Test with new technique texturing
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8 changed files with 125 additions and 61 deletions
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@ -5,6 +5,7 @@ using System.Numerics;
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namespace LandblockExtraction.AtlasMaker;
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public class TerrainAtlasManager {
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private readonly string PATHTERRAINIMG = @".\terrains";
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private PortalEngine portalEngine;
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public Dictionary<int, Vector2> textureCoord;
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@ -51,6 +52,17 @@ public class TerrainAtlasManager {
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}
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}
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}
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public void SaveAllTerrain() {
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if (!Directory.Exists(PATHTERRAINIMG)) {
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Directory.CreateDirectory(PATHTERRAINIMG);
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}
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foreach(var img in terrainTexture) {
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var path = Path.Combine(PATHTERRAINIMG, img.Key.ToString());
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img.Value.Write(path + ".jpg");
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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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@ -40,7 +40,7 @@ public class TexturesImage {
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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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var image = new RenderSurface(data);
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if (image.width != 64) continue;
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if (image.width != 256) continue;
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var dataImg = DDSHeader.Generate(image);
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using (MagickImage realImg = new MagickImage(dataImg)) {
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magickImage = new(realImg);
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@ -2,6 +2,7 @@
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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;
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using System.Numerics;
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namespace LandblockExtraction.LandBlockExtractor {
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@ -21,6 +22,7 @@ namespace LandblockExtraction.LandBlockExtractor {
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terrainAtlasManager = new TerrainAtlasManager(portalEngine);
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terrainAtlasManager.ExtractTexture();
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terrainAtlasManager.GenerateUV();
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terrainAtlasManager.SaveAllTerrain();
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}
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public BlockStruct? GetBlock(int landX, int landY) {
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@ -40,15 +42,72 @@ namespace LandblockExtraction.LandBlockExtractor {
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blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
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blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
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blockStruct.verticesStruct.terraintype[indice] = GenerateVertexTerrainType(blockData.cellInfos[indice]);
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blockStruct.verticesStruct.texturecoord[indice] = GenerateBasicUV(x, y);
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blockStruct.indices = GenerateBasicIndices();
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}
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}
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blockStruct.verticesStruct.normal = GenerateBasicNormal(blockStruct);
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//DoubleEdgeVertices(blockStruct);
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Dictionary<int, int> testTerr = new Dictionary<int, int>();
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foreach (var test in blockStruct.verticesStruct.terraintype) {
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var type = (int)test.X;
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if (testTerr.ContainsKey(type)) {
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testTerr[type]++;
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} else {
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testTerr.Add(type, 1);
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}
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}
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DoubleEdgeVertices(blockStruct);
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return blockStruct;
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}
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private Vector2 GenerateBasicUV(int x, int y) {
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float u = (float)x / (BlockSize - 1) * 16;
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float v = (float)y / (BlockSize - 1) * 16;
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return new Vector2(u, v);
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}
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private Vector3[] GenerateBasicNormal(BlockStruct blockStruct) {
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Vector3[] normals = new Vector3[blockStruct.verticesStruct.position.Length];
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// Initialise tous les vecteurs normaux à zéro
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for (int i = 0; i < normals.Length; i++) {
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normals[i] = new Vector3(0, 0, 0);
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}
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// Parcourt tous les indices et calcule les normales pour chaque triangle
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for (int i = 0; i < blockStruct.indices.Length; i += 3) {
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int index1 = blockStruct.indices[i];
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int index2 = blockStruct.indices[i + 1];
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int index3 = blockStruct.indices[i + 2];
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Vector3 vertex1 = blockStruct.verticesStruct.position[index1];
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Vector3 vertex2 = blockStruct.verticesStruct.position[index2];
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Vector3 vertex3 = blockStruct.verticesStruct.position[index3];
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// Calcule la normale du triangle
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/*Vector3 edge1 = vertex2 - vertex1;
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Vector3 edge2 = vertex3 - vertex1;
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Vector3 normal = Vector3.Cross(edge1, edge2);
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normal = Vector3.Normalize(normal);*/
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var normal = MathOperations.CalculateTriangleNormal(vertex1, vertex2, vertex3);
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// Ajoute la normale du triangle aux normales des sommets du triangle
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normals[index1] += normal;
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normals[index2] += normal;
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normals[index3] += normal;
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}
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// Normalise toutes les normales de sommets pour qu'elles soient de longueur unitaire
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for (int i = 0; i < normals.Length; i++) {
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normals[i] = Vector3.Normalize(normals[i]);
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}
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return normals;
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}
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private int[] GenerateBasicIndices() {
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List<int> indices = new List<int>();
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@ -147,7 +206,7 @@ namespace LandblockExtraction.LandBlockExtractor {
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blockStruct.verticesStruct.terraintype[foor].X));
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newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[one].X);
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newPositions.Add(blockStruct.verticesStruct.position[two]);
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/*newPositions.Add(blockStruct.verticesStruct.position[two]);
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newColors.Add(blockStruct.verticesStruct.color[two]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
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newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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@ -178,7 +237,7 @@ namespace LandblockExtraction.LandBlockExtractor {
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newTexCoord.Add(new(0, 0));
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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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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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@ -186,9 +245,9 @@ namespace LandblockExtraction.LandBlockExtractor {
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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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//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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