diff --git a/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs b/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs index d6597d3..4c12d42 100644 --- a/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs +++ b/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs @@ -78,10 +78,9 @@ namespace LandblockExtraction.LandBlockExtractor { 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); + var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)) - landx * cellSize;// (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)); + var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)) + landy * cellSize; //(tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)); + return new Vector3(newX + 1020, portalEngine.landScapeDefs.landHeightTable[height], newY - 1020); } private Vector4 GenerateVertexColor(uint cellInfo) { var terrain = MathOperations.GetTerrainInCellInfo(cellInfo); diff --git a/Map3DRendering/Common/Texture.cs b/Map3DRendering/Common/Texture.cs index d0cf265..7a52e63 100644 --- a/Map3DRendering/Common/Texture.cs +++ b/Map3DRendering/Common/Texture.cs @@ -64,6 +64,43 @@ namespace Map3DRendering.Common { return new Texture(handle); } + public static Texture LoadFromArray(string[] paths) { + // Générer un identifiant de texture + int handle = GL.GenTexture(); + + // Activer la texture + GL.ActiveTexture(TextureUnit.Texture0); + GL.BindTexture(TextureTarget.Texture2DArray, handle); + + // Ici, nous supposons que toutes les images ont les mêmes dimensions et le même format + // Charger la première image pour obtenir les dimensions + ImageResult firstImage = ImageResult.FromStream(File.OpenRead(paths[0]), ColorComponents.RedGreenBlueAlpha); + int width = firstImage.Width; + int height = firstImage.Height; + + // Initialiser la texture 2D array sans lui passer de données pour l'instant + GL.TexImage3D(TextureTarget.Texture2DArray, 0, PixelInternalFormat.Rgba, width, height, paths.Length, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero); + + // Charger chaque texture dans l'array + for (int i = 0; i < paths.Length; i++) { + using (Stream stream = File.OpenRead(paths[i])) { + ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha); + GL.TexSubImage3D(TextureTarget.Texture2DArray, 0, 0, 0, i, width, height, 1, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data); + } + } + + // Paramètres de texture + GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); + GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); + GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge); + GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge); + + // Générer des mipmaps pour la texture array + GL.GenerateMipmap(GenerateMipmapTarget.Texture2DArray); + + return new Texture(handle); + } + public Texture(int glHandle) { Handle = glHandle; @@ -77,6 +114,11 @@ namespace Map3DRendering.Common { GL.ActiveTexture(unit); GL.BindTexture(TextureTarget.Texture2D, Handle); } + public void UseArray(TextureUnit unit) { + GL.ActiveTexture(unit); + GL.BindTexture(TextureTarget.Texture2DArray, Handle); + } + public void Assign(int shader, int i) { int location = GL.GetUniformLocation(shader, "textures[" + i.ToString() + "]"); diff --git a/Map3DRendering/Shaders/shader.frag b/Map3DRendering/Shaders/shader.frag index 0e12667..29f168c 100644 --- a/Map3DRendering/Shaders/shader.frag +++ b/Map3DRendering/Shaders/shader.frag @@ -5,7 +5,7 @@ out vec4 outputColor; uniform vec3 viewPos; uniform vec3 lightPos; uniform vec3 lightColor; -uniform sampler2D texture0; +uniform sampler2DArray texture0; in vec4 FarColor; in vec3 Normal; @@ -16,25 +16,10 @@ in float RealType; void main() { - float tileSize = 64.0 / 512.0; - - float baseWeight = 0.2; - float dominantWeight = 0.4; - - vec4 weights = vec4(baseWeight); - vec2 uvOffsets[4]; - for (int i = 0; i < 4; i++) { - float type = TexType[i]; - uvOffsets[i] = vec2(mod(type, 8.0), floor(type / 8.0)) * tileSize; - if (type == RealType) { - weights[i] = dominantWeight; - } - } - vec4 blendedColor[4]; for (int i = 0; i < 4; i++) { - vec2 uv = TexCoord * tileSize + uvOffsets[i]; - blendedColor[i] = texture(texture0, uv); + float type = TexType[i]; + blendedColor[i] = texture(texture0, vec3(TexCoord, type)); } float weightX = TexCoord.x; diff --git a/Map3DRendering/Window.cs b/Map3DRendering/Window.cs index 39ff51c..30fba6e 100644 --- a/Map3DRendering/Window.cs +++ b/Map3DRendering/Window.cs @@ -53,8 +53,10 @@ namespace Map3DRendering { _shader.Use(); mapRender.OnLoad(_shader); - _texture = Texture.LoadFromFile("atlas.jpg"); - _texture.Use(TextureUnit.Texture0); + + var file = Directory.EnumerateFiles(@"./terrains"); + _texture = Texture.LoadFromArray(file.ToArray()); + _texture.UseArray(TextureUnit.Texture0); axesGizmo = new AxesGizmo(); @@ -74,7 +76,7 @@ namespace Map3DRendering { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); _shader.Use(); - _texture.Use(TextureUnit.Texture0); + _texture.UseArray(TextureUnit.Texture0); _shader.SetMatrix4("view", _camera.GetViewMatrix()); _shader.SetMatrix4("projection", _camera.GetProjectionMatrix()); @@ -142,10 +144,10 @@ namespace Map3DRendering { _camera.Position += _camera.Right * cameraSpeed * (float)e.Time; // Right } if (input.IsKeyDown(Keys.Space)) { - _camera.Position += _camera.Up * cameraSpeed * (float)e.Time; // Up + _camera.Position += Vector3.UnitY * cameraSpeed * (float)e.Time; // Up } if (input.IsKeyDown(Keys.LeftShift)) { - _camera.Position -= _camera.Up * cameraSpeed * (float)e.Time; // Down + _camera.Position -= Vector3.UnitY * cameraSpeed * (float)e.Time; // Down } // Get the mouse state