Update for AtlasBuilder ok

Need to improuve duplicate vertex for mapping texture.
This commit is contained in:
Troispoils 2024-02-27 17:04:09 +01:00
parent 4777783ffb
commit b9a2b87fe9
11 changed files with 160 additions and 33 deletions

View file

@ -1,12 +1,15 @@
using AC2RE.Definitions;
using LandblockExtraction.AtlasMaker;
using LandblockExtraction.DatEngine;
using LandblockExtraction.Tools;
using System.Dynamic;
using System.Numerics;
namespace LandblockExtraction.LandBlockExtractor {
public class LandBlockExtrator {
private PortalEngine portalEngine;
private CellEngine cellEngine;
private TerrainAtlasManager terrainAtlasManager;
private readonly int NumberLandBlocks = 255;
private readonly int BlockSize = 17;
@ -15,6 +18,11 @@ namespace LandblockExtraction.LandBlockExtractor {
public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) {
this.portalEngine = portalEngine;
this.cellEngine = cellEngine;
terrainAtlasManager = new TerrainAtlasManager(portalEngine);
terrainAtlasManager.ExtractTexture();
terrainAtlasManager.GenerateAtlas();
terrainAtlasManager.GenerateUV();
}
public BlockStruct? GetBlock(int landX, int landY) {
@ -34,11 +42,65 @@ namespace LandblockExtraction.LandBlockExtractor {
blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
blockStruct.GenerateIndices();
//blockStruct.GenerateUVByIndices();
GenerateVertexTextureCoord(blockData, blockStruct);
}
}
return blockStruct;
}
private void GenerateVertexTextureCoord(CLandBlockData blockData, BlockStruct blockStruct) {
List<Vector3> vertices = new List<Vector3>(); // Liste pour stocker les positions des sommets dupliqués
List<Vector4> colors = new List<Vector4>();
List<Vector4> farcolors = new List<Vector4>();
List<Vector2> uvs = new List<Vector2>(); // Liste pour stocker les coordonnées UV
List<int> indices = new List<int>(); // Liste pour stocker les nouveaux indices
for (int y = 0; y < blockStruct.indices.Length; y = y + 6) {
// Créez 4 sommets
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y]]);
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 1]]);
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 2]]);
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 5]]);
// Créez 4 color
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y]]);
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 1]]);
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 2]]);
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 5]]);
// Créez 4 farcolor
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y]]);
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 1]]);
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 2]]);
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 5]]);
// Assignez les coordonnées UV à chaque sommet
uvs.Add(new Vector2(0, 0)); // Coin inférieur gauche
uvs.Add(new Vector2(1, 0)); // Coin inférieur droit
uvs.Add(new Vector2(0, 1)); // Coin supérieur gauche
uvs.Add(new Vector2(1, 1)); // Coin supérieur droit
// Créez les indices pour les deux triangles du quad
int baseIndex = (y / 6) * 4; // Calculez l'index de base pour ce quad
indices.Add(baseIndex);
indices.Add(baseIndex + 1);
indices.Add(baseIndex + 2);
indices.Add(baseIndex + 2);
indices.Add(baseIndex + 1);
indices.Add(baseIndex + 3);
}
// Mettez à jour le BlockStruct avec les nouvelles listes de sommets, UVs, et indices
Console.WriteLine(indices.Count);
blockStruct.verticesStruct.position = vertices.ToArray();
blockStruct.verticesStruct.color = colors.ToArray();
blockStruct.verticesStruct.farcolor = farcolors.ToArray();
blockStruct.verticesStruct.texturecoord = uvs.ToArray();
blockStruct.indices = indices.ToArray();
}
private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) {
int tmpx = (landx * BlockSize + y) * cellSize;
int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1;

View file

@ -1,4 +1,8 @@
namespace LandblockExtraction.LandBlockExtractor {

using System;
using System.Numerics;
namespace LandblockExtraction.LandBlockExtractor {
public class BlockStruct {
public readonly static int BlockSize = 17;
@ -26,5 +30,34 @@
}
}
}
public void GenerateUVByIndices() {
// Calculer les UV en fonction de la position de chaque sommet
for (int y = 0; y < BlockSize; y++) {
for (int x = 0; x < BlockSize; x++) {
// Indices des sommets du premier triangle
//float u = ((float)x / (BlockSize - 1)) * 16;
//float v = ((float)y / (BlockSize - 1)) * 16;
// Définir la position de la texture dans l'atlas
int textureIndexX = 1; // Deuxième colonne
int textureIndexY = 0; // Première ligne
int atlasSize = 4; // L'atlas contient 4x4 textures
// Calculer le décalage dans l'atlas pour la texture ciblée
float offsetX = (float)textureIndexX / atlasSize;
float offsetY = (float)textureIndexY / atlasSize;
// Calculer la taille d'une texture dans l'atlas
float textureSize = 1.0f / atlasSize;
// Calculer les coordonnées UV pour la répétition
float u = ((float)x / (BlockSize - 1)) * 16 * textureSize + offsetX;
float v = ((float)y / (BlockSize - 1)) * 16 * textureSize + offsetY;
verticesStruct.texturecoord[y * BlockSize + x] = new(u, v);
}
}
}
}
}

View file

@ -5,17 +5,19 @@ namespace LandblockExtraction.LandBlockExtractor {
public Vector3[] position { get; set; }
public Vector4[] color { get; set; }
public Vector4[] farcolor { get; set; }
public Vector2[] texturecoord { get; set; }
public VerticesStruct(int blockSize) {
position = new Vector3[blockSize * blockSize];
color = new Vector4[blockSize * blockSize];
farcolor = new Vector4[blockSize * blockSize];
texturecoord = new Vector2[blockSize * blockSize];
}
public float[] Vertices() {
int length = position.Length;
float[] vertices = new float[length * 11]; // 3 pour position, 4 pour color, et 4 pour farcolor
for (int i = 0, vi = 0; i < length; i++, vi += 11) {
float[] vertices = new float[length * 13]; // 3 pour position, 4 pour color, et 4 pour farcolor
for (int i = 0, vi = 0; i < length; i++, vi += 13) {
vertices[vi] = position[i].X;
vertices[vi + 1] = position[i].Y;
vertices[vi + 2] = position[i].Z;
@ -27,6 +29,8 @@ namespace LandblockExtraction.LandBlockExtractor {
vertices[vi + 8] = farcolor[i].Y;
vertices[vi + 9] = farcolor[i].Z;
vertices[vi + 10] = farcolor[i].W;
vertices[vi + 11] = texturecoord[i].X;
vertices[vi + 12] = texturecoord[i].Y;
}
return vertices;
}