Wpf System test

This commit is contained in:
Troispoils 2024-03-06 17:19:53 +01:00
parent af9c782c1e
commit 9ad4bc1c69
17 changed files with 746 additions and 12 deletions

View file

@ -30,6 +30,9 @@
<None Update="Shaders\lighting.frag">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Update="Shaders\shadertest.frag">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Update="Shaders\shader.frag">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>

View file

@ -0,0 +1,13 @@
#version 330
out vec4 outputColor;
uniform vec3 viewPos;
uniform sampler2DArray texture0;
in vec4 Color;
void main()
{
outputColor = Color;
}

View file

@ -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);

View file

@ -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);
}
}
}
}
}