Test not positif

This commit is contained in:
Troispoils 2024-03-03 19:07:02 +01:00
parent 443b3a319d
commit 7c7dddde5e
9 changed files with 286 additions and 32 deletions

View file

@ -46,11 +46,11 @@ public class TerrainAtlasManager {
foreach(var surface in portalEngine.cSurfaceDesc.surfaces) { foreach(var surface in portalEngine.cSurfaceDesc.surfaces) {
if(terrain.surfaceInfo == surface.surfIndex) { if(terrain.surfaceInfo == surface.surfIndex) {
foreach(var mat in surface.terrainMaterials) { foreach(var mat in surface.terrainMaterials) {
tmpTer.subTerrains.Add(new(GetIndex(mat.baseMaterials.First().materialDid), tmpTer.AddSubTerrain(new(GetIndex(mat.baseMaterials.First().materialDid),
mat.minPitch, mat.minPitch,
mat.maxPitch, mat.maxPitch,
MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor), MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor),
MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor))); MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor)));
} }
} }
} }
@ -87,7 +87,7 @@ public class TerrainAtlasManager {
} }
private int GetIndex(DataId id) { private int GetIndex(DataId id) {
foreach(var mat in mapTerrain) { foreach(var mat in mapTerrain) {
if(mat.Value == id) return mat.Key; if(mat.Value.id == id.id) return mat.Key;
} }
return 0; return 0;
} }

View file

@ -65,23 +65,25 @@ namespace LandblockExtraction.LandBlockExtractor {
Vector3 vertex4 = blockStruct.verticesStruct.position[index4]; Vector3 vertex4 = blockStruct.verticesStruct.position[index4];
var normal = MathOperations.CalculateQuadNormal(vertex1, vertex2, vertex3, vertex4); var normal = MathOperations.CalculateQuadNormal(vertex1, vertex2, vertex3, vertex4);
var test = MathOperations.CalculateInclination(normal);
var sub1 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index1].X].DetermineSubTerrain(1 - normal.Y); var sub1 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index1].X].DetermineSubTerrain(test);
var sub2 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index2].X].DetermineSubTerrain(1 - normal.Y); var sub2 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index2].X].DetermineSubTerrain(test);
var sub3 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index3].X].DetermineSubTerrain(1 - normal.Y); var sub3 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index3].X].DetermineSubTerrain(test);
var sub4 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index4].X].DetermineSubTerrain(1 - normal.Y); var sub4 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index4].X].DetermineSubTerrain(test);
InitColorFarColorTerrain(index1, sub1, blockStruct); InitColorFarColorTerrain(index1, normal, sub1, blockStruct);
InitColorFarColorTerrain(index2, sub2, blockStruct); InitColorFarColorTerrain(index2, normal, sub2, blockStruct);
InitColorFarColorTerrain(index3, sub3, blockStruct); InitColorFarColorTerrain(index3, normal, sub3, blockStruct);
InitColorFarColorTerrain(index4, sub4, blockStruct); InitColorFarColorTerrain(index4, normal, sub4, blockStruct);
} }
} }
private void InitColorFarColorTerrain(int index, SubTerrain terrain, BlockStruct blockStruct) { private void InitColorFarColorTerrain(int index, Vector3 normal, SubTerrain terrain, BlockStruct blockStruct) {
blockStruct.verticesStruct.terraintype[index].X = terrain.terrainIndex; blockStruct.verticesStruct.terraintype[index].X = terrain.terrainIndex;
blockStruct.verticesStruct.color[index] = terrain.Color; blockStruct.verticesStruct.color[index] = terrain.Color;
blockStruct.verticesStruct.farcolor[index] = terrain.farColor; blockStruct.verticesStruct.farcolor[index] = terrain.farColor;
blockStruct.verticesStruct.normal[index] = normal;
} }
@ -180,42 +182,34 @@ namespace LandblockExtraction.LandBlockExtractor {
newPositions.Add(blockStruct.verticesStruct.position[one]); newPositions.Add(blockStruct.verticesStruct.position[one]);
newColors.Add(blockStruct.verticesStruct.color[one]); newColors.Add(blockStruct.verticesStruct.color[one]);
newFarColors.Add(blockStruct.verticesStruct.farcolor[one]); newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
newNormals.Add(blockStruct.verticesStruct.normal[one]);
newTerrainTypes.Add(terrainType); newTerrainTypes.Add(terrainType);
newPositions.Add(blockStruct.verticesStruct.position[two]); newPositions.Add(blockStruct.verticesStruct.position[two]);
newColors.Add(blockStruct.verticesStruct.color[two]); newColors.Add(blockStruct.verticesStruct.color[two]);
newFarColors.Add(blockStruct.verticesStruct.farcolor[two]); newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
newNormals.Add(blockStruct.verticesStruct.normal[two]);
newTerrainTypes.Add(terrainType); newTerrainTypes.Add(terrainType);
newPositions.Add(blockStruct.verticesStruct.position[three]); newPositions.Add(blockStruct.verticesStruct.position[three]);
newColors.Add(blockStruct.verticesStruct.color[three]); newColors.Add(blockStruct.verticesStruct.color[three]);
newFarColors.Add(blockStruct.verticesStruct.farcolor[three]); newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
newNormals.Add(blockStruct.verticesStruct.normal[three]);
newTerrainTypes.Add(terrainType); newTerrainTypes.Add(terrainType);
newPositions.Add(blockStruct.verticesStruct.position[foor]); newPositions.Add(blockStruct.verticesStruct.position[foor]);
newColors.Add(blockStruct.verticesStruct.color[foor]); newColors.Add(blockStruct.verticesStruct.color[foor]);
newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]); newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]);
newNormals.Add(blockStruct.verticesStruct.normal[foor]);
newTerrainTypes.Add(terrainType); newTerrainTypes.Add(terrainType);
newTexCoord.Add(new(0, 0)); newTexCoord.Add(new(0, 0));
newTexCoord.Add(new(0, 1)); newTexCoord.Add(new(0, 1));
newTexCoord.Add(new(1, 0)); newTexCoord.Add(new(1, 0));
newTexCoord.Add(new(1, 1)); newTexCoord.Add(new(1, 1));
var normal = MathOperations.CalculateQuadNormal(blockStruct.verticesStruct.position[one],
blockStruct.verticesStruct.position[two],
blockStruct.verticesStruct.position[three],
blockStruct.verticesStruct.position[foor]);
newNormals.Add(normal);
newNormals.Add(normal);
newNormals.Add(normal);
newNormals.Add(normal);
} }
// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)
// Vous devez également mettre à jour les indices dans blockStruct.indices
blockStruct.verticesStruct.position = newPositions.ToArray(); blockStruct.verticesStruct.position = newPositions.ToArray();
blockStruct.verticesStruct.normal = newNormals.ToArray(); blockStruct.verticesStruct.normal = newNormals.ToArray();
blockStruct.verticesStruct.color = newColors.ToArray(); blockStruct.verticesStruct.color = newColors.ToArray();

View file

@ -41,5 +41,20 @@ namespace LandblockExtraction.Tools {
Vector3 averageNormal = (normal1 + normal2) / 2; Vector3 averageNormal = (normal1 + normal2) / 2;
return Vector3.Normalize(averageNormal); return Vector3.Normalize(averageNormal);
} }
public static float CalculateInclination(Vector3 normal) {
Vector3 up = new Vector3(0, 0, 1); // Vecteur vertical de référence
normal = Vector3.Normalize(normal); // Normaliser la normale
float dotProduct = Vector3.Dot(normal, up); // Produit scalaire entre la normale et le vecteur vertical
// Calculer le cosinus de l'angle
float cosTheta = dotProduct;
// Calculer le sinus de l'angle à partir du cosinus
float sinTheta = (float)Math.Sqrt(1 - cosTheta * cosTheta);
return sinTheta; // Retourner l'angle d'inclinaison variant de 0 à 1
}
} }
} }

View file

@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
namespace LandblockExtraction.WorldMap;
public struct VertexMap {
public Vector3 Position;
public Vector4 Color;
}

View file

@ -0,0 +1,165 @@
using AC2RE.Definitions;
using LandblockExtraction.AtlasMaker;
using LandblockExtraction.DatEngine;
using LandblockExtraction.Tools;
using System.Numerics;
namespace LandblockExtraction.WorldMap;
public class WorldMap {
private readonly int NumberLandBlocks = 254;
private readonly int BlockSize = 17;
private readonly int cellSize = 8;
private PortalEngine portalEngine;
private CellEngine cellEngine;
private TerrainAtlasManager terrainAtlasManager;
private VertexMap[,] vertexMaps;
public WorldMap(PortalEngine portalEngine, CellEngine cellEngine) {
this.portalEngine = portalEngine;
this.cellEngine = cellEngine;
terrainAtlasManager = new TerrainAtlasManager(portalEngine);
int globalSize = NumberLandBlocks * (BlockSize - 1);
vertexMaps = new VertexMap[globalSize, globalSize];
}
private void InitializeBaseMap() {
for (int landY = 0; landY <= NumberLandBlocks; landY++) {
for (int landX = 0; landX <= NumberLandBlocks; landX++) {
InitializeCellMap(landY, landX);
}
}
}
public void LoadRegion(int start, int end) {
for (int landY = start; landY <= end; landY++) {
for (int landX = start; landX <= end; landX++) {
InitializeCellMap(landY, landX);
}
}
}
private void InitializeCellMap(int landx, int landy) {
CellId landBlockId = new CellId((byte)landx, (byte)landy, 0xFF, 0xFF);
var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
for (int y = 0; y < BlockSize; y++) {
for (int x = 0; x < BlockSize; x++) {
float height = 0;
Vector4 color = Vector4.Zero;
// Calculer les indices globaux en prenant en compte la position du land
int indiceX = landx * (BlockSize - 1) + y;
int indiceY = landy * (BlockSize - 1) + x;
if (landBlock != null) {
height = GetHeightInLandBlock(landBlock, x, y);
color = GetColorVertex(landBlock, x, y);
}
// Vérifier si les indices ne dépassent pas la taille globale de la grille
if (indiceX < NumberLandBlocks * (BlockSize - 1) && indiceY < NumberLandBlocks * (BlockSize - 1)) {
vertexMaps[indiceX, indiceY] = new VertexMap() {
Position = GenerateVertexPosition(landx, landy, x, y, height),
Color = color
};
}
}
}
}
private float GetHeightInLandBlock(CLandBlockData block, int x, int y) {
var indice = y * BlockSize + x;
return block.heights[indice];
}
private Vector4 GetColorVertex(CLandBlockData block, int x, int y) {
var indice = y * BlockSize + x;
var terrain = MathOperations.GetTerrainInCellInfo(block.cellInfos[indice]);
return terrainAtlasManager.terrains[(int)terrain].subTerrains.First().Color;
}
public float[] GetAllVertices() {
List<float> verticesList = new List<float>();
int rowLength = NumberLandBlocks * (BlockSize - 1);
for (int y = 0; y < rowLength; y++) {
for (int x = 0; x < rowLength; x++) {
// Ajouter la position du vertex à la liste
verticesList.Add(vertexMaps[x, y].Position.X);
verticesList.Add(vertexMaps[x, y].Position.Y);
verticesList.Add(vertexMaps[x, y].Position.Z);
// Ajouter la couleur si nécessaire
verticesList.Add(vertexMaps[x, y].Color.X);
verticesList.Add(vertexMaps[x, y].Color.Y);
verticesList.Add(vertexMaps[x, y].Color.Z);
verticesList.Add(vertexMaps[x, y].Color.W);
}
}
return verticesList.ToArray();
}
public int[] GenerateRegionIndices(int start, int end) {
List<int> indices = new List<int>();
// Calcul de la longueur de la ligne pour la région spécifiée
int rowLength = (end - start) * (BlockSize - 1);
// Parcours de chaque "cellule" de la grille pour la région spécifiée
for (int y = 0; y < rowLength; y++) {
for (int x = 0; x < rowLength; x++) {
int baseX = start * (BlockSize - 1);
int baseY = start * (BlockSize - 1);
int topLeft = (y + baseY) * (NumberLandBlocks * (BlockSize - 1)) + (x + baseX);
int topRight = topLeft + 1;
int bottomLeft = topLeft + (NumberLandBlocks * (BlockSize - 1));
int bottomRight = bottomLeft + 1;
indices.Add(topLeft);
indices.Add(bottomLeft);
indices.Add(bottomRight);
indices.Add(bottomLeft);
indices.Add(bottomRight);
indices.Add(topRight);
}
}
return indices.ToArray();
}
public int[] GenerateIndices() {
List<int> indices = new List<int>();
int rowLength = NumberLandBlocks * (BlockSize - 1);
// Parcourir chaque "cellule" de la grille, sauf la dernière colonne et la dernière ligne
for (int y = 0; y < rowLength - 1; y++) {
for (int x = 0; x < rowLength - 1; x++) {
// Calculer les indices des 4 sommets du carré courant
int topLeft = y * rowLength + x;
int topRight = topLeft + 1;
int bottomLeft = topLeft + rowLength;
int bottomRight = bottomLeft + 1;
// Ajouter les indices pour former les deux triangles
indices.Add(topLeft);
indices.Add(bottomLeft);
indices.Add(bottomRight);
indices.Add(bottomLeft);
indices.Add(bottomRight);
indices.Add(topRight);
}
}
return indices.ToArray();
}
private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, float height) {
int tmpx = (landx * BlockSize + y) * cellSize;
int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1;
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, height, newY - 1020);
}
}

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@ -83,7 +83,7 @@ namespace Map3DRendering.Common {
// Get the projection matrix using the same method we have used up until this point // Get the projection matrix using the same method we have used up until this point
public Matrix4 GetProjectionMatrix() { public Matrix4 GetProjectionMatrix() {
return Matrix4.CreatePerspectiveFieldOfView(_fov, AspectRatio, 0.01f, 1000f); return Matrix4.CreatePerspectiveFieldOfView(_fov, AspectRatio, 0.01f, 5000f);
} }
// This function is going to update the direction vertices using some of the math learned in the web tutorials. // This function is going to update the direction vertices using some of the math learned in the web tutorials.

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@ -6,8 +6,9 @@ namespace Map3DRendering {
public static class Program { public static class Program {
private static void Main() { private static void Main() {
var nativeWindowSettings = new NativeWindowSettings() { var nativeWindowSettings = new NativeWindowSettings() {
Size = new Vector2i(800, 600), ClientSize = new Vector2i(800, 600),
Title = "LearnOpenTK - Map AC2", Title = "LearnOpenTK - Map AC2",
Vsync = VSyncMode.On,
// This is needed to run on macos // This is needed to run on macos
Flags = ContextFlags.ForwardCompatible, Flags = ContextFlags.ForwardCompatible,
}; };

View file

@ -10,7 +10,7 @@ namespace Map3DRendering {
private readonly Vector3 _lightPos = new Vector3(0x10, 0, 0x10); private readonly Vector3 _lightPos = new Vector3(0x10, 0, 0x10);
private MapRender mapRender; private WorldMapRender mapRender;
private AxesGizmo axesGizmo; private AxesGizmo axesGizmo;
private Shader _shader; private Shader _shader;
@ -33,7 +33,7 @@ namespace Map3DRendering {
public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings)
: base(gameWindowSettings, nativeWindowSettings) { : base(gameWindowSettings, nativeWindowSettings) {
mapRender = new MapRender(); mapRender = new WorldMapRender();
GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextures); GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextures);
} }
@ -88,7 +88,7 @@ namespace Map3DRendering {
GL.LineWidth(5.0f); GL.LineWidth(5.0f);
_shader.SetVector3("viewPos", _camera.Position); _shader.SetVector3("viewPos", _camera.Position);
mapRender.UpdateBlocks(_camera.Position, _shader); //mapRender.UpdateBlocks(_camera.Position, _shader);
mapRender.Render(_shader); mapRender.Render(_shader);
axesGizmo.Render(Size.X, Size.Y, _camera); axesGizmo.Render(Size.X, Size.Y, _camera);

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@ -0,0 +1,67 @@
using LandblockExtraction.DatEngine;
using LandblockExtraction.WorldMap;
using Map3DRendering.Common;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
namespace Map3DRendering;
public class WorldMapRender {
private PortalEngine portalEngine;
private CellEngine cellEngine;
private WorldMap worldMap;
public int _vertexArrayObject;
public int _vertexBufferObject;
public int _elementBufferObject;
public int indicesLength;
public WorldMapRender() {
portalEngine = new PortalEngine();
cellEngine = new CellEngine();
worldMap = new WorldMap(portalEngine, cellEngine);
worldMap.LoadRegion(0x5F, 0x9F);
}
public void OnLoad(Shader _shader) {
InitializeMap(_shader);
}
private void InitializeMap(Shader _shader) {
int lenghPacket = 7;
var vertices = worldMap.GetAllVertices();
var indices = worldMap.GenerateRegionIndices(0x5F, 0x9F);
indicesLength = indices.Length;
// 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 = tempVertexArray;
int tmpVertexBuffer = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, tmpVertexBuffer);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
_vertexBufferObject = 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, indices.Length * sizeof(int), indices, BufferUsageHint.StaticDraw);
_elementBufferObject = 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), 6 * sizeof(float));
}
public void Render(Shader shader) {
var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées
shader.SetMatrix4("model", model);
GL.BindVertexArray(_vertexArrayObject);
GL.DrawElements(PrimitiveType.Triangles, indicesLength, DrawElementsType.UnsignedInt, 0);
}
}