Add Normal in vertex. And add light in shader.
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16 changed files with 221 additions and 85 deletions
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@ -2,7 +2,6 @@
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using LandblockExtraction.AtlasMaker;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.Tools;
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using System.Dynamic;
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using System.Numerics;
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namespace LandblockExtraction.LandBlockExtractor {
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@ -25,11 +24,11 @@ namespace LandblockExtraction.LandBlockExtractor {
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}
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public BlockStruct? GetBlock(int landX, int landY) {
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CellId landBlockId = new CellId((byte)landX, (byte)landY, 0xFF, 0xFF);
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var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
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if (landBlock == null) return null;
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CellId landBlockId = new CellId((byte)landX, (byte)landY, 0xFF, 0xFF);
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var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
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if (landBlock == null) return null;
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return GenerateBlockStructByData(landBlock, landX, landY);
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return GenerateBlockStructByData(landBlock, landX, landY);
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}
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public BlockStruct GenerateBlockStructByData(CLandBlockData blockData, int landX, int landY) {
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@ -120,6 +119,7 @@ namespace LandblockExtraction.LandBlockExtractor {
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//TEST
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public void DoubleEdgeVertices(BlockStruct blockStruct) {
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List<Vector3> newPositions = new List<Vector3>();
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List<Vector3> newNormals = new List<Vector3>();
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List<Vector4> newColors = new List<Vector4>();
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List<Vector4> newFarColors = new List<Vector4>();
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List<Vector2> newTexCoord = new List<Vector2>();
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@ -131,7 +131,7 @@ namespace LandblockExtraction.LandBlockExtractor {
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// Doubler les sommets sur le bord supérieur et inférieur
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for(int i = 0; i < originalIndicesCount; i = i + 6) {
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for (int i = 0; i < originalIndicesCount; i = i + 6) {
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var one = blockStruct.indices[i + 0];
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var two = blockStruct.indices[i + 1];
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@ -179,11 +179,22 @@ namespace LandblockExtraction.LandBlockExtractor {
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newTexCoord.Add(new(0, 1));
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newTexCoord.Add(new(1, 0));
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newTexCoord.Add(new(1, 1));
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var normal = MathOperations.CalculateQuadNormal(blockStruct.verticesStruct.position[one],
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blockStruct.verticesStruct.position[two],
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blockStruct.verticesStruct.position[three],
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blockStruct.verticesStruct.position[foor]);
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newNormals.Add(normal);
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newNormals.Add(normal);
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newNormals.Add(normal);
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newNormals.Add(normal);
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}
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// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)
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// Vous devez également mettre à jour les indices dans blockStruct.indices
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blockStruct.verticesStruct.position = newPositions.ToArray();
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blockStruct.verticesStruct.normal = newNormals.ToArray();
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blockStruct.verticesStruct.color = newColors.ToArray();
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blockStruct.verticesStruct.farcolor = newFarColors.ToArray();
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blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray();
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@ -195,7 +206,7 @@ namespace LandblockExtraction.LandBlockExtractor {
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private int[] GenerateNewsIndices(int count) {
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List<int> indices = new List<int>();
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for(int i = 0; i < count; i = i + 4) {
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for (int i = 0; i < count; i = i + 4) {
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indices.Add(i);
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indices.Add(i + 1);
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indices.Add(i + 2);
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