Success to blend 4 texture
Need improuve for angle.
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8 changed files with 186 additions and 105 deletions
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@ -30,34 +30,5 @@ namespace LandblockExtraction.LandBlockExtractor {
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}
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}
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}
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public void GenerateUVByIndices() {
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// Calculer les UV en fonction de la position de chaque sommet
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for (int y = 0; y < BlockSize; y++) {
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for (int x = 0; x < BlockSize; x++) {
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// Indices des sommets du premier triangle
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//float u = ((float)x / (BlockSize - 1)) * 16;
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//float v = ((float)y / (BlockSize - 1)) * 16;
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// Définir la position de la texture dans l'atlas
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int textureIndexX = 1; // Deuxième colonne
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int textureIndexY = 0; // Première ligne
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int atlasSize = 4; // L'atlas contient 4x4 textures
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// Calculer le décalage dans l'atlas pour la texture ciblée
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float offsetX = (float)textureIndexX / atlasSize;
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float offsetY = (float)textureIndexY / atlasSize;
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// Calculer la taille d'une texture dans l'atlas
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float textureSize = 1.0f / atlasSize;
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// Calculer les coordonnées UV pour la répétition
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float u = ((float)x / (BlockSize - 1)) * 16 * textureSize + offsetX;
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float v = ((float)y / (BlockSize - 1)) * 16 * textureSize + offsetY;
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verticesStruct.texturecoord[y * BlockSize + x] = new(u, v);
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}
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}
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}
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}
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}
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@ -6,18 +6,22 @@ namespace LandblockExtraction.LandBlockExtractor {
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public Vector4[] color { get; set; }
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public Vector4[] farcolor { get; set; }
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public Vector2[] texturecoord { get; set; }
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public Vector4[] terraintype { get; set; }
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public float[] realtype { get; set; }
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public VerticesStruct(int blockSize) {
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position = new Vector3[blockSize * blockSize];
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color = new Vector4[blockSize * blockSize];
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farcolor = new Vector4[blockSize * blockSize];
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texturecoord = new Vector2[blockSize * blockSize];
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texturecoord = new Vector2[blockSize * blockSize];
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terraintype = new Vector4[blockSize * blockSize];
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realtype = new float[blockSize * blockSize];
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}
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public float[] Vertices() {
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int length = position.Length;
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float[] vertices = new float[length * 13]; // 3 pour position, 4 pour color, et 4 pour farcolor
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for (int i = 0, vi = 0; i < length; i++, vi += 13) {
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float[] vertices = new float[length * 18]; // 3 pour position, 4 pour color, et 4 pour farcolor
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for (int i = 0, vi = 0; i < length; i++, vi += 18) {
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vertices[vi] = position[i].X;
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vertices[vi + 1] = position[i].Y;
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vertices[vi + 2] = position[i].Z;
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@ -31,6 +35,11 @@ namespace LandblockExtraction.LandBlockExtractor {
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vertices[vi + 10] = farcolor[i].W;
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vertices[vi + 11] = texturecoord[i].X;
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vertices[vi + 12] = texturecoord[i].Y;
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vertices[vi + 13] = terraintype[i].X;
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vertices[vi + 14] = terraintype[i].Y;
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vertices[vi + 15] = terraintype[i].Z;
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vertices[vi + 16] = terraintype[i].W;
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vertices[vi + 17] = realtype[i];
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}
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return vertices;
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}
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