Add Normal in vertex. And add light in shader.
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8908ef1332
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16 changed files with 221 additions and 85 deletions
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@ -1,13 +1,7 @@
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using AC2RE.Definitions;
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using ImageMagick;
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using LandblockExtraction.DatEngine;
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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 System.Numerics;
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using System.Reflection;
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using System.Text;
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using System.Threading.Tasks;
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namespace LandblockExtraction.AtlasMaker;
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public class TerrainAtlasManager {
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@ -15,10 +9,14 @@ public class TerrainAtlasManager {
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public Dictionary<int, Vector2> textureCoord;
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public Dictionary<int, MagickImage> terrainTexture;
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public Dictionary<int, Terrain> terrains;
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public TerrainAtlasManager(PortalEngine portalEngine) {
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this.portalEngine = portalEngine;
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textureCoord = new Dictionary<int, Vector2>();
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terrainTexture = new Dictionary<int, MagickImage>();
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terrains = new Dictionary<int, Terrain>();
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testGenerateList();
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}
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public void ExtractTexture() {
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using (var atlasBuilder = new AtlasBuilder(portalEngine)) {
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@ -26,22 +24,46 @@ public class TerrainAtlasManager {
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foreach (var surface in portalEngine.cSurfaceDesc.surfaces) {
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if (surface.surfIndex == terrain.surfaceInfo) {
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atlasBuilder.AddTexture((int)terrain.terrainIndex, surface.terrainMaterials.First().baseMaterials.First().materialDid);
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//terrains.Add((int)terrain.terrainIndex, GenerateSubTerrain((int)terrain.terrainIndex, surface.terrainMaterials));
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}
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}
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textureCoord.Add((int)terrain.terrainIndex, Vector2.Zero);
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}
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atlasBuilder.GenerateAtlas();
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foreach(var img in atlasBuilder.textures) {
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foreach (var img in atlasBuilder.textures) {
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terrainTexture.Add(img.Key, img.Value);
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}
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}
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}
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/*private Terrain GenerateSubTerrain(int index, List<CSurfaceDesc.MaterialGroup> materialGroups) {
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Terrain tmpTerrain = new Terrain(index);
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foreach(var material in materialGroups) {
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int indexTer = GetIndexBySurface(material.s)
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SubTerrain subTerrain = new(ma)
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}
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}*/
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private void testGenerateList() {
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foreach(var surface in portalEngine.cSurfaceDesc.surfaces) {
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foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
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if(surface.surfIndex == terrain.surfaceInfo) {
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Console.WriteLine($"[{terrain.terrainIndex}:{terrain.terrainName}]\t- Surface: {surface.surfIndex:X8} | Base: {surface.terrainMaterials.First().baseMaterials.First().materialDid}");
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}
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}
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}
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}
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private int? GetIndexBySurface(uint surfaceIndex) {
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foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
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if (terrain.surfaceInfo == surfaceIndex)
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return (int)terrain.terrainIndex;
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}
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return null;
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}
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public void GenerateUV() {
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int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count));
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int atlasSize = (int)64 * count;
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int index = 0;
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foreach(var terrain in textureCoord) {
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foreach (var terrain in textureCoord) {
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int x = (index % count) * (int)64;
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int y = (index / count) * (int)64;
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textureCoord[index] = new Vector2(x, y);
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