Mise à jour du dépôt en fonction du .gitignore
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224 changed files with 6785 additions and 0 deletions
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Map3DRendering/bin/Debug/net7.0/AC2RE.Definitions.dll
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Map3DRendering/bin/Debug/net7.0/AC2RE.Utils.dll
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Map3DRendering/bin/Debug/net7.0/LandblockExtraction.dll
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Map3DRendering/bin/Debug/net7.0/Map3DRendering.deps.json
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Map3DRendering/bin/Debug/net7.0/Map3DRendering.deps.json
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Map3DRendering/bin/Debug/net7.0/Map3DRendering.dll
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Map3DRendering/bin/Debug/net7.0/Map3DRendering.exe
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Map3DRendering/bin/Debug/net7.0/Map3DRendering.pdb
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{
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Map3DRendering/bin/Debug/net7.0/OpenTK.Audio.OpenAL.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Compute.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Compute.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Core.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Core.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Graphics.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Mathematics.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Mathematics.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Common.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Common.dll
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Map3DRendering/bin/Debug/net7.0/OpenTK.Windowing.Desktop.dll
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#version 330 core
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in vec3 vertexColor;
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out vec4 FragColor;
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void main() {
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FragColor = vec4(vertexColor, 1.0);
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}
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Map3DRendering/bin/Debug/net7.0/Shaders/Gizmo/axes.vert
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Map3DRendering/bin/Debug/net7.0/Shaders/Gizmo/axes.vert
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 aColor;
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uniform mat4 view;
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uniform mat4 projection;
|
||||
|
||||
out vec3 vertexColor;
|
||||
|
||||
void main() {
|
||||
gl_Position = projection * view * vec4(aPosition, 1.0);
|
||||
vertexColor = aColor;
|
||||
}
|
||||
49
Map3DRendering/bin/Debug/net7.0/Shaders/lighting.frag
Normal file
49
Map3DRendering/bin/Debug/net7.0/Shaders/lighting.frag
Normal file
|
|
@ -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)
|
||||
}
|
||||
17
Map3DRendering/bin/Debug/net7.0/Shaders/shader.frag
Normal file
17
Map3DRendering/bin/Debug/net7.0/Shaders/shader.frag
Normal file
|
|
@ -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);
|
||||
}
|
||||
20
Map3DRendering/bin/Debug/net7.0/Shaders/shader.vert
Normal file
20
Map3DRendering/bin/Debug/net7.0/Shaders/shader.vert
Normal file
|
|
@ -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;
|
||||
}
|
||||
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Map3DRendering/bin/Debug/net7.0/StbImageSharp.dll
Normal file
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Map3DRendering/bin/Debug/net7.0/StbImageSharp.dll
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