better system for texture terrain.
This commit is contained in:
parent
3aa6b5bc83
commit
443b3a319d
9 changed files with 120 additions and 69 deletions
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@ -1,22 +1,26 @@
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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 LandblockExtraction.Tools;
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using System.Numerics;
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using System.Numerics;
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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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private PortalEngine portalEngine;
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private PortalEngine portalEngine;
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private Dictionary<int, DataId> mapTerrain;
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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 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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mapTerrain = new();
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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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terrains = new Dictionary<int, Terrain>();
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testGenerateList();
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InitialiseTerrainDic();
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GenerateTerrain();
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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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@ -36,27 +40,56 @@ public class TerrainAtlasManager {
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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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private void GenerateTerrain() {
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Terrain tmpTerrain = new Terrain(index);
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foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
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foreach(var material in materialGroups) {
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Terrain tmpTer = new((int)terrain.terrainIndex);
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int indexTer = GetIndexBySurface(material.s)
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foreach(var surface in portalEngine.cSurfaceDesc.surfaces) {
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SubTerrain subTerrain = new(ma)
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if(terrain.surfaceInfo == surface.surfIndex) {
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foreach(var mat in surface.terrainMaterials) {
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tmpTer.subTerrains.Add(new(GetIndex(mat.baseMaterials.First().materialDid),
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mat.minPitch,
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mat.maxPitch,
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MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor),
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MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor)));
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}
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}
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}
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terrains.Add((int)terrain.terrainIndex, tmpTer);
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Console.WriteLine("Init: " + terrain.terrainIndex);
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}
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}
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}
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}*/
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private void testGenerateList() {
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private void testGenerateList() {
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foreach(var surfaces in portalEngine.cSurfaceDesc.surfaces) {
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foreach (var terrain in portalEngine.cTerrainDesc.terrains) {
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Console.WriteLine($"{surfaces.surfIndex} :");
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foreach (var surfaces in portalEngine.cSurfaceDesc.surfaces) {
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foreach( var surface in surfaces.terrainMaterials) {
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if (surfaces.surfIndex != terrain.surfaceInfo) continue;
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foreach (var surface in surfaces.terrainMaterials) {
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uint test = 0;
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//foreach(var m in map) { if (m.Key == surface.baseMaterials.First().materialDid) test = m.Value; }
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Console.Write($"({test})[{terrain.terrainName}]{surfaces.surfIndex} :");
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Console.WriteLine($"\t[{surface.minPitch} < {surface.maxPitch}]({surface.baseMaterials.First().materialDid}) - Vec3: {surface.vertexColor.First().vertexColor}");
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Console.WriteLine($"\t[{surface.minPitch} < {surface.maxPitch}]({surface.baseMaterials.First().materialDid}) - Vec3: {surface.vertexColor.First().vertexColor}");
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}
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}
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Console.WriteLine("--------");
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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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}
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private void InitialiseTerrainDic() {
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foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
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foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
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if (terrain.surfaceInfo == surfaceIndex)
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foreach (var surface in portalEngine.cSurfaceDesc.surfaces) {
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return (int)terrain.terrainIndex;
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if (terrain.surfaceInfo == surface.surfIndex) {
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var id = surface.terrainMaterials.First().baseMaterials.First().materialDid;
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mapTerrain.Add((int)terrain.terrainIndex, id);
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break;
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}
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}
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return null;
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}
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}
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}
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private int GetIndex(DataId id) {
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foreach(var mat in mapTerrain) {
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if(mat.Value == id) return mat.Key;
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}
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return 0;
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}
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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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@ -1,13 +1,19 @@
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namespace LandblockExtraction.AtlasMaker;
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using System.Numerics;
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namespace LandblockExtraction.AtlasMaker;
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public class SubTerrain {
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public class SubTerrain {
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public int terrainIndex { get; set; }
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public int terrainIndex { get; set; }
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public float minPitch { 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 float maxPitch { get; set; }
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public SubTerrain(int terrainIndex, float minPitch, float maxPitch) {
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public Vector4 Color { get; set; }
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public Vector4 farColor { get; set; }
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public SubTerrain(int terrainIndex, float minPitch, float maxPitch, Vector4 color, Vector4 farcolor) {
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this.terrainIndex = terrainIndex;
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this.terrainIndex = terrainIndex;
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this.minPitch = minPitch;
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this.minPitch = minPitch;
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this.maxPitch = maxPitch;
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this.maxPitch = maxPitch;
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this.Color = color;
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this.farColor = farcolor;
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}
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}
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public bool MatchesPitch(float pitch) {
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public bool MatchesPitch(float pitch) {
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return pitch >= minPitch && pitch <= maxPitch;
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return pitch >= minPitch && pitch <= maxPitch;
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@ -11,12 +11,12 @@ public class Terrain {
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subTerrains.Add(sousTerrain);
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subTerrains.Add(sousTerrain);
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}
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}
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public int DetermineSubTerrain(float pitch) {
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public SubTerrain DetermineSubTerrain(float pitch) {
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foreach (var terrain in subTerrains) {
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foreach (var terrain in subTerrains) {
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if (terrain.MatchesPitch(pitch)) {
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if (terrain.MatchesPitch(pitch)) {
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return terrain.terrainIndex;
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return terrain;
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}
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}
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}
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}
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return terrainIndex;
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return subTerrains.First();
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}
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}
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}
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}
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@ -2,6 +2,7 @@
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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;
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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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@ -14,13 +15,15 @@ namespace LandblockExtraction.LandBlockExtractor {
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private readonly int BlockSize = 17;
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private readonly int BlockSize = 17;
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private readonly int cellSize = 8;
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private readonly int cellSize = 8;
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private int[] indiceBase;
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public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) {
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public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) {
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this.portalEngine = portalEngine;
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this.portalEngine = portalEngine;
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this.cellEngine = cellEngine;
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this.cellEngine = cellEngine;
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terrainAtlasManager = new TerrainAtlasManager(portalEngine);
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terrainAtlasManager = new TerrainAtlasManager(portalEngine);
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terrainAtlasManager.ExtractTexture();
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terrainAtlasManager.GenerateUV();
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indiceBase = GenerateBasicIndices();
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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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for (int x = 0; x < BlockSize; x++) {
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for (int x = 0; x < BlockSize; x++) {
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var indice = y * BlockSize + x;
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var indice = y * BlockSize + x;
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blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]);
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blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]);
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blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
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blockStruct.indices = indiceBase;
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blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
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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.terraintype[indice] = GenerateVertexTerrainType(blockData.cellInfos[indice]);
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blockStruct.indices = GenerateBasicIndices();
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}
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}
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}
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}
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GenerateBasicNormalandRighTexture(blockStruct);
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DoubleEdgeVertices(blockStruct);
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DoubleEdgeVertices(blockStruct);
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return blockStruct;
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return blockStruct;
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}
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}
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private void GenerateBasicNormalandRighTexture(BlockStruct blockStruct) {
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for (int i = 0; i < blockStruct.indices.Length; i += 6) {
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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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int index4 = blockStruct.indices[i + 5];
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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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Vector3 vertex4 = blockStruct.verticesStruct.position[index4];
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var normal = MathOperations.CalculateQuadNormal(vertex1, vertex2, vertex3, vertex4);
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var sub1 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index1].X].DetermineSubTerrain(1 - normal.Y);
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var sub2 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index2].X].DetermineSubTerrain(1 - normal.Y);
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var sub3 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index3].X].DetermineSubTerrain(1 - normal.Y);
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var sub4 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index4].X].DetermineSubTerrain(1 - normal.Y);
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InitColorFarColorTerrain(index1, sub1, blockStruct);
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InitColorFarColorTerrain(index2, sub2, blockStruct);
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InitColorFarColorTerrain(index3, sub3, blockStruct);
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InitColorFarColorTerrain(index4, sub4, blockStruct);
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}
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}
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private void InitColorFarColorTerrain(int index, SubTerrain terrain, BlockStruct blockStruct) {
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blockStruct.verticesStruct.terraintype[index].X = terrain.terrainIndex;
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blockStruct.verticesStruct.color[index] = terrain.Color;
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blockStruct.verticesStruct.farcolor[index] = terrain.farColor;
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}
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private int[] GenerateBasicIndices() {
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private int[] GenerateBasicIndices() {
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List<int> indices = new List<int>();
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List<int> indices = new List<int>();
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@ -123,7 +159,6 @@ namespace LandblockExtraction.LandBlockExtractor {
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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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List<Vector4> newTerrainTypes = new List<Vector4>();
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List<Vector4> newTerrainTypes = new List<Vector4>();
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List<float> newRealTerrainType = new List<float>();
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int originalVertexCount = blockStruct.verticesStruct.position.Length;
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int originalVertexCount = blockStruct.verticesStruct.position.Length;
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int originalIndicesCount = blockStruct.indices.Length;
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int originalIndicesCount = blockStruct.indices.Length;
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var two = blockStruct.indices[i + 1];
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var two = blockStruct.indices[i + 1];
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var three = blockStruct.indices[i + 2];
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var three = blockStruct.indices[i + 2];
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var foor = blockStruct.indices[i + 5];
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var foor = blockStruct.indices[i + 5];
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Vector4 terrainType = new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X);
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newPositions.Add(blockStruct.verticesStruct.position[one]);
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newPositions.Add(blockStruct.verticesStruct.position[one]);
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newColors.Add(blockStruct.verticesStruct.color[one]);
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newColors.Add(blockStruct.verticesStruct.color[one]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
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newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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newTerrainTypes.Add(terrainType);
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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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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newColors.Add(blockStruct.verticesStruct.color[two]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[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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newTerrainTypes.Add(terrainType);
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X));
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newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[two].X);
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newPositions.Add(blockStruct.verticesStruct.position[three]);
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newPositions.Add(blockStruct.verticesStruct.position[three]);
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newColors.Add(blockStruct.verticesStruct.color[three]);
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newColors.Add(blockStruct.verticesStruct.color[three]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
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newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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newTerrainTypes.Add(terrainType);
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X));
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newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[three].X);
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newPositions.Add(blockStruct.verticesStruct.position[foor]);
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newPositions.Add(blockStruct.verticesStruct.position[foor]);
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newColors.Add(blockStruct.verticesStruct.color[foor]);
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newColors.Add(blockStruct.verticesStruct.color[foor]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]);
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newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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newTerrainTypes.Add(terrainType);
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X));
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newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[foor].X);
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newTexCoord.Add(new(0, 0));
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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(0, 1));
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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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blockStruct.verticesStruct.terraintype = newTerrainTypes.ToArray();
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blockStruct.verticesStruct.terraintype = newTerrainTypes.ToArray();
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blockStruct.verticesStruct.realtype = newRealTerrainType.ToArray();
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blockStruct.indices = GenerateNewsIndices(newPositions.Count);
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blockStruct.indices = GenerateNewsIndices(newPositions.Count);
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}
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}
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@ -206,12 +229,12 @@ namespace LandblockExtraction.LandBlockExtractor {
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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);
|
indices.Add(i); //A
|
||||||
indices.Add(i + 1);
|
indices.Add(i + 1); //B
|
||||||
indices.Add(i + 2);
|
indices.Add(i + 2); //C
|
||||||
indices.Add(i + 2);
|
indices.Add(i + 2); //C
|
||||||
indices.Add(i + 1);
|
indices.Add(i + 1); //B
|
||||||
indices.Add(i + 3);
|
indices.Add(i + 3); //D
|
||||||
}
|
}
|
||||||
|
|
||||||
return indices.ToArray();
|
return indices.ToArray();
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,6 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
public Vector4[] farcolor { get; set; }
|
public Vector4[] farcolor { get; set; }
|
||||||
public Vector2[] texturecoord { get; set; }
|
public Vector2[] texturecoord { get; set; }
|
||||||
public Vector4[] terraintype { get; set; }
|
public Vector4[] terraintype { get; set; }
|
||||||
public float[] realtype { get; set; }
|
|
||||||
|
|
||||||
public VerticesStruct(int blockSize) {
|
public VerticesStruct(int blockSize) {
|
||||||
position = new Vector3[blockSize * blockSize];
|
position = new Vector3[blockSize * blockSize];
|
||||||
|
|
@ -17,13 +16,12 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
farcolor = new Vector4[blockSize * blockSize];
|
farcolor = new Vector4[blockSize * blockSize];
|
||||||
texturecoord = new Vector2[blockSize * blockSize];
|
texturecoord = new Vector2[blockSize * blockSize];
|
||||||
terraintype = new Vector4[blockSize * blockSize];
|
terraintype = new Vector4[blockSize * blockSize];
|
||||||
realtype = new float[blockSize * blockSize];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public float[] Vertices() {
|
public float[] Vertices() {
|
||||||
int length = position.Length;
|
int length = position.Length;
|
||||||
float[] vertices = new float[length * 21]; // 3 pour position, 4 pour color, et 4 pour farcolor
|
float[] vertices = new float[length * 20];
|
||||||
for (int i = 0, vi = 0; i < length; i++, vi += 21) {
|
for (int i = 0, vi = 0; i < length; i++, vi += 20) {
|
||||||
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;
|
||||||
|
|
@ -44,7 +42,6 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
vertices[vi + 17] = terraintype[i].Y;
|
vertices[vi + 17] = terraintype[i].Y;
|
||||||
vertices[vi + 18] = terraintype[i].Z;
|
vertices[vi + 18] = terraintype[i].Z;
|
||||||
vertices[vi + 19] = terraintype[i].W;
|
vertices[vi + 19] = terraintype[i].W;
|
||||||
vertices[vi + 20] = realtype[i];
|
|
||||||
}
|
}
|
||||||
return vertices;
|
return vertices;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -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 = 21;
|
int lenghPacket = 20;
|
||||||
// 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();
|
||||||
|
|
@ -112,10 +112,6 @@ namespace Map3DRendering {
|
||||||
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), 16 * sizeof(float));
|
GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 16 * sizeof(float));
|
||||||
|
|
||||||
var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType");
|
|
||||||
GL.EnableVertexAttribArray(realterraintypeLocation);
|
|
||||||
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++) {
|
||||||
|
|
|
||||||
|
|
@ -12,7 +12,6 @@ in vec3 Normal;
|
||||||
in vec3 FragPos;
|
in vec3 FragPos;
|
||||||
in vec2 TexCoord;
|
in vec2 TexCoord;
|
||||||
in vec4 TexType;
|
in vec4 TexType;
|
||||||
in float RealType;
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -5,7 +5,6 @@ layout (location = 2) in vec4 aColor;
|
||||||
layout (location = 3) in vec4 aColorFar;
|
layout (location = 3) in vec4 aColorFar;
|
||||||
layout (location = 4) in vec2 aTexCoord;
|
layout (location = 4) in vec2 aTexCoord;
|
||||||
layout (location = 5) in vec4 aTexType;
|
layout (location = 5) in vec4 aTexType;
|
||||||
layout (location = 6) in float aRealTexType;
|
|
||||||
|
|
||||||
uniform mat4 model;
|
uniform mat4 model;
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
|
|
@ -17,7 +16,6 @@ out vec4 Color;
|
||||||
out vec4 FarColor;
|
out vec4 FarColor;
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
out vec4 TexType;
|
out vec4 TexType;
|
||||||
out float RealType;
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
@ -28,5 +26,4 @@ void main()
|
||||||
FarColor = aColorFar;
|
FarColor = aColorFar;
|
||||||
TexCoord = aTexCoord;
|
TexCoord = aTexCoord;
|
||||||
TexType = aTexType;
|
TexType = aTexType;
|
||||||
RealType = aRealTexType;
|
|
||||||
}
|
}
|
||||||
|
|
@ -83,7 +83,7 @@ namespace Map3DRendering {
|
||||||
|
|
||||||
//_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", _lightPosVec);
|
_shader.SetVector3("lightPos", _camera.Position);
|
||||||
|
|
||||||
GL.LineWidth(5.0f);
|
GL.LineWidth(5.0f);
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue