Add Normal in vertex. And add light in shader.
This commit is contained in:
parent
8908ef1332
commit
0e96615b32
16 changed files with 221 additions and 85 deletions
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@ -1,12 +1,6 @@
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using AC2RE.Definitions;
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using AC2RE.Definitions;
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using ImageMagick;
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using ImageMagick;
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using LandblockExtraction.DatEngine;
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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.Text;
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using System.Threading.Tasks;
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namespace LandblockExtraction.AtlasMaker;
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namespace LandblockExtraction.AtlasMaker;
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public class AtlasBuilder : IDisposable {
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public class AtlasBuilder : IDisposable {
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@ -21,7 +15,7 @@ public class AtlasBuilder : IDisposable {
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public bool AddTexture(int index, DataId matId) {
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public bool AddTexture(int index, DataId matId) {
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var img = texturesImage.GetImage(matId);
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var img = texturesImage.GetImage(matId);
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if(img == null) return false;
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if (img == null) return false;
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textures.Add(index, img);
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textures.Add(index, img);
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return true;
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return true;
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}
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}
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@ -1,13 +1,7 @@
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using AC2RE.Definitions;
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using AC2RE.Definitions;
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using ImageMagick;
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using ImageMagick;
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using LandblockExtraction.DatEngine;
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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.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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namespace LandblockExtraction.AtlasMaker;
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public class TerrainAtlasManager {
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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, Vector2> textureCoord;
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public Dictionary<int, MagickImage> terrainTexture;
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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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public TerrainAtlasManager(PortalEngine portalEngine) {
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this.portalEngine = portalEngine;
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this.portalEngine = portalEngine;
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textureCoord = new Dictionary<int, Vector2>();
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textureCoord = new Dictionary<int, Vector2>();
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terrainTexture = new Dictionary<int, MagickImage>();
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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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}
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public void ExtractTexture() {
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public void ExtractTexture() {
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using (var atlasBuilder = new AtlasBuilder(portalEngine)) {
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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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foreach (var surface in portalEngine.cSurfaceDesc.surfaces) {
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if (surface.surfIndex == terrain.surfaceInfo) {
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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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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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}
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}
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textureCoord.Add((int)terrain.terrainIndex, Vector2.Zero);
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textureCoord.Add((int)terrain.terrainIndex, Vector2.Zero);
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}
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}
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atlasBuilder.GenerateAtlas();
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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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terrainTexture.Add(img.Key, img.Value);
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}
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}
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}
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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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public void GenerateUV() {
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int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count));
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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 atlasSize = (int)64 * count;
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int index = 0;
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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 x = (index % count) * (int)64;
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int y = (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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textureCoord[index] = new Vector2(x, y);
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15
LandblockExtraction/AtlasMaker/TerrainInfo/SubTerrain.cs
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15
LandblockExtraction/AtlasMaker/TerrainInfo/SubTerrain.cs
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@ -0,0 +1,15 @@
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namespace LandblockExtraction.AtlasMaker;
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public class SubTerrain {
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public int terrainIndex { get; set; }
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public float minPitch { get; set; }
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public float maxPitch { get; set; }
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public SubTerrain(int terrainIndex, float minPitch, float maxPitch) {
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this.terrainIndex = terrainIndex;
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this.minPitch = minPitch;
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this.maxPitch = maxPitch;
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}
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public bool MatchesPitch(float pitch) {
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return pitch >= minPitch && pitch <= maxPitch;
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}
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}
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22
LandblockExtraction/AtlasMaker/TerrainInfo/Terrain.cs
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22
LandblockExtraction/AtlasMaker/TerrainInfo/Terrain.cs
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@ -0,0 +1,22 @@
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namespace LandblockExtraction.AtlasMaker;
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public class Terrain {
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public int terrainIndex { get; set; }
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public List<SubTerrain> subTerrains { get; set; }
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public Terrain(int index) {
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terrainIndex = index;
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subTerrains = new List<SubTerrain>();
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}
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public void AddSubTerrain(SubTerrain sousTerrain) {
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subTerrains.Add(sousTerrain);
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}
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public int DetermineSubTerrain(float pitch) {
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foreach (var terrain in subTerrains) {
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if (terrain.MatchesPitch(pitch)) {
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return terrain.terrainIndex;
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}
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}
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return terrainIndex;
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}
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}
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@ -2,11 +2,6 @@
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using ImageMagick;
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using ImageMagick;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.Tools;
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using LandblockExtraction.Tools;
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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.Text;
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using System.Threading.Tasks;
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namespace LandblockExtraction.AtlasMaker;
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namespace LandblockExtraction.AtlasMaker;
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public class TexturesImage {
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public class TexturesImage {
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@ -19,10 +14,10 @@ public class TexturesImage {
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}
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}
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public MagickImage? GetImage(DataId matId) {
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public MagickImage? GetImage(DataId matId) {
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if(!portalEngine.datReader.contains(matId)) return null;
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if (!portalEngine.datReader.contains(matId)) return null;
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using(var data = portalEngine.datReader.getFileReader(matId)) {
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using (var data = portalEngine.datReader.getFileReader(matId)) {
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var materialLayer = new RenderMaterial(data);
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var materialLayer = new RenderMaterial(data);
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if(materialLayer == null) return null;
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if (materialLayer == null) return null;
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return ImageInMaterial(materialLayer);
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return ImageInMaterial(materialLayer);
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}
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}
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private MagickImage? ImageInMaterial(RenderMaterial materialLayer) {
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private MagickImage? ImageInMaterial(RenderMaterial materialLayer) {
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var vdescId = materialLayer.layers.First().stages.First().textureID;
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var vdescId = materialLayer.layers.First().stages.First().textureID;
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if(!portalEngine.datReader.contains(new(vdescId))) return null;
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if (!portalEngine.datReader.contains(new(vdescId))) return null;
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using(var data = portalEngine.datReader.getFileReader(new(vdescId))) {
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using (var data = portalEngine.datReader.getFileReader(new(vdescId))) {
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var texture = new RenderTexture(data);
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var texture = new RenderTexture(data);
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if(texture == null) return null;
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if (texture == null) return null;
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return TextureInRender(texture);
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return TextureInRender(texture);
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}
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}
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private MagickImage? TextureInRender(RenderTexture texture) {
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private MagickImage? TextureInRender(RenderTexture texture) {
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MagickImage magickImage;
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MagickImage magickImage;
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foreach(var img in texture.levelSurfaceDids) {
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foreach (var img in texture.levelSurfaceDids) {
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if(!portalEngine.datReader.contains(img)) continue;
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if (!portalEngine.datReader.contains(img)) continue;
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using(var data = portalEngine.datReader.getFileReader(img)) {
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using (var data = portalEngine.datReader.getFileReader(img)) {
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var image = new RenderSurface(data);
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var image = new RenderSurface(data);
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if(image.width != 64) continue;
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if (image.width != 64) continue;
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var dataImg = DDSHeader.Generate(image);
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var dataImg = DDSHeader.Generate(image);
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using(MagickImage realImg = new MagickImage(dataImg)) {
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using (MagickImage realImg = new MagickImage(dataImg)) {
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magickImage = new(realImg);
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magickImage = new(realImg);
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}
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}
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return magickImage;
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return magickImage;
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using AC2RE.Definitions;
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using AC2RE.Definitions;
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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.Text;
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using System.Threading.Tasks;
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namespace LandblockExtraction.DatEngine;
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namespace LandblockExtraction.DatEngine;
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public class DatEngine {
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public class DatEngine {
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using AC2RE.Definitions;
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namespace LandblockExtraction.DatEngine {
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namespace LandblockExtraction.DatEngine {
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public class TextureEngine : DatEngine {
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public class TextureEngine : DatEngine {
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public TextureEngine() : base(@"X:\DatFiles\highres.dat") {
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public TextureEngine() : base(@"X:\DatFiles\highres.dat") {
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using LandblockExtraction.AtlasMaker;
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using LandblockExtraction.AtlasMaker;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.Tools;
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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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using System.Numerics;
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namespace LandblockExtraction.LandBlockExtractor {
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namespace LandblockExtraction.LandBlockExtractor {
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}
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}
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public BlockStruct? GetBlock(int landX, int landY) {
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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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CellId landBlockId = new CellId((byte)landX, (byte)landY, 0xFF, 0xFF);
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var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
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var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
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if (landBlock == null) return null;
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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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}
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public BlockStruct GenerateBlockStructByData(CLandBlockData blockData, int landX, int landY) {
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public BlockStruct GenerateBlockStructByData(CLandBlockData blockData, int landX, int landY) {
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//TEST
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//TEST
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public void DoubleEdgeVertices(BlockStruct blockStruct) {
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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> 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> newColors = new List<Vector4>();
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List<Vector4> newFarColors = 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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List<Vector2> newTexCoord = new List<Vector2>();
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// Doubler les sommets sur le bord supérieur et inférieur
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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 one = blockStruct.indices[i + 0];
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var two = blockStruct.indices[i + 1];
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var two = blockStruct.indices[i + 1];
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newTexCoord.Add(new(0, 1));
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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, 0));
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newTexCoord.Add(new(1, 1));
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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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}
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// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)
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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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// 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.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.color = newColors.ToArray();
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blockStruct.verticesStruct.farcolor = newFarColors.ToArray();
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blockStruct.verticesStruct.farcolor = newFarColors.ToArray();
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blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray();
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blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray();
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private int[] GenerateNewsIndices(int count) {
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private int[] GenerateNewsIndices(int count) {
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List<int> indices = new List<int>();
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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);
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indices.Add(i + 1);
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indices.Add(i + 1);
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indices.Add(i + 2);
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indices.Add(i + 2);
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namespace LandblockExtraction.LandBlockExtractor {
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using System;
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using System.Numerics;
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namespace LandblockExtraction.LandBlockExtractor {
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public class BlockStruct {
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public class BlockStruct {
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public readonly static int BlockSize = 17;
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public readonly static int BlockSize = 17;
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namespace LandblockExtraction.LandBlockExtractor {
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namespace LandblockExtraction.LandBlockExtractor {
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public class VerticesStruct {
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public class VerticesStruct {
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public Vector3[] position { get; set; }
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public Vector3[] position { get; set; }
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public Vector3[] normal { get; set; }
|
||||||
public Vector4[] color { get; set; }
|
public Vector4[] color { get; set; }
|
||||||
public Vector4[] farcolor { get; set; }
|
public Vector4[] farcolor { get; set; }
|
||||||
public Vector2[] texturecoord { get; set; }
|
public Vector2[] texturecoord { get; set; }
|
||||||
|
|
@ -11,6 +12,7 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
|
|
||||||
public VerticesStruct(int blockSize) {
|
public VerticesStruct(int blockSize) {
|
||||||
position = new Vector3[blockSize * blockSize];
|
position = new Vector3[blockSize * blockSize];
|
||||||
|
normal = new Vector3[blockSize * blockSize];
|
||||||
color = new Vector4[blockSize * blockSize];
|
color = new Vector4[blockSize * blockSize];
|
||||||
farcolor = new Vector4[blockSize * blockSize];
|
farcolor = new Vector4[blockSize * blockSize];
|
||||||
texturecoord = new Vector2[blockSize * blockSize];
|
texturecoord = new Vector2[blockSize * blockSize];
|
||||||
|
|
@ -20,26 +22,29 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
|
|
||||||
public float[] Vertices() {
|
public float[] Vertices() {
|
||||||
int length = position.Length;
|
int length = position.Length;
|
||||||
float[] vertices = new float[length * 18]; // 3 pour position, 4 pour color, et 4 pour farcolor
|
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 += 18) {
|
for (int i = 0, vi = 0; i < length; i++, vi += 21) {
|
||||||
vertices[vi] = position[i].X;
|
vertices[vi] = position[i].X;
|
||||||
vertices[vi + 1] = position[i].Y;
|
vertices[vi + 1] = position[i].Y;
|
||||||
vertices[vi + 2] = position[i].Z;
|
vertices[vi + 2] = position[i].Z;
|
||||||
vertices[vi + 3] = color[i].X;
|
vertices[vi + 3] = normal[i].X;
|
||||||
vertices[vi + 4] = color[i].Y;
|
vertices[vi + 4] = normal[i].Y;
|
||||||
vertices[vi + 5] = color[i].Z;
|
vertices[vi + 5] = normal[i].Z;
|
||||||
vertices[vi + 6] = color[i].W;
|
vertices[vi + 6] = color[i].X;
|
||||||
vertices[vi + 7] = farcolor[i].X;
|
vertices[vi + 7] = color[i].Y;
|
||||||
vertices[vi + 8] = farcolor[i].Y;
|
vertices[vi + 8] = color[i].Z;
|
||||||
vertices[vi + 9] = farcolor[i].Z;
|
vertices[vi + 9] = color[i].W;
|
||||||
vertices[vi + 10] = farcolor[i].W;
|
vertices[vi + 10] = farcolor[i].X;
|
||||||
vertices[vi + 11] = texturecoord[i].X;
|
vertices[vi + 11] = farcolor[i].Y;
|
||||||
vertices[vi + 12] = texturecoord[i].Y;
|
vertices[vi + 12] = farcolor[i].Z;
|
||||||
vertices[vi + 13] = terraintype[i].X;
|
vertices[vi + 13] = farcolor[i].W;
|
||||||
vertices[vi + 14] = terraintype[i].Y;
|
vertices[vi + 14] = texturecoord[i].X;
|
||||||
vertices[vi + 15] = terraintype[i].Z;
|
vertices[vi + 15] = texturecoord[i].Y;
|
||||||
vertices[vi + 16] = terraintype[i].W;
|
vertices[vi + 16] = terraintype[i].X;
|
||||||
vertices[vi + 17] = realtype[i];
|
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;
|
return vertices;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -24,5 +24,22 @@ namespace LandblockExtraction.Tools {
|
||||||
public static Vector4 RGBAColorToVector4(RGBAColor color) {
|
public static Vector4 RGBAColorToVector4(RGBAColor color) {
|
||||||
return new Vector4(color.r, color.g, color.b, color.a);
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -70,7 +70,7 @@ namespace Map3DRendering {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
|
private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
|
||||||
int lenghPacket = 18;
|
int lenghPacket = 21;
|
||||||
// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
|
// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
|
||||||
// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
|
// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
|
||||||
int tempVertexArray = GL.GenVertexArray();
|
int tempVertexArray = GL.GenVertexArray();
|
||||||
|
|
@ -93,25 +93,29 @@ namespace Map3DRendering {
|
||||||
GL.EnableVertexAttribArray(vertexLocation);
|
GL.EnableVertexAttribArray(vertexLocation);
|
||||||
GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
|
GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
|
||||||
|
|
||||||
|
var vertexNormal = _shader.GetAttribLocation("aNormal");
|
||||||
|
GL.EnableVertexAttribArray(vertexNormal);
|
||||||
|
GL.VertexAttribPointer(vertexNormal, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float));
|
||||||
|
|
||||||
var colorLocation = _shader.GetAttribLocation("aColor");
|
var colorLocation = _shader.GetAttribLocation("aColor");
|
||||||
GL.EnableVertexAttribArray(colorLocation);
|
GL.EnableVertexAttribArray(colorLocation);
|
||||||
GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float));
|
GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 6 * sizeof(float));
|
||||||
|
|
||||||
var farcolorLocation = _shader.GetAttribLocation("aColorFar");
|
var farcolorLocation = _shader.GetAttribLocation("aColorFar");
|
||||||
GL.EnableVertexAttribArray(farcolorLocation);
|
GL.EnableVertexAttribArray(farcolorLocation);
|
||||||
GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 7 * sizeof(float));
|
GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 10 * sizeof(float));
|
||||||
|
|
||||||
var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
|
var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
|
||||||
GL.EnableVertexAttribArray(texturecoordLocation);
|
GL.EnableVertexAttribArray(texturecoordLocation);
|
||||||
GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 11 * sizeof(float));
|
GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 14 * sizeof(float));
|
||||||
|
|
||||||
var terraintypeLocation = _shader.GetAttribLocation("aTexType");
|
var terraintypeLocation = _shader.GetAttribLocation("aTexType");
|
||||||
GL.EnableVertexAttribArray(terraintypeLocation);
|
GL.EnableVertexAttribArray(terraintypeLocation);
|
||||||
GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
|
GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 16 * sizeof(float));
|
||||||
|
|
||||||
var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType");
|
var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType");
|
||||||
GL.EnableVertexAttribArray(realterraintypeLocation);
|
GL.EnableVertexAttribArray(realterraintypeLocation);
|
||||||
GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
|
GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 20 * sizeof(float));
|
||||||
}
|
}
|
||||||
public void Render(Shader shader) {
|
public void Render(Shader shader) {
|
||||||
for (int y = startY; y <= endY; y++) {
|
for (int y = startY; y <= endY; y++) {
|
||||||
|
|
|
||||||
|
|
@ -3,9 +3,12 @@
|
||||||
out vec4 outputColor;
|
out vec4 outputColor;
|
||||||
|
|
||||||
uniform vec3 viewPos;
|
uniform vec3 viewPos;
|
||||||
|
uniform vec3 lightPos;
|
||||||
|
uniform vec3 lightColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
|
|
||||||
in vec4 FarColor;
|
in vec4 FarColor;
|
||||||
|
in vec3 Normal;
|
||||||
in vec3 FragPos;
|
in vec3 FragPos;
|
||||||
in vec2 TexCoord;
|
in vec2 TexCoord;
|
||||||
in vec4 TexType;
|
in vec4 TexType;
|
||||||
|
|
@ -41,8 +44,14 @@ void main()
|
||||||
vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX);
|
vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX);
|
||||||
vec4 finalColor = mix(mix1, mix2, weightY);
|
vec4 finalColor = mix(mix1, mix2, weightY);
|
||||||
|
|
||||||
|
vec3 norm = normalize(Normal);
|
||||||
|
vec3 lightDir = normalize(lightPos - FragPos);
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
vec3 diffuse = diff * lightColor;
|
||||||
|
|
||||||
|
vec4 litColor = vec4(diffuse, 1.0) * finalColor;
|
||||||
|
|
||||||
float distance = length(viewPos - FragPos);
|
float distance = length(viewPos - FragPos);
|
||||||
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
|
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
|
||||||
outputColor = mix(finalColor, FarColor, interpolationFactor);
|
outputColor = mix(litColor, FarColor, interpolationFactor);
|
||||||
}
|
}
|
||||||
|
|
@ -1,16 +1,18 @@
|
||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec3 aPos;
|
layout (location = 0) in vec3 aPos;
|
||||||
layout (location = 1) in vec4 aColor;
|
layout (location = 1) in vec3 aNormal;
|
||||||
layout (location = 2) in vec4 aColorFar;
|
layout (location = 2) in vec4 aColor;
|
||||||
layout (location = 3) in vec2 aTexCoord;
|
layout (location = 3) in vec4 aColorFar;
|
||||||
layout (location = 4) in vec4 aTexType;
|
layout (location = 4) in vec2 aTexCoord;
|
||||||
layout (location = 5) in float aRealTexType;
|
layout (location = 5) in vec4 aTexType;
|
||||||
|
layout (location = 6) in float aRealTexType;
|
||||||
|
|
||||||
uniform mat4 model;
|
uniform mat4 model;
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
uniform mat4 projection;
|
uniform mat4 projection;
|
||||||
|
|
||||||
out vec3 FragPos;
|
out vec3 FragPos;
|
||||||
|
out vec3 Normal;
|
||||||
out vec4 Color;
|
out vec4 Color;
|
||||||
out vec4 FarColor;
|
out vec4 FarColor;
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
|
|
@ -21,6 +23,7 @@ void main()
|
||||||
{
|
{
|
||||||
gl_Position = vec4(aPos, 1.0) * model * view * projection;
|
gl_Position = vec4(aPos, 1.0) * model * view * projection;
|
||||||
FragPos = vec3(vec4(aPos, 1.0) * model);
|
FragPos = vec3(vec4(aPos, 1.0) * model);
|
||||||
|
Normal = aNormal;
|
||||||
Color = aColor;
|
Color = aColor;
|
||||||
FarColor = aColorFar;
|
FarColor = aColorFar;
|
||||||
TexCoord = aTexCoord;
|
TexCoord = aTexCoord;
|
||||||
|
|
|
||||||
|
|
@ -22,6 +22,7 @@ namespace Map3DRendering {
|
||||||
private bool _firstMove = true;
|
private bool _firstMove = true;
|
||||||
|
|
||||||
private Vector2 _lastPos;
|
private Vector2 _lastPos;
|
||||||
|
private Vector3 _lightPosVec;
|
||||||
|
|
||||||
private double _time;
|
private double _time;
|
||||||
|
|
||||||
|
|
@ -44,6 +45,10 @@ namespace Map3DRendering {
|
||||||
|
|
||||||
GL.Enable(EnableCap.DepthTest);
|
GL.Enable(EnableCap.DepthTest);
|
||||||
|
|
||||||
|
int maxTextureUnits;
|
||||||
|
GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextureUnits);
|
||||||
|
Console.WriteLine($"Maximum number of texture units for fragment shaders: {maxTextureUnits}");
|
||||||
|
|
||||||
_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
|
_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
|
||||||
_shader.Use();
|
_shader.Use();
|
||||||
|
|
||||||
|
|
@ -58,6 +63,7 @@ namespace Map3DRendering {
|
||||||
//CursorState = CursorState.Grabbed;
|
//CursorState = CursorState.Grabbed;
|
||||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
|
||||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
||||||
|
_lightPosVec = Vector3.UnitY * 1000;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnRenderFrame(FrameEventArgs e) {
|
protected override void OnRenderFrame(FrameEventArgs e) {
|
||||||
|
|
@ -73,10 +79,10 @@ namespace Map3DRendering {
|
||||||
_shader.SetMatrix4("view", _camera.GetViewMatrix());
|
_shader.SetMatrix4("view", _camera.GetViewMatrix());
|
||||||
_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
|
_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
|
||||||
|
|
||||||
/*_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f));
|
//_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f));
|
||||||
_shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f));
|
_shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f));
|
||||||
_shader.SetVector3("lightPos", _camera.Position);
|
_shader.SetVector3("lightPos", _lightPosVec);
|
||||||
_shader.SetVector3("viewPos", _camera.Position);*/
|
//_shader.SetVector3("viewPos", _camera.Position);
|
||||||
|
|
||||||
GL.LineWidth(5.0f);
|
GL.LineWidth(5.0f);
|
||||||
|
|
||||||
|
|
@ -103,6 +109,23 @@ namespace Map3DRendering {
|
||||||
Close();
|
Close();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Vitesse de déplacement de la lumière
|
||||||
|
float lightSpeed = 300.0f; // Ajustez cette valeur selon les besoins
|
||||||
|
|
||||||
|
// Mise à jour de la position de la lumière en fonction des entrées utilisateur
|
||||||
|
if (input.IsKeyDown(Keys.Down)) {
|
||||||
|
_lightPosVec += Vector3.UnitX * lightSpeed * (float)e.Time; // Déplace la lumière vers le bas
|
||||||
|
}
|
||||||
|
if (input.IsKeyDown(Keys.Up)) {
|
||||||
|
_lightPosVec -= Vector3.UnitX * lightSpeed * (float)e.Time; // Déplace la lumière vers le haut
|
||||||
|
}
|
||||||
|
if (input.IsKeyDown(Keys.Left)) {
|
||||||
|
_lightPosVec -= Vector3.UnitZ * lightSpeed * (float)e.Time; // Déplace la lumière vers la gauche
|
||||||
|
}
|
||||||
|
if (input.IsKeyDown(Keys.Right)) {
|
||||||
|
_lightPosVec += Vector3.UnitZ * lightSpeed * (float)e.Time; // Déplace la lumière vers la droite
|
||||||
|
}
|
||||||
|
|
||||||
const float sensitivity = 0.2f;
|
const float sensitivity = 0.2f;
|
||||||
|
|
||||||
if (input.IsKeyDown(Keys.W)) {
|
if (input.IsKeyDown(Keys.W)) {
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,27 @@
|
||||||
|
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||||
|
using LandblockExtraction.AtlasMaker;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace LandblockExtraction.AtlasMaker.Tests;
|
||||||
|
|
||||||
|
[TestClass()]
|
||||||
|
public class TerrainTests {
|
||||||
|
[TestMethod()]
|
||||||
|
public void TerrainTest() {
|
||||||
|
Assert.Fail();
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod()]
|
||||||
|
public void AddSubTerrainTest() {
|
||||||
|
Assert.Fail();
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod()]
|
||||||
|
public void DetermineSubTerrainTest() {
|
||||||
|
Assert.Fail();
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue