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