diff --git a/LandblockExtraction/WorldMap/Types/Cell.cs b/LandblockExtraction/WorldMap/Types/Cell.cs new file mode 100644 index 0000000..8c1c1e1 --- /dev/null +++ b/LandblockExtraction/WorldMap/Types/Cell.cs @@ -0,0 +1,17 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Numerics; +using System.Text; +using System.Threading.Tasks; + +namespace LandblockExtraction.WorldMap.Types; +public class Cell { + public Vector3[,] position; + public Vector4[,] color; + + public Cell() { + position = new Vector3[17, 17]; + color = new Vector4[17, 17]; + } +} diff --git a/LandblockExtraction/WorldMap/Types/Land.cs b/LandblockExtraction/WorldMap/Types/Land.cs new file mode 100644 index 0000000..9ee3d2b --- /dev/null +++ b/LandblockExtraction/WorldMap/Types/Land.cs @@ -0,0 +1,50 @@ +using LandblockExtraction.WorldMap.Types; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace LandblockExtraction.WorldMap; +public class Land { + public Cell cell; + + public Land() { + cell = new Cell(); + } + + public float[] getVertices() { + List vertices = new List(); + for(int y = 0; y < 10; y++) { + for(int x = 0; x < 10; x++) { + vertices.Add(cell.position[x, y].X); + vertices.Add(cell.position[x, y].Y); + vertices.Add(cell.position[x, y].Z); + + vertices.Add(cell.color[x, y].X); + vertices.Add(cell.color[x, y].Y); + vertices.Add(cell.color[x, y].Z); + vertices.Add(cell.color[x, y].W); + } + } + return vertices.ToArray(); + } + + public int[] getIndices() { + List indices = new List(); + for (int y = 0; y < 10 - 1; y++) { + for (int x = 0; x < 10 - 1; x++) { + var value = y * 10 + x; + + indices.Add(value); + indices.Add(value + 1); + indices.Add(value + 10); + + indices.Add(value + 10); + indices.Add(value + 11); + indices.Add(value + 1); + } + } + return indices.ToArray(); + } +} diff --git a/LandblockExtraction/WorldMap/WorldMap.cs b/LandblockExtraction/WorldMap/WorldMap.cs new file mode 100644 index 0000000..d23eb1c --- /dev/null +++ b/LandblockExtraction/WorldMap/WorldMap.cs @@ -0,0 +1,40 @@ +using LandblockExtraction.WorldMap.Types; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Numerics; +using System.Threading.Tasks; + +namespace LandblockExtraction.WorldMap; +public class WorldMap { + public Land[,] lands; + + public WorldMap() { + lands = new Land[10, 10]; + + CreatePlane(); + } + + public void CreatePlane() { + for(int i = 0; i < 10; i++) { + for(int j = 0; j < 10; j++) { + lands[j,i] = CreateCell(i, j); + } + } + } + + private Land CreateCell(int i, int j) { + Land land = new Land(); + for(int y = 0; y < 17; y++) { + for (int x = 0; x < 17; x++) { + float rand = new Random().Next(0, 254) / 255f; + Console.WriteLine(rand); + land.cell.position[x, y] = new Vector3(x + (j * 9), 0, y + (i * 9)); + land.cell.color[x, y] = new Vector4(rand, rand, rand, 1f); + } + } + + return land; + } +} diff --git a/Map3DRendering.sln b/Map3DRendering.sln index f2dc1ea..ab7840a 100644 --- a/Map3DRendering.sln +++ b/Map3DRendering.sln @@ -3,14 +3,16 @@ Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 17 VisualStudioVersion = 17.8.34330.188 MinimumVisualStudioVersion = 10.0.40219.1 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Map3DRendering", "Map3DRendering\Map3DRendering.csproj", "{B2ED409E-ACF9-4D6B-9632-6B9A7D0C3386}" +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Map3DRendering", "Map3DRendering\Map3DRendering.csproj", "{B2ED409E-ACF9-4D6B-9632-6B9A7D0C3386}" EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LandblockExtraction", "LandblockExtraction\LandblockExtraction.csproj", "{CE966441-7638-4137-BD1A-A8ED612A4E81}" +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "LandblockExtraction", "LandblockExtraction\LandblockExtraction.csproj", "{CE966441-7638-4137-BD1A-A8ED612A4E81}" EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Test_LandblockExtraction", "Test_LandblockExtraction\Test_LandblockExtraction.csproj", "{23CE2C14-661B-4544-A768-5475809641FC}" +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Test_LandblockExtraction", "Test_LandblockExtraction\Test_LandblockExtraction.csproj", "{23CE2C14-661B-4544-A768-5475809641FC}" EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "TestUnit", "TestUnit", "{9CEDBDBC-D718-4F94-A8C7-8A10835816E3}" EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WpfMapView2D", "WpfMapView2D\WpfMapView2D.csproj", "{8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -29,6 +31,10 @@ Global {23CE2C14-661B-4544-A768-5475809641FC}.Debug|Any CPU.Build.0 = Debug|Any CPU {23CE2C14-661B-4544-A768-5475809641FC}.Release|Any CPU.ActiveCfg = Release|Any CPU {23CE2C14-661B-4544-A768-5475809641FC}.Release|Any CPU.Build.0 = Release|Any CPU + {8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Debug|Any CPU.Build.0 = Debug|Any CPU + {8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Release|Any CPU.ActiveCfg = Release|Any CPU + {8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/Map3DRendering/Map3DRendering.csproj b/Map3DRendering/Map3DRendering.csproj index 0766d4a..9a1d822 100644 --- a/Map3DRendering/Map3DRendering.csproj +++ b/Map3DRendering/Map3DRendering.csproj @@ -30,6 +30,9 @@ PreserveNewest + + Always + Always diff --git a/Map3DRendering/Shaders/shadertest.frag b/Map3DRendering/Shaders/shadertest.frag new file mode 100644 index 0000000..e93055d --- /dev/null +++ b/Map3DRendering/Shaders/shadertest.frag @@ -0,0 +1,13 @@ +#version 330 + +out vec4 outputColor; + +uniform vec3 viewPos; +uniform sampler2DArray texture0; + +in vec4 Color; + +void main() +{ + outputColor = Color; +} \ No newline at end of file diff --git a/Map3DRendering/Window.cs b/Map3DRendering/Window.cs index d8beae7..3e84e4c 100644 --- a/Map3DRendering/Window.cs +++ b/Map3DRendering/Window.cs @@ -10,7 +10,8 @@ namespace Map3DRendering { private readonly Vector3 _lightPos = new Vector3(0x10, 0, 0x10); - private MapRender mapRender; + //private MapRender mapRender; + private WorldMapRender _render; private AxesGizmo axesGizmo; private Shader _shader; @@ -33,7 +34,8 @@ namespace Map3DRendering { public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { - mapRender = new MapRender(); + //mapRender = new MapRender(); + _render = new WorldMapRender(); GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextures); } @@ -49,10 +51,11 @@ namespace Map3DRendering { GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextureUnits); Console.WriteLine($"Maximum number of texture units for fragment shaders: {maxTextureUnits}"); - _shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag"); + _shader = new Shader("Shaders/shader.vert", "Shaders/shadertest.frag"); _shader.Use(); - mapRender.OnLoad(_shader); + //mapRender.OnLoad(_shader); + _render.OnLoad(_shader); var file = Directory.EnumerateFiles(@"./terrains"); _texture = Texture.LoadFromArray(file.ToArray()); @@ -82,14 +85,15 @@ namespace Map3DRendering { _shader.SetMatrix4("projection", _camera.GetProjectionMatrix()); //_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f)); - _shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f)); - _shader.SetVector3("lightPos", _camera.Position); + //_shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f)); + //_shader.SetVector3("lightPos", _camera.Position); GL.LineWidth(5.0f); - _shader.SetVector3("viewPos", _camera.Position); - mapRender.UpdateBlocks(_camera.Position, _shader); - mapRender.Render(_shader); + //_shader.SetVector3("viewPos", _camera.Position); + //mapRender.UpdateBlocks(_camera.Position, _shader); + //mapRender.Render(_shader); + _render.Render(_shader); axesGizmo.Render(Size.X, Size.Y, _camera); diff --git a/Map3DRendering/WorldMapRender.cs b/Map3DRendering/WorldMapRender.cs new file mode 100644 index 0000000..f12a4b5 --- /dev/null +++ b/Map3DRendering/WorldMapRender.cs @@ -0,0 +1,77 @@ +using LandblockExtraction.AtlasMaker; +using LandblockExtraction.DatEngine; +using LandblockExtraction.LandBlockExtractor; +using LandblockExtraction.WorldMap; +using Map3DRendering.Common; +using OpenTK.Graphics.OpenGL4; +using OpenTK.Mathematics; + +namespace Map3DRendering { + public class WorldMapRender { + + private WorldMap worldMap; + private int[,] _vertexArrayObject; + private int[,] _vertexBufferObject; + private int[,] _elementBufferObject; + private int[,] _indiceLength; + + public WorldMapRender() { + worldMap = new WorldMap(); + _vertexArrayObject = new int[10, 10]; + _vertexBufferObject = new int[10, 10]; + _elementBufferObject = new int[10, 10]; + _indiceLength = new int[10, 10]; + } + + public void OnLoad(Shader _shader) { + for(int i = 0; i < 10; i++) { + for(int j = 0; j < 10; j++) { + InitializeBlock(j, i, worldMap.lands[j, i], _shader); + } + } + } + private void InitializeBlock(int x, int y, Land block, Shader _shader) { + int lenghPacket = 7; + + var vertices = block.getVertices(); + var indices = block.getIndices(); + _indiceLength[x, y] = 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[x, y] = tempVertexArray; + + int tmpVertexBuffer = GL.GenBuffer(); + GL.BindBuffer(BufferTarget.ArrayBuffer, tmpVertexBuffer); + GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw); + _vertexBufferObject[x, y] = 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[x, y] = 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), 3 * sizeof(float)); + } + public void Render(Shader shader) { + for (int y = 0; y < 10; y++) { + for (int x = 0; x < 10; x++) { + var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées + shader.SetMatrix4("model", model); + GL.BindVertexArray(_vertexArrayObject[x, y]); + GL.DrawElements(PrimitiveType.Triangles, _indiceLength[x, y], DrawElementsType.UnsignedInt, 0); + } + } + } + } +} diff --git a/WpfMapView2D/App.xaml b/WpfMapView2D/App.xaml new file mode 100644 index 0000000..6c88814 --- /dev/null +++ b/WpfMapView2D/App.xaml @@ -0,0 +1,9 @@ + + + + + diff --git a/WpfMapView2D/App.xaml.cs b/WpfMapView2D/App.xaml.cs new file mode 100644 index 0000000..a976a9d --- /dev/null +++ b/WpfMapView2D/App.xaml.cs @@ -0,0 +1,11 @@ +using System.Configuration; +using System.Data; +using System.Windows; + +namespace WpfMapView2D; +/// +/// Interaction logic for App.xaml +/// +public partial class App : Application { +} + diff --git a/WpfMapView2D/AssemblyInfo.cs b/WpfMapView2D/AssemblyInfo.cs new file mode 100644 index 0000000..b0ec827 --- /dev/null +++ b/WpfMapView2D/AssemblyInfo.cs @@ -0,0 +1,10 @@ +using System.Windows; + +[assembly: ThemeInfo( + ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located + //(used if a resource is not found in the page, + // or application resource dictionaries) + ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located + //(used if a resource is not found in the page, + // app, or any theme specific resource dictionaries) +)] diff --git a/WpfMapView2D/Common/Camera.cs b/WpfMapView2D/Common/Camera.cs new file mode 100644 index 0000000..820d917 --- /dev/null +++ b/WpfMapView2D/Common/Camera.cs @@ -0,0 +1,106 @@ +using OpenTK.Mathematics; + +namespace WpfMapView2D.Common { + // This is the camera class as it could be set up after the tutorials on the website. + // It is important to note there are a few ways you could have set up this camera. + // For example, you could have also managed the player input inside the camera class, + // and a lot of the properties could have been made into functions. + + // TL;DR: This is just one of many ways in which we could have set up the camera. + // 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. + public class Camera { + // Those vectors are directions pointing outwards from the camera to define how it rotated. + private Vector3 _front = -Vector3.UnitZ; + + private Vector3 _up = Vector3.UnitY; + + private Vector3 _right = Vector3.UnitX; + + // Rotation around the X axis (radians) + private float _pitch; + + // Rotation around the Y axis (radians) + private float _yaw = -MathHelper.PiOver2; // Without this, you would be started rotated 90 degrees right. + + // The field of view of the camera (radians) + private float _fov = MathHelper.PiOver2; + + public Camera(Vector3 position, float aspectRatio) { + Position = position; + AspectRatio = aspectRatio; + } + + // The position of the camera + public Vector3 Position { get; set; } + + // This is simply the aspect ratio of the viewport, used for the projection matrix. + public float AspectRatio { private get; set; } + + public Vector3 Front => _front; + + public Vector3 Up => _up; + + public Vector3 Right => _right; + + // We convert from degrees to radians as soon as the property is set to improve performance. + public float Pitch { + get => MathHelper.RadiansToDegrees(_pitch); + set { + // We clamp the pitch value between -89 and 89 to prevent the camera from going upside down, and a bunch + // of weird "bugs" when you are using euler angles for rotation. + // If you want to read more about this you can try researching a topic called gimbal lock + var angle = MathHelper.Clamp(value, -89f, 89f); + _pitch = MathHelper.DegreesToRadians(angle); + UpdateVectors(); + } + } + + // We convert from degrees to radians as soon as the property is set to improve performance. + public float Yaw { + get => MathHelper.RadiansToDegrees(_yaw); + set { + _yaw = MathHelper.DegreesToRadians(value); + UpdateVectors(); + } + } + + // 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)); + } + } +} diff --git a/WpfMapView2D/Common/Shader.cs b/WpfMapView2D/Common/Shader.cs new file mode 100644 index 0000000..4f865b5 --- /dev/null +++ b/WpfMapView2D/Common/Shader.cs @@ -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 _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(); + + // 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. + + /// + /// Set a uniform int on this shader. + /// + /// The name of the uniform + /// The data to set + public void SetInt(string name, int data) { + GL.UseProgram(Handle); + GL.Uniform1(_uniformLocations[name], data); + } + + /// + /// Set a uniform float on this shader. + /// + /// The name of the uniform + /// The data to set + public void SetFloat(string name, float data) { + GL.UseProgram(Handle); + GL.Uniform1(_uniformLocations[name], data); + } + + /// + /// Set a uniform Matrix4 on this shader + /// + /// The name of the uniform + /// The data to set + /// + /// + /// The matrix is transposed before being sent to the shader. + /// + /// + public void SetMatrix4(string name, Matrix4 data) { + GL.UseProgram(Handle); + GL.UniformMatrix4(_uniformLocations[name], true, ref data); + } + + /// + /// Set a uniform Vector3 on this shader. + /// + /// The name of the uniform + /// The data to set + 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); + } + } +} diff --git a/WpfMapView2D/Common/Texture.cs b/WpfMapView2D/Common/Texture.cs new file mode 100644 index 0000000..0d61fae --- /dev/null +++ b/WpfMapView2D/Common/Texture.cs @@ -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); + } + } +} diff --git a/WpfMapView2D/MainWindow.xaml b/WpfMapView2D/MainWindow.xaml new file mode 100644 index 0000000..5660898 --- /dev/null +++ b/WpfMapView2D/MainWindow.xaml @@ -0,0 +1,20 @@ + + + + + + + + + diff --git a/WpfMapView2D/MainWindow.xaml.cs b/WpfMapView2D/MainWindow.xaml.cs new file mode 100644 index 0000000..0a171b5 --- /dev/null +++ b/WpfMapView2D/MainWindow.xaml.cs @@ -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; +/// +/// Interaction logic for MainWindow.xaml +/// +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) { + + } +} \ No newline at end of file diff --git a/WpfMapView2D/WpfMapView2D.csproj b/WpfMapView2D/WpfMapView2D.csproj new file mode 100644 index 0000000..47cb1e4 --- /dev/null +++ b/WpfMapView2D/WpfMapView2D.csproj @@ -0,0 +1,16 @@ + + + + WinExe + net7.0-windows + enable + enable + true + + + + + + + +