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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DoubleEdgeVertices(blockStruct);
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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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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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@ -1,7 +1,11 @@
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using OpenTK.Graphics.OpenGL4;
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using System;
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using System.IO;
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using System.Text;
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using System.Collections.Generic;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Mathematics;
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namespace Map3DRendering.Common {
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namespace Map3DRendering {
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// A simple class meant to help create shaders.
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public class Shader {
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public readonly int Handle;
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@ -163,18 +167,9 @@ namespace Map3DRendering.Common {
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/// </summary>
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/// <param name="name">The name of the uniform</param>
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/// <param name="data">The data to set</param>
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public void SetVector2(string name, Vector2 data) {
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GL.UseProgram(Handle);
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GL.Uniform2(_uniformLocations[name], data);
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}
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public void SetVector3(string name, Vector3 data) {
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GL.UseProgram(Handle);
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GL.Uniform3(_uniformLocations[name], data);
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}
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public void SetVector4(string name, Vector4 data) {
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GL.UseProgram(Handle);
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GL.Uniform4(_uniformLocations[name], data);
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}
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}
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}
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@ -1,7 +1,11 @@
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using OpenTK.Graphics.OpenGL4;
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using System.Drawing;
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using System.Drawing.Imaging;
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using PixelFormat = OpenTK.Graphics.OpenGL4.PixelFormat;
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using StbImageSharp;
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using System.IO;
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namespace Map3DRendering.Common {
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namespace Map3DRendering {
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// A helper class, much like Shader, meant to simplify loading textures.
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public class Texture {
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public readonly int Handle;
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@ -77,10 +81,5 @@ namespace Map3DRendering.Common {
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GL.ActiveTexture(unit);
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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}
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public void Assign(int shader, int i) {
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int location = GL.GetUniformLocation(shader, "textures[" + i.ToString() + "]");
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GL.Uniform1(location, i);
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}
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}
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}
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@ -6,7 +6,7 @@ namespace Map3DRendering {
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public static class Program {
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private static void Main() {
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var nativeWindowSettings = new NativeWindowSettings() {
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Size = new Vector2i(800, 600),
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ClientSize = new Vector2i(800, 600),
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Title = "LearnOpenTK - Map AC2",
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// This is needed to run on macos
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Flags = ContextFlags.ForwardCompatible,
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@ -2,11 +2,14 @@
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out vec4 outputColor;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec3 viewPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform sampler2D texture0;
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in vec4 Color;
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in vec4 FarColor;
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in vec3 Normal;
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in vec3 FragPos;
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@ -16,40 +19,20 @@ in float RealType;
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void main()
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{
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float tileSize = 64.0 / 512.0;
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float baseWeight = 0.2;
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float dominantWeight = 0.4;
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vec4 weights = vec4(baseWeight);
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vec2 uvOffsets[4];
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for (int i = 0; i < 4; i++) {
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float type = TexType[i];
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uvOffsets[i] = vec2(mod(type, 8.0), floor(type / 8.0)) * tileSize;
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if (type == RealType) {
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weights[i] = dominantWeight;
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}
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}
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vec4 blendedColor[4];
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for (int i = 0; i < 4; i++) {
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vec2 uv = TexCoord * tileSize + uvOffsets[i];
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blendedColor[i] = texture(texture0, uv);
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}
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float weightX = TexCoord.x;
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float weightY = TexCoord.y;
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vec4 mix1 = mix(blendedColor[0], blendedColor[2], weightX);
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vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX);
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vec4 finalColor = mix(mix1, mix2, weightY);
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vec4 color0 = texture(texture0, TexCoord);
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vec4 color1 = texture(texture1, TexCoord);
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vec3 norm = normalize(Normal);
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float inclineFactor = abs(norm.y);
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vec4 finalColor = mix(color0, color1, inclineFactor);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec4 litColor = vec4(diffuse, 1.0) * finalColor;
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vec4 litColor = vec4(diffuse, 1.0) * finalColor * Color;
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float distance = length(viewPos - FragPos);
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float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
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@ -16,6 +16,7 @@ namespace Map3DRendering {
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private Shader _shader;
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private Texture _texture;
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private Texture _texture2;
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private Camera _camera;
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@ -53,16 +54,29 @@ namespace Map3DRendering {
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_shader.Use();
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mapRender.OnLoad(_shader);
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_texture = Texture.LoadFromFile("atlas.jpg");
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_texture = Texture.LoadFromFile("terrains/0.jpg");
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// Texture units are explained in Texture.cs, at the Use function.
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// First texture goes in texture unit 0.
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_texture.Use(TextureUnit.Texture0);
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// This is helpful because System.Drawing reads the pixels differently than OpenGL expects.
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_texture2 = Texture.LoadFromFile("terrains/1.jpg");
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// Then, the second goes in texture unit 1.
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_texture2.Use(TextureUnit.Texture1);
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// Next, we must setup the samplers in the shaders to use the right textures.
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// The int we send to the uniform indicates which texture unit the sampler should use.
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_shader.SetInt("texture0", 0);
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_shader.SetInt("texture1", 1);
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axesGizmo = new AxesGizmo();
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_camera = new Camera(Vector3.UnitY * 300, Size.X / (float)Size.Y);
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_camera.Fov = 60;
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//CursorState = CursorState.Grabbed;
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
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//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
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//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
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_lightPosVec = Vector3.UnitY * 1000;
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}
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@ -73,8 +87,9 @@ namespace Map3DRendering {
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_shader.Use();
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_texture.Use(TextureUnit.Texture0);
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_texture2.Use(TextureUnit.Texture1);
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_shader.Use();
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_shader.SetMatrix4("view", _camera.GetViewMatrix());
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_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
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@ -82,6 +97,7 @@ namespace Map3DRendering {
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//_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f));
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_shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f));
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_shader.SetVector3("lightPos", _lightPosVec);
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//_shader.SetVector3("viewPos", _camera.Position);
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GL.LineWidth(5.0f);
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