diff --git a/LandblockExtraction/DatEngine/CellEngine.cs b/LandblockExtraction/DatEngine/CellEngine.cs new file mode 100644 index 0000000..ff20605 --- /dev/null +++ b/LandblockExtraction/DatEngine/CellEngine.cs @@ -0,0 +1,20 @@ +using AC2RE.Definitions; + +namespace LandblockExtraction.DatEngine { + public class CellEngine { + private DatReader cellReader; + + public CellEngine() { + cellReader = new(@"X:\DatFiles\cell_1.dat"); + } + + public CLandBlockData? GetLandBlockData(uint id) { + DataId dataId = new DataId(id); + if (!cellReader.contains(dataId)) return null; + using (var data = cellReader.getFileReader(dataId)) { + CLandBlockData cLandBlockData = new(data); + return cLandBlockData; + } + } + } +} diff --git a/LandblockExtraction/DatEngine/PortalEngine.cs b/LandblockExtraction/DatEngine/PortalEngine.cs new file mode 100644 index 0000000..47b786b --- /dev/null +++ b/LandblockExtraction/DatEngine/PortalEngine.cs @@ -0,0 +1,47 @@ +using AC2RE.Definitions; + +namespace LandblockExtraction.DatEngine { + public class PortalEngine { + private readonly DataId TERRAINDESCID = new DataId(0x12000000); + private readonly DataId SURFACEDESCID = new DataId(0x13000000); + private readonly DataId LANDSCAPEID = new DataId(0x36000000); + + private DatReader portalReader; + + public CTerrainDesc cTerrainDesc { get; private set; } + public CSurfaceDesc cSurfaceDesc { get; private set; } + public LandScapeDefs landScapeDefs { get; private set; } + + public PortalEngine() { + portalReader = new(@"X:\DatFiles\portal.dat"); + InitTerrainDesc(); + InitSurfaceDesc(); + InitLandScapeDesc(); + } + + public bool InitTerrainDesc() { + if (!portalReader.contains(TERRAINDESCID)) return false; + using (var data = portalReader.getFileReader(TERRAINDESCID)) { + if (data == null) return false; + cTerrainDesc = new(data); + } + return true; + } + public bool InitSurfaceDesc() { + if (!portalReader.contains(SURFACEDESCID)) return false; + using (var data = portalReader.getFileReader(SURFACEDESCID)) { + if (data == null) return false; + cSurfaceDesc = new(data); + } + return true; + } + public bool InitLandScapeDesc() { + if (!portalReader.contains(LANDSCAPEID)) return false; + using (var data = portalReader.getFileReader(LANDSCAPEID)) { + if (data == null) return false; + landScapeDefs = new(data); + } + return true; + } + } +} diff --git a/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs b/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs new file mode 100644 index 0000000..02996eb --- /dev/null +++ b/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs @@ -0,0 +1,83 @@ +using AC2RE.Definitions; +using LandblockExtraction.DatEngine; +using LandblockExtraction.Tools; +using System.Numerics; + +namespace LandblockExtraction.LandBlockExtractor { + public class LandBlockExtrator { + private PortalEngine portalEngine; + private CellEngine cellEngine; + + private readonly int NumberLandBlocks = 255; + private readonly int BlockSize = 17; + private readonly int cellSize = 8; + + public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) { + this.portalEngine = portalEngine; + this.cellEngine = cellEngine; + } + + public BlockStruct? GetBlock(int landX, int landY) { + CellId landBlockId = new CellId((byte)landX, (byte)landY, 0xFF, 0xFF); + var landBlock = cellEngine.GetLandBlockData(landBlockId.id); + if (landBlock == null) return null; + + return GenerateBlockStructByData(landBlock, landX, landY); + } + + public BlockStruct GenerateBlockStructByData(CLandBlockData blockData, int landX, int landY) { + BlockStruct blockStruct = new BlockStruct(); + for (int y = 0; y < BlockStruct.BlockSize; y++) { + for (int x = 0; x < BlockStruct.BlockSize; x++) { + var indice = y * BlockStruct.BlockSize + x; + blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]); + blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]); + blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]); + blockStruct.GenerateIndices(); + } + } + + return blockStruct; + } + private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) { + int tmpx = (landx * BlockSize + y) * cellSize; + int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1; + var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)); + var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)); + + return new Vector3(newX, portalEngine.landScapeDefs.landHeightTable[height], newY); + } + private Vector4 GenerateVertexColor(uint cellInfo) { + var terrain = MathOperations.GetTerrainInCellInfo(cellInfo); + + foreach (var terrainType in portalEngine.cTerrainDesc.terrains) { + if (terrainType.terrainIndex == terrain) { + foreach (var surfaceIndex in portalEngine.cSurfaceDesc.surfaces) { + if (surfaceIndex.surfIndex == terrainType.surfaceInfo) { + var color = surfaceIndex.terrainMaterials.First().vertexColor.First().vertexColor; + return MathOperations.RGBAColorToVector4(color); + } + } + } + } + + return Vector4.One; + } + private Vector4 GenerateVertexFarColor(uint cellInfo) { + var terrain = MathOperations.GetTerrainInCellInfo(cellInfo); + + foreach (var terrainType in portalEngine.cTerrainDesc.terrains) { + if (terrainType.terrainIndex == terrain) { + foreach (var surfaceIndex in portalEngine.cSurfaceDesc.surfaces) { + if (surfaceIndex.surfIndex == terrainType.surfaceInfo) { + var color = surfaceIndex.terrainMaterials.First().vertexColor.First().farVertexColor; + return MathOperations.RGBAColorToVector4(color); + } + } + } + } + + return Vector4.One; + } + } +} diff --git a/LandblockExtraction/LandBlockExtractor/Utilities/BlockStruct.cs b/LandblockExtraction/LandBlockExtractor/Utilities/BlockStruct.cs new file mode 100644 index 0000000..062a40d --- /dev/null +++ b/LandblockExtraction/LandBlockExtractor/Utilities/BlockStruct.cs @@ -0,0 +1,30 @@ +namespace LandblockExtraction.LandBlockExtractor { + public class BlockStruct { + public readonly static int BlockSize = 17; + + public VerticesStruct verticesStruct; + public int[] indices; + + public BlockStruct() { + verticesStruct = new VerticesStruct(BlockSize); + indices = new int[(BlockSize - 1) * (BlockSize - 1) * 6]; + } + public void GenerateIndices() { + int index = 0; + + for (int y = 0; y < BlockSize - 1; y++) { + for (int x = 0; x < BlockSize - 1; x++) { + // Indices des sommets du premier triangle + indices[index++] = y * BlockSize + x; + indices[index++] = (y + 1) * BlockSize + x; + indices[index++] = y * BlockSize + x + 1; + + // Indices des sommets du deuxième triangle + indices[index++] = y * BlockSize + x + 1; + indices[index++] = (y + 1) * BlockSize + x; + indices[index++] = (y + 1) * BlockSize + x + 1; + } + } + } + } +} diff --git a/LandblockExtraction/LandBlockExtractor/Utilities/VerticesStruct.cs b/LandblockExtraction/LandBlockExtractor/Utilities/VerticesStruct.cs new file mode 100644 index 0000000..2969214 --- /dev/null +++ b/LandblockExtraction/LandBlockExtractor/Utilities/VerticesStruct.cs @@ -0,0 +1,34 @@ +using System.Numerics; + +namespace LandblockExtraction.LandBlockExtractor { + public class VerticesStruct { + public Vector3[] position { get; set; } + public Vector4[] color { get; set; } + public Vector4[] farcolor { get; set; } + + public VerticesStruct(int blockSize) { + position = new Vector3[blockSize * blockSize]; + color = new Vector4[blockSize * blockSize]; + farcolor = new Vector4[blockSize * blockSize]; + } + + public float[] Vertices() { + int length = position.Length; + float[] vertices = new float[length * 11]; // 3 pour position, 4 pour color, et 4 pour farcolor + for (int i = 0, vi = 0; i < length; i++, vi += 11) { + vertices[vi] = position[i].X; + vertices[vi + 1] = position[i].Y; + vertices[vi + 2] = position[i].Z; + vertices[vi + 3] = color[i].X; + vertices[vi + 4] = color[i].Y; + vertices[vi + 5] = color[i].Z; + vertices[vi + 6] = color[i].W; + vertices[vi + 7] = farcolor[i].X; + vertices[vi + 8] = farcolor[i].Y; + vertices[vi + 9] = farcolor[i].Z; + vertices[vi + 10] = farcolor[i].W; + } + return vertices; + } + } +} diff --git a/LandblockExtraction/LandblockExtraction.csproj b/LandblockExtraction/LandblockExtraction.csproj new file mode 100644 index 0000000..2183218 --- /dev/null +++ b/LandblockExtraction/LandblockExtraction.csproj @@ -0,0 +1,26 @@ + + + + net7.0 + enable + enable + + + + + ..\Libs\AC2RE.Definitions.dll + + + ..\Libs\AC2RE.Utils.dll + + + + + + + + + + + + diff --git a/LandblockExtraction/Tools/DDSHeader.cs b/LandblockExtraction/Tools/DDSHeader.cs new file mode 100644 index 0000000..806dbab --- /dev/null +++ b/LandblockExtraction/Tools/DDSHeader.cs @@ -0,0 +1,187 @@ +using AC2RE.Definitions; + +namespace LandblockExtraction.Tools; +public static class DDSHeader { + //MagicNumber for DDS file. + private static readonly uint MAGICNUMBER = 0x20534444; + //Length of header + private static readonly int LENGTH = 125; + public static byte[] Generate(RenderSurface renderSurface) { + if (renderSurface.pixelFormat == PixelFormat.CUSTOM_RAW_JPEG) return renderSurface.sourceData; + + DDS_HEADER header = genHeadStruct(renderSurface.pixelFormat, renderSurface.height, renderSurface.width); + using (MemoryStream stream = new MemoryStream(LENGTH + renderSurface.sourceData.Length)) { + stream.Write(BitConverter.GetBytes(MAGICNUMBER)); + stream.Write(BitConverter.GetBytes(header.dwSize)); + stream.Write(BitConverter.GetBytes((uint)header.dwFlags)); + stream.Write(BitConverter.GetBytes(header.dwHeight)); + stream.Write(BitConverter.GetBytes(header.dwWidth)); + stream.Write(BitConverter.GetBytes(header.dwPitchOrLinearSize)); + stream.Write(BitConverter.GetBytes(header.dwDepth)); + stream.Write(BitConverter.GetBytes(header.dwMipMapCount)); + foreach (var i in header.dwReserved1) stream.Write(BitConverter.GetBytes(i)); + stream.Write(BitConverter.GetBytes(header.ddspf.dwSize)); + stream.Write(BitConverter.GetBytes((uint)header.ddspf.dwFlags)); + stream.Write(BitConverter.GetBytes(header.ddspf.dwFourCC)); + stream.Write(BitConverter.GetBytes(header.ddspf.dwRGBBitCount)); + stream.Write(BitConverter.GetBytes(header.ddspf.dwRBitMask)); + stream.Write(BitConverter.GetBytes(header.ddspf.dwGBitMask)); + stream.Write(BitConverter.GetBytes(header.ddspf.dwBBitMask)); + stream.Write(BitConverter.GetBytes(header.ddspf.dwABitMask)); + stream.Write(BitConverter.GetBytes(header.dwCaps)); + stream.Write(BitConverter.GetBytes(header.dwCaps2)); + stream.Write(BitConverter.GetBytes(header.dwCaps3)); + stream.Write(BitConverter.GetBytes(header.dwCaps4)); + stream.Write(BitConverter.GetBytes(header.dwReserved2)); + stream.Write(renderSurface.sourceData); + + return stream.ToArray(); + } + } + + private static DDS_HEADER genHeadStruct(PixelFormat format, uint height, uint width) { + //I think always same each format? + DDS_HEADER dDS_HEADER = new DDS_HEADER(); + dDS_HEADER.dwFlags |= DDSHeaderFlags.DDSD_CAPS | DDSHeaderFlags.DDSD_HEIGHT | DDSHeaderFlags.DDSD_WIDTH | DDSHeaderFlags.DDSD_PIXELFORMAT; + + if (dDS_HEADER.dwFlags.HasFlag(DDSHeaderFlags.DDSD_HEIGHT)) dDS_HEADER.dwHeight = height; + if (dDS_HEADER.dwFlags.HasFlag(DDSHeaderFlags.DDSD_WIDTH)) dDS_HEADER.dwWidth = width; + + if (format == PixelFormat.DXT1) { + dDS_HEADER.dwFlags |= DDSHeaderFlags.DDSD_LINEARSIZE; + dDS_HEADER.dwPitchOrLinearSize = CalculateCompressedBlockSize(height, width, (uint)new byte[8].Length); + } + if (format == PixelFormat.DXT3 || format == PixelFormat.DXT2 || format == PixelFormat.DXT4 || format == PixelFormat.DXT5) { + dDS_HEADER.dwFlags |= DDSHeaderFlags.DDSD_LINEARSIZE; + dDS_HEADER.dwPitchOrLinearSize = CalculateCompressedBlockSize(height, width, (uint)new byte[16].Length); + } + + if (dDS_HEADER.dwFlags.HasFlag(DDSHeaderFlags.DDSD_PIXELFORMAT)) dDS_HEADER.ddspf = genPixelformatStruct(format); + + return dDS_HEADER; + } + + private static DDS_PIXELFORMAT genPixelformatStruct(PixelFormat surface) { + DDS_PIXELFORMAT dDS_PIXELFORMAT = new DDS_PIXELFORMAT(); + + switch (surface) { + case PixelFormat.DXT1: + case PixelFormat.DXT3: + case PixelFormat.DXT4: + case PixelFormat.DXT5: + dDS_PIXELFORMAT.dwFlags |= DDSPixelformatFlags.DDPF_FOURCC; + dDS_PIXELFORMAT.dwFourCC = (uint)surface; + break; + case PixelFormat.A8R8G8B8: + dDS_PIXELFORMAT.dwFlags |= DDSPixelformatFlags.DDPF_ALPHAPIXELS | DDSPixelformatFlags.DDPF_RGB; + dDS_PIXELFORMAT.dwRGBBitCount = 0x20; + dDS_PIXELFORMAT.dwRBitMask = 0x00FF0000; + dDS_PIXELFORMAT.dwGBitMask = 0x0000FF00; + dDS_PIXELFORMAT.dwBBitMask = 0x000000FF; + dDS_PIXELFORMAT.dwABitMask = 0xFF000000; + break; + case PixelFormat.R8G8B8: + dDS_PIXELFORMAT.dwFlags |= DDSPixelformatFlags.DDPF_RGB; + dDS_PIXELFORMAT.dwRGBBitCount = 0x18; + dDS_PIXELFORMAT.dwRBitMask = 0x00FF0000; + dDS_PIXELFORMAT.dwGBitMask = 0x0000FF00; + dDS_PIXELFORMAT.dwBBitMask = 0x000000FF; + break; + case PixelFormat.A8: + dDS_PIXELFORMAT.dwFlags |= DDSPixelformatFlags.DDPF_ALPHAPIXELS; + dDS_PIXELFORMAT.dwRGBBitCount = 0x8; + dDS_PIXELFORMAT.dwABitMask = 0xFF; + break; + default: + dDS_PIXELFORMAT.dwFlags |= DDSPixelformatFlags.DDPF_FOURCC; + break; + } + + return dDS_PIXELFORMAT; + } + public static uint CalculateCompressedBlockSize(uint height, uint width, uint blockSize) { + return ((width + 3) / 4) * ((height + 3) / 4) * blockSize; + } +} + +public struct DDS_HEADER { + public uint dwSize; + public DDSHeaderFlags dwFlags; + public uint dwHeight; + public uint dwWidth; + public uint dwPitchOrLinearSize; + public uint dwDepth; + public uint dwMipMapCount; + public uint[] dwReserved1; + public DDS_PIXELFORMAT ddspf; + public uint dwCaps; + public uint dwCaps2; + public uint dwCaps3; + public uint dwCaps4; + public uint dwReserved2; + + public DDS_HEADER() { + dwSize = 124; //Fixed on 124 octets + dwFlags = 0; + dwHeight = 0; + dwWidth = 0; + dwPitchOrLinearSize = 0; + dwDepth = 0; + dwMipMapCount = 0; + dwReserved1 = new uint[11]; + foreach (var i in dwReserved1) dwReserved1[i] = 0x00000000; + ddspf = new DDS_PIXELFORMAT(); + dwCaps = 0x1000; + dwCaps2 = 0; + dwCaps3 = 0; + dwCaps4 = 0; + dwReserved2 = 0; + + + } +} +public struct DDS_PIXELFORMAT { + public uint dwSize; + public DDSPixelformatFlags dwFlags; + public uint dwFourCC; + public uint dwRGBBitCount; + public uint dwRBitMask; + public uint dwGBitMask; + public uint dwBBitMask; + public uint dwABitMask; + + public DDS_PIXELFORMAT() { + dwSize = 32; //Fixed on 32 octets + dwFlags = 0; + dwFourCC = 0; + dwRGBBitCount = 0; + dwRBitMask = 0; + dwGBitMask = 0; + dwBBitMask = 0; + dwABitMask = 0; + } +} + +[Flags] +public enum DDSHeaderFlags : uint { + NONE = 0, + DDSD_CAPS = 1 << 0, // 0x00000001 + DDSD_HEIGHT = 1 << 1, // 0x00000002 + DDSD_WIDTH = 1 << 2, // 0x00000004 + DDSD_PITCH = 1 << 3, // 0x00000008 + DDSD_PIXELFORMAT = 1 << 12, // 0x00001000 + DDSD_MIPMAPCOUNT = 1 << 17, // 0x00020000 + DDSD_LINEARSIZE = 1 << 19, // 0x00080000 + DDSD_DEPTH = 1 << 23, // 0x00800000 +} + +[Flags] +public enum DDSPixelformatFlags : uint { + NONE = 0, + DDPF_ALPHAPIXELS = 1 << 0, // 0x00000001 + DDPF_ALPHA = 1 << 1, // 0x00000002 + DDPF_FOURCC = 1 << 2, // 0x00000004 + DDPF_RGB = 1 << 6, // 0x00000040 + DDPF_YUV = 1 << 9, // 0x00000200 + DDPF_LUMINANCE = 1 << 17, // 0x00020000 +} \ No newline at end of file diff --git a/LandblockExtraction/Tools/ImageTools.cs b/LandblockExtraction/Tools/ImageTools.cs new file mode 100644 index 0000000..ccb7833 --- /dev/null +++ b/LandblockExtraction/Tools/ImageTools.cs @@ -0,0 +1,14 @@ +using ImageMagick; + +namespace LandblockExtraction.Tools; +public static class ImageTools { + public static byte[] DdsToPng(Stream stream) { + using (IMagickImage image = new MagickImage(stream)) { + image.Format = MagickFormat.Jpg; + using (MemoryStream memoryStream = new MemoryStream()) { + image.Write(memoryStream); + return memoryStream.ToArray(); + } + } + } +} diff --git a/LandblockExtraction/Tools/MathOperations.cs b/LandblockExtraction/Tools/MathOperations.cs new file mode 100644 index 0000000..f72301a --- /dev/null +++ b/LandblockExtraction/Tools/MathOperations.cs @@ -0,0 +1,28 @@ +using AC2RE.Definitions; +using System.Numerics; + +namespace LandblockExtraction.Tools { + public static class MathOperations { + public static uint GetXLandblock(uint landblock) { + return (landblock & 0xFF000000) >> 24; + } + public static uint GetYLandblock(uint landblock) { + return (landblock & 0x00FF0000) >> 16; + } + public static uint GetTerrainInCellInfo(uint cellInfo) { + return (cellInfo >> 0) & (0x7f); + } + public static uint GetRoadInCellInfo(uint cellInfo) { + return (cellInfo >> 24) & (0xff); + } + public static uint GetColorInCellInfo(uint cellInfo) { + return (cellInfo >> 16) & (0xff); + } + public static uint GetSceneInCellInfo(uint cellInfo) { + return (cellInfo >> 7) & (0x1f); + } + public static Vector4 RGBAColorToVector4(RGBAColor color) { + return new Vector4(color.r, color.g, color.b, color.a); + } + } +} diff --git a/LandblockExtraction/bin/Debug/net7.0/AC2RE.Definitions.dll b/LandblockExtraction/bin/Debug/net7.0/AC2RE.Definitions.dll new file mode 100644 index 0000000..0b1d035 Binary files /dev/null and b/LandblockExtraction/bin/Debug/net7.0/AC2RE.Definitions.dll differ diff --git a/LandblockExtraction/bin/Debug/net7.0/AC2RE.Utils.dll b/LandblockExtraction/bin/Debug/net7.0/AC2RE.Utils.dll new file mode 100644 index 0000000..f4fef2a Binary files /dev/null and b/LandblockExtraction/bin/Debug/net7.0/AC2RE.Utils.dll differ diff --git a/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.deps.json b/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.deps.json new file mode 100644 index 0000000..92d9eb2 --- /dev/null +++ b/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.deps.json @@ -0,0 +1,53 @@ +{ + "runtimeTarget": { + "name": ".NETCoreApp,Version=v7.0", + "signature": "" + }, + "compilationOptions": {}, + "targets": { + ".NETCoreApp,Version=v7.0": { + "LandblockExtraction/1.0.0": { + "dependencies": { + "AC2RE.Definitions": "1.0.0.0", + "AC2RE.Utils": "1.0.0.0" + }, + "runtime": { + "LandblockExtraction.dll": {} + } + }, + "AC2RE.Definitions/1.0.0.0": { + "runtime": { + "AC2RE.Definitions.dll": { + "assemblyVersion": "1.0.0.0", + "fileVersion": "1.0.0.0" + } + } + }, + "AC2RE.Utils/1.0.0.0": { + "runtime": { + "AC2RE.Utils.dll": { + "assemblyVersion": "1.0.0.0", + "fileVersion": "1.0.0.0" + } + } + } + } + }, + "libraries": { + "LandblockExtraction/1.0.0": { + "type": "project", + "serviceable": false, + "sha512": "" + }, + "AC2RE.Definitions/1.0.0.0": { + "type": "reference", + "serviceable": false, + "sha512": "" + }, + "AC2RE.Utils/1.0.0.0": { + "type": "reference", + "serviceable": false, + "sha512": "" + } + } +} \ No newline at end of file diff --git a/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.dll b/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.dll new file mode 100644 index 0000000..b01794f Binary files /dev/null and b/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.dll differ diff --git a/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.pdb b/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.pdb new file mode 100644 index 0000000..8055e77 Binary files /dev/null and b/LandblockExtraction/bin/Debug/net7.0/LandblockExtraction.pdb differ diff --git a/LandblockExtraction/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs b/LandblockExtraction/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs new file mode 100644 index 0000000..4257f4b --- /dev/null +++ b/LandblockExtraction/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs @@ -0,0 +1,4 @@ +// +using System; +using System.Reflection; +[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v7.0", FrameworkDisplayName = ".NET 7.0")] diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.AssemblyInfo.cs b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.AssemblyInfo.cs new file mode 100644 index 0000000..dd37f9d --- /dev/null +++ b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.AssemblyInfo.cs @@ -0,0 +1,23 @@ +//------------------------------------------------------------------------------ +// +// Ce code a été généré par un outil. +// Version du runtime :4.0.30319.42000 +// +// Les modifications apportées à ce fichier peuvent provoquer un comportement incorrect et seront perdues si +// le code est régénéré. +// +//------------------------------------------------------------------------------ + +using System; +using System.Reflection; + +[assembly: System.Reflection.AssemblyCompanyAttribute("LandblockExtraction")] +[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")] +[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")] +[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")] +[assembly: System.Reflection.AssemblyProductAttribute("LandblockExtraction")] +[assembly: System.Reflection.AssemblyTitleAttribute("LandblockExtraction")] +[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")] + +// Généré par la classe MSBuild WriteCodeFragment. + diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.AssemblyInfoInputs.cache b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.AssemblyInfoInputs.cache new file mode 100644 index 0000000..6b8091f --- /dev/null +++ b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.AssemblyInfoInputs.cache @@ -0,0 +1 @@ +fcb85b1f1be3aecde831cdbd2e1d164333d97472cf0802e51f27acbf510e4597 diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.GeneratedMSBuildEditorConfig.editorconfig b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.GeneratedMSBuildEditorConfig.editorconfig new file mode 100644 index 0000000..a1b95c0 --- /dev/null +++ b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.GeneratedMSBuildEditorConfig.editorconfig @@ -0,0 +1,13 @@ +is_global = true +build_property.TargetFramework = net7.0 +build_property.TargetPlatformMinVersion = +build_property.UsingMicrosoftNETSdkWeb = +build_property.ProjectTypeGuids = +build_property.InvariantGlobalization = +build_property.PlatformNeutralAssembly = +build_property.EnforceExtendedAnalyzerRules = +build_property._SupportedPlatformList = Linux,macOS,Windows +build_property.RootNamespace = LandblockExtraction +build_property.ProjectDir = C:\Users\Troispoils\Documents\GitHub\Map3DRendering\LandblockExtraction\ +build_property.EnableComHosting = +build_property.EnableGeneratedComInterfaceComImportInterop = diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.GlobalUsings.g.cs b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.GlobalUsings.g.cs new file mode 100644 index 0000000..8578f3d --- /dev/null +++ b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.GlobalUsings.g.cs @@ -0,0 +1,8 @@ +// +global using global::System; +global using global::System.Collections.Generic; +global using global::System.IO; +global using global::System.Linq; +global using global::System.Net.Http; +global using global::System.Threading; +global using global::System.Threading.Tasks; diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.assets.cache b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.assets.cache new file mode 100644 index 0000000..48e727e Binary files /dev/null and b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.assets.cache differ diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.AssemblyReference.cache b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.AssemblyReference.cache new file mode 100644 index 0000000..372462a Binary files /dev/null and b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.AssemblyReference.cache differ diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.BuildWithSkipAnalyzers b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.BuildWithSkipAnalyzers new file mode 100644 index 0000000..e69de29 diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.CopyComplete b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.CopyComplete new file mode 100644 index 0000000..e69de29 diff --git a/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.CoreCompileInputs.cache b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.CoreCompileInputs.cache new file mode 100644 index 0000000..44b9789 --- /dev/null +++ b/LandblockExtraction/obj/Debug/net7.0/LandblockExtraction.csproj.CoreCompileInputs.cache @@ -0,0 +1 @@ +ae3225192e6b65595b6f193c5e16a86f86815259ffd4c9105f4aa585389a2823 diff --git 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0000000..8ab50aa --- /dev/null +++ b/Map3DRendering/Common/Camera.cs @@ -0,0 +1,106 @@ +using OpenTK.Mathematics; + +namespace Map3DRendering.Common { + // This is the camera class as it could be set up after the tutorials on the website. + // It is important to note there are a few ways you could have set up this camera. + // For example, you could have also managed the player input inside the camera class, + // and a lot of the properties could have been made into functions. + + // TL;DR: This is just one of many ways in which we could have set up the camera. + // Check out the web version if you don't know why we are doing a specific thing or want to know more about the code. + public class Camera { + // Those vectors are directions pointing outwards from the camera to define how it rotated. + private Vector3 _front = -Vector3.UnitZ; + + private Vector3 _up = Vector3.UnitY; + + private Vector3 _right = Vector3.UnitX; + + // Rotation around the X axis (radians) + private float _pitch; + + // Rotation around the Y axis (radians) + private float _yaw = -MathHelper.PiOver2; // Without this, you would be started rotated 90 degrees right. + + // The field of view of the camera (radians) + private float _fov = MathHelper.PiOver2; + + public Camera(Vector3 position, float aspectRatio) { + Position = position; + AspectRatio = aspectRatio; + } + + // The position of the camera + public Vector3 Position { get; set; } + + // This is simply the aspect ratio of the viewport, used for the projection matrix. + public float AspectRatio { private get; set; } + + public Vector3 Front => _front; + + public Vector3 Up => _up; + + public Vector3 Right => _right; + + // We convert from degrees to radians as soon as the property is set to improve performance. + public float Pitch { + get => MathHelper.RadiansToDegrees(_pitch); + set { + // We clamp the pitch value between -89 and 89 to prevent the camera from going upside down, and a bunch + // of weird "bugs" when you are using euler angles for rotation. + // If you want to read more about this you can try researching a topic called gimbal lock + var angle = MathHelper.Clamp(value, -89f, 89f); + _pitch = MathHelper.DegreesToRadians(angle); + UpdateVectors(); + } + } + + // We convert from degrees to radians as soon as the property is set to improve performance. + public float Yaw { + get => MathHelper.RadiansToDegrees(_yaw); + set { + _yaw = MathHelper.DegreesToRadians(value); + UpdateVectors(); + } + } + + // The field of view (FOV) is the vertical angle of the camera view. + // This has been discussed more in depth in a previous tutorial, + // but in this tutorial, you have also learned how we can use this to simulate a zoom feature. + // We convert from degrees to radians as soon as the property is set to improve performance. + public float Fov { + get => MathHelper.RadiansToDegrees(_fov); + set { + var angle = MathHelper.Clamp(value, 1f, 90f); + _fov = MathHelper.DegreesToRadians(angle); + } + } + + // Get the view matrix using the amazing LookAt function described more in depth on the web tutorials + public Matrix4 GetViewMatrix() { + return Matrix4.LookAt(Position, Position + _front, _up); + } + + // Get the projection matrix using the same method we have used up until this point + public Matrix4 GetProjectionMatrix() { + return Matrix4.CreatePerspectiveFieldOfView(_fov, AspectRatio, 0.01f, 1000f); + } + + // This function is going to update the direction vertices using some of the math learned in the web tutorials. + private void UpdateVectors() { + // First, the front matrix is calculated using some basic trigonometry. + _front.X = MathF.Cos(_pitch) * MathF.Cos(_yaw); + _front.Y = MathF.Sin(_pitch); + _front.Z = MathF.Cos(_pitch) * MathF.Sin(_yaw); + + // We need to make sure the vectors are all normalized, as otherwise we would get some funky results. + _front = Vector3.Normalize(_front); + + // Calculate both the right and the up vector using cross product. + // Note that we are calculating the right from the global up; this behaviour might + // not be what you need for all cameras so keep this in mind if you do not want a FPS camera. + _right = Vector3.Normalize(Vector3.Cross(_front, Vector3.UnitY)); + _up = Vector3.Normalize(Vector3.Cross(_right, _front)); + } + } +} diff --git a/Map3DRendering/Common/Shader.cs b/Map3DRendering/Common/Shader.cs new file mode 100644 index 0000000..6837f2d --- /dev/null +++ b/Map3DRendering/Common/Shader.cs @@ -0,0 +1,176 @@ +using OpenTK.Graphics.OpenGL4; +using OpenTK.Mathematics; + +namespace Map3DRendering.Common { + // A simple class meant to help create shaders. + public class Shader { + public readonly int Handle; + + private readonly Dictionary _uniformLocations; + + // This is how you create a simple shader. + // Shaders are written in GLSL, which is a language very similar to C in its semantics. + // The GLSL source is compiled *at runtime*, so it can optimize itself for the graphics card it's currently being used on. + // A commented example of GLSL can be found in shader.vert. + public Shader(string vertPath, string fragPath) { + // There are several different types of shaders, but the only two you need for basic rendering are the vertex and fragment shaders. + // The vertex shader is responsible for moving around vertices, and uploading that data to the fragment shader. + // The vertex shader won't be too important here, but they'll be more important later. + // The fragment shader is responsible for then converting the vertices to "fragments", which represent all the data OpenGL needs to draw a pixel. + // The fragment shader is what we'll be using the most here. + + // Load vertex shader and compile + var shaderSource = File.ReadAllText(vertPath); + + // GL.CreateShader will create an empty shader (obviously). The ShaderType enum denotes which type of shader will be created. + var vertexShader = GL.CreateShader(ShaderType.VertexShader); + + // Now, bind the GLSL source code + GL.ShaderSource(vertexShader, shaderSource); + + // And then compile + CompileShader(vertexShader); + + // We do the same for the fragment shader. + shaderSource = File.ReadAllText(fragPath); + var fragmentShader = GL.CreateShader(ShaderType.FragmentShader); + GL.ShaderSource(fragmentShader, shaderSource); + CompileShader(fragmentShader); + + // These two shaders must then be merged into a shader program, which can then be used by OpenGL. + // To do this, create a program... + Handle = GL.CreateProgram(); + + // Attach both shaders... + GL.AttachShader(Handle, vertexShader); + GL.AttachShader(Handle, fragmentShader); + + // And then link them together. + LinkProgram(Handle); + + // When the shader program is linked, it no longer needs the individual shaders attached to it; the compiled code is copied into the shader program. + // Detach them, and then delete them. + GL.DetachShader(Handle, vertexShader); + GL.DetachShader(Handle, fragmentShader); + GL.DeleteShader(fragmentShader); + GL.DeleteShader(vertexShader); + + // The shader is now ready to go, but first, we're going to cache all the shader uniform locations. + // Querying this from the shader is very slow, so we do it once on initialization and reuse those values + // later. + + // First, we have to get the number of active uniforms in the shader. + GL.GetProgram(Handle, GetProgramParameterName.ActiveUniforms, out var numberOfUniforms); + + // Next, allocate the dictionary to hold the locations. + _uniformLocations = new Dictionary(); + + // Loop over all the uniforms, + for (var i = 0; i < numberOfUniforms; i++) { + // get the name of this uniform, + var key = GL.GetActiveUniform(Handle, i, out _, out _); + + // get the location, + var location = GL.GetUniformLocation(Handle, key); + + // and then add it to the dictionary. + _uniformLocations.Add(key, location); + } + } + + private static void CompileShader(int shader) { + // Try to compile the shader + GL.CompileShader(shader); + + // Check for compilation errors + GL.GetShader(shader, ShaderParameter.CompileStatus, out var code); + if (code != (int)All.True) { + // We can use `GL.GetShaderInfoLog(shader)` to get information about the error. + var infoLog = GL.GetShaderInfoLog(shader); + throw new Exception($"Error occurred whilst compiling Shader({shader}).\n\n{infoLog}"); + } + } + + private static void LinkProgram(int program) { + // We link the program + GL.LinkProgram(program); + + // Check for linking errors + GL.GetProgram(program, GetProgramParameterName.LinkStatus, out var code); + if (code != (int)All.True) { + // We can use `GL.GetProgramInfoLog(program)` to get information about the error. + throw new Exception($"Error occurred whilst linking Program({program})"); + } + } + + // A wrapper function that enables the shader program. + public void Use() { + GL.UseProgram(Handle); + } + + // The shader sources provided with this project use hardcoded layout(location)-s. If you want to do it dynamically, + // you can omit the layout(location=X) lines in the vertex shader, and use this in VertexAttribPointer instead of the hardcoded values. + public int GetAttribLocation(string attribName) { + return GL.GetAttribLocation(Handle, attribName); + } + + // Uniform setters + // Uniforms are variables that can be set by user code, instead of reading them from the VBO. + // You use VBOs for vertex-related data, and uniforms for almost everything else. + + // Setting a uniform is almost always the exact same, so I'll explain it here once, instead of in every method: + // 1. Bind the program you want to set the uniform on + // 2. Get a handle to the location of the uniform with GL.GetUniformLocation. + // 3. Use the appropriate GL.Uniform* function to set the uniform. + + /// + /// Set a uniform int on this shader. + /// + /// The name of the uniform + /// The data to set + public void SetInt(string name, int data) { + GL.UseProgram(Handle); + GL.Uniform1(_uniformLocations[name], data); + } + + /// + /// Set a uniform float on this shader. + /// + /// The name of the uniform + /// The data to set + public void SetFloat(string name, float data) { + GL.UseProgram(Handle); + GL.Uniform1(_uniformLocations[name], data); + } + + /// + /// Set a uniform Matrix4 on this shader + /// + /// The name of the uniform + /// The data to set + /// + /// + /// The matrix is transposed before being sent to the shader. + /// + /// + public void SetMatrix4(string name, Matrix4 data) { + GL.UseProgram(Handle); + GL.UniformMatrix4(_uniformLocations[name], true, ref data); + } + + /// + /// Set a uniform Vector3 on this shader. + /// + /// The name of the uniform + /// The data to set + public void SetVector3(string name, Vector3 data) { + GL.UseProgram(Handle); + GL.Uniform3(_uniformLocations[name], data); + } + + public void SetVector4(string name, Vector4 data) { + GL.UseProgram(Handle); + GL.Uniform4(_uniformLocations[name], data); + } + } +} diff --git a/Map3DRendering/Common/Texture.cs b/Map3DRendering/Common/Texture.cs new file mode 100644 index 0000000..d0cf265 --- /dev/null +++ b/Map3DRendering/Common/Texture.cs @@ -0,0 +1,86 @@ +using OpenTK.Graphics.OpenGL4; +using StbImageSharp; + +namespace Map3DRendering.Common { + // A helper class, much like Shader, meant to simplify loading textures. + public class Texture { + public readonly int Handle; + + public static Texture LoadFromFile(string path) { + // Generate handle + int handle = GL.GenTexture(); + + // Bind the handle + GL.ActiveTexture(TextureUnit.Texture0); + GL.BindTexture(TextureTarget.Texture2D, handle); + + // For this example, we're going to use .NET's built-in System.Drawing library to load textures. + + // OpenGL has it's texture origin in the lower left corner instead of the top left corner, + // so we tell StbImageSharp to flip the image when loading. + StbImage.stbi_set_flip_vertically_on_load(1); + + // Here we open a stream to the file and pass it to StbImageSharp to load. + using (Stream stream = File.OpenRead(path)) { + ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha); + + // Now that our pixels are prepared, it's time to generate a texture. We do this with GL.TexImage2D. + // Arguments: + // The type of texture we're generating. There are various different types of textures, but the only one we need right now is Texture2D. + // Level of detail. We can use this to start from a smaller mipmap (if we want), but we don't need to do that, so leave it at 0. + // Target format of the pixels. This is the format OpenGL will store our image with. + // Width of the image + // Height of the image. + // Border of the image. This must always be 0; it's a legacy parameter that Khronos never got rid of. + // The format of the pixels, explained above. Since we loaded the pixels as RGBA earlier, we need to use PixelFormat.Rgba. + // Data type of the pixels. + // And finally, the actual pixels. + GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data); + } + + // Now that our texture is loaded, we can set a few settings to affect how the image appears on rendering. + + // First, we set the min and mag filter. These are used for when the texture is scaled down and up, respectively. + // Here, we use Linear for both. This means that OpenGL will try to blend pixels, meaning that textures scaled too far will look blurred. + // You could also use (amongst other options) Nearest, which just grabs the nearest pixel, which makes the texture look pixelated if scaled too far. + // NOTE: The default settings for both of these are LinearMipmap. If you leave these as default but don't generate mipmaps, + // your image will fail to render at all (usually resulting in pure black instead). + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); + + // Now, set the wrapping mode. S is for the X axis, and T is for the Y axis. + // We set this to Repeat so that textures will repeat when wrapped. Not demonstrated here since the texture coordinates exactly match + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); + + // Next, generate mipmaps. + // Mipmaps are smaller copies of the texture, scaled down. Each mipmap level is half the size of the previous one + // Generated mipmaps go all the way down to just one pixel. + // OpenGL will automatically switch between mipmaps when an object gets sufficiently far away. + // This prevents moiré effects, as well as saving on texture bandwidth. + // Here you can see and read about the morié effect https://en.wikipedia.org/wiki/Moir%C3%A9_pattern + // Here is an example of mips in action https://en.wikipedia.org/wiki/File:Mipmap_Aliasing_Comparison.png + GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); + + return new Texture(handle); + } + + public Texture(int glHandle) { + Handle = glHandle; + } + + // Activate texture + // Multiple textures can be bound, if your shader needs more than just one. + // If you want to do that, use GL.ActiveTexture to set which slot GL.BindTexture binds to. + // The OpenGL standard requires that there be at least 16, but there can be more depending on your graphics card. + public void Use(TextureUnit unit) { + GL.ActiveTexture(unit); + GL.BindTexture(TextureTarget.Texture2D, Handle); + } + + public void Assign(int shader, int i) { + int location = GL.GetUniformLocation(shader, "textures[" + i.ToString() + "]"); + GL.Uniform1(location, i); + } + } +} diff --git a/Map3DRendering/Gizmo/AxesGizmo.cs b/Map3DRendering/Gizmo/AxesGizmo.cs new file mode 100644 index 0000000..a5be2cb --- /dev/null +++ b/Map3DRendering/Gizmo/AxesGizmo.cs @@ -0,0 +1,61 @@ +using Map3DRendering.Common; +using OpenTK.Graphics.OpenGL4; +using OpenTK.Mathematics; + +namespace Map3DRendering { + public class AxesGizmo { + private Shader axesShader; + private int vao; + + public AxesGizmo() { + // Initialisation du shader + axesShader = new Shader("Shaders/Gizmo/axes.vert", "Shaders/Gizmo/axes.frag"); + + // Configuration des données des axes (positions et couleurs) + float[] axesVertices = { + // Axe X, rouge + 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + // Axe Y, vert + 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + // Axe Z, bleu + 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f + }; + + vao = GL.GenVertexArray(); + int vbo = GL.GenBuffer(); + GL.BindVertexArray(vao); + GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); + GL.BufferData(BufferTarget.ArrayBuffer, axesVertices.Length * sizeof(float), axesVertices, BufferUsageHint.StaticDraw); + + // Position attribute + GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 0); + GL.EnableVertexAttribArray(0); + // Color attribute + GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 3 * sizeof(float)); + GL.EnableVertexAttribArray(1); + } + + public void Render(int windowWidth, int windowHeight, Camera camera) { + int gizmoSize = 200; // Taille du gizmo en pixels + GL.Viewport(windowWidth - (gizmoSize + 50), windowHeight - (gizmoSize + 50), gizmoSize, gizmoSize); + + Matrix4 gizmoProjection = Matrix4.CreateOrthographicOffCenter(-1f, 1f, -1f, 1f, 0, 1); + + Matrix4 cameraRotation = camera.GetViewMatrix(); + cameraRotation.Row3 = Vector4.UnitW; // Réinitialise la translation + + axesShader.Use(); + axesShader.SetMatrix4("view", cameraRotation); + axesShader.SetMatrix4("projection", gizmoProjection); + + GL.BindVertexArray(vao); + GL.DrawArrays(PrimitiveType.Lines, 0, 6); // 6 points pour les 3 lignes des axes + + GL.Viewport(0, 0, windowWidth, windowHeight); // Rétablissement du viewport principal + } + + } +} diff --git a/Map3DRendering/Map3DRendering.csproj b/Map3DRendering/Map3DRendering.csproj new file mode 100644 index 0000000..0766d4a --- /dev/null +++ b/Map3DRendering/Map3DRendering.csproj @@ -0,0 +1,41 @@ + + + + Exe + net7.0 + enable + enable + + + + + + + + + + + + + + + + + + PreserveNewest + + + PreserveNewest + + + PreserveNewest + + + Always + + + Always + + + + diff --git a/Map3DRendering/MapRender.cs b/Map3DRendering/MapRender.cs new file mode 100644 index 0000000..cea8f65 --- /dev/null +++ b/Map3DRendering/MapRender.cs @@ -0,0 +1,161 @@ +using LandblockExtraction.DatEngine; +using LandblockExtraction.LandBlockExtractor; +using Map3DRendering.Common; +using OpenTK.Graphics.OpenGL4; +using OpenTK.Mathematics; + +namespace Map3DRendering { + public class MapRender { + private PortalEngine portalEngine; + private CellEngine cellEngine; + private LandBlockExtrator landblockExtraction; + + private readonly int NumberLandBlocks = 255; + private readonly int BlockSize = 17; + private readonly int allBlocks = 255 * 17 * 255 * 17; + private readonly int cellSize = 8; + private readonly int radius = 0x10; // Rayon du voisinage + + public int[,] _vertexArrayObject; + public int[,] _vertexBufferObject; + public int[,] _elementBufferObject; + public bool[,] _mapExiste; + + public int currentLandBlockX { get; private set; } // Position X du landblock actuel + public int currentLandBlockY { get; private set; } // Position Y du landblock actuel + public int startX { get; private set; } + public int startY { get; private set; } + public int endX { get; private set; } + public int endY { get; private set; } + public MapRender() { + portalEngine = new PortalEngine(); + cellEngine = new CellEngine(); + landblockExtraction = new(portalEngine, cellEngine); + + _vertexArrayObject = new int[0xFE, 0xFE]; + _vertexBufferObject = new int[0xFE, 0xFE]; + _elementBufferObject = new int[0xFE, 0xFE]; + _mapExiste = new bool[0xFE, 0xFE]; + + currentLandBlockX = 0x7F; + currentLandBlockY = 0x7F; + + CalculeRadius(currentLandBlockX, currentLandBlockY); + } + + public int GetIndiceLenght() { + return (17 - 1) * (17 - 1) * 6; //Always that. + } + public void CalculeRadius(int x, int y) { + currentLandBlockX = x; + currentLandBlockY = y; + startX = Math.Max(0, currentLandBlockX - radius); + startY = Math.Max(0, currentLandBlockY - radius); + endX = Math.Min(NumberLandBlocks - 1, currentLandBlockX + radius); + endY = Math.Min(NumberLandBlocks - 1, currentLandBlockY + radius); + } + public void OnLoad(Shader _shader) { + for (int landY = startY; landY <= endY; landY++) { + for (int landX = startX; landX <= endX; landX++) { + if (!_mapExiste[landX, landY]) { + var block = landblockExtraction.GetBlock(landX, landY); + if (block != null) { + InitializeBlock(landX, landY, block, _shader); + _mapExiste[landX, landY] = true; + } + } + } + } + } + private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) { + int lenghPacket = 11; + // 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. + int tempVertexArray = GL.GenVertexArray(); + GL.BindVertexArray(tempVertexArray); + _vertexArrayObject[x, y] = tempVertexArray; + + int tmpVertexBuffer = GL.GenBuffer(); + GL.BindBuffer(BufferTarget.ArrayBuffer, tmpVertexBuffer); + GL.BufferData(BufferTarget.ArrayBuffer, block.verticesStruct.Vertices().Length * sizeof(float), block.verticesStruct.Vertices(), BufferUsageHint.StaticDraw); + _vertexBufferObject[x, y] = tmpVertexBuffer; + + GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0); + + int tmpElementBuffer = GL.GenBuffer(); + GL.BindBuffer(BufferTarget.ElementArrayBuffer, tmpElementBuffer); + GL.BufferData(BufferTarget.ElementArrayBuffer, block.indices.Length * sizeof(int), block.indices, BufferUsageHint.StaticDraw); + _elementBufferObject[x, y] = tmpElementBuffer; + + var vertexLocation = _shader.GetAttribLocation("aPos"); + GL.EnableVertexAttribArray(vertexLocation); + GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0); + + var colorLocation = _shader.GetAttribLocation("aColor"); + GL.EnableVertexAttribArray(colorLocation); + GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float)); + + var farcolorLocation = _shader.GetAttribLocation("aColorFar"); + GL.EnableVertexAttribArray(farcolorLocation); + GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 7 * sizeof(float)); + } + public void Render(Shader shader) { + for (int y = startY; y <= endY; y++) { + for (int x = startX; x <= endX; x++) { + if (_mapExiste[x, y]) { + var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées + shader.SetMatrix4("model", model); + GL.BindVertexArray(_vertexArrayObject[x, y]); + GL.DrawElements(PrimitiveType.Lines, GetIndiceLenght(), DrawElementsType.UnsignedInt, 0); + } + } + } + } + public void CleanupBlock(int x, int y) { + if (_mapExiste[x, y]) { + GL.DeleteBuffer(_vertexBufferObject[x, y]); + GL.DeleteBuffer(_elementBufferObject[x, y]); + GL.DeleteVertexArray(_vertexArrayObject[x, y]); + _mapExiste[x, y] = false; + } + } + public void UpdateBlocks(Vector3 cameraPosition, Shader shader) { + // Convertir la position de la caméra en coordonnées de landblock + int newLandBlockX = ConvertPositionToLandBlockCoord(cameraPosition.X); + int newLandBlockY = (0xFF) - ConvertPositionToLandBlockCoord(cameraPosition.Z); + + // Vérifier si la caméra a déplacé suffisamment pour nécessiter une mise à jour des blocs + if (newLandBlockX != currentLandBlockX || newLandBlockY != currentLandBlockY) { + // Nettoyer les blocs qui ne sont plus dans la nouvelle zone visible + for (int y = startY; y <= endY; y++) { + for (int x = startX; x <= endX; x++) { + if (!IsInNewRadius(x, y, newLandBlockX, newLandBlockY)) { + CleanupBlock(x, y); + } + } + } + + // Mettre à jour les coordonnées du rayon pour la nouvelle position + CalculeRadius(newLandBlockX, newLandBlockY); + + // Initialiser les nouveaux blocs dans la nouvelle zone visible + OnLoad(shader); + } + } + + private int ConvertPositionToLandBlockCoord(float position) { + // Convertir la position en coordonnée de landblock, ajuster selon la mise en échelle de votre carte + return (int)(position / 128) + 0x7f; // Ajustez cette conversion en fonction de votre mise en échelle + } + private bool IsInNewRadius(int x, int y, int newLandBlockX, int newLandBlockY) { + // Calculer le nouveau startX, startY, endX, et endY basé sur newLandBlockX, newLandBlockY + int newStartX = Math.Max(0, newLandBlockX - radius); + int newStartY = Math.Max(0, newLandBlockY - radius); + int newEndX = Math.Min(NumberLandBlocks - 1, newLandBlockX + radius); + int newEndY = Math.Min(NumberLandBlocks - 1, newLandBlockY + radius); + + // Vérifier si (x, y) est dans la nouvelle zone définie par newStartX, newStartY, newEndX, et newEndY + return x >= newStartX && x <= newEndX && y >= newStartY && y <= newEndY; + } + } +} diff --git a/Map3DRendering/Program.cs b/Map3DRendering/Program.cs new file mode 100644 index 0000000..4df39d6 --- /dev/null +++ b/Map3DRendering/Program.cs @@ -0,0 +1,20 @@ +using OpenTK.Mathematics; +using OpenTK.Windowing.Common; +using OpenTK.Windowing.Desktop; + +namespace Map3DRendering { + public static class Program { + private static void Main() { + var nativeWindowSettings = new NativeWindowSettings() { + Size = new Vector2i(800, 600), + Title = "LearnOpenTK - Map AC2", + // This is needed to run on macos + Flags = ContextFlags.ForwardCompatible, + }; + + using (var window = new Window(GameWindowSettings.Default, nativeWindowSettings)) { + window.Run(); + } + } + } +} diff --git a/Map3DRendering/Shaders/Gizmo/axes.frag b/Map3DRendering/Shaders/Gizmo/axes.frag new file mode 100644 index 0000000..9e92417 --- /dev/null +++ b/Map3DRendering/Shaders/Gizmo/axes.frag @@ -0,0 +1,8 @@ +#version 330 core + +in vec3 vertexColor; +out vec4 FragColor; + +void main() { + FragColor = vec4(vertexColor, 1.0); +} \ No newline at end of file diff --git a/Map3DRendering/Shaders/Gizmo/axes.vert b/Map3DRendering/Shaders/Gizmo/axes.vert new file mode 100644 index 0000000..c62987c --- /dev/null +++ b/Map3DRendering/Shaders/Gizmo/axes.vert @@ -0,0 +1,14 @@ +#version 330 core + +layout (location = 0) in vec3 aPosition; +layout (location = 1) in vec3 aColor; + +uniform mat4 view; +uniform mat4 projection; + +out vec3 vertexColor; + +void main() { + gl_Position = projection * view * vec4(aPosition, 1.0); + vertexColor = aColor; +} \ No newline at end of file diff --git a/Map3DRendering/Shaders/lighting.frag b/Map3DRendering/Shaders/lighting.frag new file mode 100644 index 0000000..23cea86 --- /dev/null +++ b/Map3DRendering/Shaders/lighting.frag @@ -0,0 +1,49 @@ +#version 330 core +out vec4 FragColor; + +//In order to calculate some basic lighting we need a few things per model basis, and a few things per fragment basis: +uniform vec3 objectColor; //The color of the object. +uniform vec3 lightColor; //The color of the light. +uniform vec3 lightPos; //The position of the light. +uniform vec3 viewPos; //The position of the view and/or of the player. +uniform vec4 lineColor; +uniform sampler2D texture0; + +in vec3 Normal; //The normal of the fragment is calculated in the vertex shader. +in vec3 FragPos; //The fragment position. +in vec4 Color; + +void main() +{ + //The ambient color is the color where the light does not directly hit the object. + //You can think of it as an underlying tone throughout the object. Or the light coming from the scene/the sky (not the sun). + float ambientStrength = 1; + vec4 textureColor = Color; + vec3 ambient = ambientStrength * lightColor * textureColor; + + //We calculate the light direction, and make sure the normal is normalized. + vec3 norm = normalize(Normal); + vec3 lightDir = normalize(lightPos - FragPos); //Note: The light is pointing from the light to the fragment + + //The diffuse part of the phong model. + //This is the part of the light that gives the most, it is the color of the object where it is hit by light. + float diff = max(dot(norm, lightDir), 0.0); //We make sure the value is non negative with the max function. + vec3 diffuse = diff * lightColor; + + + //The specular light is the light that shines from the object, like light hitting metal. + //The calculations are explained much more detailed in the web version of the tutorials. + float specularStrength = 0.5; + vec3 viewDir = normalize(viewPos - FragPos); + vec3 reflectDir = reflect(-lightDir, norm); + float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); //The 32 is the shininess of the material. + vec3 specular = specularStrength * spec * lightColor; + + //At last we add all the light components together and multiply with the color of the object. Then we set the color + //and makes sure the alpha value is 1 + vec3 result = (ambient + diffuse + specular) * objectColor * textureColor; + FragColor = lineColor * vec4(result, 1.0); + + //Note we still use the light color * object color from the last tutorial. + //This time the light values are in the phong model (ambient, diffuse and specular) +} \ No newline at end of file diff --git a/Map3DRendering/Shaders/shader.frag b/Map3DRendering/Shaders/shader.frag new file mode 100644 index 0000000..1b3ea88 --- /dev/null +++ b/Map3DRendering/Shaders/shader.frag @@ -0,0 +1,17 @@ +#version 330 + +out vec4 outputColor; + +uniform vec3 viewPos; + +in vec4 Color; +in vec4 FarColor; +in vec3 FragPos; + +void main() +{ + float distance = length(viewPos - FragPos); + float interpolationFactor = clamp(distance / 1000, 0.0, 1.0); + + outputColor = mix(Color, FarColor, interpolationFactor); +} \ No newline at end of file diff --git a/Map3DRendering/Shaders/shader.vert b/Map3DRendering/Shaders/shader.vert new file mode 100644 index 0000000..7ae0e72 --- /dev/null +++ b/Map3DRendering/Shaders/shader.vert @@ -0,0 +1,20 @@ +#version 330 core +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec4 aColor; +layout (location = 2) in vec4 aColorFar; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; + +out vec3 FragPos; +out vec4 Color; +out vec4 FarColor; + +void main() +{ + gl_Position = vec4(aPos, 1.0) * model * view * projection; + FragPos = vec3(vec4(aPos, 1.0) * model); + Color = aColor; + FarColor = aColorFar; +} \ No newline at end of file diff --git a/Map3DRendering/Window.cs b/Map3DRendering/Window.cs new file mode 100644 index 0000000..0430adf --- /dev/null +++ b/Map3DRendering/Window.cs @@ -0,0 +1,168 @@ +using Map3DRendering.Common; +using OpenTK.Graphics.OpenGL4; +using OpenTK.Mathematics; +using OpenTK.Windowing.Common; +using OpenTK.Windowing.Desktop; +using OpenTK.Windowing.GraphicsLibraryFramework; + +namespace Map3DRendering { + public class Window : GameWindow { + + private readonly Vector3 _lightPos = new Vector3(0x10, 0, 0x10); + + private MapRender mapRender; + private AxesGizmo axesGizmo; + + private Shader _shader; + + private Texture _texture; + + private Camera _camera; + + private bool _firstMove = true; + + private Vector2 _lastPos; + + private double _time; + + private float tileSize = 64; + private float cameraSpeed = 50f; + private int maxTextures; + + public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) + : base(gameWindowSettings, nativeWindowSettings) { + + mapRender = new MapRender(); + + GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextures); + } + + protected override void OnLoad() { + base.OnLoad(); + + GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f); + + GL.Enable(EnableCap.DepthTest); + + _shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag"); + _shader.Use(); + + mapRender.OnLoad(_shader); + //_texture = Texture.LoadFromFile("atlas.jpg"); + //_texture.Use(TextureUnit.Texture0); + + axesGizmo = new AxesGizmo(); + + _camera = new Camera(Vector3.UnitY * 300, Size.X / (float)Size.Y); + _camera.Fov = 60; + //CursorState = CursorState.Grabbed; + } + + protected override void OnRenderFrame(FrameEventArgs e) { + base.OnRenderFrame(e); + + _time += 4.0 * e.Time; + + GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); + + _shader.Use(); + //_texture.Use(TextureUnit.Texture0); + + _shader.SetMatrix4("view", _camera.GetViewMatrix()); + _shader.SetMatrix4("projection", _camera.GetProjectionMatrix()); + + /*_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f)); + _shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f)); + _shader.SetVector3("lightPos", _camera.Position); + _shader.SetVector3("viewPos", _camera.Position);*/ + + GL.LineWidth(5.0f); + + _shader.SetVector3("viewPos", _camera.Position); + mapRender.UpdateBlocks(_camera.Position, _shader); + mapRender.Render(_shader); + + axesGizmo.Render(Size.X, Size.Y, _camera); + + SwapBuffers(); + } + + protected override void OnUpdateFrame(FrameEventArgs e) { + base.OnUpdateFrame(e); + + if (!IsFocused) // Check to see if the window is focused + { + return; + } + + var input = KeyboardState; + + if (input.IsKeyDown(Keys.Escape)) { + Close(); + } + + const float sensitivity = 0.2f; + + if (input.IsKeyDown(Keys.W)) { + _camera.Position += _camera.Front * cameraSpeed * (float)e.Time; // Forward + } + + if (input.IsKeyDown(Keys.S)) { + _camera.Position -= _camera.Front * cameraSpeed * (float)e.Time; // Backwards + } + if (input.IsKeyDown(Keys.A)) { + _camera.Position -= _camera.Right * cameraSpeed * (float)e.Time; // Left + } + if (input.IsKeyDown(Keys.D)) { + _camera.Position += _camera.Right * cameraSpeed * (float)e.Time; // Right + } + if (input.IsKeyDown(Keys.Space)) { + _camera.Position += _camera.Up * cameraSpeed * (float)e.Time; // Up + } + if (input.IsKeyDown(Keys.LeftShift)) { + _camera.Position -= _camera.Up * cameraSpeed * (float)e.Time; // Down + } + + // Get the mouse state + var mouse = MouseState; + + // Check if the right mouse button is pressed + if (mouse.IsButtonDown(MouseButton.Right)) { + CursorState = CursorState.Grabbed; + if (_firstMove) // This bool variable is initially set to true. + { + _lastPos = new Vector2(mouse.X, mouse.Y); + _firstMove = false; + } else { + // Calculate the offset of the mouse position + var deltaX = mouse.X - _lastPos.X; + var deltaY = mouse.Y - _lastPos.Y; + _lastPos = new Vector2(mouse.X, mouse.Y); + + // Apply the camera pitch and yaw (we clamp the pitch in the camera class) + _camera.Yaw += deltaX * sensitivity; + _camera.Pitch -= deltaY * sensitivity; // Reversed since y-coordinates range from bottom to top + } + } else { + _firstMove = true; + CursorState = CursorState.Normal; + } + } + + // In the mouse wheel function, we manage all the zooming of the camera. + // This is simply done by changing the FOV of the camera. + protected override void OnMouseWheel(MouseWheelEventArgs e) { + base.OnMouseWheel(e); + + cameraSpeed -= e.OffsetY * 2f; + } + + protected override void OnResize(ResizeEventArgs e) { + base.OnResize(e); + + GL.Viewport(0, 0, Size.X, Size.Y); + // We need to update the aspect ratio once the window has been resized. + _camera.AspectRatio = Size.X / (float)Size.Y; + } + } +} diff --git a/Map3DRendering/bin/Debug/net7.0/AC2RE.Definitions.dll b/Map3DRendering/bin/Debug/net7.0/AC2RE.Definitions.dll new file mode 100644 index 0000000..0b1d035 Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/AC2RE.Definitions.dll differ diff --git a/Map3DRendering/bin/Debug/net7.0/AC2RE.Utils.dll b/Map3DRendering/bin/Debug/net7.0/AC2RE.Utils.dll new file mode 100644 index 0000000..f4fef2a Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/AC2RE.Utils.dll differ diff --git a/Map3DRendering/bin/Debug/net7.0/LandblockExtraction.dll 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a/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Common.dll b/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Common.dll new file mode 100644 index 0000000..fabbd66 Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Common.dll differ diff --git a/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Desktop.dll b/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Desktop.dll new file mode 100644 index 0000000..a0103fc Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Desktop.dll differ diff --git a/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.GraphicsLibraryFramework.dll b/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.GraphicsLibraryFramework.dll new file mode 100644 index 0000000..2144e64 Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.GraphicsLibraryFramework.dll differ diff --git a/Map3DRendering/bin/Debug/net7.0/Shaders/Gizmo/axes.frag b/Map3DRendering/bin/Debug/net7.0/Shaders/Gizmo/axes.frag new file mode 100644 index 0000000..9e92417 --- /dev/null +++ b/Map3DRendering/bin/Debug/net7.0/Shaders/Gizmo/axes.frag @@ -0,0 +1,8 @@ +#version 330 core + +in vec3 vertexColor; +out vec4 FragColor; + +void main() { + FragColor = vec4(vertexColor, 1.0); +} \ No newline at end of file diff --git a/Map3DRendering/bin/Debug/net7.0/Shaders/Gizmo/axes.vert b/Map3DRendering/bin/Debug/net7.0/Shaders/Gizmo/axes.vert new file mode 100644 index 0000000..c62987c --- /dev/null +++ b/Map3DRendering/bin/Debug/net7.0/Shaders/Gizmo/axes.vert @@ -0,0 +1,14 @@ +#version 330 core + +layout (location = 0) in vec3 aPosition; +layout (location = 1) in vec3 aColor; + +uniform mat4 view; +uniform mat4 projection; + +out vec3 vertexColor; + +void main() { + gl_Position = projection * view * vec4(aPosition, 1.0); + vertexColor = aColor; +} \ No newline at end of file diff --git a/Map3DRendering/bin/Debug/net7.0/Shaders/lighting.frag b/Map3DRendering/bin/Debug/net7.0/Shaders/lighting.frag new file mode 100644 index 0000000..23cea86 --- /dev/null +++ b/Map3DRendering/bin/Debug/net7.0/Shaders/lighting.frag @@ -0,0 +1,49 @@ +#version 330 core +out vec4 FragColor; + +//In order to calculate some basic lighting we need a few things per model basis, and a few things per fragment basis: +uniform vec3 objectColor; //The color of the object. +uniform vec3 lightColor; //The color of the light. +uniform vec3 lightPos; //The position of the light. +uniform vec3 viewPos; //The position of the view and/or of the player. +uniform vec4 lineColor; +uniform sampler2D texture0; + +in vec3 Normal; //The normal of the fragment is calculated in the vertex shader. +in vec3 FragPos; //The fragment position. +in vec4 Color; + +void main() +{ + //The ambient color is the color where the light does not directly hit the object. + //You can think of it as an underlying tone throughout the object. Or the light coming from the scene/the sky (not the sun). + float ambientStrength = 1; + vec4 textureColor = Color; + vec3 ambient = ambientStrength * lightColor * textureColor; + + //We calculate the light direction, and make sure the normal is normalized. + vec3 norm = normalize(Normal); + vec3 lightDir = normalize(lightPos - FragPos); //Note: The light is pointing from the light to the fragment + + //The diffuse part of the phong model. + //This is the part of the light that gives the most, it is the color of the object where it is hit by light. + float diff = max(dot(norm, lightDir), 0.0); //We make sure the value is non negative with the max function. + vec3 diffuse = diff * lightColor; + + + //The specular light is the light that shines from the object, like light hitting metal. + //The calculations are explained much more detailed in the web version of the tutorials. + float specularStrength = 0.5; + vec3 viewDir = normalize(viewPos - FragPos); + vec3 reflectDir = reflect(-lightDir, norm); + float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); //The 32 is the shininess of the material. + vec3 specular = specularStrength * spec * lightColor; + + //At last we add all the light components together and multiply with the color of the object. Then we set the color + //and makes sure the alpha value is 1 + vec3 result = (ambient + diffuse + specular) * objectColor * textureColor; + FragColor = lineColor * vec4(result, 1.0); + + //Note we still use the light color * object color from the last tutorial. + //This time the light values are in the phong model (ambient, diffuse and specular) +} \ No newline at end of file diff --git a/Map3DRendering/bin/Debug/net7.0/Shaders/shader.frag b/Map3DRendering/bin/Debug/net7.0/Shaders/shader.frag new file mode 100644 index 0000000..1b3ea88 --- /dev/null +++ b/Map3DRendering/bin/Debug/net7.0/Shaders/shader.frag @@ -0,0 +1,17 @@ +#version 330 + +out vec4 outputColor; + +uniform vec3 viewPos; + +in vec4 Color; +in vec4 FarColor; +in vec3 FragPos; + +void main() +{ + float distance = length(viewPos - FragPos); + float interpolationFactor = clamp(distance / 1000, 0.0, 1.0); + + outputColor = mix(Color, FarColor, interpolationFactor); +} \ No newline at end of file diff --git a/Map3DRendering/bin/Debug/net7.0/Shaders/shader.vert b/Map3DRendering/bin/Debug/net7.0/Shaders/shader.vert new file mode 100644 index 0000000..7ae0e72 --- /dev/null +++ b/Map3DRendering/bin/Debug/net7.0/Shaders/shader.vert @@ -0,0 +1,20 @@ +#version 330 core +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec4 aColor; +layout (location = 2) in vec4 aColorFar; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; + +out vec3 FragPos; +out vec4 Color; +out vec4 FarColor; + +void main() +{ + gl_Position = vec4(aPos, 1.0) * model * view * projection; + FragPos = vec3(vec4(aPos, 1.0) * model); + Color = aColor; + FarColor = aColorFar; +} \ No newline at end of file diff --git a/Map3DRendering/bin/Debug/net7.0/StbImageSharp.dll b/Map3DRendering/bin/Debug/net7.0/StbImageSharp.dll new file mode 100644 index 0000000..5ae3bf4 Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/StbImageSharp.dll differ diff --git a/Map3DRendering/bin/Debug/net7.0/runtimes/linux-x64/native/libglfw-wayland.so.3.3 b/Map3DRendering/bin/Debug/net7.0/runtimes/linux-x64/native/libglfw-wayland.so.3.3 new file mode 100644 index 0000000..74fa07a Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/runtimes/linux-x64/native/libglfw-wayland.so.3.3 differ diff --git a/Map3DRendering/bin/Debug/net7.0/runtimes/linux-x64/native/libglfw.so.3.3 b/Map3DRendering/bin/Debug/net7.0/runtimes/linux-x64/native/libglfw.so.3.3 new file mode 100644 index 0000000..a916c16 Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/runtimes/linux-x64/native/libglfw.so.3.3 differ diff --git a/Map3DRendering/bin/Debug/net7.0/runtimes/osx-arm64/native/libglfw.3.dylib b/Map3DRendering/bin/Debug/net7.0/runtimes/osx-arm64/native/libglfw.3.dylib new file mode 100644 index 0000000..8b351bc Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/runtimes/osx-arm64/native/libglfw.3.dylib differ diff --git a/Map3DRendering/bin/Debug/net7.0/runtimes/osx-x64/native/libglfw.3.dylib b/Map3DRendering/bin/Debug/net7.0/runtimes/osx-x64/native/libglfw.3.dylib new file mode 100644 index 0000000..9f8e8a2 Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/runtimes/osx-x64/native/libglfw.3.dylib differ diff --git a/Map3DRendering/bin/Debug/net7.0/runtimes/win-x64/native/glfw3.dll b/Map3DRendering/bin/Debug/net7.0/runtimes/win-x64/native/glfw3.dll new file mode 100644 index 0000000..9d32801 Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/runtimes/win-x64/native/glfw3.dll differ diff --git a/Map3DRendering/bin/Debug/net7.0/runtimes/win-x86/native/glfw3.dll b/Map3DRendering/bin/Debug/net7.0/runtimes/win-x86/native/glfw3.dll new file mode 100644 index 0000000..bbe6bc8 Binary files /dev/null and b/Map3DRendering/bin/Debug/net7.0/runtimes/win-x86/native/glfw3.dll differ diff --git a/Map3DRendering/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs b/Map3DRendering/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs new file mode 100644 index 0000000..4257f4b --- /dev/null +++ b/Map3DRendering/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs @@ -0,0 +1,4 @@ +// +using System; +using System.Reflection; +[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v7.0", FrameworkDisplayName = ".NET 7.0")] diff --git a/Map3DRendering/obj/Debug/net7.0/Map3DRendering.AssemblyInfo.cs b/Map3DRendering/obj/Debug/net7.0/Map3DRendering.AssemblyInfo.cs new file mode 100644 index 0000000..0d78f3e --- /dev/null +++ b/Map3DRendering/obj/Debug/net7.0/Map3DRendering.AssemblyInfo.cs @@ -0,0 +1,23 @@ +//------------------------------------------------------------------------------ +// +// Ce code a été généré par un outil. +// Version du runtime :4.0.30319.42000 +// +// Les modifications apportées à ce fichier peuvent provoquer un comportement incorrect et seront perdues si +// le code est régénéré. +// +//------------------------------------------------------------------------------ + +using System; +using System.Reflection; + +[assembly: System.Reflection.AssemblyCompanyAttribute("Map3DRendering")] +[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")] +[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")] +[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")] +[assembly: System.Reflection.AssemblyProductAttribute("Map3DRendering")] +[assembly: System.Reflection.AssemblyTitleAttribute("Map3DRendering")] +[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")] + +// Généré par la classe MSBuild WriteCodeFragment. + diff --git a/Map3DRendering/obj/Debug/net7.0/Map3DRendering.AssemblyInfoInputs.cache b/Map3DRendering/obj/Debug/net7.0/Map3DRendering.AssemblyInfoInputs.cache new file mode 100644 index 0000000..faca071 --- /dev/null +++ b/Map3DRendering/obj/Debug/net7.0/Map3DRendering.AssemblyInfoInputs.cache @@ -0,0 +1 @@ +8af69b9dce5d51930a051b9424c0cf4a390c619a186f4caf0e03e7aac96b4f4c diff --git a/Map3DRendering/obj/Debug/net7.0/Map3DRendering.GeneratedMSBuildEditorConfig.editorconfig b/Map3DRendering/obj/Debug/net7.0/Map3DRendering.GeneratedMSBuildEditorConfig.editorconfig new file mode 100644 index 0000000..41eb35c --- /dev/null +++ b/Map3DRendering/obj/Debug/net7.0/Map3DRendering.GeneratedMSBuildEditorConfig.editorconfig @@ -0,0 +1,13 @@ +is_global = true +build_property.TargetFramework = net7.0 +build_property.TargetPlatformMinVersion = +build_property.UsingMicrosoftNETSdkWeb = +build_property.ProjectTypeGuids = +build_property.InvariantGlobalization = +build_property.PlatformNeutralAssembly = +build_property.EnforceExtendedAnalyzerRules = +build_property._SupportedPlatformList = Linux,macOS,Windows +build_property.RootNamespace = Map3DRendering +build_property.ProjectDir = C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Map3DRendering\ +build_property.EnableComHosting = 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GetLandBlockData_BadReturn() { + var value = engine.GetLandBlockData(0xFFFFFFFF); + + Assert.IsNull(value); + } + } +} diff --git a/Test_LandblockExtraction/GlobalUsings.cs b/Test_LandblockExtraction/GlobalUsings.cs new file mode 100644 index 0000000..ab67c7e --- /dev/null +++ b/Test_LandblockExtraction/GlobalUsings.cs @@ -0,0 +1 @@ +global using Microsoft.VisualStudio.TestTools.UnitTesting; \ No newline at end of file diff --git a/Test_LandblockExtraction/Test_LandblockExtraction.csproj b/Test_LandblockExtraction/Test_LandblockExtraction.csproj new file mode 100644 index 0000000..3caa952 --- /dev/null +++ b/Test_LandblockExtraction/Test_LandblockExtraction.csproj @@ -0,0 +1,32 @@ + + + + net7.0 + enable + enable + + false + true + + + + + + + + + + + + + + + + ..\Libs\AC2RE.Definitions.dll + + + ..\Libs\AC2RE.Utils.dll + + + + diff --git a/Test_LandblockExtraction/ToolsTest/MathOperations_Test.cs b/Test_LandblockExtraction/ToolsTest/MathOperations_Test.cs new file mode 100644 index 0000000..fde1c51 --- /dev/null +++ b/Test_LandblockExtraction/ToolsTest/MathOperations_Test.cs @@ -0,0 +1,43 @@ +using LandblockExtraction.Tools; + +namespace Test_LandblockExtraction.ToolsTest { + [TestClass] + public class MathOperations_Test { + [TestMethod] + public void GetXLanfblock_CorrectlyReturn() { + uint value = MathOperations.GetXLandblock(0x4466FFFF); + + Assert.AreEqual(0x44, value); + } + [TestMethod] + public void GetYLanfblock_CorrectlyReturn() { + uint value = MathOperations.GetYLandblock(0x4466FFFF); + + Assert.AreEqual(0x66, value); + } + [TestMethod] + public void GetTerrainInCellInfo_CorrectlyReturn() { + uint value = MathOperations.GetTerrainInCellInfo(8323074); + + Assert.AreEqual(0x2, value); + } + [TestMethod] + public void GetColorInCellInfo_CorrectlyReturn() { + uint value = MathOperations.GetColorInCellInfo(8323074); + + Assert.AreEqual(0x7F, value); + } + [TestMethod] + public void GetRoadInCellInfo_CorrectlyReturn() { + uint value = MathOperations.GetRoadInCellInfo(8323074); + + Assert.AreEqual(0x0, value); + } + [TestMethod] + public void GetSceneInCellInfo_CorrectlyReturn() { + uint value = MathOperations.GetSceneInCellInfo(8323074); + + Assert.AreEqual(0x0, value); + } + } +} diff --git a/Test_LandblockExtraction/bin/Debug/net7.0/AC2RE.Definitions.dll b/Test_LandblockExtraction/bin/Debug/net7.0/AC2RE.Definitions.dll new file mode 100644 index 0000000..0b1d035 Binary files /dev/null and b/Test_LandblockExtraction/bin/Debug/net7.0/AC2RE.Definitions.dll differ diff --git a/Test_LandblockExtraction/bin/Debug/net7.0/AC2RE.Utils.dll b/Test_LandblockExtraction/bin/Debug/net7.0/AC2RE.Utils.dll new file mode 100644 index 0000000..f4fef2a Binary files /dev/null and b/Test_LandblockExtraction/bin/Debug/net7.0/AC2RE.Utils.dll differ diff --git a/Test_LandblockExtraction/bin/Debug/net7.0/CoverletSourceRootsMapping b/Test_LandblockExtraction/bin/Debug/net7.0/CoverletSourceRootsMapping new file mode 100644 index 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The path is relative to the build output directory. The item will be copied to the same directory as the deployed test assemblies. + + + + Initializes a new instance of the class + + The relative or absolute path to the file or directory to deploy. The path is relative to the build output directory. The item will be copied to the same directory as the deployed test assemblies. + The path of the directory to which the items are to be copied. It can be either absolute or relative to the deployment directory. All files and directories identified by will be copied to this directory. + + + + Gets the path of the source file or folder to be copied. + + + + + Gets the path of the directory to which the item is copied. + + + + + Used to store information that is provided to unit tests. + + + + + Gets test properties for a test. + + + + + Gets or sets the cancellation token source. This token source is canceled when test times out. Also when explicitly canceled the test will be aborted + + + + + Gets base directory for the test run, under which deployed files and result files are stored. + + + + + Gets directory for files deployed for the test run. Typically a subdirectory of . + + + + + Gets base directory for results from the test run. Typically a subdirectory of . + + + + + Gets directory for test run result files. Typically a subdirectory of . + + + + + Gets directory for test result files. + + + + + Gets base directory for the test run, under which deployed files and result files are stored. + Same as . Use that property instead. + + + + + Gets directory for files deployed for the test run. Typically a subdirectory of . + Same as . Use that property instead. + + + + + Gets directory for test run result files. Typically a subdirectory of . + Same as . Use that property for test run result files, or + for test-specific result files instead. + + + + + Gets the Fully-qualified name of the class containing the test method currently being executed + + + + + Gets the fully specified type name metadata format. + + + + + Gets the fully specified method name metadata format. + + + + + Gets the name of the test method currently being executed + + + + + Gets the current test outcome. + + + + + Adds a file name to the list in TestResult.ResultFileNames + + + The file Name. + + + + + Used to write trace messages while the test is running + + formatted message string + + + + Used to write trace messages while the test is running + + format string + the arguments + + + + Used to write trace messages while the test is running + + formatted message string + + + + Used to write trace messages while the test is running + + format string + the arguments + + + diff --git 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b/Test_LandblockExtraction/bin/Debug/net7.0/zh-Hant/Microsoft.VisualStudio.TestPlatform.ObjectModel.resources.dll new file mode 100644 index 0000000..b2092e0 Binary files /dev/null and b/Test_LandblockExtraction/bin/Debug/net7.0/zh-Hant/Microsoft.VisualStudio.TestPlatform.ObjectModel.resources.dll differ diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs b/Test_LandblockExtraction/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs new file mode 100644 index 0000000..4257f4b --- /dev/null +++ b/Test_LandblockExtraction/obj/Debug/net7.0/.NETCoreApp,Version=v7.0.AssemblyAttributes.cs @@ -0,0 +1,4 @@ +// +using System; +using System.Reflection; +[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v7.0", FrameworkDisplayName = ".NET 7.0")] diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.AssemblyInfo.cs b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.AssemblyInfo.cs new file mode 100644 index 0000000..f497084 --- /dev/null +++ b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.AssemblyInfo.cs @@ -0,0 +1,23 @@ +//------------------------------------------------------------------------------ +// +// Ce code a été généré par un outil. +// Version du runtime :4.0.30319.42000 +// +// Les modifications apportées à ce fichier peuvent provoquer un comportement incorrect et seront perdues si +// le code est régénéré. +// +//------------------------------------------------------------------------------ + +using System; +using System.Reflection; + +[assembly: System.Reflection.AssemblyCompanyAttribute("Test_LandblockExtraction")] +[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")] +[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")] +[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")] +[assembly: System.Reflection.AssemblyProductAttribute("Test_LandblockExtraction")] +[assembly: System.Reflection.AssemblyTitleAttribute("Test_LandblockExtraction")] +[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")] + +// Généré par la classe MSBuild WriteCodeFragment. + diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.AssemblyInfoInputs.cache b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.AssemblyInfoInputs.cache new file mode 100644 index 0000000..0edd474 --- /dev/null +++ b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.AssemblyInfoInputs.cache @@ -0,0 +1 @@ +81e99a64f99417ad7d61ccd19922a1a9bb77ae51fb4e48e087b6eae65c9e46ef diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.GeneratedMSBuildEditorConfig.editorconfig b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.GeneratedMSBuildEditorConfig.editorconfig new file mode 100644 index 0000000..0e2cb91 --- /dev/null +++ b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.GeneratedMSBuildEditorConfig.editorconfig @@ -0,0 +1,13 @@ +is_global = true +build_property.TargetFramework = net7.0 +build_property.TargetPlatformMinVersion = +build_property.UsingMicrosoftNETSdkWeb = +build_property.ProjectTypeGuids = +build_property.InvariantGlobalization = +build_property.PlatformNeutralAssembly = +build_property.EnforceExtendedAnalyzerRules = +build_property._SupportedPlatformList = Linux,macOS,Windows +build_property.RootNamespace = Test_LandblockExtraction +build_property.ProjectDir = C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\ +build_property.EnableComHosting = +build_property.EnableGeneratedComInterfaceComImportInterop = diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.GlobalUsings.g.cs b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.GlobalUsings.g.cs new file mode 100644 index 0000000..8578f3d --- /dev/null +++ b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.GlobalUsings.g.cs @@ -0,0 +1,8 @@ +// +global using global::System; +global using global::System.Collections.Generic; +global using global::System.IO; +global using global::System.Linq; +global using global::System.Net.Http; +global using global::System.Threading; +global using global::System.Threading.Tasks; diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.assets.cache b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.assets.cache new file mode 100644 index 0000000..e4285c7 Binary files /dev/null and b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.assets.cache differ diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.AssemblyReference.cache b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.AssemblyReference.cache new file mode 100644 index 0000000..5fdc012 Binary files /dev/null and b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.AssemblyReference.cache differ diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.BuildWithSkipAnalyzers b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.BuildWithSkipAnalyzers new file mode 100644 index 0000000..e69de29 diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.CopyComplete b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.CopyComplete new file mode 100644 index 0000000..e69de29 diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.CoreCompileInputs.cache b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.CoreCompileInputs.cache new file mode 100644 index 0000000..57c08a1 --- /dev/null +++ b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.CoreCompileInputs.cache @@ -0,0 +1 @@ +aa33d3451cdf006083c07d591329c6f54eb7d36456594cc8a2b50f19d72d287e diff --git a/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.FileListAbsolute.txt b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.FileListAbsolute.txt new file mode 100644 index 0000000..45f2989 --- /dev/null +++ b/Test_LandblockExtraction/obj/Debug/net7.0/Test_LandblockExtraction.csproj.FileListAbsolute.txt @@ -0,0 +1,108 @@ +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\CoverletSourceRootsMapping +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\testhost.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\testhost.exe +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\fr\Microsoft.TestPlatform.AdapterUtilities.resources.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\fr\Microsoft.VisualStudio.TestPlatform.MSTest.TestAdapter.resources.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\fr\Microsoft.VisualStudio.TestPlatform.MSTestAdapter.PlatformServices.resources.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\fr\Microsoft.VisualStudio.TestPlatform.TestFramework.resources.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Microsoft.VisualStudio.TestPlatform.MSTest.TestAdapter.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Microsoft.VisualStudio.TestPlatform.MSTestAdapter.PlatformServices.Interface.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Microsoft.VisualStudio.TestPlatform.MSTestAdapter.PlatformServices.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Microsoft.TestPlatform.AdapterUtilities.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Test_LandblockExtraction.deps.json +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Test_LandblockExtraction.runtimeconfig.json +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Test_LandblockExtraction.dll +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Test_LandblockExtraction.pdb +C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Test_LandblockExtraction\bin\Debug\net7.0\Microsoft.VisualStudio.CodeCoverage.Shim.dll 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