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

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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);
}
}
}
}
}