Test with new technique texturing

This commit is contained in:
Troispoils 2024-02-29 16:51:41 +01:00
parent bb723036c0
commit 3a7d169b30
8 changed files with 125 additions and 61 deletions

View file

@ -5,6 +5,7 @@ using System.Numerics;
namespace LandblockExtraction.AtlasMaker;
public class TerrainAtlasManager {
private readonly string PATHTERRAINIMG = @".\terrains";
private PortalEngine portalEngine;
public Dictionary<int, Vector2> textureCoord;
@ -51,6 +52,17 @@ public class TerrainAtlasManager {
}
}
}
public void SaveAllTerrain() {
if (!Directory.Exists(PATHTERRAINIMG)) {
Directory.CreateDirectory(PATHTERRAINIMG);
}
foreach(var img in terrainTexture) {
var path = Path.Combine(PATHTERRAINIMG, img.Key.ToString());
img.Value.Write(path + ".jpg");
}
}
private int? GetIndexBySurface(uint surfaceIndex) {
foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
if (terrain.surfaceInfo == surfaceIndex)

View file

@ -40,7 +40,7 @@ public class TexturesImage {
if (!portalEngine.datReader.contains(img)) continue;
using (var data = portalEngine.datReader.getFileReader(img)) {
var image = new RenderSurface(data);
if (image.width != 64) continue;
if (image.width != 256) continue;
var dataImg = DDSHeader.Generate(image);
using (MagickImage realImg = new MagickImage(dataImg)) {
magickImage = new(realImg);

View file

@ -2,6 +2,7 @@
using LandblockExtraction.AtlasMaker;
using LandblockExtraction.DatEngine;
using LandblockExtraction.Tools;
using System;
using System.Numerics;
namespace LandblockExtraction.LandBlockExtractor {
@ -21,6 +22,7 @@ namespace LandblockExtraction.LandBlockExtractor {
terrainAtlasManager = new TerrainAtlasManager(portalEngine);
terrainAtlasManager.ExtractTexture();
terrainAtlasManager.GenerateUV();
terrainAtlasManager.SaveAllTerrain();
}
public BlockStruct? GetBlock(int landX, int landY) {
@ -40,15 +42,72 @@ namespace LandblockExtraction.LandBlockExtractor {
blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
blockStruct.verticesStruct.terraintype[indice] = GenerateVertexTerrainType(blockData.cellInfos[indice]);
blockStruct.verticesStruct.texturecoord[indice] = GenerateBasicUV(x, y);
blockStruct.indices = GenerateBasicIndices();
}
}
blockStruct.verticesStruct.normal = GenerateBasicNormal(blockStruct);
//DoubleEdgeVertices(blockStruct);
Dictionary<int, int> testTerr = new Dictionary<int, int>();
foreach (var test in blockStruct.verticesStruct.terraintype) {
var type = (int)test.X;
if (testTerr.ContainsKey(type)) {
testTerr[type]++;
} else {
testTerr.Add(type, 1);
}
}
DoubleEdgeVertices(blockStruct);
return blockStruct;
}
private Vector2 GenerateBasicUV(int x, int y) {
float u = (float)x / (BlockSize - 1) * 16;
float v = (float)y / (BlockSize - 1) * 16;
return new Vector2(u, v);
}
private Vector3[] GenerateBasicNormal(BlockStruct blockStruct) {
Vector3[] normals = new Vector3[blockStruct.verticesStruct.position.Length];
// Initialise tous les vecteurs normaux à zéro
for (int i = 0; i < normals.Length; i++) {
normals[i] = new Vector3(0, 0, 0);
}
// Parcourt tous les indices et calcule les normales pour chaque triangle
for (int i = 0; i < blockStruct.indices.Length; i += 3) {
int index1 = blockStruct.indices[i];
int index2 = blockStruct.indices[i + 1];
int index3 = blockStruct.indices[i + 2];
Vector3 vertex1 = blockStruct.verticesStruct.position[index1];
Vector3 vertex2 = blockStruct.verticesStruct.position[index2];
Vector3 vertex3 = blockStruct.verticesStruct.position[index3];
// Calcule la normale du triangle
/*Vector3 edge1 = vertex2 - vertex1;
Vector3 edge2 = vertex3 - vertex1;
Vector3 normal = Vector3.Cross(edge1, edge2);
normal = Vector3.Normalize(normal);*/
var normal = MathOperations.CalculateTriangleNormal(vertex1, vertex2, vertex3);
// Ajoute la normale du triangle aux normales des sommets du triangle
normals[index1] += normal;
normals[index2] += normal;
normals[index3] += normal;
}
// Normalise toutes les normales de sommets pour qu'elles soient de longueur unitaire
for (int i = 0; i < normals.Length; i++) {
normals[i] = Vector3.Normalize(normals[i]);
}
return normals;
}
private int[] GenerateBasicIndices() {
List<int> indices = new List<int>();
@ -147,7 +206,7 @@ namespace LandblockExtraction.LandBlockExtractor {
blockStruct.verticesStruct.terraintype[foor].X));
newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[one].X);
newPositions.Add(blockStruct.verticesStruct.position[two]);
/*newPositions.Add(blockStruct.verticesStruct.position[two]);
newColors.Add(blockStruct.verticesStruct.color[two]);
newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
@ -178,7 +237,7 @@ namespace LandblockExtraction.LandBlockExtractor {
newTexCoord.Add(new(0, 0));
newTexCoord.Add(new(0, 1));
newTexCoord.Add(new(1, 0));
newTexCoord.Add(new(1, 1));
newTexCoord.Add(new(1, 1));*/
var normal = MathOperations.CalculateQuadNormal(blockStruct.verticesStruct.position[one],
blockStruct.verticesStruct.position[two],
@ -186,9 +245,9 @@ namespace LandblockExtraction.LandBlockExtractor {
blockStruct.verticesStruct.position[foor]);
newNormals.Add(normal);
newNormals.Add(normal);
newNormals.Add(normal);
newNormals.Add(normal);
//newNormals.Add(normal);
//newNormals.Add(normal);
//newNormals.Add(normal);
}
// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)