file

@ -2,7 +2,6 @@
using LandblockExtraction.AtlasMaker;
using LandblockExtraction.DatEngine;
using LandblockExtraction.Tools;
using System.Dynamic;
using System.Numerics;
namespace LandblockExtraction.LandBlockExtractor {
@ -25,11 +24,11 @@ namespace LandblockExtraction.LandBlockExtractor {
}
public BlockStruct? GetBlock(int landX, int landY) {
CellId landBlockId = new CellId((byte)landX, (byte)landY, 0xFF, 0xFF);
var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
if (landBlock == null) return null;
CellId landBlockId = new CellId((byte)landX, (byte)landY, 0xFF, 0xFF);
var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
if (landBlock == null) return null;
return GenerateBlockStructByData(landBlock, landX, landY);
return GenerateBlockStructByData(landBlock, landX, landY);
}
public BlockStruct GenerateBlockStructByData(CLandBlockData blockData, int landX, int landY) {
@ -120,6 +119,7 @@ namespace LandblockExtraction.LandBlockExtractor {
//TEST
public void DoubleEdgeVertices(BlockStruct blockStruct) {
List<Vector3> newPositions = new List<Vector3>();
List<Vector3> newNormals = new List<Vector3>();
List<Vector4> newColors = new List<Vector4>();
List<Vector4> newFarColors = new List<Vector4>();
List<Vector2> newTexCoord = new List<Vector2>();
@ -131,7 +131,7 @@ namespace LandblockExtraction.LandBlockExtractor {
// Doubler les sommets sur le bord supérieur et inférieur
for(int i = 0; i < originalIndicesCount; i = i + 6) {
for (int i = 0; i < originalIndicesCount; i = i + 6) {
var one = blockStruct.indices[i + 0];
var two = blockStruct.indices[i + 1];
@ -179,11 +179,22 @@ namespace LandblockExtraction.LandBlockExtractor {
newTexCoord.Add(new(0, 1));
newTexCoord.Add(new(1, 0));
newTexCoord.Add(new(1, 1));
var normal = MathOperations.CalculateQuadNormal(blockStruct.verticesStruct.position[one],
blockStruct.verticesStruct.position[two],
blockStruct.verticesStruct.position[three],
blockStruct.verticesStruct.position[foor]);
newNormals.Add(normal);
newNormals.Add(normal);
newNormals.Add(normal);
newNormals.Add(normal);
}
// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)
// Vous devez également mettre à jour les indices dans blockStruct.indices
blockStruct.verticesStruct.position = newPositions.ToArray();
blockStruct.verticesStruct.normal = newNormals.ToArray();
blockStruct.verticesStruct.color = newColors.ToArray();
blockStruct.verticesStruct.farcolor = newFarColors.ToArray();
blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray();
@ -195,7 +206,7 @@ namespace LandblockExtraction.LandBlockExtractor {
private int[] GenerateNewsIndices(int count) {
List<int> indices = new List<int>();
for(int i = 0; i < count; i = i + 4) {
for (int i = 0; i < count; i = i + 4) {
indices.Add(i);
indices.Add(i + 1);
indices.Add(i + 2);

View file

@ -1,8 +1,4 @@

using System;
using System.Numerics;
namespace LandblockExtraction.LandBlockExtractor {
namespace LandblockExtraction.LandBlockExtractor {
public class BlockStruct {
public readonly static int BlockSize = 17;

View file

@ -3,6 +3,7 @@
namespace LandblockExtraction.LandBlockExtractor {
public class VerticesStruct {
public Vector3[] position { get; set; }
public Vector3[] normal { get; set; }
public Vector4[] color { get; set; }
public Vector4[] farcolor { get; set; }
public Vector2[] texturecoord { get; set; }
@ -11,6 +12,7 @@ namespace LandblockExtraction.LandBlockExtractor {
public VerticesStruct(int blockSize) {
position = new Vector3[blockSize * blockSize];
normal = new Vector3[blockSize * blockSize];
color = new Vector4[blockSize * blockSize];
farcolor = new Vector4[blockSize * blockSize];
texturecoord = new Vector2[blockSize * blockSize];
@ -20,26 +22,29 @@ namespace LandblockExtraction.LandBlockExtractor {
public float[] Vertices() {
int length = position.Length;
float[] vertices = new float[length * 18]; // 3 pour position, 4 pour color, et 4 pour farcolor
for (int i = 0, vi = 0; i < length; i++, vi += 18) {
float[] vertices = new float[length * 21]; // 3 pour position, 4 pour color, et 4 pour farcolor
for (int i = 0, vi = 0; i < length; i++, vi += 21) {
vertices[vi] = position[i].X;
vertices[vi + 1] = position[i].Y;
vertices[vi + 2] = position[i].Z;
vertices[vi + 3] = color[i].X;
vertices[vi + 4] = color[i].Y;
vertices[vi + 5] = color[i].Z;
vertices[vi + 6] = color[i].W;
vertices[vi + 7] = farcolor[i].X;
vertices[vi + 8] = farcolor[i].Y;
vertices[vi + 9] = farcolor[i].Z;
vertices[vi + 10] = farcolor[i].W;
vertices[vi + 11] = texturecoord[i].X;
vertices[vi + 12] = texturecoord[i].Y;
vertices[vi + 13] = terraintype[i].X;
vertices[vi + 14] = terraintype[i].Y;
vertices[vi + 15] = terraintype[i].Z;
vertices[vi + 16] = terraintype[i].W;
vertices[vi + 17] = realtype[i];
vertices[vi + 3] = normal[i].X;
vertices[vi + 4] = normal[i].Y;
vertices[vi + 5] = normal[i].Z;
vertices[vi + 6] = color[i].X;
vertices[vi + 7] = color[i].Y;
vertices[vi + 8] = color[i].Z;
vertices[vi + 9] = color[i].W;
vertices[vi + 10] = farcolor[i].X;
vertices[vi + 11] = farcolor[i].Y;
vertices[vi + 12] = farcolor[i].Z;
vertices[vi + 13] = farcolor[i].W;
vertices[vi + 14] = texturecoord[i].X;
vertices[vi + 15] = texturecoord[i].Y;
vertices[vi + 16] = terraintype[i].X;
vertices[vi + 17] = terraintype[i].Y;
vertices[vi + 18] = terraintype[i].Z;
vertices[vi + 19] = terraintype[i].W;
vertices[vi + 20] = realtype[i];
}
return vertices;
}

View file

@ -24,5 +24,22 @@ namespace LandblockExtraction.Tools {
public static Vector4 RGBAColorToVector4(RGBAColor color) {
return new Vector4(color.r, color.g, color.b, color.a);
}
// Calcule la normale d'un triangle à partir de trois points
public static Vector3 CalculateTriangleNormal(Vector3 A, Vector3 B, Vector3 C) {
Vector3 AB = B - A;
Vector3 AC = C - A;
Vector3 normal = Vector3.Cross(AB, AC);
normal = Vector3.Normalize(normal);
return normal;
}
// Calcule la normale moyenne d'un quadrilatère en utilisant deux de ses triangles
public static Vector3 CalculateQuadNormal(Vector3 A, Vector3 B, Vector3 C, Vector3 D) {
Vector3 normal1 = CalculateTriangleNormal(A, B, C);
Vector3 normal2 = CalculateTriangleNormal(C, B, D);
Vector3 averageNormal = (normal1 + normal2) / 2;
return Vector3.Normalize(averageNormal);
}
}
}