Test not positif
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443b3a319d
commit
7c7dddde5e
9 changed files with 286 additions and 32 deletions
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@ -46,11 +46,11 @@ public class TerrainAtlasManager {
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foreach(var surface in portalEngine.cSurfaceDesc.surfaces) {
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foreach(var surface in portalEngine.cSurfaceDesc.surfaces) {
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if(terrain.surfaceInfo == surface.surfIndex) {
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if(terrain.surfaceInfo == surface.surfIndex) {
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foreach(var mat in surface.terrainMaterials) {
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foreach(var mat in surface.terrainMaterials) {
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tmpTer.subTerrains.Add(new(GetIndex(mat.baseMaterials.First().materialDid),
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tmpTer.AddSubTerrain(new(GetIndex(mat.baseMaterials.First().materialDid),
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mat.minPitch,
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mat.minPitch,
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mat.maxPitch,
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mat.maxPitch,
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MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor),
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MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor),
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MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor)));
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MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor)));
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}
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}
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}
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}
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}
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}
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@ -87,7 +87,7 @@ public class TerrainAtlasManager {
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}
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}
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private int GetIndex(DataId id) {
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private int GetIndex(DataId id) {
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foreach(var mat in mapTerrain) {
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foreach(var mat in mapTerrain) {
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if(mat.Value == id) return mat.Key;
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if(mat.Value.id == id.id) return mat.Key;
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}
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}
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return 0;
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return 0;
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}
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}
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@ -65,23 +65,25 @@ namespace LandblockExtraction.LandBlockExtractor {
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Vector3 vertex4 = blockStruct.verticesStruct.position[index4];
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Vector3 vertex4 = blockStruct.verticesStruct.position[index4];
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var normal = MathOperations.CalculateQuadNormal(vertex1, vertex2, vertex3, vertex4);
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var normal = MathOperations.CalculateQuadNormal(vertex1, vertex2, vertex3, vertex4);
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var test = MathOperations.CalculateInclination(normal);
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var sub1 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index1].X].DetermineSubTerrain(1 - normal.Y);
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var sub1 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index1].X].DetermineSubTerrain(test);
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var sub2 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index2].X].DetermineSubTerrain(1 - normal.Y);
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var sub2 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index2].X].DetermineSubTerrain(test);
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var sub3 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index3].X].DetermineSubTerrain(1 - normal.Y);
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var sub3 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index3].X].DetermineSubTerrain(test);
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var sub4 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index4].X].DetermineSubTerrain(1 - normal.Y);
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var sub4 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index4].X].DetermineSubTerrain(test);
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InitColorFarColorTerrain(index1, sub1, blockStruct);
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InitColorFarColorTerrain(index1, normal, sub1, blockStruct);
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InitColorFarColorTerrain(index2, sub2, blockStruct);
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InitColorFarColorTerrain(index2, normal, sub2, blockStruct);
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InitColorFarColorTerrain(index3, sub3, blockStruct);
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InitColorFarColorTerrain(index3, normal, sub3, blockStruct);
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InitColorFarColorTerrain(index4, sub4, blockStruct);
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InitColorFarColorTerrain(index4, normal, sub4, blockStruct);
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}
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}
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}
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}
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private void InitColorFarColorTerrain(int index, SubTerrain terrain, BlockStruct blockStruct) {
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private void InitColorFarColorTerrain(int index, Vector3 normal, SubTerrain terrain, BlockStruct blockStruct) {
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blockStruct.verticesStruct.terraintype[index].X = terrain.terrainIndex;
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blockStruct.verticesStruct.terraintype[index].X = terrain.terrainIndex;
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blockStruct.verticesStruct.color[index] = terrain.Color;
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blockStruct.verticesStruct.color[index] = terrain.Color;
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blockStruct.verticesStruct.farcolor[index] = terrain.farColor;
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blockStruct.verticesStruct.farcolor[index] = terrain.farColor;
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blockStruct.verticesStruct.normal[index] = normal;
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}
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}
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@ -180,42 +182,34 @@ namespace LandblockExtraction.LandBlockExtractor {
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newPositions.Add(blockStruct.verticesStruct.position[one]);
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newPositions.Add(blockStruct.verticesStruct.position[one]);
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newColors.Add(blockStruct.verticesStruct.color[one]);
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newColors.Add(blockStruct.verticesStruct.color[one]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
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newNormals.Add(blockStruct.verticesStruct.normal[one]);
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newTerrainTypes.Add(terrainType);
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newTerrainTypes.Add(terrainType);
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newPositions.Add(blockStruct.verticesStruct.position[two]);
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newPositions.Add(blockStruct.verticesStruct.position[two]);
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newColors.Add(blockStruct.verticesStruct.color[two]);
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newColors.Add(blockStruct.verticesStruct.color[two]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
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newNormals.Add(blockStruct.verticesStruct.normal[two]);
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newTerrainTypes.Add(terrainType);
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newTerrainTypes.Add(terrainType);
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newPositions.Add(blockStruct.verticesStruct.position[three]);
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newPositions.Add(blockStruct.verticesStruct.position[three]);
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newColors.Add(blockStruct.verticesStruct.color[three]);
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newColors.Add(blockStruct.verticesStruct.color[three]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
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newNormals.Add(blockStruct.verticesStruct.normal[three]);
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newTerrainTypes.Add(terrainType);
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newTerrainTypes.Add(terrainType);
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newPositions.Add(blockStruct.verticesStruct.position[foor]);
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newPositions.Add(blockStruct.verticesStruct.position[foor]);
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newColors.Add(blockStruct.verticesStruct.color[foor]);
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newColors.Add(blockStruct.verticesStruct.color[foor]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]);
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newNormals.Add(blockStruct.verticesStruct.normal[foor]);
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newTerrainTypes.Add(terrainType);
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newTerrainTypes.Add(terrainType);
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newTexCoord.Add(new(0, 0));
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newTexCoord.Add(new(0, 0));
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newTexCoord.Add(new(0, 1));
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newTexCoord.Add(new(0, 1));
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newTexCoord.Add(new(1, 0));
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newTexCoord.Add(new(1, 0));
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newTexCoord.Add(new(1, 1));
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newTexCoord.Add(new(1, 1));
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var normal = MathOperations.CalculateQuadNormal(blockStruct.verticesStruct.position[one],
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blockStruct.verticesStruct.position[two],
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blockStruct.verticesStruct.position[three],
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blockStruct.verticesStruct.position[foor]);
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newNormals.Add(normal);
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newNormals.Add(normal);
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newNormals.Add(normal);
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newNormals.Add(normal);
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}
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}
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// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)
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// Vous devez également mettre à jour les indices dans blockStruct.indices
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blockStruct.verticesStruct.position = newPositions.ToArray();
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blockStruct.verticesStruct.position = newPositions.ToArray();
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blockStruct.verticesStruct.normal = newNormals.ToArray();
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blockStruct.verticesStruct.normal = newNormals.ToArray();
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blockStruct.verticesStruct.color = newColors.ToArray();
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blockStruct.verticesStruct.color = newColors.ToArray();
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@ -41,5 +41,20 @@ namespace LandblockExtraction.Tools {
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Vector3 averageNormal = (normal1 + normal2) / 2;
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Vector3 averageNormal = (normal1 + normal2) / 2;
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return Vector3.Normalize(averageNormal);
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return Vector3.Normalize(averageNormal);
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}
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}
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public static float CalculateInclination(Vector3 normal) {
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Vector3 up = new Vector3(0, 0, 1); // Vecteur vertical de référence
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normal = Vector3.Normalize(normal); // Normaliser la normale
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float dotProduct = Vector3.Dot(normal, up); // Produit scalaire entre la normale et le vecteur vertical
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// Calculer le cosinus de l'angle
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float cosTheta = dotProduct;
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// Calculer le sinus de l'angle à partir du cosinus
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float sinTheta = (float)Math.Sqrt(1 - cosTheta * cosTheta);
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return sinTheta; // Retourner l'angle d'inclinaison variant de 0 à 1
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}
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}
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}
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}
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}
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12
LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs
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12
LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs
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@ -0,0 +1,12 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using System.Threading.Tasks;
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namespace LandblockExtraction.WorldMap;
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public struct VertexMap {
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public Vector3 Position;
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public Vector4 Color;
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}
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165
LandblockExtraction/WorldMap/WorldMap.cs
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165
LandblockExtraction/WorldMap/WorldMap.cs
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@ -0,0 +1,165 @@
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using AC2RE.Definitions;
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using LandblockExtraction.AtlasMaker;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.Tools;
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using System.Numerics;
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namespace LandblockExtraction.WorldMap;
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public class WorldMap {
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private readonly int NumberLandBlocks = 254;
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private readonly int BlockSize = 17;
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private readonly int cellSize = 8;
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private PortalEngine portalEngine;
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private CellEngine cellEngine;
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private TerrainAtlasManager terrainAtlasManager;
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private VertexMap[,] vertexMaps;
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public WorldMap(PortalEngine portalEngine, CellEngine cellEngine) {
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this.portalEngine = portalEngine;
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this.cellEngine = cellEngine;
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terrainAtlasManager = new TerrainAtlasManager(portalEngine);
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int globalSize = NumberLandBlocks * (BlockSize - 1);
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vertexMaps = new VertexMap[globalSize, globalSize];
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}
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private void InitializeBaseMap() {
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for (int landY = 0; landY <= NumberLandBlocks; landY++) {
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for (int landX = 0; landX <= NumberLandBlocks; landX++) {
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InitializeCellMap(landY, landX);
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}
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}
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}
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public void LoadRegion(int start, int end) {
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for (int landY = start; landY <= end; landY++) {
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for (int landX = start; landX <= end; landX++) {
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InitializeCellMap(landY, landX);
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}
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}
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}
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private void InitializeCellMap(int landx, int landy) {
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CellId landBlockId = new CellId((byte)landx, (byte)landy, 0xFF, 0xFF);
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var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
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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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float height = 0;
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Vector4 color = Vector4.Zero;
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// Calculer les indices globaux en prenant en compte la position du land
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int indiceX = landx * (BlockSize - 1) + y;
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int indiceY = landy * (BlockSize - 1) + x;
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if (landBlock != null) {
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height = GetHeightInLandBlock(landBlock, x, y);
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color = GetColorVertex(landBlock, x, y);
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}
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// Vérifier si les indices ne dépassent pas la taille globale de la grille
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if (indiceX < NumberLandBlocks * (BlockSize - 1) && indiceY < NumberLandBlocks * (BlockSize - 1)) {
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vertexMaps[indiceX, indiceY] = new VertexMap() {
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Position = GenerateVertexPosition(landx, landy, x, y, height),
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Color = color
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};
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}
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}
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}
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}
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private float GetHeightInLandBlock(CLandBlockData block, int x, int y) {
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var indice = y * BlockSize + x;
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return block.heights[indice];
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}
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private Vector4 GetColorVertex(CLandBlockData block, int x, int y) {
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var indice = y * BlockSize + x;
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var terrain = MathOperations.GetTerrainInCellInfo(block.cellInfos[indice]);
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return terrainAtlasManager.terrains[(int)terrain].subTerrains.First().Color;
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}
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public float[] GetAllVertices() {
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List<float> verticesList = new List<float>();
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int rowLength = NumberLandBlocks * (BlockSize - 1);
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for (int y = 0; y < rowLength; y++) {
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for (int x = 0; x < rowLength; x++) {
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// Ajouter la position du vertex à la liste
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verticesList.Add(vertexMaps[x, y].Position.X);
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verticesList.Add(vertexMaps[x, y].Position.Y);
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verticesList.Add(vertexMaps[x, y].Position.Z);
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// Ajouter la couleur si nécessaire
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verticesList.Add(vertexMaps[x, y].Color.X);
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verticesList.Add(vertexMaps[x, y].Color.Y);
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verticesList.Add(vertexMaps[x, y].Color.Z);
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verticesList.Add(vertexMaps[x, y].Color.W);
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}
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}
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return verticesList.ToArray();
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}
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public int[] GenerateRegionIndices(int start, int end) {
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List<int> indices = new List<int>();
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// Calcul de la longueur de la ligne pour la région spécifiée
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int rowLength = (end - start) * (BlockSize - 1);
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// Parcours de chaque "cellule" de la grille pour la région spécifiée
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for (int y = 0; y < rowLength; y++) {
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for (int x = 0; x < rowLength; x++) {
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int baseX = start * (BlockSize - 1);
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int baseY = start * (BlockSize - 1);
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int topLeft = (y + baseY) * (NumberLandBlocks * (BlockSize - 1)) + (x + baseX);
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int topRight = topLeft + 1;
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int bottomLeft = topLeft + (NumberLandBlocks * (BlockSize - 1));
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int bottomRight = bottomLeft + 1;
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indices.Add(topLeft);
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indices.Add(bottomLeft);
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indices.Add(bottomRight);
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indices.Add(bottomLeft);
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indices.Add(bottomRight);
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indices.Add(topRight);
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}
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}
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return indices.ToArray();
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}
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public int[] GenerateIndices() {
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List<int> indices = new List<int>();
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int rowLength = NumberLandBlocks * (BlockSize - 1);
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// Parcourir chaque "cellule" de la grille, sauf la dernière colonne et la dernière ligne
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for (int y = 0; y < rowLength - 1; y++) {
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for (int x = 0; x < rowLength - 1; x++) {
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// Calculer les indices des 4 sommets du carré courant
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int topLeft = y * rowLength + x;
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int topRight = topLeft + 1;
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int bottomLeft = topLeft + rowLength;
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int bottomRight = bottomLeft + 1;
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// Ajouter les indices pour former les deux triangles
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indices.Add(topLeft);
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indices.Add(bottomLeft);
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indices.Add(bottomRight);
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indices.Add(bottomLeft);
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indices.Add(bottomRight);
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indices.Add(topRight);
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}
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}
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return indices.ToArray();
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}
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private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, float height) {
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int tmpx = (landx * BlockSize + y) * cellSize;
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int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1;
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var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)) - landx * cellSize;// (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2));
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var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)) + landy * cellSize; //(tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1));
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return new Vector3(newX + 1020, height, newY - 1020);
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}
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}
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@ -83,7 +83,7 @@ namespace Map3DRendering.Common {
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// Get the projection matrix using the same method we have used up until this point
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// Get the projection matrix using the same method we have used up until this point
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public Matrix4 GetProjectionMatrix() {
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public Matrix4 GetProjectionMatrix() {
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return Matrix4.CreatePerspectiveFieldOfView(_fov, AspectRatio, 0.01f, 1000f);
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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.
|
||||||
|
|
|
||||||
|
|
@ -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,
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
|
|
|
||||||
67
Map3DRendering/WorldMapRender.cs
Normal file
67
Map3DRendering/WorldMapRender.cs
Normal file
|
|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue