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

@ -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;
}