Wpf System test
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17 changed files with 746 additions and 12 deletions
17
LandblockExtraction/WorldMap/Types/Cell.cs
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17
LandblockExtraction/WorldMap/Types/Cell.cs
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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.Types;
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public class Cell {
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public Vector3[,] position;
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public Vector4[,] color;
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public Cell() {
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position = new Vector3[17, 17];
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color = new Vector4[17, 17];
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}
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}
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50
LandblockExtraction/WorldMap/Types/Land.cs
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50
LandblockExtraction/WorldMap/Types/Land.cs
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using LandblockExtraction.WorldMap.Types;
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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.Text;
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using System.Threading.Tasks;
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namespace LandblockExtraction.WorldMap;
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public class Land {
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public Cell cell;
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public Land() {
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cell = new Cell();
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}
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public float[] getVertices() {
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List<float> vertices = new List<float>();
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for(int y = 0; y < 10; y++) {
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for(int x = 0; x < 10; x++) {
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vertices.Add(cell.position[x, y].X);
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vertices.Add(cell.position[x, y].Y);
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vertices.Add(cell.position[x, y].Z);
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vertices.Add(cell.color[x, y].X);
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vertices.Add(cell.color[x, y].Y);
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vertices.Add(cell.color[x, y].Z);
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vertices.Add(cell.color[x, y].W);
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}
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}
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return vertices.ToArray();
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}
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public int[] getIndices() {
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List<int> indices = new List<int>();
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for (int y = 0; y < 10 - 1; y++) {
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for (int x = 0; x < 10 - 1; x++) {
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var value = y * 10 + x;
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indices.Add(value);
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indices.Add(value + 1);
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indices.Add(value + 10);
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indices.Add(value + 10);
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indices.Add(value + 11);
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indices.Add(value + 1);
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}
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}
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return indices.ToArray();
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}
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}
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40
LandblockExtraction/WorldMap/WorldMap.cs
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40
LandblockExtraction/WorldMap/WorldMap.cs
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@ -0,0 +1,40 @@
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using LandblockExtraction.WorldMap.Types;
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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.Text;
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using System.Numerics;
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using System.Threading.Tasks;
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namespace LandblockExtraction.WorldMap;
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public class WorldMap {
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public Land[,] lands;
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public WorldMap() {
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lands = new Land[10, 10];
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CreatePlane();
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}
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public void CreatePlane() {
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for(int i = 0; i < 10; i++) {
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for(int j = 0; j < 10; j++) {
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lands[j,i] = CreateCell(i, j);
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}
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}
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}
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private Land CreateCell(int i, int j) {
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Land land = new Land();
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for(int y = 0; y < 17; y++) {
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for (int x = 0; x < 17; x++) {
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float rand = new Random().Next(0, 254) / 255f;
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Console.WriteLine(rand);
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land.cell.position[x, y] = new Vector3(x + (j * 9), 0, y + (i * 9));
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land.cell.color[x, y] = new Vector4(rand, rand, rand, 1f);
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}
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}
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return land;
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}
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}
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@ -3,14 +3,16 @@ Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.8.34330.188
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Map3DRendering", "Map3DRendering\Map3DRendering.csproj", "{B2ED409E-ACF9-4D6B-9632-6B9A7D0C3386}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Map3DRendering", "Map3DRendering\Map3DRendering.csproj", "{B2ED409E-ACF9-4D6B-9632-6B9A7D0C3386}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LandblockExtraction", "LandblockExtraction\LandblockExtraction.csproj", "{CE966441-7638-4137-BD1A-A8ED612A4E81}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "LandblockExtraction", "LandblockExtraction\LandblockExtraction.csproj", "{CE966441-7638-4137-BD1A-A8ED612A4E81}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Test_LandblockExtraction", "Test_LandblockExtraction\Test_LandblockExtraction.csproj", "{23CE2C14-661B-4544-A768-5475809641FC}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Test_LandblockExtraction", "Test_LandblockExtraction\Test_LandblockExtraction.csproj", "{23CE2C14-661B-4544-A768-5475809641FC}"
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "TestUnit", "TestUnit", "{9CEDBDBC-D718-4F94-A8C7-8A10835816E3}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WpfMapView2D", "WpfMapView2D\WpfMapView2D.csproj", "{8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -29,6 +31,10 @@ Global
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{23CE2C14-661B-4544-A768-5475809641FC}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{23CE2C14-661B-4544-A768-5475809641FC}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{23CE2C14-661B-4544-A768-5475809641FC}.Release|Any CPU.Build.0 = Release|Any CPU
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{8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -30,6 +30,9 @@
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<None Update="Shaders\lighting.frag">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Update="Shaders\shadertest.frag">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Update="Shaders\shader.frag">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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13
Map3DRendering/Shaders/shadertest.frag
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13
Map3DRendering/Shaders/shadertest.frag
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#version 330
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out vec4 outputColor;
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uniform vec3 viewPos;
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uniform sampler2DArray texture0;
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in vec4 Color;
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void main()
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{
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outputColor = Color;
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}
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@ -10,7 +10,8 @@ namespace Map3DRendering {
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private readonly Vector3 _lightPos = new Vector3(0x10, 0, 0x10);
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private MapRender mapRender;
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//private MapRender mapRender;
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private WorldMapRender _render;
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private AxesGizmo axesGizmo;
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private Shader _shader;
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@ -33,7 +34,8 @@ namespace Map3DRendering {
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public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings)
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: base(gameWindowSettings, nativeWindowSettings) {
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mapRender = new MapRender();
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//mapRender = new MapRender();
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_render = new WorldMapRender();
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GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextures);
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}
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@ -49,10 +51,11 @@ namespace Map3DRendering {
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GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextureUnits);
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Console.WriteLine($"Maximum number of texture units for fragment shaders: {maxTextureUnits}");
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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_shader = new Shader("Shaders/shader.vert", "Shaders/shadertest.frag");
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_shader.Use();
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mapRender.OnLoad(_shader);
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//mapRender.OnLoad(_shader);
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_render.OnLoad(_shader);
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var file = Directory.EnumerateFiles(@"./terrains");
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_texture = Texture.LoadFromArray(file.ToArray());
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_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
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//_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f));
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_shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f));
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_shader.SetVector3("lightPos", _camera.Position);
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//_shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f));
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//_shader.SetVector3("lightPos", _camera.Position);
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GL.LineWidth(5.0f);
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_shader.SetVector3("viewPos", _camera.Position);
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mapRender.UpdateBlocks(_camera.Position, _shader);
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mapRender.Render(_shader);
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//_shader.SetVector3("viewPos", _camera.Position);
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//mapRender.UpdateBlocks(_camera.Position, _shader);
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//mapRender.Render(_shader);
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_render.Render(_shader);
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axesGizmo.Render(Size.X, Size.Y, _camera);
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77
Map3DRendering/WorldMapRender.cs
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77
Map3DRendering/WorldMapRender.cs
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using LandblockExtraction.AtlasMaker;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.LandBlockExtractor;
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using LandblockExtraction.WorldMap;
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using Map3DRendering.Common;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Mathematics;
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namespace Map3DRendering {
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public class WorldMapRender {
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private WorldMap worldMap;
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private int[,] _vertexArrayObject;
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private int[,] _vertexBufferObject;
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private int[,] _elementBufferObject;
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private int[,] _indiceLength;
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public WorldMapRender() {
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worldMap = new WorldMap();
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_vertexArrayObject = new int[10, 10];
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_vertexBufferObject = new int[10, 10];
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_elementBufferObject = new int[10, 10];
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_indiceLength = new int[10, 10];
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}
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public void OnLoad(Shader _shader) {
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for(int i = 0; i < 10; i++) {
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for(int j = 0; j < 10; j++) {
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InitializeBlock(j, i, worldMap.lands[j, i], _shader);
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}
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}
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}
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private void InitializeBlock(int x, int y, Land block, Shader _shader) {
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int lenghPacket = 7;
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var vertices = block.getVertices();
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var indices = block.getIndices();
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_indiceLength[x, y] = indices.Length;
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// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
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// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
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int tempVertexArray = GL.GenVertexArray();
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GL.BindVertexArray(tempVertexArray);
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_vertexArrayObject[x, y] = tempVertexArray;
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int tmpVertexBuffer = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, tmpVertexBuffer);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
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_vertexBufferObject[x, y] = tmpVertexBuffer;
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
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int tmpElementBuffer = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, tmpElementBuffer);
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GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(int), indices, BufferUsageHint.StaticDraw);
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_elementBufferObject[x, y] = tmpElementBuffer;
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var vertexLocation = _shader.GetAttribLocation("aPos");
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GL.EnableVertexAttribArray(vertexLocation);
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GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
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var colorLocation = _shader.GetAttribLocation("aColor");
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GL.EnableVertexAttribArray(colorLocation);
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GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float));
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}
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public void Render(Shader shader) {
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for (int y = 0; y < 10; y++) {
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for (int x = 0; x < 10; x++) {
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var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées
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shader.SetMatrix4("model", model);
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GL.BindVertexArray(_vertexArrayObject[x, y]);
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GL.DrawElements(PrimitiveType.Triangles, _indiceLength[x, y], DrawElementsType.UnsignedInt, 0);
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}
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}
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}
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}
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}
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9
WpfMapView2D/App.xaml
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WpfMapView2D/App.xaml
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<Application x:Class="WpfMapView2D.App"
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xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
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xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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xmlns:local="clr-namespace:WpfMapView2D"
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StartupUri="MainWindow.xaml">
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<Application.Resources>
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</Application.Resources>
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</Application>
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11
WpfMapView2D/App.xaml.cs
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11
WpfMapView2D/App.xaml.cs
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using System.Configuration;
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using System.Data;
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using System.Windows;
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namespace WpfMapView2D;
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/// <summary>
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/// Interaction logic for App.xaml
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/// </summary>
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public partial class App : Application {
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}
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10
WpfMapView2D/AssemblyInfo.cs
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10
WpfMapView2D/AssemblyInfo.cs
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using System.Windows;
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[assembly: ThemeInfo(
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ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
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//(used if a resource is not found in the page,
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// or application resource dictionaries)
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ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
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//(used if a resource is not found in the page,
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// app, or any theme specific resource dictionaries)
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)]
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106
WpfMapView2D/Common/Camera.cs
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106
WpfMapView2D/Common/Camera.cs
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using OpenTK.Mathematics;
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namespace WpfMapView2D.Common {
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// This is the camera class as it could be set up after the tutorials on the website.
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// It is important to note there are a few ways you could have set up this camera.
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// For example, you could have also managed the player input inside the camera class,
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// and a lot of the properties could have been made into functions.
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// TL;DR: This is just one of many ways in which we could have set up the camera.
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// Check out the web version if you don't know why we are doing a specific thing or want to know more about the code.
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public class Camera {
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// Those vectors are directions pointing outwards from the camera to define how it rotated.
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private Vector3 _front = -Vector3.UnitZ;
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private Vector3 _up = Vector3.UnitY;
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private Vector3 _right = Vector3.UnitX;
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// Rotation around the X axis (radians)
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private float _pitch;
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// Rotation around the Y axis (radians)
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private float _yaw = -MathHelper.PiOver2; // Without this, you would be started rotated 90 degrees right.
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// The field of view of the camera (radians)
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private float _fov = MathHelper.PiOver2;
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public Camera(Vector3 position, float aspectRatio) {
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Position = position;
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AspectRatio = aspectRatio;
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}
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// The position of the camera
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public Vector3 Position { get; set; }
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// This is simply the aspect ratio of the viewport, used for the projection matrix.
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public float AspectRatio { private get; set; }
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public Vector3 Front => _front;
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public Vector3 Up => _up;
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public Vector3 Right => _right;
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// We convert from degrees to radians as soon as the property is set to improve performance.
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public float Pitch {
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get => MathHelper.RadiansToDegrees(_pitch);
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set {
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// We clamp the pitch value between -89 and 89 to prevent the camera from going upside down, and a bunch
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// of weird "bugs" when you are using euler angles for rotation.
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// If you want to read more about this you can try researching a topic called gimbal lock
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var angle = MathHelper.Clamp(value, -89f, 89f);
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_pitch = MathHelper.DegreesToRadians(angle);
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UpdateVectors();
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}
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}
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// We convert from degrees to radians as soon as the property is set to improve performance.
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public float Yaw {
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get => MathHelper.RadiansToDegrees(_yaw);
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set {
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_yaw = MathHelper.DegreesToRadians(value);
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UpdateVectors();
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}
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}
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|
||||
// The field of view (FOV) is the vertical angle of the camera view.
|
||||
// This has been discussed more in depth in a previous tutorial,
|
||||
// but in this tutorial, you have also learned how we can use this to simulate a zoom feature.
|
||||
// We convert from degrees to radians as soon as the property is set to improve performance.
|
||||
public float Fov {
|
||||
get => MathHelper.RadiansToDegrees(_fov);
|
||||
set {
|
||||
var angle = MathHelper.Clamp(value, 1f, 90f);
|
||||
_fov = MathHelper.DegreesToRadians(angle);
|
||||
}
|
||||
}
|
||||
|
||||
// Get the view matrix using the amazing LookAt function described more in depth on the web tutorials
|
||||
public Matrix4 GetViewMatrix() {
|
||||
return Matrix4.LookAt(Position, Position + _front, _up);
|
||||
}
|
||||
|
||||
// Get the projection matrix using the same method we have used up until this point
|
||||
public Matrix4 GetProjectionMatrix() {
|
||||
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.
|
||||
private void UpdateVectors() {
|
||||
// First, the front matrix is calculated using some basic trigonometry.
|
||||
_front.X = MathF.Cos(_pitch) * MathF.Cos(_yaw);
|
||||
_front.Y = MathF.Sin(_pitch);
|
||||
_front.Z = MathF.Cos(_pitch) * MathF.Sin(_yaw);
|
||||
|
||||
// We need to make sure the vectors are all normalized, as otherwise we would get some funky results.
|
||||
_front = Vector3.Normalize(_front);
|
||||
|
||||
// Calculate both the right and the up vector using cross product.
|
||||
// Note that we are calculating the right from the global up; this behaviour might
|
||||
// not be what you need for all cameras so keep this in mind if you do not want a FPS camera.
|
||||
_right = Vector3.Normalize(Vector3.Cross(_front, Vector3.UnitY));
|
||||
_up = Vector3.Normalize(Vector3.Cross(_right, _front));
|
||||
}
|
||||
}
|
||||
}
|
||||
181
WpfMapView2D/Common/Shader.cs
Normal file
181
WpfMapView2D/Common/Shader.cs
Normal file
|
|
@ -0,0 +1,181 @@
|
|||
using OpenTK.Graphics.OpenGL4;
|
||||
using OpenTK.Mathematics;
|
||||
using System.IO;
|
||||
|
||||
namespace WpfMapView2D.Common {
|
||||
// A simple class meant to help create shaders.
|
||||
public class Shader {
|
||||
public readonly int Handle;
|
||||
|
||||
private readonly Dictionary<string, int> _uniformLocations;
|
||||
|
||||
// This is how you create a simple shader.
|
||||
// Shaders are written in GLSL, which is a language very similar to C in its semantics.
|
||||
// The GLSL source is compiled *at runtime*, so it can optimize itself for the graphics card it's currently being used on.
|
||||
// A commented example of GLSL can be found in shader.vert.
|
||||
public Shader(string vertPath, string fragPath) {
|
||||
// There are several different types of shaders, but the only two you need for basic rendering are the vertex and fragment shaders.
|
||||
// The vertex shader is responsible for moving around vertices, and uploading that data to the fragment shader.
|
||||
// The vertex shader won't be too important here, but they'll be more important later.
|
||||
// The fragment shader is responsible for then converting the vertices to "fragments", which represent all the data OpenGL needs to draw a pixel.
|
||||
// The fragment shader is what we'll be using the most here.
|
||||
|
||||
// Load vertex shader and compile
|
||||
var shaderSource = File.ReadAllText(vertPath);
|
||||
|
||||
// GL.CreateShader will create an empty shader (obviously). The ShaderType enum denotes which type of shader will be created.
|
||||
var vertexShader = GL.CreateShader(ShaderType.VertexShader);
|
||||
|
||||
// Now, bind the GLSL source code
|
||||
GL.ShaderSource(vertexShader, shaderSource);
|
||||
|
||||
// And then compile
|
||||
CompileShader(vertexShader);
|
||||
|
||||
// We do the same for the fragment shader.
|
||||
shaderSource = File.ReadAllText(fragPath);
|
||||
var fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
|
||||
GL.ShaderSource(fragmentShader, shaderSource);
|
||||
CompileShader(fragmentShader);
|
||||
|
||||
// These two shaders must then be merged into a shader program, which can then be used by OpenGL.
|
||||
// To do this, create a program...
|
||||
Handle = GL.CreateProgram();
|
||||
|
||||
// Attach both shaders...
|
||||
GL.AttachShader(Handle, vertexShader);
|
||||
GL.AttachShader(Handle, fragmentShader);
|
||||
|
||||
// And then link them together.
|
||||
LinkProgram(Handle);
|
||||
|
||||
// When the shader program is linked, it no longer needs the individual shaders attached to it; the compiled code is copied into the shader program.
|
||||
// Detach them, and then delete them.
|
||||
GL.DetachShader(Handle, vertexShader);
|
||||
GL.DetachShader(Handle, fragmentShader);
|
||||
GL.DeleteShader(fragmentShader);
|
||||
GL.DeleteShader(vertexShader);
|
||||
|
||||
// The shader is now ready to go, but first, we're going to cache all the shader uniform locations.
|
||||
// Querying this from the shader is very slow, so we do it once on initialization and reuse those values
|
||||
// later.
|
||||
|
||||
// First, we have to get the number of active uniforms in the shader.
|
||||
GL.GetProgram(Handle, GetProgramParameterName.ActiveUniforms, out var numberOfUniforms);
|
||||
|
||||
// Next, allocate the dictionary to hold the locations.
|
||||
_uniformLocations = new Dictionary<string, int>();
|
||||
|
||||
// Loop over all the uniforms,
|
||||
for (var i = 0; i < numberOfUniforms; i++) {
|
||||
// get the name of this uniform,
|
||||
var key = GL.GetActiveUniform(Handle, i, out _, out _);
|
||||
|
||||
// get the location,
|
||||
var location = GL.GetUniformLocation(Handle, key);
|
||||
|
||||
// and then add it to the dictionary.
|
||||
_uniformLocations.Add(key, location);
|
||||
}
|
||||
}
|
||||
|
||||
private static void CompileShader(int shader) {
|
||||
// Try to compile the shader
|
||||
GL.CompileShader(shader);
|
||||
|
||||
// Check for compilation errors
|
||||
GL.GetShader(shader, ShaderParameter.CompileStatus, out var code);
|
||||
if (code != (int)All.True) {
|
||||
// We can use `GL.GetShaderInfoLog(shader)` to get information about the error.
|
||||
var infoLog = GL.GetShaderInfoLog(shader);
|
||||
throw new Exception($"Error occurred whilst compiling Shader({shader}).\n\n{infoLog}");
|
||||
}
|
||||
}
|
||||
|
||||
private static void LinkProgram(int program) {
|
||||
// We link the program
|
||||
GL.LinkProgram(program);
|
||||
|
||||
// Check for linking errors
|
||||
GL.GetProgram(program, GetProgramParameterName.LinkStatus, out var code);
|
||||
if (code != (int)All.True) {
|
||||
// We can use `GL.GetProgramInfoLog(program)` to get information about the error.
|
||||
throw new Exception($"Error occurred whilst linking Program({program})");
|
||||
}
|
||||
}
|
||||
|
||||
// A wrapper function that enables the shader program.
|
||||
public void Use() {
|
||||
GL.UseProgram(Handle);
|
||||
}
|
||||
|
||||
// The shader sources provided with this project use hardcoded layout(location)-s. If you want to do it dynamically,
|
||||
// you can omit the layout(location=X) lines in the vertex shader, and use this in VertexAttribPointer instead of the hardcoded values.
|
||||
public int GetAttribLocation(string attribName) {
|
||||
return GL.GetAttribLocation(Handle, attribName);
|
||||
}
|
||||
|
||||
// Uniform setters
|
||||
// Uniforms are variables that can be set by user code, instead of reading them from the VBO.
|
||||
// You use VBOs for vertex-related data, and uniforms for almost everything else.
|
||||
|
||||
// Setting a uniform is almost always the exact same, so I'll explain it here once, instead of in every method:
|
||||
// 1. Bind the program you want to set the uniform on
|
||||
// 2. Get a handle to the location of the uniform with GL.GetUniformLocation.
|
||||
// 3. Use the appropriate GL.Uniform* function to set the uniform.
|
||||
|
||||
/// <summary>
|
||||
/// Set a uniform int on this shader.
|
||||
/// </summary>
|
||||
/// <param name="name">The name of the uniform</param>
|
||||
/// <param name="data">The data to set</param>
|
||||
public void SetInt(string name, int data) {
|
||||
GL.UseProgram(Handle);
|
||||
GL.Uniform1(_uniformLocations[name], data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set a uniform float on this shader.
|
||||
/// </summary>
|
||||
/// <param name="name">The name of the uniform</param>
|
||||
/// <param name="data">The data to set</param>
|
||||
public void SetFloat(string name, float data) {
|
||||
GL.UseProgram(Handle);
|
||||
GL.Uniform1(_uniformLocations[name], data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set a uniform Matrix4 on this shader
|
||||
/// </summary>
|
||||
/// <param name="name">The name of the uniform</param>
|
||||
/// <param name="data">The data to set</param>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// The matrix is transposed before being sent to the shader.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
public void SetMatrix4(string name, Matrix4 data) {
|
||||
GL.UseProgram(Handle);
|
||||
GL.UniformMatrix4(_uniformLocations[name], true, ref data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set a uniform Vector3 on this shader.
|
||||
/// </summary>
|
||||
/// <param name="name">The name of the uniform</param>
|
||||
/// <param name="data">The data to set</param>
|
||||
public void SetVector2(string name, Vector2 data) {
|
||||
GL.UseProgram(Handle);
|
||||
GL.Uniform2(_uniformLocations[name], data);
|
||||
}
|
||||
public void SetVector3(string name, Vector3 data) {
|
||||
GL.UseProgram(Handle);
|
||||
GL.Uniform3(_uniformLocations[name], data);
|
||||
}
|
||||
|
||||
public void SetVector4(string name, Vector4 data) {
|
||||
GL.UseProgram(Handle);
|
||||
GL.Uniform4(_uniformLocations[name], data);
|
||||
}
|
||||
}
|
||||
}
|
||||
129
WpfMapView2D/Common/Texture.cs
Normal file
129
WpfMapView2D/Common/Texture.cs
Normal file
|
|
@ -0,0 +1,129 @@
|
|||
using OpenTK.Graphics.OpenGL4;
|
||||
using StbImageSharp;
|
||||
using System.IO;
|
||||
|
||||
namespace WpfMapView2D.Common {
|
||||
// A helper class, much like Shader, meant to simplify loading textures.
|
||||
public class Texture {
|
||||
public readonly int Handle;
|
||||
|
||||
public static Texture LoadFromFile(string path) {
|
||||
// Generate handle
|
||||
int handle = GL.GenTexture();
|
||||
|
||||
// Bind the handle
|
||||
GL.ActiveTexture(TextureUnit.Texture0);
|
||||
GL.BindTexture(TextureTarget.Texture2D, handle);
|
||||
|
||||
// For this example, we're going to use .NET's built-in System.Drawing library to load textures.
|
||||
|
||||
// OpenGL has it's texture origin in the lower left corner instead of the top left corner,
|
||||
// so we tell StbImageSharp to flip the image when loading.
|
||||
StbImage.stbi_set_flip_vertically_on_load(1);
|
||||
|
||||
// Here we open a stream to the file and pass it to StbImageSharp to load.
|
||||
using (Stream stream = File.OpenRead(path)) {
|
||||
ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha);
|
||||
|
||||
// Now that our pixels are prepared, it's time to generate a texture. We do this with GL.TexImage2D.
|
||||
// Arguments:
|
||||
// The type of texture we're generating. There are various different types of textures, but the only one we need right now is Texture2D.
|
||||
// Level of detail. We can use this to start from a smaller mipmap (if we want), but we don't need to do that, so leave it at 0.
|
||||
// Target format of the pixels. This is the format OpenGL will store our image with.
|
||||
// Width of the image
|
||||
// Height of the image.
|
||||
// Border of the image. This must always be 0; it's a legacy parameter that Khronos never got rid of.
|
||||
// The format of the pixels, explained above. Since we loaded the pixels as RGBA earlier, we need to use PixelFormat.Rgba.
|
||||
// Data type of the pixels.
|
||||
// And finally, the actual pixels.
|
||||
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data);
|
||||
}
|
||||
|
||||
// Now that our texture is loaded, we can set a few settings to affect how the image appears on rendering.
|
||||
|
||||
// First, we set the min and mag filter. These are used for when the texture is scaled down and up, respectively.
|
||||
// Here, we use Linear for both. This means that OpenGL will try to blend pixels, meaning that textures scaled too far will look blurred.
|
||||
// You could also use (amongst other options) Nearest, which just grabs the nearest pixel, which makes the texture look pixelated if scaled too far.
|
||||
// NOTE: The default settings for both of these are LinearMipmap. If you leave these as default but don't generate mipmaps,
|
||||
// your image will fail to render at all (usually resulting in pure black instead).
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
|
||||
// Now, set the wrapping mode. S is for the X axis, and T is for the Y axis.
|
||||
// We set this to Repeat so that textures will repeat when wrapped. Not demonstrated here since the texture coordinates exactly match
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
||||
|
||||
// Next, generate mipmaps.
|
||||
// Mipmaps are smaller copies of the texture, scaled down. Each mipmap level is half the size of the previous one
|
||||
// Generated mipmaps go all the way down to just one pixel.
|
||||
// OpenGL will automatically switch between mipmaps when an object gets sufficiently far away.
|
||||
// This prevents moiré effects, as well as saving on texture bandwidth.
|
||||
// Here you can see and read about the morié effect https://en.wikipedia.org/wiki/Moir%C3%A9_pattern
|
||||
// Here is an example of mips in action https://en.wikipedia.org/wiki/File:Mipmap_Aliasing_Comparison.png
|
||||
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// Activate texture
|
||||
// Multiple textures can be bound, if your shader needs more than just one.
|
||||
// If you want to do that, use GL.ActiveTexture to set which slot GL.BindTexture binds to.
|
||||
// The OpenGL standard requires that there be at least 16, but there can be more depending on your graphics card.
|
||||
public void Use(TextureUnit unit) {
|
||||
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() + "]");
|
||||
GL.Uniform1(location, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
20
WpfMapView2D/MainWindow.xaml
Normal file
20
WpfMapView2D/MainWindow.xaml
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
<Window x:Class="WpfMapView2D.MainWindow"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
|
||||
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
|
||||
xmlns:glWpfControl="clr-namespace:OpenTK.Wpf;assembly=GLWpfControl"
|
||||
xmlns:local="clr-namespace:WpfMapView2D"
|
||||
mc:Ignorable="d"
|
||||
Title="MainWindow" Height="450" Width="800">
|
||||
<Grid>
|
||||
<Grid Margin="0,0,0,20">
|
||||
<glWpfControl:GLWpfControl
|
||||
x:Name="OpenTkControl"
|
||||
Render="OpenTkControl_OnRender" MouseLeftButtonDown="OpenTkControl_MouseLeftButtonDown"
|
||||
/>
|
||||
</Grid>
|
||||
<StatusBar Name="statusBarData" Height="20" VerticalAlignment="Bottom"/>
|
||||
|
||||
</Grid>
|
||||
</Window>
|
||||
42
WpfMapView2D/MainWindow.xaml.cs
Normal file
42
WpfMapView2D/MainWindow.xaml.cs
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
using OpenTK.Graphics.OpenGL4;
|
||||
using OpenTK.Mathematics;
|
||||
using OpenTK.Wpf;
|
||||
using System.Text;
|
||||
using System.Windows;
|
||||
using System.Windows.Controls;
|
||||
using System.Windows.Data;
|
||||
using System.Windows.Documents;
|
||||
using System.Windows.Input;
|
||||
using System.Windows.Media;
|
||||
using System.Windows.Media.Imaging;
|
||||
using System.Windows.Navigation;
|
||||
using System.Windows.Shapes;
|
||||
using WpfMapView2D.Common;
|
||||
|
||||
namespace WpfMapView2D;
|
||||
/// <summary>
|
||||
/// Interaction logic for MainWindow.xaml
|
||||
/// </summary>
|
||||
public partial class MainWindow : Window {
|
||||
public Camera _camera;
|
||||
public MainWindow() {
|
||||
InitializeComponent();
|
||||
var settings = new GLWpfControlSettings {
|
||||
MajorVersion = 4,
|
||||
MinorVersion = 0
|
||||
};
|
||||
|
||||
_camera = new Camera(Vector3.UnitY * 300, (float)this.Width / (float)this.Height);
|
||||
_camera.Fov = 60;
|
||||
|
||||
OpenTkControl.Start(settings);
|
||||
}
|
||||
private void OpenTkControl_OnRender(TimeSpan delta) {
|
||||
GL.ClearColor(Color4.Blue);
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
}
|
||||
|
||||
private void OpenTkControl_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) {
|
||||
|
||||
}
|
||||
}
|
||||
16
WpfMapView2D/WpfMapView2D.csproj
Normal file
16
WpfMapView2D/WpfMapView2D.csproj
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net7.0-windows</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<UseWPF>true</UseWPF>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="OpenTK.GLWpfControl" Version="4.2.3" />
|
||||
<PackageReference Include="StbImageSharp" Version="2.27.13" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
Loading…
Add table
Add a link
Reference in a new issue