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

@ -163,6 +163,10 @@ namespace Map3DRendering.Common {
/// </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);

View file

@ -10,12 +10,12 @@ namespace Map3DRendering {
private PortalEngine portalEngine;
private CellEngine cellEngine;
private LandBlockExtrator landblockExtraction;
private TerrainAtlasManager terrainAtlasManager;
private readonly int NumberLandBlocks = 255;
private readonly int BlockSize = 17;
private readonly int allBlocks = 255 * 17 * 255 * 17;
private readonly int cellSize = 8;
private readonly int radius = 0x10; // Rayon du voisinage
private readonly int radius = 0x5; // Rayon du voisinage
public int[,] _vertexArrayObject;
public int[,] _vertexBufferObject;
@ -31,10 +31,6 @@ namespace Map3DRendering {
public MapRender() {
portalEngine = new PortalEngine();
cellEngine = new CellEngine();
terrainAtlasManager = new(portalEngine);
terrainAtlasManager.ExtractTexture();
terrainAtlasManager.GenerateAtlas();
landblockExtraction = new(portalEngine, cellEngine);
@ -74,7 +70,7 @@ namespace Map3DRendering {
}
}
private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
int lenghPacket = 11;
int lenghPacket = 13;
// 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();
@ -104,6 +100,10 @@ namespace Map3DRendering {
var farcolorLocation = _shader.GetAttribLocation("aColorFar");
GL.EnableVertexAttribArray(farcolorLocation);
GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 7 * sizeof(float));
var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
GL.EnableVertexAttribArray(texturecoordLocation);
GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 11 * sizeof(float));
}
public void Render(Shader shader) {
for (int y = startY; y <= endY; y++) {
@ -112,7 +112,7 @@ namespace Map3DRendering {
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.Lines, GetIndiceLenght(), DrawElementsType.UnsignedInt, 0);
GL.DrawElements(PrimitiveType.Triangles, GetIndiceLenght(), DrawElementsType.UnsignedInt, 0);
}
}
}

View file

@ -3,15 +3,17 @@
out vec4 outputColor;
uniform vec3 viewPos;
uniform sampler2D texture0;
in vec4 Color;
in vec4 FarColor;
in vec3 FragPos;
in vec2 TexCoord;
void main()
{
float distance = length(viewPos - FragPos);
float interpolationFactor = clamp(distance / 1000, 0.0, 1.0);
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
outputColor = mix(Color, FarColor, interpolationFactor);
vec4 textureColor = texture(texture0, TexCoord);
outputColor = mix(textureColor, FarColor, interpolationFactor);
}

View file

@ -2,6 +2,7 @@
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec4 aColorFar;
layout (location = 3) in vec2 aTexCoord;
uniform mat4 model;
uniform mat4 view;
@ -10,6 +11,7 @@ uniform mat4 projection;
out vec3 FragPos;
out vec4 Color;
out vec4 FarColor;
out vec2 TexCoord;
void main()
{
@ -17,4 +19,5 @@ void main()
FragPos = vec3(vec4(aPos, 1.0) * model);
Color = aColor;
FarColor = aColorFar;
TexCoord = aTexCoord;
}

View file

@ -48,14 +48,16 @@ namespace Map3DRendering {
_shader.Use();
mapRender.OnLoad(_shader);
//_texture = Texture.LoadFromFile("atlas.jpg");
//_texture.Use(TextureUnit.Texture0);
_texture = Texture.LoadFromFile("atlas.jpg");
_texture.Use(TextureUnit.Texture0);
axesGizmo = new AxesGizmo();
_camera = new Camera(Vector3.UnitY * 300, Size.X / (float)Size.Y);
_camera.Fov = 60;
//CursorState = CursorState.Grabbed;
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
}
protected override void OnRenderFrame(FrameEventArgs e) {
@ -66,7 +68,7 @@ namespace Map3DRendering {
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
_shader.Use();
//_texture.Use(TextureUnit.Texture0);
_texture.Use(TextureUnit.Texture0);
_shader.SetMatrix4("view", _camera.GetViewMatrix());
_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());